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♟️ Outsmart, outplay, outlast — the ultimate 2-player strategy showdown!
7 Wonders Duel is a fast-paced, two-player competitive board game that challenges players to build civilizations through strategic card play and resource management. Designed for ages 10+, it features high-quality components and multiple tactical paths to victory, delivering a fresh, engaging experience in just 30 minutes per game. Perfect for professionals seeking a quick yet intellectually stimulating escape.










| ASIN | B014DMSTXK |
| Age Range Description | 10 years + |
| Best Sellers Rank | 5,763 in Toys & Games ( See Top 100 in Toys & Games ) 157 in Board Games (Toys & Games) |
| Brand Name | Asmodee |
| Colour | One Colour |
| Container Type | Box |
| Country Of Origin | China |
| Customer Package Type | FFP Certified |
| Customer Reviews | 4.7 4.7 out of 5 stars (9,500) |
| Educational Objective | Develops critical thinking, strategic planning, and decision-making skills |
| Estimated Playing Time | 30 Minutes |
| Global Trade Identification Number | 05425016923801, 05425016923818 |
| Grenre | Strategy |
| Included Components | 1x Board Game - 66x Age Cards - 7x Guild Cards - 12x Wonder Cards - 4x Military Tokens - 10x Progress Tokens - 1x Conflict Tokens - 31x Coins - 1x Scorepad - 1x Rulebook - 1x Player Aid |
| Is Assembly Required | No |
| Item Dimensions | 5.1 x 20.3 x 20.3 centimetres |
| Item Display Dimensions | 20 centimetres |
| Item Part Number | SEVEN07-ASM |
| Item Type Name | Board Game |
| Item Weight | 0.54 Kilograms |
| Manufacturer | Asmodee |
| Manufacturer Part Number | SEV07 |
| Material Type | Cardboard |
| Maximum Age Recommendation | 1332.00 |
| Minimum Age Recommendation | 36.00 |
| Model Name | 7 Wonders - Duel |
| Model Number | SEV07 |
| Model Year | 2020 |
| Number of Items | 1 |
| Number of Players | 2 |
| Operation Mode | Manual |
| Other Special Features of the Product | Board Game |
| Package Quantity | 1 |
| Power Source | Manual |
| Product Style | 7 Wonders Duel |
| Set Name | 7 Wonders Duel |
| Size | 1. Standalone |
| Sub Brand | 7 Wonders |
| Theme | Strategy |
| Unit Count | 1 Count |
N**R
Great 2 player game with high replayability
7 Wonders Duel is an outstanding board game that is perfect for two players. The game is easy to learn, but provides endless hours of strategic play. The game mechanics are well thought out and each turn offers new challenges and opportunities for players to build their civilizations. The game components are of high quality, with well-designed cards and a sturdy game board. The rules are clear and concise, making it easy for new players to jump in and start playing. The game play is fast-paced and exciting, with players making decisions about which wonders to build, which resources to gather, and which military actions to take. One of the best aspects of 7 Wonders Duel is that each game is different. The wonder cards and the order they are played change with each game, offering a unique experience each time you play. The game also scales well, with different difficulty levels available depending on the skill level of the players. Overall, 7 Wonders Duel is an excellent board game that provides a challenging and enjoyable experience for two players. Whether you're a seasoned gamer or new to the hobby, I highly recommend this game. It's a great addition to any game collection and is sure to provide hours of fun.
D**N
Recommend: good-quality, easy to learn, and quick to play (20-30mins per game).
I've never played the original 7 Wonders (which is 2+ players), but bought this to play with my partner - as it is a version of the original game which is specifically designed to work and function with just 2 players. I haven't previously been a big buyer of board games, but they don't come cheap. Even used on eBay/Amazon, you're going to be paying close to the new price you see here. But don't let that dissuade you. It's a good-quality game which we've continued to have fun with, even after 10+ times of playing it. You can see fantastic reviews of board games like this on YouTube if you're unsure, so I won't parrot which is already been said. However, from my perspective, as a complete newcomer to board games like this, I think it is: - Good-quality with playboard, coins, and cards (which are also aesthetically nice!) - Easy to learn. After one (or maybe two) playthroughs you'll have no issue. - Quick to play: After your initial games, you can play through this in 20-30minutes - easy. My only real gripe is that, after the first 5 or so games, the majority of them have begun to end in stalemates (which you then count up victory points). When you're both at your best, it seems far too easy to sabotage each other. Despite this, I still think it's fun (and is, frankly, the nature of card-games like this). Recommend if you're looking for an entry-level board game to play with a friend/partner. Lots of fun and decent amount of replayability to make it worth the money (they also resell on eBay/Amazon for decent rates if/when you get bored of it).
A**N
Why don't you have it yet?
An absolute must have game! The game is relatively easy to pick up, but provides tonnes of replayability, strategy, and fun! There's several win conditions, and the random nature of the age set up, and wonder selection phases provide unique playthroughs, and prompt new strategies each time it is played. I've also played the Pantheon expansions, and that has equal production value, strategy and fun!
