10 Days in Europe – A Pleasant Journey

10 Days in Europe – A Pleasant Journey

  • Number of Plays: 25
  • Number of Players: 2 – 4
  • Game Length: 10 – 30 minutes
  • Mechanics: Hand management, Route Building
  • Release Year: 2002
  • Designer: Alan R. Moon, Aaron Weissblum
  • Artist: John Kovalic, Cathleen Quinn-Kinney

Alan Moon is a prolific game designer. With a game like Ticket to Ride under his belt and selling millions I’m sure he could retire to a comfortable life and never need to design another game again. But when Board Game Design is your passion, I’m sure you can’t help but create games.

Here we are with another one of his games about traveling. In 10 Days in Europe, you collect tiles and place them into a timeline as you attempt to contiguous a trip across the continent spanning 10 days. The hook that turns this activity into a game is that once the tiles are in your holder you can’t swap them around. You can only replace a tile with one picked up from one of the three discard piles (or drawn blindly from the top of the deck).

In 10 Days in Europe you can always travel by walking to two neighbouring countries that are next to each other and share a border. You can fly between two countries as long as they’re the same colour as the plane you’re using, and you can travel to any country by sea, as long as they have a shore on the indicated Ocean or Sea

Other games in the 10 days series have other types of transportations. Asia has trains,USA and Africa have cars, but the core game remains the same between them all. Manipulate your hand of tiles until you have a cohesive 10 day trip across the continent.

The game starts with the board (which is literally just a map) and all the tiles splayed around the table. Each player picks up tiles one at a time and places them into their card holder. Depending on the order that you draw your tiles, this can set a player up for a easy game, or it can telegraph to a player that they’ll need to replace all 10 of their tiles before their game is over. In theory you could win right off the bat, but I’ve never seen it happen.

Once the game is underway, one of two things seems to happen to each player. Either they put themselves into a situation where they need a specific country (most countries only have one tile in the deck), or they hold their head in their hands waiting for someone to end the game so they can pitch the tiles they’re currently holding into the ocean.

10 Days in Europe is the kind of game that gets played back to back often. Games are almost always over within 15 minutes, and to reset the game all you need to do is throw the tiles back into the centre, give it a stir and begin again.

I don’t know how I feel about the board basically just being a map of Europe. I say that I’m bringing a board game, but really, 10 days is a card game with a cardboard map.The map does tell you what colours the countries are and which shores belong to which oceans, which is key information in the game. But it still feels more like a card game than a board game. This can also be a great learning experience if you aren’t familiar with a continent as learning the where in the world the U.A.E and Boliva are can make you look worldly and traveled when asked to point them out on a map.

10 Days is the perfect game to bring to the in-laws for Thanksgiving as it’s dead simple to play and is over quickly, allowing players who feel like they’ve lost to reset and start again from the beginning. There is a lot of luck in the game but I will counter that by saying there is a element of strategy involved, otherwise my wife wouldn’t have a 70% win rate over her 20 plays.

I do also appreciate the box size. The insert keeps everything in its place, even when it’s stored vertically, and if you took the insert out, you’d only have enough empty space for a banana.

Tiny Epic Quest – Thematically Pleasing, Mechanically Lacking

Tiny Epic Quest – Thematically Pleasing, Mechanically Lacking

  • Number of Players: 1 – 4
  • Game Length: 30 – 60 minutes
  • Mechanics: Push your luck, Dice Rolling, Area Movement
  • Release Year: 2017
  • Designer: Scott Almes
  • Artist: Miguel Coimbra, Adam P. McIver

Intro – In where I try to not talk about The Legend of Zelda

If you walk around my living space, one thing will become apparent very quickly. I love video games. I have knick-knacks and memorabilia adorning my shelves, giving brief glimpses into my nerdiness. The franchise represented most prominently is The Legend of Zelda, as the Zelda games are amongst my most favourite video games ever. Most games I wait to pick up on a sale or second hand as the price of buying new is a pill that I have a hard time swallowing. The exception to that rule is a new Legend of Zelda game. If you doubt me, ask me about the time my wife woke at 6am with me frantically hitting the refresh page on Best Buys website the day the Nintendo Switch and Breath of the Wild were launching their pre-orders (spoilers – she wasn’t pleased).

