Contents
7 Wonders Game Rules
Hey there, welcome to the world of 7 Wonders! I’m excited to show you the ropes and make sure you have a blast playing this amazing game.
First things first, let’s talk about the rules. Now, I know rules can sometimes be a bit boring, but trust me, they are super important to make sure everyone has a fair and fun experience. So, let’s dive right in!
In 7 Wonders, your goal is to build your own ancient civilization in just 3 ages. Each age represents a different era, and you’ll get to construct various structures, develop scientific advancements, build a mighty army, and oh so much more. The choices are endless!
To start the game, each player is given a wonder board, which represents their unique civilization. These boards have different abilities and offer special bonuses throughout the game. Choose wisely, my friend.
Now, the game is played in turns, and during each turn, you’ll be choosing a card from a hand of cards that you’re dealt at the beginning of each age. These cards represent different structures or advancements that you can build or develop.
Here’s the thing, the cards have different costs, and you’ll need to spend resources to play them. You’ll acquire these resources by building certain structures or trading with your neighbors. It’s all about making strategic choices and managing your resources efficiently.
As you progress through the ages, you’ll start to unlock more powerful cards, and your civilization will grow in complexity. You’ll have to plan ahead and think carefully about the cards you choose, as each choice will impact your strategy moving forward.
Oh, and did I mention the military aspect? Yep, you can’t forget about that! Throughout the game, you’ll be able to build a powerful army, which will come in handy when it’s time to compare military strength with your neighbors at the end of each age. Keep an eye on those military points!
Speaking of points, at the end of the game, you’ll tally up your victory points to determine the winner. Victory points can be earned in various ways, such as building structures, developing advancements, and achieving certain goals. The player with the most points after 3 ages is crowned the victor!
I hope these rules make sense so far. Don’t worry if you’re feeling a little overwhelmed, it’s completely normal. The best way to learn is by playing, so grab some friends and dive right in. Trust me, once you start playing, you’ll be hooked!
Now, go forth and build your ancient civilization. May the wonders of the world be at your fingertips!
- Wonder boards
- 7 Wonder cards
- 49 Age I cards, 49 Age II cards, 50 Age III cards
- 46 Conflict tokens
- 24 value 3 coins, 46 value 1 coins
- 1 score booklet
- 1 rulebook
- 2 “2 player” cards
Let’s Play 7 Wonders!
Ready to embark on an epic game of strategy and wonder? In 7 Wonders, we’ll journey through three ages, each filled with the possibility of progress and prosperity. With our trusty card decks, we’ll shape our cities, construct architectural marvels, and lead our civilizations to victory.
Now, let’s dive into the rules and discover the thrilling challenges that await us. But first, we must understand the object of the game. Pay attention, for this is the key to triumph.
At the end of the third Age, I tally up my victory points. Whoever has the most points wins the game.
To set up the game, I need one deck of cards for each Age. I return any unused cards to the box based on the number of players. For example, in a 6-player game, I use the 3+, 4+, 5+, and 6+ cards but return the 7+ cards to the box.
For the Age III deck, I have some additional steps:
– I remove the 10 Guilds (purple cards) and secretly keep only the number required for the number of players.
– Then, I shuffle the kept Guild cards with the other cards to create the Age III deck.
Lastly, let’s talk about Wonders.
Imagine this: you’re sitting around a table, ready to embark on an exciting game of 7 Wonders. To set the stage, we shuffle the 7 Wonder cards and deal one to each player. Meanwhile, keep them face down – it’s a surprise! That card will determine your unique Wonder board and which side you’ll be using during the game.
Here’s a little tip for beginners: stick to side A of the boards for your first few games. They’re simpler to use and will help you ease into the gameplay. But hey, if everyone at the table agrees, feel free to choose the Wonder boards instead of relying on random luck.
Now, let’s talk about coins. At the start of the game, each player receives 3 value “1” coins. Place them on your board, and you’re ready to go. And don’t worry, we’ve got a handy bank for exchanging coins between the value “3” and “1” as needed.
Oh, and there’s something else – conflict tokens. Keep those close to the coins, forming a reserve.
But wait, before we dive in, why not take a look at a tutorial video? It’ll help you get a better grasp of the game elements and prepare you for what’s to come.
Now, let’s get this game started. Have fun!
When you play the game, each board represents a Wonder that you can build. The board shows the resource that the Wonder produces, which is displayed in the upper left corner. The boards are double-sided, so you have two different versions of the Wonder to choose from. The Wonder is made up of two, three, or four stages, each represented on the board. Every stage has a cost to build and provides a bonus once it’s finished.
