7 Wonders (Second Edition)

2020 · City Building

7 Wonders (Second Edition)

Players guide a civilization through three successive Ages by drafting cards from a shared hand and playing them to develop a city and build stages of a Wonder. Cards represent resources, civil buildings, commercial structures, military units, scientific sets, and guilds; players pay for or chain builds, manage resources and coin, and resolve military conflicts with adjacent players at the end of each Age. After three Ages, players score victory points from constructed buildings, completed wonder stages, military results, science sets, guilds and remaining coins; the highest total wins.

Players
3–7 best 5
Playing time
30 min
Age
10+
Complexity
2.3 / 5
7.4 on Ludoyafrom $37.81CivilizationEconomicNeighbor ScopeClosed DraftingSet Collection

On Ludoya's tables

Full stats in Ludoya
586
Plays logged
581
Players
35m 44s
Average play
149
In collections
13
On wishlists

7.4/10

from 62 Ludoya reviews

  • Fun6.0
  • Interaction6.0
  • Replayability6.0
  • Uniqueness6.0
  • Looks6.0
  • Accessibility6.0
  • Vic Granell8.0

    I wonder (lol) why it took me so long to play this! Super addictive short, highly scalable game

  • Mestremuten8.0

    Rating: 3/5 Production value: 4/4 Is the game in my collection/Love to have?: 1/1

  • Sievi7.5

    Оценка 7 + 0,5 за простоту, динамику и элегантность игрового процесса.

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When I pick a card, what are my legal options on that turn?

When you take a card you must immediately either (A) play it and pay its cost, (B) discard it for 3 coins, or (C) use it to build one Stage of your Wonder (paying the Wonder’s stage cost); these are the three choices each pick gives you. (pages 19, 71)

I have a card that shows another building — can I build that second building for free? How does chaining work?

Starting in Age II, many cards show an alternate cost: if you already own the specified predecessor card you may build the new card for free instead of paying its resources — this is called Chaining. The card’s lower-right area and the Alternate Cost icon describe which cards chain to which. (pages 23, 25)

If I don’t have the resources, how much do I pay my neighbors and can they refuse to sell?

You may buy each missing resource from the immediate left or right neighbor for 2 coins per resource (some Yellow cards reduce that to 1), and players may not refuse to sell; Sailors/Maritime sources cost 3 coins per resource and special cards can alter prices. (pages 19, 25)

How are military conflicts resolved at the end of each Age?

At the end of each Age compare your total shields to each neighbor separately: if you have more you take a Victory Token for that Age (Age I +1, Age II +3, Age III +5), if you have less you take a Defeat Token (−1), and ties give nothing; if using Armada, Naval Conflicts are resolved additionally with ranked naval tokens. (pages 20, 72)

Which way do we pass the hands each Age, and what happens on the final turn of an Age?

Hands are passed left in Age I, right in Age II, and left in Age III; on the final turn each player receives a two‑card hand, chooses one to play and the other is discarded, then the Age ends and conflicts are resolved. (pages 19, 71)

Opens Ludoya's rules assistant, which reads this game's rulebook.

Score sheets and play helpers

  • 7 wonders
  • Kit de juego
  • 7 Wonders (Second Edition) — Base Game
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Game facts (players, playing time, age, credits) from BoardGameGeek.