7 Wonders Duel Boardgame

7 Wonders Duel was the most anticipated new game release of 2015, taking the theme and concept from one of the greatest and most popular Eurogames ever into a two-player game that could be finished in under 30 minutes. Duel is vastly streamlined compared to the initial game, so you’re losing some of the novelty and complexity that made 7 Wonders a huge hit between serious gamers and those just dabbling in the genre, but it succeeds in bringing the 7 Wonders experience to two-player games while adding a bigger interactive component.
The original 7 Wonders is my #2 game of all time, only behind the more accessible Carcassonne, and is the best of the class of more complex strategy games—those where randomness is low and the need for long-range planning is high—because it plays so quickly, usually 30 minutes to an hour depending on the number of players. 7 Wonders plays 3 to 7 smoothly, but for two players there’s a rules variant that involves the use of a “dummy” player of sorts, a trick that in my experience always alters any game experience for the worse. (Alhambra uses a similar variant for two players, and it’s just as disappointing.) That created a niche for a truly two-player version of 7 Wonders that brings the core concepts of building links and resource management to a game that involves more direct competition between just two players.
In Duel, there are three ways to win: military dominance, scientific dominance, or amassing the most victory points by game-end. The first two methods are quite difficult if the players are evenly matched, and we’ve never invoked either of them, always playing through to the end and adding up the points. Each player begins the game with four Wonder cards to build, while building cards are displayed on the table in nested structures that make only two to six available for purchase at any specific time—a big departure from the rotating hands that are the most notable aspect of the original game’s mechanics. Players acquire buildings that generate resources, money, victory points, or some combination of the three, while many buildings also have links to later buildings that allow the player who owns the first one in such a chain to acquire the second one for free. (That’s also found in the original game, and it’s just as key here as it is there… but here you get more of an opportunity to snipe a building that your opponent might get for free.)
The game has three phases, each of which brings its own deck of building cards, with the third phase also incorporating three guild cards (out of six total in the box, so the deck varies slightly each game) that award large bonuses for certain building types at the end of the game. The cards themselves should be familiar to anyone who’s played the original game; each has a cost in resources, a benefit such as a specific resource or two each turn or victory points at the end of the game, and possibly a symbol linking it to a building to be found in a later phase. You can rack up a lot of victory points by working the chains in the blue cards, or make future purchases much cheaper via certain yellow cards. As in the original game, you try to produce resources yourself through your buildings; one difference here is that you can buy what you can’t produce, with the cost rising if your opponent can produce it and you’re sort of buying it from him/her rather than from the bank. (I say “sort of” because resources aren’t depleted in 7 Wonders Duel; they come into existence as soon as someone tries to observe them.)