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 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 pyramid that you want as well as any mythology or offering tokens 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 keep the conflict pawn from entering your territory may not instantly bring you victory, but it can 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 have the favor of a god or goddess from that culture, you can build the temple for free. For example, having Isis by your side enables you to build the Egyptian temple; with Enki, you can build the Mesopotamian one. These temples are worth 5, 12, or 21 points depending on how many you build.
7 Wonders: Duel – Pantheon also includes two new Wonders: the Sanctuary (which for the cost of 2 coins lets you reverse turn order) and the Divine Theater (which grants points and easier access to the gods).