Contents
- 1 Discover the Fascinating World of 7 Wonders Armada
- 1.1 1. The Setup
- 1.2 2. Gameplay
- 1.3 Your Adventure Awaits!
- 1.4 What’s Included?
- 1.5 Game Elements
- 1.6 Getting Set Up
- 1.7 Playing the Game
- 1.8 Description Of The Dockyard Boards
- 1.9 Understanding the Armada Cards
- 1.9.1 Dock – Quay – Jetty
- 1.9.2 Coastal Defenses- Fortified Port- Coastal Fortifications
- 1.9.3 Pirate Cache – Pirate Lair – Pirate Brotherhood
- 1.9.4 All in all, these Emporium and Customs Office cards can give you an immediate advantage and also affect your opponents. It’s definitely something to consider when planning your strategy.
- 1.9.5 Discover the Steersmen’s Academy’s maproom in the Naval Archives
- 1.9.6 Discoverer’s Headquarters – Guild of Adventurers – Admiral’s Club
- 1.10 How Turns Work
- 1.11 How to Play in Teams
Discover the Fascinating World of 7 Wonders Armada
Welcome to the thrilling universe of 7 Wonders Armada! In this epic game, you’ll embark on a journey to build and conquer ancient civilizations. But before you set sail, it’s crucial to understand the rules that govern this captivating adventure.
1. The Setup
First things first, let’s get everything ready. Grab your game board, shuffle the cards, and ensure each player has a Wonder board and a wooden fleet marker. Arrange the Age cards in separate piles and you’re all set!
2. Gameplay
Now, it’s time to dive into the heart of the game. Each Age consists of six turns where you’ll expand your naval prowess and strengthen your civilization. With each passing turn, new cards will be revealed that offer unique benefits and strategic opportunities.
Ahoy, captain! Your naval fleet plays a vital role in 7 Wonders Armada. You can use your fleet to explore new lands, establish trade routes, and wage wars against your opponents. Fortify your fleet to gain the upper hand on the high seas!
4. Resources and Trade
Resources are the lifeblood of any successful civilization. However, you won’t be able to obtain all the resources you need on your own. So, it’s time to establish trade routes and negotiate with your neighbors to ensure a steady supply of essential goods.
5. The Black Ships
Beware of the Black Ships! These menacing vessels are not to be taken lightly. They can bring destruction and chaos, but they can also offer great rewards. Choose your strategy wisely when confronted with the presence of these legendary ships.
6. Progress Tokens and Strategies
To achieve victory, you’ll need to adapt and devise effective strategies. Progress tokens provide unique advantages that can turn the tides of battle in your favor. Experiment with different tactics to unleash the full potential of your civilization.
7. The Grand Finale
After the third Age, witness the climax of your epic journey. Tally up your victory points and see if your civilization is declared the most glorious among all. Use your resources, fleets, and progress tokens wisely to secure your place in history!
Your Adventure Awaits!
Now that you’re well-acquainted with the rules of 7 Wonders Armada, it’s time to embark on an unforgettable adventure. Gather your friends, prepare your strategies, and set sail towards victory. May the winds be in your favor, and may your name be etched into the annals of history as a true conqueror!

Hey there! I’ve got some exciting news for you about the latest expansion for 7 Wonders. This expansion is all about taking to the seas with powerful fleets of Ships! You’ll be able to explore, conquer, and dominate the waves. How cool is that?
With the addition of Armada and Island cards, the game becomes even more thrilling and interactive. These new cards bring fresh challenges and opportunities for strategic gameplay. Get ready for some intense competition!
Now, I know you might be wondering, “How does this expansion change the game?” Well, the flow of the game is a little different, but the overall goal remains the same. You still want to strive for victory, just like in the base game of 7 Wonders. So, don’t worry, you won’t need to learn a whole new set of rules.
What’s Included?
Let’s talk about what you’ll find inside this expansion. First off, you’re going to get some awesome Ship cards. These will be your mighty vessels as you set sail across the seas. Prepare to unleash their power!
Next up, there are the Armada cards. These bad boys will give you extra abilities and advantages during the game. They can really turn the tide of battle in your favor, so make sure to use them wisely.
Finally, we have the Island cards. These little gems offer up new opportunities for scoring points and gaining resources. They add a whole new layer of strategy to the game, so keep an eye out for them.
So, there you have it. This expansion adds a whole new dimension to the already awesome game of 7 Wonders. Whether you’re a seasoned player or new to the world of wonders, you’re in for a treat. Get your fleet ready, set sail, and conquer the seas!

