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7 Wonders: Duel Solo Print & Play Leader changes 7 Wonders: Duel Pantheon solo rules

Caesar’s purple card preference now regards Temples. These rules provide a way to play the 7 Wonders: Duel Solo Print & Play with the Pantheon expansion.
7 Wonders: Duel , 7 Wonders: Duel Pantheon and the 7 Wonders: Duel Solo Print & Play are needed to
Pantheon Leaders play. This Print & Play allows the Leader opponents to use Mythology tokens and Divinities, while
staying as close as possible to the rules of the original solo mode. It includes an updated version of
Caligula three of the Decision cards. It also introduces three new leaders that use the Progress tokens included
• Starts with the Poliorcetics Progress token. in the Pantheon expansion.
• = Yellow cards.
• Plays an extra turn when his decision card has this symbol . Gameplay
This guide only covers the extra rules of this expansion. Unless mentioned otherwise, all rules of the 7
Wonders: Duel Solo Print & Play still apply.

S e t up
Follow the setup steps in the 7 Wonders: Duel Solo rulebook. Set up the Pantheon components and the
Sappho structures for Age I and II as described in the Pantheon rulebook. Replace 3 of the Decision cards of 7
• Starts with the Mysticism and Philosophy Progress tokens. Wonders: Duel Solo with their updated equivalents from this expansion. Include the 3 Leaders from
• = Purple cards (Temples). this expansion when you select your opponent.
• Plays an extra turn when her decision card has this symbol .
The Leader’s turn
The Leader takes their turn as described in the 7 Wonders: Duel Solo rulebook, with the following
additional rules.
Age I
If the Leader gains a Mythology token during Age I, take the top Divinity card from that Mythology.
Look for the first empty space in the Pantheon in the direction indicated by the arrow on the Decision
Imhotep card, and place the Divinity card face down in that space.
• Starts with the Engineering and Urbanism Progress tokens. Age II & III
• = Cards that can be constructed with a Linking symbol. Some of the Decision cards now display a Pantheon icon under the arrow. When you draw one of
• Plays an extra turn when his decision card has this symbol or . these cards during Age II or III, the Leader’s 1st choice is to play a Divinity. They play the first available
Divinity in the direction indicated by the arrow. The Leader disregards any cost for the Divinity. If
The combination of Engineering and Urbanism grants Imhotep 4 coins every there are no more Divinities available, follow the regular preferred card choices on the Decision card.
time he plays a card with a Linking symbol cost. Contrary to standard rules, The Pantheon icon has no effect on the Leader’s choice during Age I.
he gets the coins even if he doesn’t have the Linking symbol in his city. The Leader can gain offering tokens during Age II, but will not use them.

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Divinity & Wonders reference Egyptian
When the Leader plays a Divinity or receives a Wonder from the Pantheon expansion, use the Anubis: Shuffle any Wonders you’ve already built. Pick one at random, and discard the card that was
following guidelines to handle their effect. under it. Place your Wonders back in their original position.
When you play Anubis yourself and want to deconstruct a Wonder of the Leader, flip the Wonder
Two of the Egyptian Divinities also include guidelines for how to handle their effect when you play
card face down. The Leader doesn’t gain any benefits from this Wonder anymore.
them. For all other Divinities, you follow the rules as described in the Pantheon rulebook when you
play them. Isis: Shuffle the Leader’s Wonders, including any that are face down, and pick one at random. If the
Leader gained any benefits from this Wonder at the start of the game, they gain these a second time.
Mesopotamian Since the Leader doesn’t need cards to build Wonders, they do not take any card from the discard pile.
Enki: Shuffle the two Progress tokens and give one randomly to the Leader. If the Wonder grants points after Age III, the Leader still only gains the points once.

Ishtar: The Leader gains the law scientific symbol . Ra: Shuffle your unbuilt Wonders. Pick one at random, and give it to the Leader. Treat it as if it is built
If this gives the Leader a pair of law symbols, give them a Progress token as per the normal rules. directly, and give the Leader any benefits as they would at the start of the game.
When you play Ra yourself, consider the Leader’s Wonders unbuilt.
Nisaba: Shuffle your green cards and pick one at random. The Leader places the Snake token on that
card.
If this gives the Leader a pair of scientific symbols, give them a Progress token as per the normal
Roman
rules. Mars: The Leader gains 2 shields.
Minerva: Place the Minerva pawn on the space directly to the right of the Military pawn.
Phoenician
Neptune: If the Leader still has Military tokens on their side, they remove the cheapest one. Then, if
Astarte: Since the Leader never pays for anything, Astarte will be worth 7 points to them at the end of there are still Military tokens on your side, they remove the most expensive one and you lose the
the game. You can place 7 coins from the bank on Astarte’s card to remember this. equivalent amount of coins.
Baal: Shuffle your brown and grey cards and pick one at random. Place it in the Leader’s city. If the Leader has no Military tokens left on their side, they do nothing.

Tanit: Give the Leader 12 coins from the bank.


The Gate
Greek If the Leader plays the Gate, shuffle the Mythology tokens that were not used this game, and draw
one at random. The Leader plays the top Divinity card of the Mythology drawn.
Aphrodite: Give the Leader 9 points if the game ends after Age III.
Hades: Flip over the Discard pile without changing the order of cards. Use the Decision card to choose Pantheon Wonders
a card for the Leader following their preferred card choices, as you would in the structure. The arrow
Sanctuary: The Leader gains 2 coins each time they play a Divinity card.
indicates whether you evaluate the Discard pile front to back ( ) or back to front ( ).
Zeus: Use the Decision card to choose a card to discard. Start in the top row, and evaluate in the
direction indicated by the arrow. Reverse the Leader’s card choice order: their 1st choice is any card
that is not green, red, or their preferred color. Their 2nd choice is what is indicated as their 3rd choice
The Divine Theater: Shuffle the Mythology tokens that were not used this game,
on the Decision card, their 3rd choice is what is indicated as their 2nd choice, etcetera.
and draw one at random. The Leader plays the top Divinity card of the
Mythology drawn. Worth 2 points if the game ends after Age III.
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