The Codex of Duel

How to Play

A full rulebook for 7 Worlds Battle — from the opening draft to the final tally of coins. Read it end to end, or use the index to find what you need.

2 Players 3 Ages ~25 Minutes
I

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.

II

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.

III

Setup

  1. Place the board between the two players.
  2. Set the Conflict Pawn on the neutral space in the center.
  3. Place the 4 Military Tokens face up on their printed spaces.
  4. Shuffle the Progress tokens and deal 5 face up onto the board. Return the rest to the box.
  5. Each player takes 7 coins from the Bank.
Deck preparation
For each Age deck, remove 3 random cards without looking at them. For Age III, shuffle 3 random Guild cards into the deck. Unused Guilds are returned to the box.
IV

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.

  1. Choose a first player.
  2. Shuffle the 12 Wonder tiles.
  3. Place 4 random Wonders face up between the players.
  4. Player 1 picks 1 · Player 2 picks 2 · Player 1 takes the last.
  5. Place 4 more Wonders — then repeat, but Player 2 picks first this time.
First-game roster
If this is your first duel, skip the draft entirely.
Player 1: Pyramids · Great Lighthouse · Temple of Artemis · Statue of Zeus.
Player 2: Circus Maximus · Piraeus · Appian Way · Colossus.
V

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.

VI

Your Turn

On your turn, take any one accessible card. You must then choose one of three actions to resolve it:

I

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.

II

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.

III

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.

Seven Wonders, not one more
Only 7 Wonders may be built across the entire game. The moment the 7th is raised — no matter by whom — the last remaining unbuilt Wonder is returned to the box.
VII

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.

Free
The card has no cost symbols. Play it for nothing.
Resource Cost
You must either produce the listed resources in your own city, or purchase the missing ones from the Bank via trading.
Coin Cost
Pay the printed number of coins to the Bank.
Coin + Resource
Pay both the coin cost and meet the resource cost (producing or buying).
Chain (Free-Build Icon)
Some Age II & III cards show a small chain icon beneath the cost. If you already own the card that grants that icon, you may construct the new card for free, ignoring every other cost.
VIII

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.
Example
Bruno produces 2 Stone. Antoine needs 1 Stone for the Baths but produces none — he pays 4 coins (2 base + 2 units Bruno makes).
IX

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.

Military Supremacy
If the pawn ever reaches your opponent's capital, you win the game immediately — Ages III and beyond be damned.
X

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.

Scientific Supremacy
Gather 6 different scientific symbols (across green cards and the Law Progress token) and you win on the spot.
XI

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.

XII

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.
Tiebreaker
If scores are tied, the player with more Civilian (blue) victory points wins. If still tied, both players share the victory.
XIII

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.

XIV

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.
XV

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.

— The codex ends here —

Your rival is already drafting.

Begin a Duel