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Subject: I didn't like 7 wonders, will I like this one? rss

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Guillaume Chaput
France
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Hello,
I use to own 7 Wonders, but the game fell a bit flat for me, so I finally traded it away.
My main issues with the game was the lack of interaction and the chaos, that seems to be totally fixed by the Duel version.

However, I also had a big grip with the guilds. I didn't like the fact that in the end, the game could totally be decided by which guilds are in the game, and who will be lucky enough to have the right guild for his board.

I'm afraid that this might still be a problem in the Duel verison isn't it?

Thank you!
 
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A C
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No, you can now see where the guilds are. Getting to them/alleenig your opponent to get to them is the added layer of strategy 7WD brings to the table.
 
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Michal Starek
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Yep, the Guild cards have distinct back sides from the rest of the III Age cards.

Also, I know a friend of mine who likes board games, but she not only dislikes 7 Wonders, she dislikes most of Antoine Bauza's work (what a strange creature)!
Still, she DID like 7W2.
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Thomas Staudt
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AernoutMJC wrote:
No, you can now see where the guilds are. Getting to them/alleenig your opponent to get to them is the added layer of strategy 7WD brings to the table.
While you can see _where_ the guilds are, you do not know before Age III and maybe not until the middle of Age III (if they start face down) _which_ guilds are included in a specific game.
Therefore this might not help (much) to remedy your original problem.
 
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Russ Williams
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Surely a house rule could easily fix this (if you're really bothered by it and don't mind house rules). E.g. reveal during setup what the 3 randomly selected guilds are going to be, or simply play without the guilds.
 
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Igor Larchenko
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7WD has more chaos and random than 7W:
- unfair quantity of new opened cards every turn (for example, you open 2 new cards, but your opponent for you - 0),
- many cards has effect "make one more turn".
 
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Michal Starek
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Pard wrote:
7WD has more chaos and random than 7W:
- unfair quantity of new opened cards every turn (for example, you open 2 new cards, but your opponent for you - 0),
- many cards has effect "make one more turn".
That's actually LESS chaos.
You discover 2 new cards tops. In 7W, you discovered 6 previously unseen cards.

All the drafting structures in 7W2 have 12 face-up and 8 face-down cards. Both players see the same cards and are capable of predicting which player can reach what card and adapt the strategy.
The "many" cards with "one more turn" are like 5 tops total in one real game, that's not very much in 60 turns total. ;-)
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R. O. Schaefer
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Come on, no house rules needed.
Guilds are no problem at all, because they work differently then in regular 7 wonders. You score the city with e. g. the most green cards, not necessarily your own city. So they are worth the same amount of points for both players. Usually that amount is not much different from the age III blue cards.

And yes, the visible back adds a layer of strategy, mainly to detect cards that are not dangerous regarding military or science ending condition imho.
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Thomas Staudt
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Califax wrote:
Come on, no house rules needed.
Guilds are no problem at all, because they work differently then in regular 7 wonders. You score the city with e. g. the most green cards, not necessarily your own city. So they are worth the same amount of points for both players. Usually that amount is not much different from the age III blue cards.

And yes, the visible back adds a layer of strategy, mainly to detect cards that are not dangerous regarding military or science ending condition imho.
Very good point, I totally forgot about this ...
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Jon Vallerand
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All this to say, yes, I personally dislike 7 Wonders and won't ever play again, but my one play of 7W Duel has me running around for a store were it isn't out of stock.
 
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