Getting Better in 7 Wonders

By: Dennis B. B. Taylor

Getting Better at 7 Wonders

7 Wonders is a cool, challenging, and complex game with countless strategies to explore. In the game, you can earn victory points in various ways, and you can also lose them. Planning your moves in advance can be tricky, but by having a good understanding of the tech tree and monitoring your opponents closely, you can develop a simple yet effective strategy.

When you’re first thinking about your approach, keep in mind that your ultimate aim is to gather the most victory points by the end. The great thing about this game is that there are numerous ways to achieve this goal. I could talk for ages about all the possibilities, but let’s stick to the more straightforward options for now.

Building a Strong Military

When it comes to playing a game, it’s important to have a solid plan in mind. But in the case of collecting military cards, hoarding them all is probably not the best strategy. You see, there are only 18 points possible to earn, and if you focus solely on military cards, you might miss out on other valuable opportunities to score points.

It’s like a balancing act. You don’t want to be too far ahead in military power compared to your neighbors. If you have an overwhelming number of military cards, your neighbors might get discouraged and change their game plan altogether.

On the other hand, if you’re just slightly ahead in military power, your neighbors will be motivated to catch up with you. They might spend their limited resources just to outdo you, instead of investing in other aspects of their civilization. This can ultimately cost them points and work in your favor.

But remember, it’s important to have a backup plan because a score of 18 points won’t guarantee victory. Pairing the Military and Science trees can be a winning strategy, as it allows you to construct Age II and III buildings without spending resources. This combination can give you a significant advantage.

The Science Route

This approach can be quite lucrative, offering a potential score of 76 points in a 7-player game. However, reaching such a high number is unlikely, as other players will likely catch on to your strategy. Science also enables you to construct military, civilian, and even commercial buildings without cost, but only if you acquire the right cards.

If you’re interested in trying this plan, make sure you gather the gray resources early on in the game. The science cards in Age I will all require one of these resources, and they’ll also let you build more science buildings for free in Ages II and III.

Keep an eye out for the School card in Age II. It’s a powerful card because it enables you to build both the Academy and the Study for free in Age III. This combination can earn you at least 10 points by the end of the game, and even more if you have other Science cards. Just be careful not to accidentally play the same Science building twice, as that’s against the rules.

Now, let’s talk about Wonders.

Hey there! I want to tell you something cool about Wonders. So, each Wonder has two sides, A and B. The side B variants, they’re the more complicated ones, but trust me, they’re totally worth it. On the A side, you get around 10 points, which is pretty nice. But on the B side, you can get between 3 and 20 points, plus some awesome bonuses!

Let me tell you, those points can make a huge difference. In most games I play, the scores are super close, and believe it or not, just 10 points can decide whether you come in first or last. That’s a big deal! Plus, these points can give you some hints about which strategy to use. They might give you a bonus or require specific resources. For example, check out the Hanging Gardens of Babylon. If you build the second Wonder, you can choose any Science symbol to add to your cards at the end of the game. How cool is that?

When it comes to playing Science cards in the game, you need to keep in mind that they require certain resources to be successfully played. These resources, however, can be a bit challenging to gather, especially if you’re focused on producing other goods. While Science cards can earn you a lot of points at the end, you’ll need careful planning to make it happen.

Choosing the right card to sacrifice for your Wonder is another important decision to make. As the game progresses, the value of certain cards decreases because the best ones have already been chosen. So, you’ll need to consider the timing and choose a card that will still be useful for building your Wonder.

But here’s a sneaky strategy to consider: if you know that your opponent will want a specific card before the age ends, you can intentionally choose that card for your Wonder. This way, you disrupt their plans and make it harder for them to score points. Just be careful when selecting the sacrificial card and ensure that it won’t benefit your opponent if they have a special ability to retrieve cards from the discard pile.

Civilian Structures

The blue cards are pretty straightforward and come in different point values, ranging from 2 to 8 points. There are no additional bonuses associated with these cards. It’s important to keep an eye out for two specific buildings, the Courthouse and the Senate, as they can be built for free using the Science buildings. On the other hand, the Palace is the only Commercial building that is worth 8 points, but it requires one of each different resource to construct and doesn’t offer the possibility of building it for free. While it is quite expensive, if you plan ahead, it can be worth your time.

If you manage to have one of each resource, it can be very beneficial during the game, as it allows you to earn a fair amount of gold and grants you access to various types of buildings. In general, the Commercial buildings seem well-balanced, but they lack the potential for fun combinations and crazy end game points. If every blue card is drafted, the total points you can obtain is 48 in a 7-player game. However, this requires a significant number of different resources.

When it comes to the game, we’ve got some options for our goals. Having a primary goal is solid, but it’s also useful to have a backup plan. So, let’s talk about the secondary scheme. It’s important to understand the building chain in order to access certain buildings for free during Ages II and III.

Commercial Buildings

Now, these yellow cards are interesting. Their usefulness depends on the other cards you have on the board. They’re not the big point-getters, but they can definitely help you achieve your primary plan. Commercial buildings usually give you gold or reduce the cost of goods. This comes in handy when you reach the later stages of the game and need to build those expensive cards. Keep an eye out for the cards that rely on your neighbor for resource trading or income – they can make a big difference.

