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7 Wonders Duel (ES)
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Editorial Repos Production
Idioma
Dependencia del idioma (0-4) 0. Ninguna
Núm. jugadores 2
Tiempo de juego 0 a 30 minutos
Autor Antoine Bauza, Bruno Cathala
Edad mínima 10
Temas Ancient, Card Game, City Building, Civilization, Economic
Mecánicas End Game Bonuses, Income, Layering, Market, Modular Board, Multi-Use Cards, Once-Per-Game Abilities, Open Drafting, Set Collection, Sudden Death Ending, Tags, Tech Trees / Tech Tracks, Tug of War, Variable Player Powers, Variable Set-up, Victory Points as a Resource
Núm. Cartas
13 | 73
Fundas 65x100 | 45x68
Descripción
Players do not draft cards simultaneously from decks of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play, as it can with bonus moves that allow the player to take a second card immediately. As in the original game, each acquired card can be built, discarded for coins, or used to construct a wonder. Each player also starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.
Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as they are acquired, the cost for those resources increases for the opponent, representing the owner's dominance in this area.
You can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital (also giving you a bonus at certain positions). If you reach the opponent's capital, you win the game immediately. Or if you acquire six of seven different scientific symbols, you achieve scientific dominance and win immediately. If none of these situations occurs, then the player with the most points at the end of the game wins.
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