A pantheon from several civilizations — including Greek, Egyptian, and Middle-Eastern — gets added to 7 Wonders Duel in 7 Wonders Duel: Pantheon, with each god having its own power to help you or hinder your opponent.
During Age I you collect mythology tokens — which allow you to choose which deities have a place in the Pantheon — and during Age II you collect offering tokens, which help you court those deities. Then, during Ages II and III, you can activate a god or goddess in the Pantheon instead of taking a card from the pyramid. To do so, you pay whatever that god or goddess demands from you in offerings, then place it next to your city.
With Isis on your side, you can use a card from the discard pile to construct one of your Wonders for free. Zeus, whose nod determines what happens and what does not, enables you to discard any single card from the card structure that you want, as well as any mythology or offering token that may be on it. The Phoenician goddess Tanit, whose people were renowned for trade, fills your coffers with twelve pieces of gold. Enki, the Sumerian god of crafts, technology, and creation, lets you choose one of two progress tokens. Minerva's ability to stop the conflict pawn from moving toward you can assist with a military victory or save you from military defeat.
What's more, instead of adding three guild cards to the deck for Age III, you add three of five Grand Temples. Each Grand Temple belongs to a different Mediterranean culture, and if you possess a mythology token from that culture, you can build the temple for free. These temples are worth a total of 5, 12, or 21 points, depending on how many you build.
7 Wonders Duel: Pantheon also includes two new Wonders: the Sanctuary (which gives you an additional turn and allows you to invoke deities at a reduced price) and the Divine Theater (which grants points and access to additional gods).
How to Play 7 Wonders Duel: Pantheon
- Adds a new dimension of strategy
- Thematic integration of gods
- Interesting strategic choices with god placement
- Grand Temples offer high reward for steep cost
- gods from different cultural pantheons
- 7 Wonders Duel
- 7 Wonders
Mechanics (from transcript analysis)
- action selection — Players have a new action available to them: pay to activate one of these gods, which will give them a special power. This action doesn't burn a card in the tableau.
- Area Majority — The Poliorcetics token makes your opponent lose a coin for every space forward you move the Conflict token along the track.
- Card Drafting — The game is a spin-off of the card drafting game 7 Wonders.
- Resource Management — Players can pay coins to activate gods, and there are different prices for each player based on the slot.
- Set Collection — The Grand Temples are worth points if you have a matching Mythology token from Age II.
- Take That — Nisaba gets you a Snake token to steal an opponent's green science card symbol. Baal lets you steal a brown or grey building from your opponent.
- Variable player powers — The game features various god cards that provide special powers.
Video topics + discussion points
Quotes (from this video)
- It's Ryan from Nights Around a Table, and this is 7 Wonders Duel: Pantheon, an expansion for the 2-player game 7 Wonders Duel, which is, itself, a spin-off of the set collecting, card drafting game 7 Wonders… and 7 Wonders, of course, is a spin-off of the pyramids.
- No proper sound, no lights… i didn't know what i was doing.
- I STILL don't know what i'm doing!
- 7 Wonders Duel: Pantheon adds this new adjunct board that fits onto the main game board like a glove.
- Again, it's worth noting that activating a god is the one action you can take that doesn't expend a card in the tableau.
- So what's so great about gods, anyway?
- And now, you're ready to play 7 Wonders Duel: Pantheon!