I can hardly be blamed for my obsession however. The Legend of Zelda: A Link to the Past is one of my most played video games. Back in 1995 when I could barely hold a controller, my mother and I explored Hyrule together. I vividly recall running through the green fields, sword thrust forth to parry any foes, getting the guards called on me in Kakariko village, and my tiny mind being blown wide open when the Dark World was introduced.

When Gamelyn Games launched their Tiny Epic Quest kickstarter in November of 2016, I was immediately enthralled with the aesthetic of the game. While the art assets were vaguely generic fantasy, the items looked like they were ripped straight out of The Legend of Zelda. I backed that project immediately without a further thought. Come Summer of 2017 when the game was delivered, I delighted in the ITEMeeples and the tiny items arranged on the item rack. Aesthetically, I was already in love.

Nostalgia always knows how to get me to open my wallet

Components and Play Space – Hope your table is epic, not tiny

Like all of the Tiny Epic games, they boast a large game experience, crammed down into a tiny box. Foolishly, at the time I also thought that meant the play space would be small, perhaps I could play this game on my coffee table. Not the case here, as the components sprawl out, demanding nearly as much space as you’re willing to give to it.

Setup for a solo game

The art on the cards is bright and colourful, full of the promise of adventures to come. The ITEMeeples are cute too, made of plastic and slightly larger than your standard meeple. I never thought of myself as a meeple connoisseur, but I found myself wishing they were made of wood instead of the cheaper feeling plastic (not that your wooden meeples is a ‘deluxe’ component).

The items that go into the ITEMeeple’s ‘hands’ are absolutely tiny, making some of the more delicate ones difficult to manipulate (I’m looking at you, Bow and Arrow). Luckily you won’t need to manipulate them too often, as once they’re acquired, you stick em in someone’s hand and then there’s rarely a reason to move it.

My wife tells me size doesn’t matter.

Gameplay – A Gamblers Journey

A game of Tiny Epic Quest is played over 5 rounds. In each round players are trying to accomplish tasks to accrue the most victory points. It’s all the normal, heroic acts you accomplish during the dead of night that get you victory points (sounds sketchy). How many spells you can master, how many quests you can accomplish, and how many goblins you can smack into the ground will all affect your heroic rating and win you the game (also bonus points for pillaging the Legendary Items).

During the day phase, one player you will choose a method of travel, then move one of your meeples according to the card. A raft lets you sail up the perfectly vertical and parallel rivers, a Horse can take you as far east or west as you’d like (you all know of horses natural aversion to north and south movement), the griffon can take you diagonal, and the travel by boot option can take you one step in any direction. Once you’ve made your move then everyone else gets to make a movement of their own, following the same card. No matter how many players are at the table, this phase of the game has 4 turns, meaning one of the movement types will go unused.

And no, you can’t put your horse on the raft. We tried that once, it didn’t go well.

Once the Day phase ends, night descends. During the night each player decides if they want to adventure, or rest. Every player who chooses adventure is IN. The lead player rolls the 5 custom die, and then the die results are resolved.

First, the goblin heads represent the total damage inflicted. Each player takes 1 damage each clockwise around the table until all the hits have been distributed. If there are more goblin heads than players, it overlaps, hitting the lead player again and continuing on.

Then power is gained based on any power symbols, and where the mushroom marker is. Then the mushroom marker moves down its track based on the number of mushrooms that have been rolled. If the mushroom is at the end of its track, it just deals damage in the same way as the goblins.

