City Committee – 7 Wonders Duel

Sometimes in life you need a brick, whether that’s for constructing a home, assertively enacting positive social change, or building a fantastic city that outshines all others. In 7 Wonders Duel by Antoine Bauza & Bruno Cathala, two players will use bricks (as well as stone, lumber, glass, and papyrus) to build such a city, and fill it with wonders (as well baths, breweries, circuses, and more).

The game is divided into three ages. The first being primarily about building a foundation in resource generation; the second being your chance to increase your resources, but also to move into city improvements which grant other benefits such as making certain things cheaper; and then crashing into the final age, which is primarily about point scoring, but mostly about trying to screw up eachothers plans.

Each age features a deck of cards which are laid out like a fancy solitaire game, with some cards going face down. As cards at the bottom of the layout are removed they grant access to those higher up the pattern and reveal what was once concealed. This allows for a little thoughtful play by steering your opponent away from cards you’re aiming for.

At the start of the game each player will draft four wonders from the pool of eight. Each wonder has their own costs and benefits. Extra turns, victory points, the ability to destroy one of your opponents precious resource generation cards, all this could be yours if you manage to construct the Hanging Gardens, or the Colossus or whatever ancient dick-swinging exercise you have available. Once a total of seven wonders have been built. The unconstructed wonder gets the derision it deserves and is returned to the box to think about what it did.

Throughout the ages some things never change. Science will still plug away at understanding the world, and those with a thirst for blood will continue fighting. Should you manage to gather a pair of cards with matching scientific symbols, players can claim a bonus such as victory points, money, or bonuses for having certain cards at the end of the game. Alternatively, if a player gathers six different scientific symbols, they will immediately end the game with a scientific victory. On a less cerebral scale, you can keep taking military cards, keep pushing the military tracker towards your opponent and should you reach the far end you’ll immediately win, bathed in the blood of your vanquished foes.

7 Wonders Duel is a great, fast, light-weight, small-box game that’s easy to teach but tougher to master. It’s definitely a great warmup game for couples game day.

Pros:

  • Fairly cheap.
  • Nicely constructed.
  • Lots of fun.

Cons:

  • The box feels like it could be a lot smaller.

Final Score 8/10

Big Money, Big Prizes – Tiny Epic Mechs

Big Money, Big Prizes – Tiny Epic Mechs

In the (unlikely for humanity in our current timeline) far off future of 3030 (oops, we’re less than a line in and I’ve already melted the bleak alarm. That’s the third one this week *sigh*) bipedal mechs are a viable method of transportation and combat. This is the world we get to experience Tiny Epic Mechs.

After a successful Kickstarter back in 2018, Gamelyn Games have been shipping copies of their latest (I’m fairly certain) creation. Fitting in the same size box as all of their previous offerings (meaning you can fit even more of them on your shelf before you have to justify the space) and featuring their beloved Itemeeple, TEM is a programming game with lots of cool weapons you can buy and equip (more on that later) and awesome mech suits to arm and pilot.

The game can be played by 1-4 people, with different board layouts, depending on the number of players. Starting with the central point – where the Mighty Mech will be located until it’s claimed – the play area is layed out from a deck of shuffled tiles. Each tile shows a number and either a power or money symbol. Each player then takes their base tile and positions this in one of the locations shown in the manual. Players select one of their mines – numbered 1-4 – and places this, along with their itemeeple on their base. These base tiles (as well as the central tile) show one of each power and money symbol, in addition to a number 2.

With board setup complete, players are dealt two pilot cards and will pick one to play as. Each pilot card shows the character one side and and their power-armoured mode on the reverse. Each pilot has a unique special skill that can be utilised while in character or power armour mode. This could be something like taking extra resources on collection phases or being able to change the direction of your movement (for a small fee). These cards also track the player’s health in each mode.

Players also get a tracker board which shows money and energy reserves, as well as acting as a cheat sheet for what actions you can take, scoring, and building costs; an itemeeple in their colour; 4 mine tokens; three turret tokens; program cards; and a set of basic weapons to select their starting loadout from.

As well as the basic weapons, there’s the advanced weapon deck. These are layed out to form the shop. Each card corresponds to a delightfully dinky weapon which you can attach to your itemeeple, powersuit or the Mighty Mech.

Last up there’s the score and round tracker boards. Players place their two-sided score marker on the appropriate board (this can be flipped once you get to the end of the track to show you’re on your second go around).

Phew, it’s a lot of setup, and can take a while the first time you do so. However, once you’ve got it, it’s pretty straightforward and will be considerably quicker in future.

The program cards each show an arrow as well as the type of action that will be played once the player gets there (if they get there). This could be to place a mine – which costs money, deploy a turret – which costs power, collect resources – one for each tile showing that symbol which you control, to power jump two spaces in one direction, to move diagonally (usually you can only move in one of the cardinal directions), or to purchase something from the shop.

Each round starts with players picking their four actions, laying them out on the table (covered with the remaining cards). Starting with the first player (who rotates each round) everyone reveals their first action. These are played out before moving on to the next player and then on to the second actions. Should any player move into a space which is occupied by another, they will enter combat.

Combat is played out in turns, each player exhausting a weapon and passing to their opponent. Should a player be reduced to 0 health, they respawn back at their base with a minimum of 2 energy and cash and back to full health. However, if a player runs out of weapons before defeating their opponent, they are forced to retreat to an unoccupied, adjacent space.

Each weapon has a type and these types can play off of each other in a rock, paper, scissors style. By chaining off of the last weapon type, you get to use the weapon’s power attack. These attacks will not only do more damage than usual, but most will have an extra ability such as stealing/acquiring resources or removing adjacent turrets.

Once everyone has taken their actions and the dust has settled from any fighting, play moves to the next round. Every other round is a scoring round so it’s a great time to take some extra ground. You’ll be awarded points for each mine and turret, as well as the position you’re holding (based on the number on the tile), as well as points for controlling the Mighty Mech. After 6 rounds, the final scores are tallied as per the previous round and plus extra points for the weapons you’ve acquired throughout the game.

It’s a really fun little game that can be played in around an hour, with nice art, quality components, and it’s just such a joy to load up your powersuits and the Mighty Mech with your itemeeple and weapons. You’ll feel like kind of a badass stomping around the board in a fully tooled up mech.

Pros

  • Fun to play
  • Lovely character art
  • Quality pieces

Cons

  • Can be difficult to recover if you get behind in a two player game

Final Score: 9/10