Coins
Coins are used in the game for commercial transactions between cities. A city can trade with its two neighboring cities using coins. There is no limit to the number of coins you can collect during the game. At the end of the game, the coins you’ve collected are worth victory points.
Conflict Tokens
Conflict tokens are used to represent the military victories and defeats between neighboring cities. There are four types of tokens that are used:
- Defeat tokens: These tokens have a value of -1 and are used at the end of each of the 3 ages.
- Victory tokens: These tokens have different values depending on the age:
- Age I: +1 Victory Point
- Age II: +3 Victory Points
- Age III: +5 Victory Points
- Brown cards (Raw Materials): These structures produce resources.
- Gray cards (Manufactured Goods): These structures also produce resources.
- Selling a resource to a neighboring city DOES NOT prevent a player from using it, during the same turn, for his own construction purposes.
- It is possible, during the same turn, to buy one or more resources from both neighboring cities. The resources bought can only be used on the turn in which they are bought.
- Players can never refuse to sell resources. Some commercial structures (yellow cards) reduce the monetary costs of buying resources from 2 to 1 coin.
- When both cities neighboring a player produce a coveted resource, that player is free to purchase from either player.
- To buy resources, the player must have the coins at the beginning of the turn. The coins earned through commerce during a turn cannot be used on that turn, only during the next one.
- First, I have to choose a card from my hand. I take a look at the cards I’ve been dealt and select one without showing it to the other players. I then place it face down in front of me.
- Next, it’s time to take action! Once every player has chosen a card, we all perform our actions simultaneously. The actions we can take depend on the card we’ve chosen.
- After the action phase, I have to pass my hand of cards to the player sitting next to me, either on my left or right. In return, I receive a new hand of cards from the player sitting on the other side of me.
- When it’s time for me to play a turn, there are a few actions I can choose from.
- I can start by building the structure represented by the card I’ve selected. This is usually what I’ll do.
- If I decide to build, I’ll place the brown and gray cards beneath each other, starting from the upper left corner of my Wonder board. This way, I can easily keep track of the resources I have. The rest of the cards will be placed face up in front of my Wonder board.
- To save space, I can stack cards of the same color on top of each other, so I can still see the name of each structure.
- Don’t worry if it seems a bit confusing at first. Watching other players take their turns can help me get the hang of it.
- If I have a higher score than a neighboring city in a certain age, I will receive a Victory token. The amount of Victory tokens I receive depends on the age: +1 token for Age I, +3 tokens for Age II, and +5 tokens for Age III.
- If I have a lower score than a neighboring city, I will receive a Defeat token, which deducts 1 victory point from my total.
- If I have the same score as a neighboring city, no token is taken.
Understanding the Scoring System in 7 Wonders
So, you’re playing 7 Wonders, but what’s the deal with the scoring system? Let me break it down for you.
Victory Points
In 7 Wonders, Victory Points are the key to winning the game. You want to accumulate as many Victory Points as possible by the end of the game. There are different types of Victory Points that you can earn:
Cards
In 7 Wonders, the Age cards represent different structures. There are 7 different types of structures, each easily recognizable by the color of their card border:
Let’s talk about the different types of cards you’ll find in the game of 7 Wonders. Each card has a unique purpose and can help you score victory points in different ways. Here are the main types of cards you’ll come across:
Blue cards, also known as Civilian Structures, are all about victory points. These structures can give you a boost in points and help you get closer to victory.
Next, we have Green cards, or Scientific Structures. These cards are all about progress in the scientific fields. Depending on how far you’ve advanced in these fields, you can score victory points with these cards. It’s like putting your scientific knowledge to good use!
Moving on to Yellow cards, also known as Commercial Structures. These cards are quite versatile. Not only can they earn you coins, but they can also produce resources, change commerce rules, and sometimes even score you victory points. They’re like little powerhouses of strategy!
Red cards are Military Structures. These buildings are all about increasing your military might. Your military strength will come into play during Conflict resolution. So, you better make sure your military is strong and ready for any challenge!
Finally, we have the Purple cards, or Guilds. These buildings are all about scoring points based on specific criteria. They allow players to earn points in unique ways, depending on the criteria of the guild. It’s like joining a special club that rewards you for your achievements!
Remember, in the Age III deck, you won’t find Raw Materials (brown cards) or Manufactured Goods (gray cards). Instead, you’ll find the Guilds (purple cards). It’s important to keep this in mind when planning your strategy.