Once those are out of the way, all players can use the torches, scrolls, or punches to complete their objectives. Torches and scrolls advance your adventurers along their track, inching them closer to acquiring their treasure, while the punch symbol lets you pummel into the sleeping goblin who had the misfortune of being on your space

The one time you didn’t need any goblin punches…

After all the die have been used, the active player passes the die to the next player who now has to choose to adventure, or to rest. Should they choose adventure, all players are dragged along, like lackeys in a gang.

The dice rolling is the crux of the push your luck mechanic that is the core of Tiny Epic Quests gameplay. Sometimes you’ll find your meeple on a dungeon that requires torches and all you roll are scrolls. You’ll sit in anguish as your friends march up their tracks, pilfering the treasures, equipping their new items that bestow special abilities to the meeple that holds it, while you grumble that yet another torch has been rolled. There is a bit of mitigation in the form of Power. You can always spend 2 power to gain an extra Scroll or Torch for a meeple, or to block a hit from a goblin.

Two of my adventurers finished their quest. The third one had to sleep in a cave.

As the players turns go on, health will begin to dwindle and the risk of death will loom ever closer. The Mushroom track I mentioned earlier will pass thresholds that will make the game riskier, like increasing the amount of damage goblins do, or removing the ability to recover power via die rolls, eventually causing extra damage if there is no space left on the mushroom track. The benefits of the mushroom track going up is the higher it is, the more potent the magic is in the night and allows you to learn even greater dark magics (with only 5 turns and 10 levels of magic to learn, you’re expected to skip a couple lessons).

Should you fail in your quest of murder, thievery, or sorcery and become exhausted, all of your meeples are returned home, health and power restored, but empty handed. You only get to keep the spoils of your exploits if you choose to stop during the night phase, returning to camp before your metaphorical parents catch you out on a school night.

Crafting the legendary weapons requires finished two specific dungeons in order. Hopefully you’ll have some overlap with the other quests

Tiny Epic Quest bills itself as a push your luck game, and it absolutely is. Some bad dice rolls can throw the entire experience for you. In my plays, I’ve found the luck factor is much lower in lower player counts. You may be taking more damage, there are more opportunities to rest. In a 4 player game you may find yourself with only 2 health left, your goblin punching meeple has won their combat, the spell learning meeple has finished studying, but your dungeon crawling meeple is only two torches away from grabbing that precious loot. If you choose to roll, you may be committing to 4 rounds of die rolls, and should you accomplish what you needed during your rounds, you’ll sit in terror as the other three chuck those misery cubes and flinch as somehow the player before you rolled a full round of goblins, pummeling you right back to the start.

I understand that is the draw of push your luck games, trying to get as far as you can and if you go bust then you’re kicked back to the beginning. I love Can’t Stop, but the salient difference is Can’t Stop takes 10 minutes to play, while this goes on for an hour or more! And the cascading failure of missing out on a whole round of adventure, when your friends may now have gear that makes their subsequent heists easier is a rough feeling.

Final Thoughts – Are we the Baddies?

Is it wrong to complain about luck in a push your luck game? Maybe. While I did enjoy my play of Tiny Epic Quest, most of that enjoyment came from the aesthetics. Seeing my ITEMeeple run around the map with a bomb and a rupee filled my heart with joy. I recently gave the solo mode a try, and barely managed to achieve the lowest score acceptable, 40 points to be a peasant. Because you only have 3 meeples and 5 rounds, you’re expected to complete a quest with 2 of your meeples, if not all 3. The scores ramp up the more you achieve of each objective (beating 3 goblins is 3 pts, while beating 10 is 30). Achieving 15 tasks is about the best you can hope for, and it’s not THAT hard to accomplish, but if you fail early quests it can leave you feeling like it’s impossible to catch up. Looking at amigoodat.games, the average winning score is in the low 30’s. With no catch up mechanic to speak of, The winner will more often be the player who got the best loot the earliest.

All that said, I am keeping this game, and would pull it out of I knew someone was a huge fan of The Legend of Zelda. The aesthetic is strong enough to keep the box on my shelf (and it helps that the box is tiny, getting rid of it wouldn’t free up much space on my overflowing shelves). Also, I don’t have very many push your luck games, so it’s a small niche that’s being filled.