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- 8 Dockyard boards
- 32 Ship figures (8 each in 4 colors)
- 24 Armada cards
- 27 Island cards
- 2 Incursion tokens
- 6 coins of value 6
- 4 game aids
- 48 Naval Conflict tokens
- 6 Ground Conflict tokens
- 1 score booklet
- This rulebook
Game Elements
Note: To help you recognize the new content, I have made some adjustments to the names of the existing elements from the original game:
- Military Conflicts are now referred to as Ground Conflicts (as opposed to Naval Conflicts).
- Shields are now known as Ground Shields (as opposed to Naval Shields).
- The new Age cards have been renamed Armada cards, but they still serve as Building cards, just like those found in the original game.
Dockyard Boards
When you play the game, the Dockyard boards are where your fleet evolves. Your fleet is made up of a Start space and six upgrade spaces. And guess what? Most of the upgrade spaces give you an advantage!
Now, here’s the cool part: all Dockyard boards give you the same benefits. But the costs for Naval Construction are different on each board.
Each board is split into 4 fleets:

- When it comes to fleets in the game, there are four different colors you can choose from: Red, Yellow, Blue, and Green. Each color represents a different type of fleet with its own unique abilities.
- The Red fleet, also known as the military fleet, allows you to engage in Naval Conflict, a new type of war.
- The Yellow fleet, known as the commercial fleet, grants you access to new trade routes.
- The Blue fleet, also known as the civilian fleet, provides you with extra Victory Points.
- The Green fleet, known as the scientific fleet, grants you access to unknown Islands.
Each player has a Wonder symbol on their Start space, indicating the color of the fleet linked to their Wonder. This is important to remember as it affects the abilities and advantages you have in the game.
Ship Figures
There are Ship figures in four different colors: Red, Yellow, Blue, and Green. These figures are used to represent the status of the fleets on your Dockyard board.
Armada Cards
Armada cards are special Buildings that have new and unique effects. They are divided by Age, with two Red cards, two Yellow cards, two Blue cards, and two Green cards for each Age.

Note: Al Armada cards have a logo in their bottom center to be able to sort them easily after use.
Wow, can you believe it? These Al Armada cards come with a really cool logo right at the bottom center. How awesome is that? And you know what’s even better? This logo actually helps you sort them easily after you’re done using them. So convenient, right? It’s like they’re designed just for you.
Discover the Wonders of Island Cards
Imagine embarking on an epic adventure, where you get to explore mysterious islands steeped in enchantment and wonder. That’s exactly what Island cards offer! These cards act as gateways to thrilling escapades, each brimming with its own distinct power and magic.
Ready to dive into the excitement? Let me walk you through this captivating world of exploration.
Firstly, Island cards are divided into three levels: beginner, intermediate, and advanced. Each level features nine unique and mesmerizing cards, waiting to be discovered. Just think about the endless possibilities that await you!
As you flip through the deck, you’ll uncover a variety of effects, each more awe-inspiring than the last. These effects can completely transform the game, filling it with unexpected twists and turns that will leave you gripping the edge of your seat.
Whether it’s summoning a powerful ally to aid you in your journey, unearthing hidden treasures that grant untold riches, or unraveling ancient secrets that hold the key to unimaginable power – Island cards have the power to make or break your adventure.
Oh, did I mention that the level of difficulty increases as you progress? That’s right! As you venture deeper into the realms of exploration, the challenges become more intense and exhilarating, offering an experience unlike any other.
Are you ready to uncover the wonders of Island cards? Get ready to immerse yourself in a world where thrills and enchantment await at every turn. So grab your backpack and embark on this extraordinary journey – the islands are waiting for you!
Hey there! Let’s talk about these cool things called Naval Conflict tokens. They’re actually pretty important because they represent both Naval Defeats and Victories. There’s a couple of different types you need to know about:
- First, we have the Naval Defeat tokens. These come in three values: -1, -2, and -3.
- Then, we have the Naval Victory tokens. These ones are a bit more exciting because they come in four values: 1, 3, 5, and 7. Nice!
It’s worth noting that Naval Conflict tokens are not the same as Ground Conflict tokens from the regular 7 Wonders game. They’re their own special thing.

