7 Wonders Duel, DK
In 7 Wonders Duel, each player is leading a civilization and will, over the course of 3 ages, construct Buildings and Wonders.
Each age card represents a Building which will help the player to strengthen their army, make scientific discoveries, and develop their city.
3 ways to win
Each shield represented on the military Buildings (red cards) or Wonders allows its owner to immediately move the Conflict pawn one space in the direction of the opposing capital. The Conflict pawn is therefore likely to move back and forth on the track.
When the Conflict pawn enters a zone (defined by dotted lines), the active player applies the effect of the corresponding token, then returns it to the box.
If the Conflict pawn enters the space of your opponent’s capital, you immediately win the game via military supremacy.
There are 7 different scientific symbols in the game.
Each time you gather a pair of identical scientific symbols, you may immediately choose one of the Progress tokens on the game board. That token will be kept in your city until the end of the game.
If you gather 6 different scientific symbols, you immediately win the game.
A game ends immediately in the case of a military supremacy, a scientific supremacy, or at the end of Age III.
If no player has won a victory through supremacy before the end of Age III, the player who has the most victory points wins the game.
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