I begun this review with the fresh innocence of a Kokri boy waking up to the cries of a fairy, ready to go on a quest to save the Kingdom. I’ve come to realize that while this is indeed a epic quest, we just might be the bad guys. After all, we’re tearing across the kingdom by day, and wreaking havoc over the night, punching sleeping goblins, casting demonic spells, and stealing treasures. At the end of the game, we’re not coming home to a waiting princess, we’re going to face trial for the crimes we’ve committed! If the authorities found me with standing in a magic circle with a sword in one hand and a bomb in the other, I don’t think they’ll give me the benefit of the doubt.

Now Boarding – People don’t get angry if they’re moving

Now Boarding – People don’t get angry if they’re moving

  • Number of Plays: 6
  • Game Length: 30 – 60 minutes
  • Mechanics: Pick up and Delivery
  • Release Year: 2018
  • Designer: Tim Fowers
  • Artist: Ryan Goldsberry
  • Publisher: Fowers Games

It’s hard to imagine the mind of a person who sees a busy airport, full of delayed planes and the slow seething anger of the unwashed masses and thinks to himself “I can make a game out of this”. My friends, let me introduce you to Tim Fowers.

Tim Fowers is the only board game designer my wife knows by name. His continued collaboration with artist Ryan Goldsberry and re-use of characters has established a familiar aesthetic when a new game hits the market that makes everything feel somewhat familiar.

My wife and I played Now Boarding for the first time at our local board game cafe. Knowing very little about how the game was played ahead of time, I found the rulebook to be adequate for teaching the game with only minor confusion during the set-up process.

I don’t fault the rulebook for our confusion, though. It can be difficult to convey concepts for a real time game using the written word. The game has a “STOP! Check out our How to Play Video!” inserted in the box, but watching a video on your phone isn’t the best option when you’re in a noisy public space.

Concepts learned and game prepared, we launched into our first play of Now Boarding. At first the morning flights were easy affairs, single passengers going directly to their destination, no one waiting for longer than a turn at their home airport, and even able to take advantage of some good weather on the way.

Shortly into the afternoon phase of the game, the pace began to quicken, at one moment there was a single person waiting on the eastern seaboard, but half a dozen customers were angrily stewing in their delays all along the west coast. a concerted effort saw these passengers picked up, but with all the planes on the right side of the board, suddenly the left was filling up with a pair of travelers at each gate, and not enough time to pick them up before their anger boiled over and complaints were filed.

Now Boarding does a real time coop game very well with some interesting mechanics. In between every real time phase of the game you deal out the next set of passengers to their home airport, face down. At this point you can sit and discuss what your plan of attack is, but you only have half the information you really need. Once the real time phase begins you flip over the face down passengers and reveal their destinations. It’s at that moment you realize that the person you were going to pick up needs to go in the complete opposite direction, and the airport you’re passing through has someone that wants to go to your destination! Too bad your plan is full. You couldn’t just… kick someone off the plane because a new customer is slightly more convenient, could you?

Yes. Yes you can. In fact, if you want to win, expect some sudden layovers. It feels rude to jettison a passenger, but seeing as how people only accumulate anger when they’re idle in an airport it makes sense to juggle your customers between planes. After all, once you’re on the plane and moving you just feel so much better, even if your plane isn’t bound for your final destination.

All in all, Tim Fowers has designed a fantastic real time co-op game (two of my favourite game genres mixed together). Our initial thoughts is the game is a little easy, we’ve won 80% of our games, and one of our losses was due to us having people complain at 3 anger, not 4. We have started introducing the MVP cards which add some wrinkles such as crying babies (people get double anger), unattended minors (can’t fly alone), and nervous fliers (can’t fly through weather). These slight wrinkles can throw a wrench into your smoothly running engine and cause a small freakout on my side of the table. I would like to see an expansion added to the game to create some variability, perhaps another country, or adding a ‘first class, business, and coach’ section to your planes offering more rewards for prompt delivery.