M**S
7 Wonders theme for a 2-player game
7 Wonders: Duel is a standalone game for 2-players (it is *not* a 7 Wonders expansion). The game builds on the theme and some of the mechanics from 7 Wonders. It introduces some excellent 2-player gaming ideas and so 'ta da' a new game is born. It is excellent fun to play and is far better, in my opinion, than the 2-player variant in the original 7 Wonders. There is a real sense of suspense as each opponent watches the other's military endeavours and scientific progress. It's made much more dynamic, now that there are three game end conditions: (i) a race on military supremacy; (ii) a race on scientific supremacy and (iii) a civilian victory. Both (i) and (ii) are instant wins; (iii) kicks-in when all cards have been played and then it's time to add up the points to determine a winner (just like the original 7 Wonders). There is plenty of replayability. Each game is played with 8 wonder cards (from 12), 20 Age I cards (from 23), 20 Age II cards (from 23), and a combination of 20 cards for Age III (17 from 20 Age III cards and 3 from 7 Age III Guild cards). The game also introduces progress tokens of which 5 (from 10) are available in each game. This means that there is not too much randomness, but what little there is, is sufficient to ensure that no two games will be the same. The game is quick, 20 - 30 mins, and set-up is pretty fast, as is putting it away. My 8 year old picked up the rules fairly easily and can win without any assistance. This makes it a very approachable family game in terms of age ranges. Note: my 8 year old has played 7 Wonders many times and so the learning curve from there is very short and quick. Why only 4 stars? Well, the Age / Guild cards are much smaller than the original game (despite there being room in the box for bigger cards) and the icons they represent are also small and the icons showing their cost are smaller still. When the cards are overlaid in the Age set-up you'll see they would have taken up a huge amount of room if the cards were as per the original game, however, I'd have preferred lost table space vs. easier icon readability. I doubt that 7 Wonders: Duel will out-class 7 Wonders. However, it is an excellent 2-player version of the original game and if you have the original and are looking for a better 2-player variant then I definitely recommend it.
S**T
Very quick delivery
Great game, delivered even quicker than expected. Thank you, Lennies Toys.
A**R
Good strategy game for 2 players
Great game for 2 players. Takes a newcomer some time to get to grips with the rules and strategy, but worth it
M**L
Great game, if you love 7 wonders or you'll like this.
M**E
Adaptation pour deux réussie, des heures de plaisir en perspective.
C**R
Çok uygun fiyata almıştım, harika oyun
A**R
Fun and versatile game for 2 player, by now I think we played 7 wonders duel for the past 4 months >30 times and still going
A**R
Quick take: The original 7 Wonders is well known for being a great 3-7 player game, though it struggles with a tedious variant for 2 players. 7 Wonders: Duel takes this 2 player criticism head on with brand new game mechanics, but keeps the spirit of the original game intact. Positives The 7 Wonders universe has always had great artwork and gameplay, and Duel meets all that. However, Duel takes a significantly different approach to how cards are built throughout the game. The main 7 Wonders game and all its expansions were based on a hand of cards passing around the circle, and then card-drafting your civilization from that. Duel takes a different approach of laying the cards out in different combinations of face up and face down pyramid shapes, with cards overlaid on top of others. This ensures that both players can see some of the cards that will be available in future turns, though not the face down ones. On your turn, you might hesitate to build a Stone Quarry (even though you really need stone!) because doing so would open up a key card or cards for your opponent. These back-and-forth risk/reward decisions that players will make would be interesting enough on their own, but Duel also adds a twist to three more mechanics: military victory, science victory, and Wonders. Military Victory. In Duel, at the start of a game players will start with a neutral position on a two-way "tug of war" style military chart. As military strength is built up, the military token will swing back and forth between the two players. If one player is not careful to keep the other's military in check, they can easily be overrun and lose immediately when their opponent's army reaches their capitol city. In the original 7 Wonders, one could often ignore military power entirely and still win. In Duel, if your opponent decides to go for a military win and you ignore it, you will most likely lose. This adds a much appreciated tension to the game and makes the "Duel" moniker very applicable. Science Victory. Another way for an immediate victory in Duel is to build six unique Science symbols. This is harder than it sounds, since your opponent will be doing everything he can to ensure that you don't. However, since being "too" defensive is equally as poor of a strategy, they'll have to allow you to get close, but not too close. With equally skilled players, these Science and Military victories won't happen as often as the typical "Most Victory points" win, but they are immediate and satisfying when they do. Wonders. Each player will start with 4 Wonders available to build, and only 7 can be built during the game. The Wonders in Duel are satisfyingly expensive, and several of them have a "take an extra turn" mechanic that can be used strategically to bury a card that your opponent especially wants, and then snatch the next card underneath it before your opponent has a chance to take their turn. This enhances the tension of the back-and-forth card taking because you're never sure when your opponent is going to use it to take two turns at once. Negatives In the ten games that we've played, everything seems near-perfectly balanced. Everything, that is, except one specific Progress token which led to a runaway victory when paired with a specific Guild card. In fairness, we were both new to the game at the time, so I didn't have a game plan to combat it. It may have just been a random "perfect storm". Since then, we've been able to mitigate that from happening. Other than that minor quibble, I don't really have anything else negative to say. Final Thoughts Duel benefits greatly from the two-player only design. It plays relatively quickly (35 min) but packs a lot of interesting decisions without being too brain-burning (i.e. Five Tribes). After ten plays, you start to appreciate even more the tightness of design. The interplay between the Military/Science/Victory Point strategies keeps you on your toes and ensures that you can't just fall into the same game plan every time. We're huge 7 Wonders fans in our group, and happy to say that this game would stand up even without the 7 Wonders name. It's easily our favorite "two player only" game that we own. I wouldn't be surprised to see this game get a flood of expansions as well; it's that good. Quick note on the components: the cards are reduced in size quite a bit from the original game, mostly because of necessity, but that makes it also easy to transport. Note: full review of this game, including gameplay descriptions, more bad puns, and a lot more pictures available at playbegins.com
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