---
product_id: 20775001
title: "Asmodee 7 Wonders Duel Board Game BASE GAME - Intense Two-Player Battles in the Ancient World, Strategy Game for Kids and Adults, Ages 10+, 2 Players, 30 Minute Playtime"
brand: "asmodee"
price: "294 zł"
currency: PLN
in_stock: true
reviews_count: 13
category: "Asmodee"
url: https://www.desertcart.pl/products/20775001-asmodee-7-wonders-duel-board-game-base-game-intense-two
store_origin: PL
region: Poland
---

# 30 min fast gameplay Science victory with 6 unique symbols Dynamic military tug-of-war Asmodee 7 Wonders Duel Board Game BASE GAME - Intense Two-Player Battles in the Ancient World, Strategy Game for Kids and Adults, Ages 10+, 2 Players, 30 Minute Playtime

**Brand:** asmodee
**Price:** 294 zł
**Availability:** ✅ In Stock

## Summary

> ⚔️ Outsmart, Outbuild, Outlast – The Ultimate Two-Player Civilization Duel!

## Quick Answers

- **What is this?** Asmodee 7 Wonders Duel Board Game BASE GAME - Intense Two-Player Battles in the Ancient World, Strategy Game for Kids and Adults, Ages 10+, 2 Players, 30 Minute Playtime by asmodee
- **How much does it cost?** 294 zł with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.pl](https://www.desertcart.pl/products/20775001-asmodee-7-wonders-duel-board-game-base-game-intense-two)

## Best For

- asmodee enthusiasts

## Why This Product

- Trusted asmodee brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Triple Victory Paths:** Win by military conquest, scientific supremacy, or highest civilization prestige—keep your opponent guessing!
- • **Tactical Card Pyramid:** Innovative face-up/face-down card layout fuels strategic risk-reward decisions every turn.
- • **Quick Yet Deep Gameplay:** Engage in a rich 30-minute duel that fits perfectly into busy schedules without sacrificing depth.
- • **Intense Two-Player Strategy:** Master the art of civilization building in a head-to-head battle designed exclusively for two players.
- • **Iconic Wonders & Power Plays:** Build 7 of 8 awe-inspiring Wonders with game-changing extra turns to outsmart your rival.

## Overview

7 Wonders Duel is a fast-paced, award-winning two-player strategy board game where players compete to build the most powerful ancient civilization. Featuring three distinct victory conditions—military domination, scientific advancement, or highest victory points—this game combines elegant mechanics with intense tactical decisions. Its unique card pyramid system and iconic Wonders create a dynamic, engaging experience in just 30 minutes, perfect for millennials seeking a sophisticated yet quick strategic challenge.

## Description

One of the most celebrated games in the world can now be experienced in a two-player arena.7 Wonders Duel takes the game play and excitement of the original and adapts it for one-on-one battles. Take control of your civilization and decide to invest in science, military or prestige. Two New ways to win will keep you on your toes and watching every move your opponent makes. If you fail to build defenses your capital city may be destroyed, but ignore technology and your people may be left in the dark ages. It's a constant tug of war.7 Wonders Duel is an exciting New way to play the game that took the world by storm. Great for both fans of the original and those New to the hobby.

Review: 7 Wonders for two the way it was meant to be - 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
Review: Superb, quickfire strategy for two. - An excellent two player strategy game, feels completely fresh after dozens of matches. You take turns choosing cards to take (or sell) to add buildings to your civilization, each with its own cost, requirements and benefits. You also have access to Wonders, which you choose from a pool of options at the beginning. They require a lot of resources and the sacrifice of a normal card in exchange for powerful effects. Over three rounds, you're aiming for one of three victory conditions, while trying to stop your opponent from doing the same: military conquest, scientific advancement, or simply having the highest score based on a range of factors of the first two weren't achieved. Once you get the flow of the game and are familiar with the card's functions, gameplay is fast and the three rounds pass in no time. The cards are beautifully illustrated and manage to communicate all the information needed in simple symbols, though there are also reference guides in the box if you need clarification. I've never played the original 7 Wonders to compare, but this is a seriously well-designed and elegant strategy game. From the first card draw, you always have to balance what you want with reducing opportunities available to your opponent. There's this constant to-and-fro tension which makes the “Duel” name very apt. No system in the game is complicated, and yet the strategy that emerges from it is: surely the mark of great design.

## Features

- STRATEGY GAME: Experience an intense two-player struggle for supremacy in the ancient world! Challenge your opponent and bring your civilization to victory with Prestigious Buildings, Military Supremacy or Scientific Supremacy.
- TAKE CONTROL OF YOUR CIVILIZATION: Decide to invest in science, military or prestige. If you fail to build defenses, your capital city may be destroyed, but ignore technology and your people may be left in the dark ages. Will your city achieve greatness, or will your opponent prevent you from completing all your Wonders?
- VICTORY CAN BE ACHIEVE IN THREE WAYS: By invading your opponent’s capital, by achieving a monopoly on scientific advancement, or simply by crafting the city that will earn the most victory points in the end. But be warned: only seven of the eight Wonders in play can be built.
- FAST & FUN GAME FOR TWO PLAYERS: Average 30 minutes of gameplay for 2 players. The perfect gift to add to game night with kids aged 10 and up!
- REPLAY FOR NEW FUN GAMEPLAY: 7 Wonders offers quick gameplays which keep players engaged regardless of player count. Looking for new adventures? Try our other Expansions New Editions (Note: All our Expansions - Cities, Leaders and Armada - require the 7 Wonders Base Game to play).