TL:DR – Real time, Co-op, and pick up and deliver. If you don’t like any of those words this isn’t going to change your mind. If you do enjoy those, this is a hit.

Cartographers – The Best Game I’ve Never Played

Cartographers – The Best Game I’ve Never Played

  • Number of Plays: 4 on Tabletop Simulator, dozens more via Android app
  • Game Length: 30 minutes
  • Mechanics: Flip and Write
  • Release Year: 2019
  • Designer: Jordy Adan
  • Artist: Luis Francisco, Lucas Ribeiro
  • Publisher: Thunderworks Games

March 2020 marked the end of the gaming in person for our group (somewhat ironically the last game my group played all together in person was Pandemic. We lost). Over the last 12 months we have continued to game together using a few online resources, but Tabletop Simulator has been the most common platform so far with 105 games played. One of the games that was a surprise hit on the platform was Cartographers, a flip and write game set in the Roll Player universe.

Cartographer begins with each player naming their kingdom and 4 of the 16 scoring objective cards are revealed, each one associated with a letter. This is important as each scoring objective will be scored twice throughout the game so you know what you’re working toward right from the beginning of the game.

Cartographers plays by flipping over a card which (usually) offers you two options to put down. Either two different shapes of a single terrain type, or one shape of two different terrain. It’s up to you to choose which scoring objectives you want to chase and how best to fill out your player sheet

Now it wouldn’t be a game if there wasn’t some twists; some way of making to choose between the lesser of two evils or force you to overcome an obstacle in some way. in Cartographers this is achieved in two different ways. The first is the ‘Ruins’ cards which force you to place your shape on a specific spot on the board, which always seem to be just one space too far from the spots that you actually want to put it, or tempting you to choose the smaller option to get the coin, which gives you a point during every scoring.

The other way Cartographers injects some challenge is with the Ambush cards. Each round in the game will shuffle in one ambush card. When these come up you need to give your sheet to another player and they get to put some nasty monsters onto your board. Any empty spaces next to a monster space is worth -1 point during each scoring phase.

Cartographers plays quickly and has enough player interaction to alleviate the multiplayer solitaire game that I find is pervasive throughout the roll (or flip) and write genre. It plays surprisingly well on Tabletop Simulator as the mod uses tiles instead of trying to force you to draw with a mouse. I’ve seen some pictures of completed sheets and they look like a nightmare to keep everything neat and orderly, drawing squares around the grid and different symbols to indicate the terrain type. I’ve also seen some people using multicolor pencils to assist with differentiating the different terrain types at a glance.

I know my own penmanship would be the biggest detractor with playing the game physically, it’s not something that I’d fault the game for. Knowing that drawing isn’t my strong suit does push me to playing on TTS or the digital app where my board looks nice the entire time I’m playing.

However you play Cartographers, no one can deny that the mechanism for interacting with other players is unique to this type of game, and the varied scoring cards leads to a good amount of variablitiy between plays. Some plays you won’t see a single ambush or ruin (as the explore cards get reshuffled at the end of each season) leaving you to create a utopia and everything goes exactly according to plan. Meanwhile the exact opposite can happen in the next game, all four ambushes come out, your neighbors manage to place the monsters is the absolute worst spots and your entire kingdom burns before your eyes.

*ahem*

I do know there are a couple mini expansions that include an alternate set of Ambushes (I’d argue these are almost essential) and a 8 card expansion that requires you spend your gold but you get a benefit in return, suck as during the draw phase you can choose to draw a 2×2 shape instead on one of the available shapes. Situational, but potentially powerful.

All in all, Cartographers is an excellent game, easy to explain and understand, and enough variability that you’ll feel you’re still discovering things after a half dozen plays (which for me, is pretty good). The player interaction isn’t too much to incur bad feelings between you and your friends and I’ve never felt like someone was unfairly advantaged in the game. It’s an excellent easy to learn hard to master game that can be enjoyed by the gamers of all persuasions and weight classes.

