7 Wonders Duel is a strategy card game designed by Antoine Bauza and Bruno Cathala with art by Miguel Coimbra and published by Repos Production. It is designed for players 10 years and older. It invites the player to care about its world not by giving us a main character, but by giving us a society to inhabit. There is no protagonist which Gabriela Pereira might argue limits the game’s worldbuilding because “a detailed world without a main character might be fun to explore, but readers won’t get invested in your story because of setting alone.” However, this setup allows the player to “be” the leader of a city instead of watching or controlling the leader of the city. While card choices have clear impacts on game mechanics, they are designed to represent societal choices that create game dynamics that correlate to player strategies that result in clear aesthetics as players choose to create buildings, support commerce, advance science, build military strength, and construct wonders. Players are able to have fun engaging in fantasy (ruling an ancient city), challenge (hoping the other person will not take the card you want), discovery (as new cards and mechanics are revealed), and expression (a player’s city becomes a record of their priorities). The game’s narrative is therefore not a traditional story about one person. It is closer to what Henry Jenkins would call a spatial or environmental form of game narrative. The game becomes a narrative architecture, a designed space full of cultural signs.

The central narrative of 7 Wonders Duel is not following a character through a world but being the character that builds the world. Each card suggests a part of civic life in ancient times: baths, temples, forums, workshops, barracks, academies, marketplaces, and wonders. Names like “Piraeus” and “Zeus” on the cards give the society texture.

The imagery makes the city feel populated even though there are no individual citizens to speak to. A military card is not just a red scoring mechanism- everything from the color red to the images and names represents soldiers, conflict, and pressure. A scientific card is not just a green symbol- it implies institutions of knowledge, technical progress, and intellectual culture. In this way, the game asks the player to care about the world as a culture rather than as a character.


While the game does not depict bodies beyond static images, it does depict societies. Presenting an abstraction of a society raises ethical questions. Abstraction necessarily simplifies but it also decides what counts as culture, progress, power, and success. 7 Wonders divides society into categories (science, military, civilian, commerce, guilds, wonders) with three paths to success (science, military, civilian). This makes the game readable, but it also risks making society seem more orderly and separate than it really is. Scientific innovation often depends on military funding and temples can be political institutions. The game makes ancient society beautiful, balanced, and manageable. It turns cities into elegant machines. That can be pleasurable, but it can also hide complexity (exploitation, slavery, imperial violence, and inequality). Players may or may not feel discomfort as they choose a military strategy. One can argue that this abstraction is more well rounded and less ethically fraught than other abstractions like Risk that focus on conquest. Comparisons to Civilization or Catan are much more similar. Worldbuilding either as a game designer or as a player in 7 Wonders is not neutral. When a game depicts a society, even abstractly, it makes arguments about what matters in that society.

The separation of science, military and civilian may be ethically complicated, but it also serves an important design purpose. In a strategy game, players need to compare options quickly. If every card represented all the messy relationships of real society, the game might become impossible to read. By separating science, military, and civilian life into different colors and reward systems, players and designers must separate these systems as they cannot compare “apples” to “oranges” directly. Military advances on a track. Science collects symbols and progress tokens. Civilian cards provide points. These systems are different enough that they create strategic variety, and follow Bob Bates’s rule that good puzzles and challenges should fit naturally into the world. These systems pull the player deeper into the world.

An additional factor that impacted how 7 Wonders invited us to care about the world was our platform. While 7 Wonders Duel is an analog card game, we chose to play on PCs on Board Game Arena. While the digital version is skeuomorphic, imitating the physical board game with cards, tracks, coins, tokens, and table layout, Board Game Arena adds digital affordances. It highlights legal moves, automates payments, calculates resources, enforces rules, and updates military and science effects immediately.
Those affordances made the world easier to manage, but slightly less material. It was especially nice that the system handled telling my husband it was his turn.

One could debate the value of the experiences created by these platforms. As there wasn’t friction moving coins and cards, the city felt less built and more like a dashboard. But online the leadership fantasy as a ruler who issues decisions while the system handles administration as stronger. Through both its imagery and its formal design, the game invites us to care about a world, not because we know one hero inside it, but because we are responsible for shaping the culture that world becomes.


