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Gaming Blog

7 Wonders

24/3/2021

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24th March 2021

It's a Wednesday evening and I'm logged into Zoom and Board Game Arena on my PC.

It was time for a game that spanned the ages and the creation of massive monuments and the civilisations they represented. Luckily, it doesn't take that long to play 7 Wonders!

Caveat: We played the game online but have previously played the physical copy. Photos were taken for this blog post.

What's in a game?
​The purpose of the game is for each player to create their own civilisation through the construction of various types of buildings and ultimately create one of the 7 Wonders of the Ancient World.
7 Wonders is card game played over 3 sets of rounds (or ages). Each age has its own set of cards which are used. There are numerous types of cards, some of these types can be more or less common in different ages.
  • Cards: All the different cards share some common elements, such as cost which can be in resources, money or even free. Each card also has its name along its left hand edge (This can be very important in later ages.). Cards also show in small writing what cards they chain with.
    Resource cards: These brown cards represent raw resources such as wood, stone and so on that are foundations of your civilisation. They only appear in ages 1 & 2.
    Goods cards: These are manufactured goods such as cloth or glass, they are important in the construction of advanced buildings for your civilisation. These cards are grey coloured. Like resource cards, these do not appear in age 3.
    Civic buildings: Blue cards are civic buildings such as baths, aqueducts, temples and palaces. Civic buildings score victory points as displayed on each card.
    Science buildings: This is where the games set collecting element comes into play. There are 3 different scientific symbols and collecting a set of all 3 scores victory points but victory points can also be scored by collecting sets of the same kind, 2-of-a-kind, 3-of-a-kind and so on for all 3 symbols. Green is used to represent scientific cards.
    Commercial buildings: These yellow cards represent businesses that allow the player to gain additional resources, goods or money in various manners, sometimes they also allow the player to accumulate victory points.
    Military buildings: Guard towers, archery ranges and training grounds and the like are all red military cards. Unsurprisingly, they increase a civilisation's military strength by 1-3 points. There is no direct combat between different players in 7 Wonders, but there is automatic conflict between neighbouring civilisations at the end of each age.
    Guild cards: These purple cards only appear in age 3, they sort of combine the mechanics of commercial buildings with the scoring of civic buildings.
  • Wonder cards: These are not used during play but can be used to randomly determine which wonder board (See below.) each player gets and whether the A or B side is used.
  • Wonder boards: As you would expect, there a 7 wonder boards, one for each ancient wonder. Each board is slightly different and also have an A and B side for more variation and complexity but all contain a resource or good they manufacture for the controlling player.
    Nearly all the wonder boards have 3 spaces (One board has 4 and another 2!) at the bottom. When these spaces are filled, they give the controlling player victory points or a special once only or ongoing bonus.
  • Conflict tokens: These tokens are valued at +1, +3, +5 or -1 and they modify victory points.
  • Coins: Standard currency, comes in 1s or 3s.
The cards, tokens and coins are of the usual quality you'd expect, the wonder boards are made of fairly thick grey board and feel sturdy.
The text and icons are all mostly clear (I tended to confuse stone and ore icons, because the ore icon looks like a pile of stone to me.), the symbology used for special rules on cards is also generally clear, the rulebook does a good job on clarifying these in cases of confusion.
I also like how the layout allows cards to be more or less stacked while still displaying pertinent information.
In terms of art quality, the wonder boards are quite large and very nicely decorated in eye-catching illustrations of the 7 titular wonders. Art on the cards are of a similar quality but obviously on a smaller scale.

Picture
The different types of cards.
Picture
Tokens.
Picture
Wonder cards.
Picture
Wonder Boards

How's it play?
Setup
7 Wonders is a 3-7 player game but also contains some special rules to allow 2 player games. This blog post talks about the normal 3-7 player game.
  • Shuffle the wonder cards and deal 1 face down to each player, after this each player flips their card, revealing which wonder board they take and the card's orientation will display whether to use the A or B side.
  • 3 decks must be constructed for each of the 3 ages. Deck size is dependant on the number of players and each will consist of 21-49 cards. Cards display which game size they are suitable for. Finally 5-9 of the 10 available guild cards are added to the age 3 deck.
    These 3 decks are shuffled.
  • Deal all of the age 1 cards face-down to all players, each player should now have 7 cards.
  • Give all players 3 currency.
And we're ready to play.

