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Subject: Plus and Minus Fast Reviews - 7 Wonders Dueling for two!!! rss

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Emmanouil Karakostas
Greece
Thessaloniki
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Hello!
Ready for a fast review of the game?
let's go!

Reason for Buying

I'm a proud owner of 7 wonders, and all the expansions through Cities (not Babel). I love the game every time, but i realized that i was enjoying it more, when more than 4-5 players were involved!

So this was a definite buyer for me, and i'm very happy with it!
My FLGS provided me , yesterday, with a copy and i already played it many times.


Components

+ Nice 7 Wonderish artwork, with some nice surprises and arts, not only copying the old
+ overall good production, tiles, board, and well written rulebook
+ small handy cards
+ very nice insert

- cons not found...

Overall: Very nice production quality and we are used to it. Nothing more to say here.

Gameplay

+ 7 wonders players will find some well known aspects but also many surprises
+ Fast and furious, thinky and "in your face" sometimes
+ 3 winning conditions
+ Easy to learn
+ Open pyramidic drafting with cards unlocking turn after turn
+ Interesting the technology aspect, with grabbing tech tiles, to boost your total points and engine
+ You cannot go anywhere without soldiers...peacemakers may lose
+ Buying goods, is easy, from the bank, but the opponents goods of the same type raise the price
+ Decisions, decisions, turn after turn
+ 4 wonders per player

- replay value, but lets be honest , it is a very nice game!!

Overall: The game is played into 3 Ages, and after those, we count our points from the building we built. Each turn, a player must choose a card from some that are opened in front of him, and either:
built it in front of you, with the resources cost
discard it for some money, because money are important
place it under one of your Wonders, paying the Wonder's cost, and earning interesting rewards

Theming and other Apparatus

+ The winning conditions, that make you keep your eye, for tech and war respectively.
+ 4 wonders per player, that are chosen by drafting them at start of the game
+ Ultimate two-player 7 Wonders experience

- non found

Overall: What else to say

Conclusion

"A well designed and produced game, for lovers of the 7 Wonders universe, that find hard time, to play it with many people, and want some fast dueling with their Mrss, or friends. For those who have not played 7 Wonders, this is also a great starter, for two players"

Have a nice day! meeple
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The Original Thumb #50
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Replay value is a minus? How so in your opinion?
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Erik Burigo
Italy
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ohgrande wrote:
Replay value is a minus? How so in your opinion?
I think he's stating that this game has not much the same replay value as its bigger brother.
 
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Michal Starek
Czech Republic
Sezimovo Usti
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REALLY badass
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Dueling for two



EDIT: Speaking of which, there IS a con in the components:
The insert is lacking a hole for the progress tokens. They could have placed it instead of the 7 Wonders logo, I already know what game am I opening.
As I don't want them together with coins and military-debt tokens, I put Age I and II in one cards slot, progress tokens in another and Age III and G in the third cards slot. It looks kinda bad, though :-/
 
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R. O. Schaefer
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Thx for the review!
Btw, I don't get the replay value comment either.

For me it has tons of replay value:
- Which wonders are available when and in which combination
- which science tokens are available - this can heavily influence the wonder selection; take for instance the token with the double move
- the layout of the cards
- which cards are missing etc.

Each game so far has been totally different and I've played some 15 games shortly after buying the game. Ok, I have the Essen wonder from the getgo, but that's only one small detail adding to the replay value.
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Warren Adams
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Mt Lawley
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myyysha wrote:
Speaking of which, there IS a con in the components:
The insert is lacking a hole for the progress tokens.
Put the under the wonder cards and score book - possibly in the hole that you have nothing else to put in? Drop the four military token in there as well, there is plenty of room.
myyysha wrote:
I put Age I and II in one cards slot, progress tokens in another and Age III and G in the third cards slot.
Put the 1 coins in the hole in one slot. Put Age I card on top, on the ledge.
Put the 3 coins in the hole in one slot. Put Age II card on top, on the ledge.
Put the 6 coins in the hole in one slot. Put Age III card on top, on the ledge.
Put the Guild cards on top of any of them.
Once the cards are taken out, use the insert as the bank.

I think it is an extremely well designed insert.
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Warren Adams
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Mt Lawley
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Califax wrote:
For me it has tons of replay value:
- Which wonders are available when and in which combination
- which science tokens are available - this can heavily influence the wonder selection; take for instance the token with the double move
- the layout of the cards
- which cards are missing etc.
Plus the two instant win conditions.
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