Now that you know about the different types of cards in 7 Wonders, you can start strategizing and building your empire. Good luck!
Hey there! Let’s talk about the construction cost of structures. The upper left area on the screen shows how much it will cost you to build something. If you don’t see anything there, that means the structure is free and you won’t need any resources to build it. Pretty cool, right?
When you reach Age II, there are certain structures that you can build in two different ways. You can either pay the required resource(s) or, if you have already built the specific structure in the previous age, you can build it for free.
In the lower right area of the card, it shows which structures, if any, can be built for free in the next age because of this card. The lower center area indicates how many players can use this card and in what configuration.
Building in 7 Wonders
In the game, I have the opportunity to construct structures and Wonders throughout all 3 ages. Structures are represented by cards, while Wonders are represented by a board.
Most structures require resources to build. Some can be built for free, while others require a payment of coins. Additionally, some structures have both a resource cost and a special condition that allows for free construction.
Wonders, on the other hand, always have a resource cost.
Coins: A Valuable Resource
For certain brown cards, there is an additional coin cost that must be paid to the bank when constructing the card.
For example: I must pay 1 coin to build the Timber Yard.
Easy Building
There are some cards that don’t require any payment and can be easily placed into play.
For instance: you can construct the Eastern Trading Post without spending any resources.
No Cost Building (linked)
So, here’s the deal: some buildings in Age II and Age III have the name of a previous-age structure to the right of their resource cost. And get this, if you’ve already built that earlier structure, you can construct the new one for free! That’s right, no need to cough up those resources.
But wait, there’s more!
Some cards actually have a resource cost. To build these, you gotta have the right resources. You can produce them yourself or buy them from one of your neighboring cities. It’s like a little resource market right at your fingertips!
Now, let’s talk production…
Every city generates its own resources. You’ve got the Wonder board, brown cards, gray cards, and even some yellow cards doing their part. These bad boys are the key to building structures. Each card tells you what resources you need to produce in order to construct a particular structure.
But what if I can’t produce all the resources myself?
Well, my friend, that’s where commerce comes in. Sometimes, you’re gonna need resources that your city just doesn’t produce. No worries! You can ask your neighbors for a little help. Who says building an empire is a one-person show? Not you!
If the resources I need come from a neighboring city, which means the cities directly next to me, I can buy them through trade. The resources that I can buy from my neighboring cities include the ones that are initially produced by the city itself, as shown on the board. I can also buy resources from the brown cards, which represent raw materials, and from the gray cards, which represent manufactured goods.
However, there are some resources that I cannot buy. These include the ones produced by certain commercial structures, represented by yellow cards, and the ones produced by specific Wonders. These resources are reserved for the owners of those structures and Wonders.
If I decide to buy a resource, I will need to pay 2 coins to the owner of that resource.
To provide further clarity, here are some additional explanations.
Selling a resource to a nearby city doesn’t stop me from using it for my own projects in the same turn. In fact, I can buy resources from multiple neighboring cities in the same turn too. These resources can only be used during that specific turn, though.
I can’t turn down a resource sale either. If I have a commercial structure, the cost of buying resources is reduced from 2 coins to just 1 coin. If both cities next to me produce a sought-after resource, I’m free to buy from either of them.
To buy resources, I need to have the coins at the start of the turn. I can’t use the coins earned through commerce until the next turn.
Let’s have a look at an overview of an Age:
Overview of an Age
When a new Age begins, I get dealt a hand of 7 cards. It’s exciting not knowing what cards I’ll get, as they’re chosen randomly from the deck. The Age is divided into 6 turns, and during each turn, I get to play one card.
I. Choosing a Card
Before I reveal my chosen card, I take a moment to look at it and keep it secret from the rest of the players. Once I’ve made my decision, I place the card face down in front of me. The remaining cards in my hand go to my neighbor on the left or right, depending on the game rules.
II. Taking Action
Now that all players have chosen their cards, it’s time to take action! Simultaneously, we all reveal our cards and carry out the actions they allow. It’s an exciting moment as strategies unfold and the game progresses.
There are three possible actions that can be taken with the chosen card, each with its own unique effect. The specific actions will depend on the cards in play and the strategy each player has chosen.
Note: The first time I play the game, it might be helpful to follow along with what other players are doing. This way, I can better understand how everything works.
A. Build the Structure
Most of the time, I’ll start by building the structure that corresponds to the card I’ve chosen.