What are Incursion Tokens?
Incursion tokens are a special type of token that are connected to the Dock, Quay, and Jetty cards in the game. These tokens represent additional Ground Conflicts that are associated with these cards.
So, what exactly is a Ground Conflict? Well, picture this: you’re playing a game where you have to secure and defend different areas. These areas can be the Dock, Quay, or Jetty cards. But here’s the thing – there can be multiple Ground Conflicts happening at the same time on these cards. And that’s where the Incursion tokens come in.
Think of Incursion tokens like extra challenges that you have to face. They intensify the gameplay by adding more conflicts that you have to resolve. These tokens can be placed on the Dock, Quay, or Jetty cards to show that there is an additional Ground Conflict happening there.
So why are these tokens important? Well, they basically spice things up and make the game more interesting. They add an extra layer of complexity and strategy to your gameplay. You’ll need to carefully consider how to handle these additional conflicts and come up with a plan to overcome them.
Remember, the key to success in the game is to carefully manage and handle all the Ground Conflicts that arise. By paying attention to the Incursion tokens and effectively dealing with them, you’ll be one step closer to victory.
So, next time you play the game, keep an eye out for those Incursion tokens. They may seem challenging, but they also bring a sense of excitement and adventure to the table.

A Special Score Booklet
Hey there! I’ve got something exciting for you in this box – a brand new score pad! It’s going to make the game’s final scoring even more interesting. This score pad allows you to keep track of the Victory Points you earn from Naval Conflicts, certain Island cards, and the ones on the Dockyard boards.
Getting Set Up
Just a quick note: the steps that are underlined are specific to the 7 Wonders base game.
1 First, let’s sort the cards from the base game according to their Age, based on the number of players. Any leftover cards can be safely put back in the box because you won’t need them for this game.
2 Now, it’s time to sort the Armada cards. Group them by Age and shuffle each deck. For each Age, grab a random number of Armada cards equal to the number of players. Mix these Armada cards with the corresponding Age cards from the base game.
Note: If you’re playing with 3 players, return 5 Armada cards to the box that have the >> symbol.
First, sort the Island cards by level (1, 2, and 3), then shuffle each deck and place them face-down in the middle of the table.
Next, put the Naval Conflict tokens, Incursion tokens, and the extra Ground Conflict tokens next to the ones from the base game.
Now, combine the extra Coins with the Coins from the base game to form the bank. Every player starts with 3 Coins worth 1, and they should place them on their board.
Place the game aids in the middle of the table so that everyone can use them during the game.
Finally, give each player a Dockyard board. They should put it vertically to the right of their Wonder board, and also give them one Ship figure of each color. Put these figures on the Start space that matches their color.
Playing the Game
When you start playing, each player is dealt 8 cards, one more than the usual 7 in the regular game. This means that you will have an extra card to play in each Age. The game follows the same rules as 7 Wonders, but with four new rules:
- Naval Construction
- Naval Conflicts
- Discarding a Card
- Scoring Guilds
You can perform Naval Construction immediately after constructing a Building card or during the construction of a Wonder stage.
Note: Once a Ship reaches the last space on the Dockyard board, you can no longer upgrade the corresponding fleet.
A. Building Card
Hey there! So, here’s the deal: when you build a Red, Yellow, Blue, or Green card, you can also level up the fleet of the same color. But here’s the catch – you gotta pay extra! Yup, on top of the card’s cost, you gotta cough up the Naval Construction cost for that color on your Dockyard. And if you do pay up, you get to move the Ship of the same color one notch up on your Dockyard board. Cool, right?
Let me give you an example to make things clearer. Say our friend Gabriel constructs a Blue card. Since he’s constructing a Blue card, he has the option to perform a Blue Naval Construction as well. Now, this Blue card costs him 1 Stone, and the Naval Construction costs him 1 Clay. So, Gabriel needs to pay a total of 1 Stone and 1 Clay to do both the constructions. Fair enough, right?
Did you know that you can still perform a Naval Construction even if building an Age card is free? That’s right! Whether it’s through chaining, using the Olympia Wonder, or with Babel tokens, you have the option to perform a Naval Construction. But here’s the catch – you still have to pay the usual Naval Construction cost.
Now, here’s an important thing to note: constructing cards for free from the DISCARD, like Halikarnassos or Solomon, won’t allow you to perform a Naval Construction. Keep that in mind!
Now, let’s talk about Wonder Stages.

