The Duel
In 7 Worlds Battle, each player leads a civilization and builds a city of Buildings and Wonders. The game plays over three Ages — each Age uses its own deck of cards, with Age I the gentlest and Age III the most treacherous. Every Age card represents a Building; every Wonder represents a signature marvel of antiquity.
Across an Age, you take turns picking accessible cards from a shared pyramid and deciding what to do with them. Win enough gold, march enough legions, or hoard enough science — but be quick: the game can end the moment your rival claims military or scientific supremacy.
Three Paths to Victory
There are three ways to win. Two end the game instantly.
Military Supremacy
Push the Conflict Pawn all the way to your opponent's capital. The game ends the instant it arrives.
Scientific Supremacy
Collect 6 different scientific symbols across your green cards and progress tokens. The game ends immediately.
Civilian Victory
If no supremacy is claimed by the end of Age III, the player with the most victory points wins.
Setup
- Place the board between the two players.
- Set the Conflict Pawn on the neutral space in the center.
- Place the 4 Military Tokens face up on their printed spaces.
- Shuffle the Progress tokens and deal 5 face up onto the board. Return the rest to the box.
- Each player takes 7 coins from the Bank.
Wonder Draft
Before the first card is played, the 12 Wonders are drafted. Each player ends the draft with 4 Wonders, laid in a column beside their play area.
- Choose a first player.
- Shuffle the 12 Wonder tiles.
- Place 4 random Wonders face up between the players.
- Player 1 picks 1 · Player 2 picks 2 · Player 1 takes the last.
- Place 4 more Wonders — then repeat, but Player 2 picks first this time.
Player 1: Pyramids · Great Lighthouse · Temple of Artemis · Statue of Zeus.
Player 2: Circus Maximus · Piraeus · Appian Way · Colossus.
The Card Pyramid
At the start of each Age, shuffle the matching deck and lay 20 cards into the printed structure on the game aid. Some slots face up, others face down. Cards from earlier rows partially cover cards behind them.
An accessible card is one that is not covered by any other card. On your turn, you may only choose from accessible cards. When you remove a card, any face-down card that becomes fully uncovered is flipped face up.
Your Turn
On your turn, take any one accessible card. You must then choose one of three actions to resolve it:
Construct the Building
Pay the card's cost, then place it in your city. Its effects are active from now until the end of the game.
Discard for Coins
Discard the card (pay nothing) and take 2 coins from the Bank, plus 1 additional coin for every yellow card already in your city.
Construct a Wonder
Pay the cost of one of your unbuilt Wonders, then slide the chosen card face-down under it. The Age card's effect is lost — the Wonder's effect triggers immediately.
Construction Costs
Resources are not spent when you build. A card that produces Wood keeps producing Wood for the rest of the game — you can re-use it every turn.
Trading
If you don't produce a required resource, you may always buy it from the Bank. The price of a single missing unit is:
cost=2+(units your opponent produces of that resource)
- Only brown and grey cards in the opposing city are counted — yellow and Wonder production is ignored.
- There is no limit on purchases in a single turn.
- Some yellow Commercial Buildings fix the cost of certain resources at 1 coin, regardless of opponent production.
- The coins are paid to the Bank, not your opponent.
Military
Every shield printed on a red Building or a Wonder lets you push the Conflict Pawn one space toward your opponent's capital the instant that card is built.
When the pawn crosses into a new zone on the opponent's side, you immediately apply the effect of the Military Token in that zone — looting 2 or 5 coins from the opponent — and then return the token to the box. Each token triggers only once.
Science & Progress
Green Scientific Buildings each display one of 7 scientific symbols. Each time you complete a pair of identical symbols, immediately claim any Progress Token from the board. The token lives in your city for the rest of the game.
End of an Age
An Age ends the moment the last card is drawn from the structure. Lay out the next Age immediately.
Who starts the next Age? The player with the weaker military — whoever's side the Conflict Pawn is sitting on — chooses. If the pawn is exactly on the center space, the player who took the final card of the old Age chooses.
Final Scoring
If no supremacy has been claimed by the end of Age III, add up each player's victory points. Highest score wins.
- Military VP: 0, 2, 5, or 10 points based on the Conflict Pawn's final position on your side.
- Blue Civilian Buildings: VP printed on the card.
- Yellow Commercial Buildings: some award VP.
- Green Scientific Buildings: VP printed on the card.
- Purple Guild Cards: scored on their individual conditions.
- Wonders: VP as printed on each constructed Wonder.
- Progress Tokens: VP per token (varies).
- Treasury: 1 VP per complete set of 3 coins.
Card Types
Brown · Raw Materials
Produce Clay, Wood, or Stone. Backbone of early trade and most cost structures.
Grey · Manufactured Goods
Produce Glass or Papyrus. Rare, valuable, and expensive to trade for.
Blue · Civilian
Worth printed victory points at end of game. Win the tiebreaker race.
Green · Scientific
Grant a scientific symbol plus VP. Pair them to claim Progress tokens — or race to 6 unique symbols for instant victory.
Yellow · Commercial
Coins, fixed-price resources, and sometimes VP. A flexible toolkit.
Red · Military
Shields — one for each shield moves the Conflict Pawn one space toward the opponent.
Purple · Guilds
Appear only in Age III. Score VP based on city contents at game end.
The Progress Tokens
Ten exist; five are dealt each game. Claim one each time you complete a scientific pair.
- Agriculture
- Take 6 coins immediately. Worth 4 VP.
- Architecture
- Future Wonders cost 2 fewer resources (you choose which).
- Economy
- You gain the coins your opponent spends on trading (not on card coin costs).
- Law
- Counts as a scientific symbol — a free addition to any science pair or sprint to six.
- Masonry
- Future blue Civilian cards cost 2 fewer resources (you choose which).
- Mathematics
- At game end, score 3 VP for every Progress token in your possession (including this one).
- Philosophy
- Worth a flat 7 VP at game end.
- Strategy
- Future red Military cards gain +1 shield each.
- Theology
- Every future Wonder you build gains the 'Play Again' effect — stack ruthlessly.
- Urbanism
- Take 6 coins immediately. Gain 4 coins every time you free-build via a chain icon.
The Wonders
Twelve Wonders exist; each player drafts four and may build at most four over the course of the game. Only seven total Wonders are raised across both players — one is always left unbuilt.
- The Appian Way
- Take 3 coins from the Bank. Opponent loses 3 coins. Play again. 3 VP.
- Circus Maximus
- Discard a grey card of your opponent's choice. 1 Shield. 3 VP.
- The Colossus
- 2 Shields. 3 VP.
- The Great Library
- Draw 3 of the discarded Progress tokens; claim 1, return the others. 4 VP.
- The Great Lighthouse
- Produces 1 Stone, Clay, or Wood each turn (your choice). 4 VP.
- The Hanging Gardens
- Take 6 coins. Play again. 3 VP.
- The Mausoleum
- Instantly construct any discarded card for free. 2 VP.
- Piraeus
- Produces 1 Glass or Papyrus each turn (your choice). Play again. 2 VP.
- The Pyramids
- 9 VP.
- The Sphinx
- Play again. 6 VP.
- The Statue of Zeus
- Discard a brown card of your opponent's choice. 1 Shield. 3 VP.
- The Temple of Artemis
- Take 12 coins. Play again.