The brown and gray cards go underneath each other, starting from the upper left corner of my Wonder board. This way, I can easily see all the resources I have. The other cards go face up in front of my Wonder board.
All of this area is part of my own city. To save space, I can stack cards of the same color on top of each other, while still keeping the names visible.
Step 2: Create Your Wonder
When building each stage of your Wonder, you will use a card of your choice as a construction marker:
To do this, you must pay the cost displayed on the Wonder board, not the cost shown on the card itself. Once you have paid the price, you will place the card face down, partially hidden under the Wonder board to indicate that this stage of your Wonder has been completed. The card will not have any other impact and should not be regarded as a structure.
Understanding the Construction of Wonders
When playing the game Wonder, it’s important to know how the stages of a Wonder are built. The stages must be built in order, starting from the left and moving to the right. However, it’s worth mentioning that constructing the Wonder is not necessary to win the game. You can still win without finishing or even starting the construction of your Wonder.
During the construction, the card used to mark each stage is kept hidden. It’s a good idea to use a card that you don’t want to give to your neighbor. This way, you can protect valuable cards from being taken by others.
Most Wonders have three stages, but these stages are not associated with specific Ages. This means that you can build multiple stages of your Wonder during a single Age, and you can even start construction during Age III if you haven’t started earlier.
It’s essential to note that each stage can only be built once per game. Once you complete a stage, you cannot build it again in subsequent rounds.
C. Gaining Coins by Discarding a Card
There is also another option available to you during the game. You can choose to discard a card from your hand instead of using it to construct a building. By doing so, you can gain 3 coins from the bank, adding them to your treasury. This can be a helpful strategy if you need some extra coins to acquire other valuable cards or resources.
When we play the game, I noticed that there’s a special way to handle the cards that we don’t want to use. We discard them face down in the middle of the table, creating a pile of discarded cards. Sometimes, it can be helpful to discard a card that we can’t use but that our neighbor might find interesting.
Keep in mind: if I choose a card but realize that I can’t build either the structure or Wonder stage with it, I have no choice but to discard the card. Then, I get 3 coins from the bank as compensation.
III. Let’s Move On to the Next Hand
In the next round, we each get a new hand of cards from our neighbor. It’s important to pay attention because the direction in which we pass the hand changes as we progress through the different Ages:
In Age I, we pass the hand of cards to the player sitting on my left (in a clockwise direction).
In Age II, we pass the hand of cards to the player sitting on my right (in a counter-clockwise direction).
In Age III, we pass the hand of cards to the player sitting on my left (in a clockwise direction).
What Happens in the Sixth Turn?
In the sixth and final turn of each Age, something special happens. You see, at the beginning of this turn, I get a two-card hand from my neighboring player. It’s like a little gift, just for me!
Now, this is where it gets interesting. I get to choose one card from this hand, just like I did in the previous turns. But what about the other card? Well, that one is discarded, face down. Goodbye, card number two!
Once I’ve made my decision and played my chosen card, the Age comes to an end. It’s like a grand finale!
But What About the Discarded Card?
The card that I didn’t choose, the one that got discarded, doesn’t get me any coins. It’s just gone, without any reward for me. It’s a bit of a bummer, but hey, I still have my chosen card to play!
Let me give you an example to make things clearer. Imagine my name is Sophie, and at the beginning of the first Age, I get a hand of 7 cards. In the sixth turn of that Age, my neighboring player gives me a two-card hand. I get to pick one card and play it, while the other card is sadly discarded. No coins for me from that discarded card.
The End of an Age
Each Age comes to an end after its sixth game turn. Once that happens, it’s time to resolve any military conflicts that may be going on.
Here’s how it works: I look at the total number of shields on my military structures, which are the red cards in my possession. Then, I compare that number with the total number of shields on the military structures of each of my two neighboring cities.
And that’s it! The Age is over, and we move on to the next one. Exciting, isn’t it?
Based on these rules, I can receive either 0, 1, or 2 tokens, which I will place on my Wonder board.
The Game’s End
When the game reaches its conclusion at the end of the third Age, it’s time to tally up the civilization points. Each player adds up their points, and the player with the highest total emerges as the victor. However, what happens when there is a tie? In the event of a tie, the player with the most coins in their treasury claims the ultimate victory. But don’t worry, if there’s also a tie on coins, there’s no need for further tiebreakers. Keep in mind, inside the box, you’ll find a handy booklet of scorecards to assist you in calculating points during your initial games or to keep track of your most unforgettable matches.