When you look at each Dockyard board, you’ll see a special icon on the Start space of one of the four fleets: Red, Yellow, Blue, or Green.
If you decide to build a stage of your Wonder, you have the option to pay extra. In addition to the cost of that stage, you can also pay for the Naval Construction of the color associated with the Wonder icon on your Dockyard board. When you do this, you get to move the Ship of that color one space up.
Let me give you an example. Let’s say you want to build the first stage of your Wonder called Giza. It costs 2 Stones. Now, if the Wonder symbol on your Dockyard board is on your Red fleet, you can also do a Naval Construction. This will cost you 1 Wood. So, in total, you’ll have to pay 2 Stones and 1 Wood to complete both constructions.
2. Battles at Sea
So, after we’ve finished dealing with the conflicts on land, it’s time to shift our attention to the high seas. At the end of each era, a whole new set of battles awaits us, but this time, they take place on the water.

When we play this game, we need to figure out our Naval Strength by adding up all the Naval Shields we have in our City, Dockyard board, and Islands. Then, we compare that total with everyone else playing.
To resolve the game, the first thing we do is give a Naval Defeat token to the player with the lowest Naval Strength. After that, we give Naval Victory tokens to the players with the highest Naval Strength. You can check the chart to see how many tokens each player gets.

- If your Naval Strength is the weakest, you’ll receive a Naval Defeat token. Its value will vary depending on the current Age: -1, -2, or -3.
- If you have the strongest Naval Strength, you’ll earn a Naval Victory token. Its value will vary depending on the current Age: 3, 5, or 7.
- If you have the second-strongest Naval Strength, you’ll receive a Naval Victory token. Its value will vary depending on the current Age: 1, 3, or 5.
- If you have the third-strongest Naval Strength, you’ll only receive a Naval Victory token with a value of 3 in Age III.
If my Naval Strength is the weakest, I’ll end up with a Naval Defeat token. The value of this token will change depending on which Age we’re playing: -1, -2, or -3. This means that if my strength pales in comparison to everyone else’s, I’ll have some sort of consolation prize to soften the blow.
On the other hand, if I have the strongest Naval Strength, I’ll be rewarded with a Naval Victory token. The value on this token will fluctuate depending on the Age: either 3, 5, or 7. So, if my strength is unmatched, I’ll be sitting pretty with a nice boost to my score.
Now, if I’m not the strongest but still manage to secure second place in Naval Strength, I’ll walk away with a Naval Victory token. The value on this token will vary depending on the Age: either 1, 3, or 5. It’s not as much as the top prize, but hey, at least I’m ahead of most.
However, if I have the third-strongest Naval Strength, things are a little different. This spot only awards a Naval Victory token with a fixed value of 3, and that’s limited to Age III. So, if I’m lucky and can leave a mark, it’s only in the last stretch of the game.
These tokens give me something to aim for when building up my Naval Strength. And knowing what’s at stake can add a whole new level of excitement to the game. Who knows, maybe the naval battles will become the highlight of my strategy.
Let me explain this: If you’ve already gotten a Naval Defeat token, you can’t also get a Naval Victory token. So, keep that in mind when you’re playing. Just a reminder: Some players might not get any tokens when there’s a Naval Conflict. It happens sometimes.