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B014DMSTXK |
| Age Range Description | Big Kid |
| Best Sellers Rank | #10,321 in Toys & Games ( See Top 100 in Toys & Games ) #251 in Board Games (Toys & Games) |
| Brand Name | Asmodee |
| Color | Multi-colored |
| Container Type | Tin |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.8 out of 5 stars 9,676 Reviews |
| Educational Objective | Develop critical thinking, strategic planning, and resource management skills; foster interest in ancient civilizations and history |
| Estimated Playing Time | 30 Minutes |
| Global Trade Identification Number | 05425016923801, 05425016923818 |
| Grenre | Strategy |
| Included Components | game |
| Indoor Outdoor Usage | Indoor |
| Is Assembly Required | No |
| Item Dimensions | 2 x 8 x 8 inches |
| Item Display Dimensions | 7.87 inches |
| Item Part Number | SEVEN07-ASM |
| Item Type Name | Board Game |
| Item Weight | 0.54 Kilograms |
| Manufacturer | Asmodee |
| Manufacturer Maximum Age (MONTHS) | 180.0 |
| Manufacturer Minimum Age (MONTHS) | 120.0 |
| Manufacturer Part Number | SEV07 |
| Manufacturer Warranty Description | No Warranty |
| Material Type | Paper |
| Model Name | 7 Wonders - Duel |
| Model Number | SEV07 |
| Model Year | 2020 |
| Number of Items | 1 |
| Number of Players | 2 |
| Operation Mode | manual |
| Package Quantity | 1 |
| Power Source | Manual |
| Product Style | 7 Wonders Duel |
| Set Name | 7 Wonders Duel |
| Size | Standalone |
| Theme | Strategy |
| Unit Count | 1.0 Count |

## Images

![Asmodee 7 Wonders Duel Board Game BASE GAME - Intense Two-Player Battles in the Ancient World, Strategy Game for Kids and Adults, Ages 10+, 2 Players, 30 Minute Playtime - Image 1](https://m.media-amazon.com/images/I/81YwMWy3ttS.jpg)
![Asmodee 7 Wonders Duel Board Game BASE GAME - Intense Two-Player Battles in the Ancient World, Strategy Game for Kids and Adults, Ages 10+, 2 Players, 30 Minute Playtime - Image 2](https://m.media-amazon.com/images/I/71+SlkkTlzL.jpg)
![Asmodee 7 Wonders Duel Board Game BASE GAME - Intense Two-Player Battles in the Ancient World, Strategy Game for Kids and Adults, Ages 10+, 2 Players, 30 Minute Playtime - Image 3](https://m.media-amazon.com/images/I/818YI49npbL.jpg)
![Asmodee 7 Wonders Duel Board Game BASE GAME - Intense Two-Player Battles in the Ancient World, Strategy Game for Kids and Adults, Ages 10+, 2 Players, 30 Minute Playtime - Image 4](https://m.media-amazon.com/images/I/81JrOy2ZugS.jpg)
![Asmodee 7 Wonders Duel Board Game BASE GAME - Intense Two-Player Battles in the Ancient World, Strategy Game for Kids and Adults, Ages 10+, 2 Players, 30 Minute Playtime - Image 5](https://m.media-amazon.com/images/I/81BRkuFaNtL.jpg)

## Available Options

This product comes in different **Style** options.

## Questions & Answers

**Q: If you could only get this or the original 7 Wonders, and you will mostly only get to play with one other person, which would you buy?**
A: 7 Wonders does have a 2 player variation, but it is nothing compared to 7 Wonders Duel!! Duel changes a number of elements from the original 7 Wonders, making it more cut throat. Everything is connected - how much resources cost and how much money you can get from discarding is dependent on the cards you and your opponent have already played. There are a number of new functions that allow you to directly block your opponent - from discarding cards they have already played to taking their money. It is super fun - I love 7 Wonders, but I love Duel more - to the extent that I wish they made a Duel variety for more than 2 players. I would definitely point you towards Duel! That being said, there are ways to make the 2-player variation in 7 Wonders more exciting - playing with multiple boards per player is a lot of fun!

**Q: I heard that this game was already out of print? Why is that??**
A: I don't know where you heard that, considering it just came out late November.  It's still available on Amazon and it's still available from Asmodee, the parent company that produces the game.  So whatever source told you it's already out of print is mistaken or possibly high...:D

**Q: I just received this game and all of the cards and instructions are in Chinese.  Anyone else have this problem?**
A: Sounds like you received a fake, bootleg version. Did you buy it from a reputable dealer? Many games are counterfeited in Asia.

