Well, Meg and I have been through the usual suspects game wise, but one in particular has become a staple of our diet.
Seven Wonders Duel.
This is not a review or how to play, just us sharing our thought on the game.
We have finally given it a go after a bit of a miss-fire early. I tried to teach it to Meg after a long day at work and failed to convince, although I got it better after reading the rules and playing through once, so I felt it was a “second go and it clicks” game.
A couple of dozen games of Catan, some Carcassonne, some with friends and we felt it was time to try again.
This time it clicked for both of us.
After a couple of weeks of three games a night when we can, both of us agree that it is clever, deep, tactical and decisive. We both have different styles. Meg tends to accumulate base resources and money, my path is less focussed, often trying various ways of winning (often at once), then generally achieving little. My preference was for the gold commerce-resource cards, which are great, if you have any money. We have had a couple of military wins, but no science wins and only I bother with progress tokens, much to my peril.
Even after a few games of the base set we had noticed a few patterns;
Science victories are rarely worth the effort, most green cards being cashed in.
So progress tokens tend to be ignored.
Military victories were too telegraphed, making them a financial annoyance, but rarely decisive.
The guilds did little for us, often being cashed in.
When Meg won she usually had the most civil cards (blue) and money.
When I won, I had usually denied her these.
We both have favourite Wonders we go to again and again.
This in no way reduced our enjoyment of the game, but it did tend to make the games a little deterministic, rarely did anything stop the leader coming into the third age from winning.
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Tentatively, we decided to try the Pantheon expansion.
The first game was a little confusing, but the core principles were still intact, so no harm done. I actually got 4 of the 5 theology triggers, putting the gods I liked where I wanted then promptly lost most to my better healed spouse who then won the game convincingly. She felt they did little to add to her win, I begged to differ.
Jury was out, but we chose to continue.
The next night and three longer feeling games later, we are converted!
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What the expansion does, other than add some more wonders and progress tokens, is open up play style options. Last night (night three of the new game), we had 2 military and 1 science wins out of 4 games!
In three of the games, the winner of round two, did not win the game, in one game both a military and science win were on the cards and in another, a military win came from nothing in the last age.
For us the Pantheon offers the following;
A turn order pause. Picking a God lets you strategically skip a turn. I actually did this buying a dead duck God in the one game, switching the order and then went on to win (my 1 game!).
Access Progress and Military options in more dynamic and meaningful ways* and balance out the game’s weaker, less popular or more predictable elements
Mess with the deck a little more, often duplicating existing effects (re-draw discards etc), but sometimes adding new options.
Mess with your opponent a little more (take or trash a card/wonder, steal their favourite God out from under them).
Allow several new tactics that are not game breaking, but are habit breaking, such as disabling your own Wonder to re-activate it or use the discards more aggressively.
Generally make you think more creatively and with less complacency.
Makes each Age distinctly different in dynamic with a new element in each and each Age can feel decisive.
The Temples offer a more meaningful way of turning the game in the third round (21 possible points!), where the guilds generally did little, and they also make 1st Age selections more important.
Lets you pre-plan a strategy with a little more likelihood of it coming off, but equally it may swing in your opponent’s favour. For example, if the Law progress token and Ishtar come up, I usually go for a science victory.
Seems to make the game longer than just the extra elements should take, meaning we are thinking more!
The game still feels clean and on point, helped by the made-to-fit board topper. It is clear that this expansion was pre-planned and made to fit a deliberate opening.
It rounds out the economic/military/civil/science/religion aspects of ancient civilisations.
Perfect?
Nothing is, but the list of negatives is short and maybe a little picky.
The God cards are huge, making the game physically bigger by half (5 French Tarot sized decks and the Pantheon “fan” do add up). This has been alleviated to some extent by us adding a three row card stand for the God decks and they look cool standing up there, looking down on us…. .
There is a little more to do, but nothing that is not considered worth it in balance.
More symbols, more options, more combinations. Both edges of the sword. A new reference sheet would have been nice, especially as our rule book and ref sheet from the base game are not consistent.
If you add this expansion, you cannot ignore it’s physical presence, but you can effectively ignore it mechanically just like any other element of the game. We played one game where only one God was taken and to little effect, but several games where they had a telling role and one where they turned the game completely.
You can also optionally use Guilds not Temples still or both for even less 3rd Age predictability.
A resounding yes to this, falling into the “the game is better with it” camp of expansions.
The Agora expansion does not appeal. Meg is in a very happy place with this game and so am I. The Agora expansion looks like an entirely different beast. If we feel like that game dynamic, I feel we would look at something else entirely. Possibly the Agora instead of the Pantheon expansion for a political/hard edged experience?
I also recommend the “Folded Space” insert that fits both perfectly (unlike my Wingspan one).
*For example, my taking Ishtar to pair for a progress token, which then makes another pair (Law token), which then allowed for a second token (Strategy), which gave me 3 Progress elements to go with my other 2 and an extra shield per War action (which was how I got both a Science and Military win options at once).
Another example was Meg taking Isis (from my side using a 4 coin offering), allowing her to build a Wonder she could not have previously, which then resulted in enough repeat turns and the resources to build two more, all in the third age, coming from behind to win.