Ties
– If multiple players have the same weakest Naval Strength, they all get a Naval Defeat token that corresponds to the current Age. It’s like a little reminder that they didn’t win.
– Now, if there’s a tie for the strongest Naval Strength, things get a bit different. When that happens, all the players who tied get the reward for the rank just below the current Age. But, here’s the interesting part: the player with the second-strongest Naval Strength doesn’t get any token in Age I and Age II. However, in Age III, they get a really valuable Naval Victory token worth 3 points. That’s something to look forward to, right?
- If there is a tie for the second-strongest Naval Strength, no tokens are gained by tied players in Age I and Age II. In Age III, they earn one Naval Victory token worth 3 if only one player has the strongest Naval Strength. Otherwise, they don’t gain any tokens.
- If there is a tie for the third-strongest Naval Strength, tied players don’t earn any tokens in Age III.
Example: In Age II, Gabriel and Paula have the weakest Naval Strength with 2 Naval Shields, so they each receive a Naval Defeat token worth -2. Ann has the strongest Naval Strength with 8 Naval Shields, so she receives a Naval Victory token worth 5. Romeo and Fred are tied for the second-strongest Naval Strength with 6 Naval Shields each. Since they are tied, they should receive the reward for a lower rank, but there aren’t any in Age I. Therefore, these two players don’t receive any tokens.
3. Dropping A Card
Whenever I need to get rid of a card, I have a couple of options:

If you’re looking to upgrade your game, I’ve got just the thing for you. With this special ability, you’ll gain 3 Coins, giving you the edge you need to conquer the high seas. But that’s not all – you’ll also be able to move your Yellow Ship one space for free. That means you won’t have to spend a single coin on Naval Construction. Talk about a game-changer! So, if you’re ready to take your strategy to the next level, look no further. This is the power move you’ve been waiting for.

4. Scoring Guilds
When the game is over, each Guild card can provide a maximum of 10 Victory Points.
Let me give you an example. Imagine I played the Philosophers’ Guild and the Traders’ Guild. The player sitting on my left has 7 Green cards and 4 Yellow cards, while the player on my right has 5 Green cards and 2 Yellow cards. With the Philosophers’ Guild, instead of getting 12 Victory Points, I would only get 10. And for the Traders’ Guild, I would get 6 Victory Points. So, in total, I would have 16 Victory Points from my two Guilds.
Description Of The Dockyard Boards
Red Fleet
The Red fleet gives players Naval Shields, which increases their Naval Strength.

In the game, your Naval Strength is determined by the number on your Red fleet’s Naval Shields. These are added to any other Naval Shields you have in your City, Dockyard board, or Island cards.
Let’s say my Red fleet is on the third upgrade space of my Dockyard board, which gives me 3 Naval Shields. I also have an Island card that provides an additional 2 Naval Shields. So my total Naval Strength is 5.
Now let’s talk about the Yellow Fleet.
The Yellow fleet represents your Commercial Level in the game. It not only grants you Coins, but also allows you to impose Taxes on other players.
And here’s an interesting fact: the last space on the Yellow fleet line gives you an extra 2 Naval Shields.

