7 Wonders

2010 · Card Game

7 Wonders

Players lead one of seven ancient cities, gathering resources, developing commerce, and expanding military and civic infrastructure while constructing a multi-stage architectural wonder. The game plays over three ages. Each age players draft cards from a hand, play them immediately to pay for resources, gain commerce effects, boost military strength, or score victory points, then pass the remaining cards to a neighbor. Individual city boards (double-sided) grant starting powers and space to build stages of the wonder. Military conflicts with adjacent players resolve at the end of each age, and scoring tallies points from cards, wonder stages, and other bonuses to determine the winner.

Players
2–7 best 4
Playing time
30 min
Age
10+
Complexity
2.3 / 5
7.2 on Ludoyafrom $47.99EconomicCity BuildingSet CollectionVariable Player PowersHand Management

Where to buy it

Shop prices and second-hand copies, checked every day.

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On Ludoya's tables

Full stats in Ludoya
4,375
Plays logged
2,717
Players
27m 24s
Average play
452
In collections
24
On wishlists
3
Pre-ordered

7.2/10

from 264 Ludoya reviews

  • Fun8.0
  • Interaction7.0
  • Replayability8.5
  • Uniqueness8.0
  • Looks6.5
  • Accessibility7.5
  • Garfield2.0

    Too much luck involved for my taste. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]Almost no theme --> Gameplay: :star::nostar::nostar::nostar::nostar: <!-- size 7]Not very interesting --> Interaction: :star::star::nostar::nostar::nostar: <!-- size 7]Litle --> Artwork: :star::star::nostar::nostar::nostar: <!-- size 7]Nothing special --> Luck: :star::star::star::star::nostar: <!-- size 7]Card drawing luck --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]Not much you can do --> Components: :star::star::star::nostar::nostar: <!-- size 7]Cards... --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Easy to teach: :star::star::star::star::nostar: <!-- size 7]Fairly easy --> Setup time: :star::star::star::star::nostar: <!-- size 7]Quick --> No downtime: :star::star::star::star::nostar: <!-- size 7]Should be quite fast --> Replay value: :star::nostar::nostar::nostar::nostar: <!-- size 7]Nah... --> [/c]

  • Mohasz7.5

    A little hard to explain to newcomers due to the amount of icons on the cards, but it's fascinating what the game achieves. Satisfying gameplay with multiple interesting ways to score pooints, close to zero downtime, plus the game is almost equally good at any player count. Although I have to say it gets worse with 5 and up in my group, since there's always some confusion about who's done with their turn and who's not. I'm selling it since Sushi Go Party kinda took its place, plus I also have Duel which is enough for me.

  • Vardak7.0

    Very good game as step before playing an strategic eurogame. You need to choose an strategy and focus on it, but several factors are giving you victory points. On advanced levels, it can be a quick game with almost zero AP.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Which way do we pass hands each Age — and what’s special about the sixth turn?

Hands are passed left (clockwise) in Age I, right (counter-clockwise) in Age II, and left again in Age III; on the sixth turn you receive a two-card hand, choose one to play and the other is discarded (you do not get 3 coins for that discarded card). (p.5)

If I use a card to build a Wonder stage, do I also get the card’s effect or have to pay the card’s cost?

No — to build a Wonder stage you pay the cost shown on the Wonder board and place the chosen card face down half under the board; that card is only a marker and has no other effect (and stages must be built in order). (p.5)

Can I buy missing resources from any player, and how much do they cost?

You can only buy resources from your immediate left or right neighbors; each resource costs 2 coins paid to that neighbor (some commercial cards reduce this to 1 coin), resources bought can be used only that turn and selling does not stop the owner using them. (p.4, p.12)

What does the chain/free-build symbol mean — can I build cards for free later?

Certain Age II/III cards show a predecessor icon; if you built that named structure in a previous Age you may build the linked card for free without paying its resource cost. (p.4)

When do we resolve military conflicts and what do the tokens do?

Military is resolved at the end of each Age (after the sixth turn): compare your shields with each neighbor and take a Victory token (+1 in Age I, +3 in Age II, +5 in Age III) for each neighbor you beat or a Defeat token (−1) for each neighbor who beats you; ties score nothing. (p.5, p.3)

How are science (green) cards scored — do symbols stack or form sets?

Science scores two ways cumulatively: for each symbol type you score the square of the count (1→1, 2→4, 3→9, etc.), and you also score 7 points for each set of three different scientific symbols. (p.6)

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Score sheets and play helpers

  • Final Scoring
  • Ultimate Score Card
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Game facts (players, playing time, age, credits) from BoardGameGeek.