If you choose the Bazar card, you can get gold from the bank for every resource you and your neighbors have. However, this card won’t be useful if none of you have any of those grey cards. Another card you should keep an eye out for is the Arena. It will give you three gold and one victory point for each Wonder you have. This is especially helpful if you are playing with The Pyramids of Giza’s B side, which has four possible wonders. Although it’s not a lot of victory points, it can come in handy when you need to pay for expensive guilds in the third age.

Guilds

These purple cards are a bit sneaky. You have to keep an eye on both your own board and what your neighbors are up to. There are 10 different guilds, and 8 of them rely on what your neighbors are doing.

These guild cards are pretty pricey, and most of them focus on the different types of cards. If you see that the person on your right is collecting a lot of military cards, you should make sure you have enough resources to build the Spies Guild. This guild gives you a victory point for each military card your neighbors have.

Leaders

If you’re looking to gain an edge in your strategy and boost your chances of success, choosing the right leader can make a big difference. Take, for instance, a leader who specializes in science cards – by building up your scientific knowledge, you can unlock valuable benefits that surpass what civilian structures can offer.

Keep in mind, though, that leaders don’t come cheap. They often require a significant investment of gold, so it’s crucial to consider whether the benefits they provide are truly worth it. Even though you start the game with six gold, don’t spend too much on your initial leader. Otherwise, you may find yourself short on gold later in the game and forced to give up valuable cards for a quick cash infusion.

In the process of selecting leaders, bear in mind that, with a few exceptions, you can only play one leader per round. So choose wisely!

When it comes to playing the game, choosing the right Leader is crucial. You see, each Leader has their own strengths and weaknesses, and they can have a big impact on your chances of winning. It’s like a puzzle – you have to figure out which Leader will be most useful for each round of the game.

Some Leaders work well together, while others don’t. For instance, if you’re going for military domination, you might want to play Alexander and Caesar. They’re great for that strategy. But if you’re not so good at military challenges and tend to lose them, Tomyris might be a better choice. She can help you out when you’re struggling in that area.

The Leaders really change things up and make the game more exciting. They encourage you to try different strategies and reward you if you succeed. It’s like a little bonus challenge within the game. So when you’re playing, make sure you consider which Leader to play and when to play them. It can make all the difference!

When it comes to the Leaders in this game, it’s important to understand that they can be divided into two categories: those with a clear value and those that are more dependent on the situation. Both types can earn you different amounts of points, but it’s usually easier to make the right choice with the Leaders that have an obvious benefit.

That’s why, unless you have a good grasp of the game or a specific plan for the situational Leaders, it’s better to start by selecting two or three Leaders that provide you with points in a predictable way. For example, Amytis rewards you with two victory points for each Wonder you construct at the end of the game.

When you play the card {CARD NAME}, it will cost you four gold. However, you can usually expect to earn 4 ? points from playing her. She may not be the most exceptional card, but at least you have a predictable outcome that can help you make a decision. In contrast, {OTHER CARD NAME} lets you take gold from the bank whenever you build a building using the tech tree. This may sound simple, but it can actually be quite challenging to strategize and determine the true value of the card.

The Value of Gold

Hey, did you ever think about what happens to all those extra gold coins you have at the end of a game? It’s not something we often consider, but those gold coins can actually boost your victory points! It might seem strange to end the game with more than 15 gold, but don’t dismiss it so quickly. You see, for every 3 gold coins you spend during the game, you could have earned an extra victory point.

So, now that we’ve got a handle on where these victory points are coming from, the big question is: How the heck do we figure out the winning strategy? Well, it’s not as complicated as it sounds. It all boils down to one key thing – keeping your eyes peeled for golden opportunities.

Y’see, the secret is to stay alert and catch those aha! moments when they come your way. Keep a watchful eye on your opponents, but don’t forget to carve out your own little niche in the game. Shake things up and mess with their plans while forging ahead with your own.

In the world of collectible card games, we’ve got a term for this savvy strategy: “signalling”. It’s all about making subtle moves that send a clear message to your rivals – “Hey, I’ve got a plan, and it’s gonna knock your socks off!”

Now, if you’re gunning for all those science points, you can’t just sit around twiddling your thumbs in Age 1. Hoping against hope that no one else will snatch ’em up won’t get you very far. You gotta be proactive and snatch those cards up before anyone else even knows what hit ’em.

When it comes to picking the right cards, trust your gut. If there’s nothing in your hand that’s gonna snag you the win, don’t sweat it. Go for a card that you know your neighbor wants. Yeah, that’s what we card game buffs call a “hate draft”. You’re not just playing for yourself, you’re sending a message loud and clear – “Hey neighbor, hands off my goodies!”

Once you’ve figured out your plan, it’s also important to stay open to changing it if a better option comes up. This is actually my favorite part of the game. It feels really fluid and different every time I play. While it can be helpful to memorize all the different building options on the tech tree and calculate all the potential points, the real key to winning is being able to adapt quickly and keep an eye on your own strategy while also considering what your opponents are doing.

If you can master this tough but rewarding skill, you’re bound to come out on top.

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