When I’m playing the game and my Yellow fleet lands on a space with a Coin, I get the number of coins shown right away.

When you play the game, your Commercial Level is determined by the number on the Commercial Level symbol of the space where your Yellow Ship is located.

When my Yellow fleet reaches a space with the Tax symbol at the end of a turn, I get to levy a Tax. This means I collect the indicated amount of Coins. But here’s the twist – everyone else loses some Coins!
Let me give you an example. Say my Yellow fleet reaches the second upgrade space on my Dockyard board. I earn 2 Coins for reaching the space, which is great. But I also get to levy a Tax of 1 at the end of the turn.
Now, let’s see what happens to the other players. Art’s Yellow fleet is on the first upgrade space of his Dockyard board. And since his Commercial Level is 0, he doesn’t lose any Coins. Romeo, on the other hand, still has his Yellow fleet on the Start space of his Dockyard board. His Commercial Level is also 0, so he loses 1 Coin.
So, when I levy a Tax, it’s a win for me, but a loss for everyone else. Just something to consider when making moves in the game!
Let me explain: If you receive multiple Taxes at the end of a turn, only the highest Tax will apply. If your Commercial Level is higher than the Tax, you won’t earn any Coins from Taxation.
Blue Fleet
The Blue Fleet gives you Victory Points, which are counted up at the end of the game.

When the game is over, the number of Victory Points you get is determined by the position of your Blue Ship on the board. The further you sail, the more points you earn.
Now, pay attention to the last spot on the line. If you reach it, you also receive 1 Naval Shield.
Let me give you an example. Imagine you’re Romeo, and your Blue fleet reaches the final spot on your Dockyard board. As a result, you score a total of 10 Victory Points on your Dockyard board, and your Naval Strength goes up by 1.
Green Fleet
The Green fleet has a special ability. It lets you Explore mysterious Islands that you haven’t discovered before. This can lead to exciting adventures and new opportunities!

When you reach an Exploration space with your Green Ship, you have the opportunity to explore a new Island that matches the level of the space. This gives you a chance to benefit from the island’s effect and make your game even better.
There are two ways you can explore:
Solitary Adventure:
If you’re the only player exploring an island of that level during your turn, you get to draw 4 Island cards from the deck that corresponds to that level. Then, you choose the one you like the most and add it to your Dockyard board. Make sure to place it to the right so that only the effect shows. After you’ve made your choice, put the remaining cards back into the deck and give it a good shuffle.
For example: Let’s say your Green fleet is on the second upgrade space of your Dockyard board. You’re the only one exploring a level 1 Island this turn. You would draw 4 level 1 Island cards and decide which one you want to keep.

Discovering the Island Together:
When a group of players decides to explore an island of the same level simultaneously, they divide all the island cards of that level amongst themselves. Each player receives an equal number of cards, and any extra cards are placed back in the middle of the table.
Every player selects their preferred island card from the ones they received and puts it to the right of their Dockyard board. Only the island’s effect is visible. Any unselected cards are then returned to their respective decks and the deck is shuffled.
Understanding the Armada Cards
Dock – Quay – Jetty

When you use these cards, you will receive Ground Shields. The number of shields you receive depends on which card you choose: one shield for the first card, two shields for the second card, and three shields for the third card.
But that’s not all. These cards also create a Ground Conflict between you and the player that they tell you to target. This means that there will be some kind of confrontation or competition between the two of you.

When I build a card with the Incursion symbol, I get an Incursion token from the reserve and give it to the player marked by the double arrow right away:

This is a simple tutorial on how to target a player in a game. I’ll show you a neat trick that allows you to target the player who is next to the player on their right. It’s a quick and effective way to single out a specific player.

