7 Wonders Duel
A two-player civilization-building game with military, science and wonder-building paths to victory.
Drinking rules
Choose a category to find a rule.
Gameplay
6 rulesMilitary advances
Military Advances – Each time the Conflict Pawn moves toward your capital, take a sip. If it enters your capital, take a shot!
GameplayScientific discovery
Scientific Discovery – When you collect a scientific pair and claim a Progress Token, your opponent must finish their drink.
GameplayBuilding Wonders
Building Wonders – Every time you construct a Wonder, take a celebratory drink. If it lets you take another turn, drink twice.
GameplayDiscarding for coins
Discard for Coins – When you discard a card for coins, take a sip for every 3 coins you gain.
GameplayBuilding a Guild
Guilds in Age III – If you build a Guild card, you may assign a drink to your opponent.
GameplayA tied final score
Tied at the End – If the final score is tied and it comes down to blue card points, both players must take a shot in honor of the gods.
GameplayAge end
1 ruleEnd of an Age
End of an Age – At the end of each Age, each player takes a shot to celebrate the advance of civilization.
Age endWhy it works
Military advances, scientific discoveries and Wonders give both players something to react to. The drinking rules follow those moments while you work towards your own way to win.
Skip any rule you don’t want to use. Alcohol isn’t required.