Journal #2 – Sagrada – Be Better Than the Sum of the Rejected Dice

Journal #2 – Sagrada – Be Better Than the Sum of the Rejected Dice

The question that comes up when I make the choice to play a solo game is ‘what differentiates a game from a puzzle’? I could also question why do we even play games in the first place, but I’m here to write, not to think.


I tried the Solo mode for Sagrada the other day, after saying I’d get around to it for years. It was always something that I knew I could do if I wanted, but I didn’t really feel like it just now. 


I don’t know how to solo mode came into being for Sagrada, if the game was designed to be both solo-able, or if it was a kickstarter strech goal they hoped they’d never reach, but after playing it once, I can say that it doesn’t appear to have been given the same amount of time or thought as the multiplayer design. 


Now I’ll be the first to admit that I’m not a game designer, and making a game that is compelling for both multiple people to play competitively and solo would be quite the challenge, especially if the person sitting down to judge your work is professing from the start that he is ‘not a solo gamer’. 


Sagrada’s solo mode follows the same basic gameplay from the competitive game. Pull out a number of die, put two into your window following all the restrictions, and try to get the highest score possible (according to amigoodat.games the average score is around 46. My own stats trend a little higher at 49.29, with the average winning score being 56.43. You can submit your amigoodat.games bug reports here).   

Should you be able to beat a solo game the first time you play? Should it matter if you’ve played the multiplayer mode a couple dozen times? I played at the medium difficulty level and beat the goal score without much issue. But even if I cranked it up to the highest difficulty, it only would have added 2 more die to the target score, and removed 2 of the possible tools from me.  


What sets the solo mode apart is instead of having other players scores to try and exceed, you’re trying to exceed the sum of all sum of the die you pass over throughout the game. With a difficulty scaling of +/- 4 scoring die and less tools to use, I found the solo mode to be a fine way to learn how the game plays, but not a compelling experience that would have me pulling the box off the shelf when I find myself craving some cardboard time.  

One of the questions I found myself thinking after the fact is if it would have been more satisfying if I wasn’t trying to beat goal score, but rather trying to achieve the highest score possible and getting a ‘rank’ based upon the score threshold. Of course, that score would vary depending on the goal cards that are dealt at the beginning of the game and if the colours of die match the goals well. 


I wonder if there would be a way to set up scenarios? Preconfigure specific goal cards and seed the bag with a certain number of each colour, then attribute a rank depending on your endgame score. I wonder how much more you’d have to change before this becomes less of a game to beat and becomes more of a puzzle to solve. 


I recently heard a rumor of Sagrada Legacy, perhaps some of my thoughts and questions will be answered there. 

P. S. I’m still upset about the amount of empty space in the box.

7 Wonders Duel – Head to Head Civilization Building

7 Wonders Duel – Head to Head Civilization Building

  • Number of Plays: 29
  • Game Length: 30 minutes
  • Mechanics: Card drafting, set collection, tug of war
  • Release Year: 2015
  • Designer: Antoine Bauza Bruno Cathala
  • Artist: Miguel Coimbra
  • Publisher: Repos Production

7 Wonders is a pillar of the board game community, often a entry point for many people into this hobby. 7 Wonders has the amazing ability to play in 30 minutes no mater if you’re playing with only 3, or all the way up to 7 players.

While the big brother has a two player variant included, it’s wildly unsatisfying. Each player takes a turn sinking cards into a dummy city while competing to draft the best civilization. I found it annoying to manage and while it’s nice to have a way to deny cards to your opponent other than building your wonders, it left me (and my wife) feeling like we should have found a third player, or play a game actually designed for 2 players.

7 Wonders Duel is a game designed for exactly two players. It offers a tight race with alternate win conditions should one player manage to claim supremacy in scientific discovery or military might. If neither of those two conditions are fulfilled before the end of the game then the player who built the most civilized society will claim victory.