If you are playing this game, here’s an important move you can make: target the player to the left of your neighbor. It might sound a little confusing, but let me explain.
When the current Age comes to an end, the player who started the Incursion will engage in a Ground Conflict. This means you will have to face off against your two neighbors and the player holding the Incursion token. It can get pretty intense!
Once the dust settles and the Ground Conflicts are resolved, the targeted player will have to give up the token. But here’s the thing – using this strategy doesn’t guarantee that you will win against that player. So be careful when you play these cards!
Remember: you’ll need to think strategically and consider all the possibilities. Try different tactics and see what works best for you. Good luck!
Coastal Defenses- Fortified Port- Coastal Fortifications
Hey there! Let me tell you about these cool cards I found. They’re called Naval Shields, and they do some pretty awesome stuff. Naval Shields increase your Naval Strength – that’s like your power on the seas. The more Naval Shields you have, the stronger your navy becomes!
But here’s the thing: you need the right buildings to use these cards. There are five important ones: Shipyard, Construction Yard, Drydock Hangar, Captaincy, and Naval Ministry. These buildings help you in different ways, and they’re all connected to your navy.
So, how does it all work? Well, each building gives you a different number of Naval Shields. The Shipyard gives you 1, the Construction Yard gives you 2, and the Drydock Hangar gives you 3!
Now, I know what you’re thinking: “Why do I need Naval Shields?” Well, they’re pretty important if you want to protect your ships and make your navy more powerful. Think of them as armor for your fleet!
It’s time to make some strategic choices. Do you focus on building more Shipyards to get more Shields? Or do you invest in a Drydock Hangar to get the most Shields in one building? It’s up to you!
Remember, the more Naval Shields you have, the stronger your navy becomes. So, get out there and start building those buildings – it’s time to dominate the seas!

Hey there! Let me tell you about these awesome cards that you’re gonna love. They give you the power to move your Ships without any cost or hassle. Yep, you heard that right, no need to pay resources or Coins!
But wait, there’s more! Some of these cards even give you Victory Points – that’s like a bonus for you. The number of points you get varies, from 0 all the way up to 5.
Here’s something cool to know: when you use one of these cards to construct a Blue Naval Construction, you can also take advantage of the free movement they provide. So, guess what? You can actually do 2 Naval Constructions in a single turn with these cards. How awesome is that?
Pirate Cache – Pirate Lair – Pirate Brotherhood


Let’s talk about these special cards that can give you an immediate advantage. They’re known as “Eastern Emporium,” “Western Emporium,” and “Customs Office.”
When you play one of these cards, you get a reward right away. The “Eastern Emporium” and “Western Emporium” cards give you either 3 Coins or 4 Victory Points. It’s like a little boost that can help you in the game.
But that’s not all. These cards also have an effect on the other players. If their Yellow fleet has reached a certain level, they lose 1 Coin for each level. So, the better your Yellow fleet is doing, the more Coins they lose.
Let me give you an example. Imagine Gabriel’s Yellow fleet is on the third upgrade space of his Dockyard. This means he loses 2 Coins when someone plays an Emporium card. But then there’s Paula, whose Yellow fleet is still on her Start space. She doesn’t lose any Coins because her fleet hasn’t reached that level yet.
All in all, these Emporium and Customs Office cards can give you an immediate advantage and also affect your opponents. It’s definitely something to consider when planning your strategy.
Hey there! Let me break down this game rule for you.
So, here’s the deal. Once it’s my turn, I have a special power. I can buy one resource for just one coin. But get this—I can only buy from the person sitting to the right of my right-hand neighbor. Cool, right?
Here’s why it’s cool. Each player in the game is producing different resources. And with this power, I can choose any resource that my neighbor is producing. Neat, huh?
But remember, I can only do this once during my turn. So I’ve got to choose wisely and make the most of it.
So, in a nutshell, I can buy a resource from the player on my right, but I have to pay them one coin. It’s a cool power that lets me grab resources from a specific player. Sweet!

