Designed by Antoine Bauza & Bruno Cathala
Drinking rules
General:
- Military Advances – Each time the Conflict Pawn moves toward your capital, take a sip. If it enters your capital, take a shot!
- Scientific Discovery – When you collect a scientific pair and claim a Progress Token, your opponent must finish their drink.
- Building Wonders – Every time you construct a Wonder, take a celebratory drink. If it lets you take another turn, drink twice.
- Discard for Coins – When you discard a card for coins, take a sip for every 3 coins you gain.
- End of an Age – At the end of each Age, each player takes a shot to celebrate the advance of civilization.
- Guilds in Age III – If you build a Guild card, you may assign a drink to your opponent.
- 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.
Why it’s a good drinking game:
7 Wonders Duel makes for a great drinking game because it blends strategy with just the right amount of chaos. The fast-paced turns keep the drinks flowing without overwhelming the players, ensuring that no one is waiting too long between sips. Since the game has multiple paths to victory—military, science, and points—there are plenty of exciting drinking moments, whether you’re celebrating a victory or lamenting a setback. The drinking rules integrate naturally into the mechanics, adding a fun challenge without completely derailing strategic decision-making. Plus, the two-player format makes it a perfect competitive showdown with drinks in hand!