The game begins by drafting 8 of the 12 possible wonders between the two players , which should influence how your civilization will progress. Once the wonders have been drafted the age cards are laid out into a pyramid shape, with cards on the bottom covering cards higher up. Layers of cards alternate between being face up and face down. Sometimes you know what you’re working toward, and sometimes you’re revealing a new card for your opponent.

Almost every card will require some resources in order to build them. If you have the required resources within in your civilization, you can just add the card to your side of the table and start enjoying the benefits immediately. If you find yourself short of a resource you always have the option of buying the missing resources from the bank. The cost for each resource you want to buy is 2 coins, plus 1 more coin for every one of the depicted resource that your opponent controls.

There is a workaround available, in the first age there are gold market cards for each of the 3 basic resources that allow you to buy depicted resource from the bank for 1 coin each. This is incredibly important as if you find yourself missing a resource type and your opponent has 4, every time you need that resource you’re stuck paying 6 coins.

Money ebbs and flows a lot more freely in this version of 7 Wonders. With gold cards increasing the amount of money gained when discarding a card instead of building it, it’s not THAT unreasonable to not take any resource cards. If you can get the gold market cards, and one or two of the wild if you can get a couple of the market cards. It does cost a lot of money, but when you have 20 coins in your reserve, paying 4 for a clay doesn’t feel like quite the expense. Also, many cards allow you to build a card in the next age for free.

The two alternate victory conditions are controlled by the red military cards and the green scientific cards. For every shield on a red card you push the war marker down the military track. As it passes certain thresholds it causes your opponent to lose a small amount of money. If the game ends before the war marker makes it all the way to your opponent’s side you are rewarded with a small amount of victory points. If you do manage to push it all the way to the end of the track the game ends immediately. Conversely, the green scientific cards are a set collection achievement. There are 7 different scientific symbols in the game (one is on a scientific achievement pog which may or may not be present in each game). If you manage to collect 6 different symbols, the game ends immediately with you lording over your mastery of the sciences to your peasant (I’ve always likened this to achieving a space victory in Civilization).

There are 2 copies of the 6 different symbols, and collecting a pair of the same symbol grants you a scientific achievement pog. 5 science pogs are set out at the beginning and can offer some pretty powerful rewards, such as 7 victory points, or all blue cards cost 2 resources less, or granting you an extra turn every time you build one of your wonders. These pogs usually aren’t game breaking, but they can be very powerful if collected at the right time and utilized properly.

A common theme that develops after both players have a few games under their belt is counting ahead. . Every turn someone will take a card off of the tableu so if there is a specific card you want, you can just count the turns until or if you want to deny your opponent a specific card you often count the turns ahead to see who will get access to that card. The only way to change that order is to build a wonder that grants you a bonus turn, of which you may have 4 but you may have 0, giving you much less control over the flow of cards. .This is the most common complaint about the game that’s I’ve heard, if you didn’t manage to take a wonder at the beginning of the game that had that ability, then there is literally no way to change the order. If you see the one card your opponent needs to win the game and you don’t have one of those wonders available to you, then you’re toast.

Assuming that neither player achieves a military’s or scientific victory, the game ends once all the cards from the 3rd age are taken. Both players add up all the cards that give them points and the player with the most points wins.

7 Wonders Duel is a game that my wife and I absolutely fell in love with. She gave it to me within a few months we promptly played it 20 times. We’d pull it out on the ferry, play several games back to back to back. Unfortunately we kind of burned out on it just a bit, but it’s still one of the games that is always suggested when a 2 player game is a possibility.

7 Wonders Duel is likely my third favourite game of all time. It’s simple enough that I feel comfortable teaching it to someone who shows a slight interest in games (as compared to the games that I play with people who have no interest in games). As easy as it is to teach, the game has strategic depth necessary to keep core gamers invested. There’s enough luck that can swing the game but a skilled player will win more often than not.