**Q: does the insert fit sleeved cards?**
A: They will not fit with sleeves on them. My solution, rather than ditch the insert, was to make cuts into the plastic corners of the card wells. This way I could bend the walls of the card wells a little bit to give me the little bit of room that I needed to have the sleeved cards easily fit. Only takes about 2-3 minutes, keeps the insert, and lets the sleeved cards fit perfectly.  Tried to attach a photo, but Amazon doesn't allow it for answers to questions.

## Customer Reviews

### ⭐⭐⭐⭐⭐ 7 Wonders for two the way it was meant to be
*by A***R on November 28, 2015*

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

### ⭐⭐⭐⭐⭐ Superb, quickfire strategy for two.
*by N***N on December 9, 2025*

An excellent two player strategy game, feels completely fresh after dozens of matches. You take turns choosing cards to take (or sell) to add buildings to your civilization, each with its own cost, requirements and benefits. You also have access to Wonders, which you choose from a pool of options at the beginning. They require a lot of resources and the sacrifice of a normal card in exchange for powerful effects. Over three rounds, you're aiming for one of three victory conditions, while trying to stop your opponent from doing the same: military conquest, scientific advancement, or simply having the highest score based on a range of factors of the first two weren't achieved. Once you get the flow of the game and are familiar with the card's functions, gameplay is fast and the three rounds pass in no time. The cards are beautifully illustrated and manage to communicate all the information needed in simple symbols, though there are also reference guides in the box if you need clarification. I've never played the original 7 Wonders to compare, but this is a seriously well-designed and elegant strategy game. From the first card draw, you always have to balance what you want with reducing opportunities available to your opponent. There's this constant to-and-fro tension which makes the “Duel” name very apt. No system in the game is complicated, and yet the strategy that emerges from it is: surely the mark of great design.

### ⭐⭐⭐⭐⭐ The ultimate in 2-Spouse/2-Player gaming
*by H***T on October 31, 2017*

For the past several years, my primary gaming partner has been my wife. As you can imagine then, 2-player style games come out quite often at our house. This is the best 2-player game I have ever played, bar none. To start, know that I have never played 7 Wonders (the original game), so I can't compare it to that. We also are extremely late in picking this up due to owning Splendor, Among the Stars, and Roll for the Galaxy (as well as many others), each of which has 2-player engine building style gameplay, similar to 7 Wonders Duel [7WD]. Despite that basic similarity, however, 7WD has several features that simply places it on the top, where it will stay for quite some time. - It has multiple unique win conditions. This is so important in a 2-player game, I almost refuse to play any 2-player game where this is not a feature; at least give us multiple paths to the same victory condition! Knowing you will lose starting on turn three is no fun whatsoever. In 7WD, you can win by points, by conquering your opponent, or by gaining enough variety in the sciences. The latter two still count as a victory even if you have zero points. So it is entirely possible to be winning the whole game, then have your spouse swoop in for a victory on the last phase! This makes every game tense and enjoyable for both parties; you are never out of the fight... - It is an engine building game at heart. Engine building games are great for 2-spouse games because it allows you to win without stomping the other one into the ground. Humans are competitive; we tend to stay mad at the opponent for a while after a loss! So, having an engine building game where it is more "your city versus theirs" is nice. For whatever reason, psychologically the loser feels less angst towards the winner about the loss, probably because the loser knows the losing city wasn't built properly! - It is inherently random. Each game is set up in a Tri-Peaks style pyramid, meaning each game is unique. On top of that, you only see the faces and abilities of about 50% of the cards; the rest are face down. This provides a substantial amount of replay value between games, as within each phase of each game you are constantly having to rethink which victory you are pursing and how. The facedown cards do not always fall in line with your first thought! - It is thematic. Building an ancient Greek city is such a cool idea. - It is fast. We are parents. As much as we love sitting around playing five hour adventure romps on cold nights, a 30 minute game is much more reasonable. Plus, 2-player games are just better when they are shorter: finish it up, move on to the next round, give the loser a chance for redemption - or time to grab a beer... - The titular Wonders are very well done, in both their art and their mechanics. They provide a race mechanic (8 are dealt, but there can only be 7 on the board!) and are incredibly helpful with their game-altering mechanics, but they are not inherently overpowering. I have still won games where my wife dropped all four of hers on the board in one fell swoop. Again, that's rare, but it's yet another example of how you aren't out of the fight until its over! 7WD has set the bar for 2-player game enjoyment. It isn't the most complex, it isn't the prettiest (but its close!), and it is certainly only one genre: engine building. But it understands what a 2-player game needs and delivers on all fronts. Hopefully, other genre's of 2-player games will learn from 7WD's success.

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*Product available on Desertcart Poland*
*Store origin: PL*
*Last updated: 2026-05-10*