Hey there! I’ve got some exciting news for you. You know how when you’re playing a game, you sometimes need to get resources to help you? Well, I’ve got a great strategy for you to do just that!
Here’s the deal: You can buy a resource of your choice twice every turn. And get this, you can choose from any of the resources that the player to your left produces. How cool is that?
And get this, it only costs 1 Coin to buy a resource. So, you can grab some extra resources without breaking the bank!
Remember, you can do this twice each turn, so you’ll have plenty of opportunities to stock up on the resources you need. Now, isn’t that a handy trick to have up your sleeve?
So, next time you’re playing a game and need some extra resources, just remember this little secret. It’s a game-changer!

When the game comes to a close, you’ll earn 2 Victory Points for every level your Yellow fleet’s commerce reaches.
When you play these cards, you get to draw an Island card of the specified level (level 1/2/3) from the deck and place it next to your Dockyard board. Then, you get to enjoy the benefits of that card.
Remember: This effect is different from the Exploration effect activated by Naval Construction.
Discoverer’s Headquarters – Guild of Adventurers – Admiral’s Club


When you play the game, you receive cards with different scientific symbols. I call these symbols “scientific symbols.” If you have more than one scientific symbol that is tied, you get to choose which one you want.
How Turns Work
When it’s time for your turn:
- First, you need to pay for all the things you want to build. This includes cards, your Wonder, and maybe Naval Construction.
- If you have Naval Construction, you can move the Ship that corresponds to it.
- Next, you get to use all your card effects. But be careful! You don’t get to use Coin losses right now.
- If you’re doing Island Exploration, you need to resolve that next.
- After that, you can build cards from the discard pile. Just remember, you can’t use Naval Construction for this.
- Finally, you need to resolve any Coin losses you have. This includes Taxes and Pirates.
How to Play in Teams
When you play 7 Wonders with 4, 6, or 8 players, there’s a cool way to play called the 2-player team variant. In this variant, you and your teammate sit next to each other, and you can communicate and show each other your hands of cards.
An Age Overview
As you play the game, you and your teammate can freely talk and strategize. It’s important to remember that you should use your own resources before buying from your neighbors. There are a few things that you and your teammate can’t do:
- You can’t lend each other money
- You can’t trade cards with each other
- You have to pay for any commerce between yourselves
- You can’t buy resources if you can construct a building through chaining
Another thing to keep in mind is that if you or your teammate causes a loss of money due to Taxes or Pirates, your teammate still has to pay for that loss.
Resolving Ground Conflicts
In team games, my teammates and I don’t fight each other. Instead, we only face off against our opposing neighbors in the City. When it comes to resolving Ground Conflicts, we get double the usual number of tokens:
– If I defeat my opponent, I earn 2 Defeat tokens, each worth -1 point.
– A victory in Age I is worth 2 Victory tokens, each worth 1 point.
– A victory in Age II is worth 2 Victory tokens, each worth 3 points.
– A victory in Age III is worth 2 Victory tokens, each worth 5 points.
Moving on to Naval Conflicts, they are resolved individually, following the regular rules. Even if tied players are on the same team, ties are still resolved normally.
Now, let’s talk about Taxes and Pirates.
When it comes to taxes, they can be a bit tricky. You see, the Dockyard board and certain cards like the Pirate Cache, Pirate Lair, Pirate Brotherhood, and Pirate Harbor Island can cause taxes that affect everyone, regardless of teams.
Now, let me give you an example:
Imagine that Paula and Gabriel are on a team. Paula is sitting between Gabriel (to her right) and Romeo (to her left). During Age II, Gabriel plays the Quay card. This creates a new Ground Conflict and gives an Incursion token to the player on the left of his left neighbor, which happens to be Romeo.
The Dock, Quay, and Jetty cards also trigger an extra Ground Conflict, but they only give 1 Defeat token or 1 Victory token to the players involved.
When the game comes to an end
Here’s the deal: each player adds up their Victory Points individually. Then, the two teammates combine their scores to determine their team’s total score. The team with the highest score wins the whole game. Pretty simple, right?