On to play
Each player in 7 Wonders is neighboured by a player to their left and right; why this is important will be explained below.
​Each player takes a card from their hand and plays face down in front of them, then they pass the remaining cards clockwise to the next player, the direction of play alternates between rounds.
Once every player has chosen a card, all player then simultaneously reveal their card, plays it and executes one of the 3 actions below.
  • Construct building: The most common action, put the chosen card into play, it may be a resource/good or a building, but the rules are identical. Each card has a cost of some sort shown in top left corner. This may be a combination of the following factors below.
    Free: Some cards have to cost and are free to play.
    Chain: If a building name is displayed next to a card's cost and that player has that named building already built in their game area, then the building cost of the currently played card is reduced to zero.
    Money: Players will have to spend money to construct this building.
    Resources/goods: Some cards will require a single or mixture of resources and goods to build. The player must have cards already in their play area that display the relevant resources or goods they need. Thus if building requires 2 wood to construct, the player must have 2 cards in their playing area showing a wood each, or a card with 2 wood symbols, the symbols on wonder boards contribute to this.
    This also where your neighbours matter. A player can also use the resources and goods of one or both of their neighbours, they have to pay for it though; 2 coins for each used. This is unaffected by how a neighbour is using their own resources and goods, also the neighbour cannot refuse to sell resources - after all, money is money!
  • Build their wonder: Wonders are built in stages, typically 3 stages. All wonders are built in a linear fashion from left to right.
    Cost: Each stage of a wonder will have a cost similar to constructing a building.
    Place card: Finally, when a stage has been paid for, it is built. The player takes they card they chose earlier and places it face-down underneath the space on the wonder board they just built, never revealing what card was used. Thus, building part of a wonder replaces the normal build card action.
  • Gain money: A player may discard the card they chose for 3 currency, this card is always discarded face-down and is permanently out of the game. I guess players do this if they're really desperate for funds.

Picture
An example of how cards are stacked.
Picture
Notice the names next to the costs, which are used for chaining.

Once all players have completed their action, everyone picks up their new hand of cards and play continues as described until all players have used 6 cards each, the 7th card is never used and is discarded out of the game. The game has reached the end of the round, now conflicts are resolved.
  • Conflict: Each player compares their military strength to that of their 2 neighbours Higher values beat lower values, each player will therefore gain two conflict results and each which will result in a lose, draw or win.
    Lose: For each loss, the player must take a -1 token, if a player loses both conflicts, they take 2 -1 tokens.
  • Draw: No token is taken for a draw.
  • Win: For each win a player has, they take a positive token, which token is taken will depend on what age it is, a +1 for age 1, a +3 for age 2 & a +5 for age 3. This means that the stakes for military conflicts continually increase throughout the ages.
Once conflict has been resolved, the age is over and play progresses to the subsequent age. All the cards from the age 2 deck are dealt the players and play continues, except changing the direction of play.

Endgame
Once conflict has been resolved for age 3, the game is over only scoring is left.
Victory points can be scored from a variety of sources, once these are tallied, highest score wins.

Picture
Example of end of age 1.
Picture
Example of end of age 2.
Picture
Example of game end.

Overall
​I'm going to nit-pick a couple of things about 7 Wonders.
Set up feels a little long for a game that's quite short, having to sift through all 3 decks at the game start feels irritating, probably because there's 3 decks to construct instead of 1 and if the player count changes between games, then all 3 decks will need to be rebalanced.
The game is quite involved and perhaps a little too complicated for its expected playtime. I found myself frequently forgetting the rule about chaining buildings
Scoring is convoluted, specifically scoring the scientific cards where each symbol will scored twice. I wouldn't be surprised that more time was spent making sure this was correct than the rest of the scoring.

Like other drafting games of this style, early in the game players will struggle to decide what's going to be important to them or not, but by looking at their wonder board, players will see what they need to build their wonder and what benefits it gives them as some guidance.
One interesting feature about 7 Wonders is how players can pay to utilise their neighbours resources and goods and of course, players will want to keep and eye on their neighbours' military forces. It's a nice little spin that adds to the game.
​Since there are 7 ways to score points, players will have a lot of options on which strategy to pursue.
For example, civic buildings give a lot of victory points, but nothing else.
Military strength can score a lot of points (and cost your neighbours a few), but only if you dominate, getting caught in a war of escalation can be distracting and costly.

Quibbles aside, 7 Wonders is a straightforward game to learn that has a quick turnaround and is a fun game to play, players will want to strategize, but the luck of the draw means they will need to adapt to circumstances.
The game always provides players with meaningful choices, which is what you want.
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