7 Wonders(second edition) Rules
7 Wonders(2nd Edition)
by ANTOINE BAUZA
You are a leader of one of the seven greatest cities in Antiquity.
Develop your city by increasing your scientific discoveries, military conquests,
commercial agreements, and prestigious structures to lead your civilization to glory!
All the while, keep an eye on your neighbors’ progress since they share similar ambitions.
Will your wonder transcend the millennia to come?
OVERVIEW OF THE GAME
A game plays over 3 rounds, called Ages, during which you simultaneously play cards
one by one to develop your City.
These cards represent the different Buildings you can construct: resource production,
civil, commercial, military, scientific, and guild Buildings.
At the end of each Age, head to war with your two neighbors. At the close of 3 Ages,
count your total victory points provided by your City, Wonder, military prowess,
and Treasure. The player with the highest score wins the game.
• 7 Wonder boards
• 148 Age cards: 49 Age I cards, 49 Age II cards, and 50 Age III cards
• 78 Coins: 54 Coins worth 1 and 24 Coins worth 3
Round tokens. Smaller tokens are worth 1, bigger ones are worth 3.
• 48 Military Conflict tokens: 24 Defeats and 24 Victories (8 per Age)
each age's conflict tokens are shaped like a banner and get bigger with each age. The defeat tokens are shaped like an octogon.
• 1 score pad
• 3 Description of Effects sheets
• 1 List of cards and chains sheet
• This rulebook
Decoding the braille-
7 Wonders includes a lot of information on a very small card area. Because of this many abbreviations were necessary to include all the information on the cards in braille.
All of the age cards start with the age. Next is the type of card followed by the name of the card. The function is listed next with any cost associated with it. If there is no cost listed, it is free. If it is part of a chain, it will have a slash and then the chain listed in the cost. Finally there is a number and then the letter p which lists which minimum player count the card should be added.
Sheets for the wonder boards abilities are also provided and should be applied directly onto the wonder boards.
ELEMENTS OF THE GAME
Age cards represent Buildings you can construct during the game.
The back of each card indicates to which Age the card belongs (Age I, Age II, and Age III).
There are seven different types of cards:
• Brown cards (Basic Materials abriviated bas) provide common resources:
Clay , Stone , Ore , and Wood .
• Grey cards (Manufactured Products) provide rare resources:
Glass , Cloth , and Papyrus .
• Blue cards (Civil Buildings abriviated man) provide victory points .
• Yellow cards (Commercial Buildings abriviated com) provide commercial advantages.
• Red cards (Military Buildings abriviated mil) increase your military strength .
• Green cards (Science Buildings abriviated sci) provide scientific advancements
in three domains: , , and .
• Purple cards (Guilds abrivated gui) provide victory points according to certain conditions.
On the front of each Age card is a cost zone, an effect, a name, a colorblind friendly symbol,
possibly one or two chain symbols, and a minimum number of players required.
On the back is the number of the Age and the direction for passing.
Each board represents a Wonder you can construct during the game.
Wonders have a Day side and a Night side showing two, three, or four different
Each construction stage has a cost and an effect.
Your Wonder board will also provide you with a starting resource.
MILITARY CONFLICT TOKENS
Military Conflict tokens represent your Military Victories and Defeats.
There are four types of Military Conflict tokens:
• Military Defeat -1 tokens
• Military Victory +1 tokens
• Military Victory +3 tokens
• Military Victory +5 tokens
Coins represent your Treasure. They are worth 1 or 3.
Note: In these rules, when you see “x Coins,” the “x” corresponds to the total value of your
Coins. In other words, “Take x Coins” means you take Coins worth a total of x.
DESCRIPTION OF EFFECTS SHEETS
These sheets provide a complete explanation of all the symbols in the game.
This score pad is used at the end of the game to count
your victory points and determine a winner.
LIST OF CARDS AND CHAINS SHEET
This sheet is for your information.
Prepare the Age cards:
• Separate the Age cards into three decks: Age I, Age II, and Age III.
• For each Age, sort the cards by the minimum number of players required and
keep only the cards with a number less than or equal to the number of players.
Put the other cards back in the box, they will not be used during the game.
Example: In a 5-player game, keep all cards with 3+, 4+, and 5+ in each deck of Age cards.
It will be the last part of each card, prefaced by a p in braille.
• In the Age III deck, take all the Purple cards. Randomly draw as many cards from these as the number of players +2 and keep them face down. Add these cards to the other Age III cards. Put the other Purple cards back in the box, they will not be used during the game.
Example: In a 5-player game, you will randomly draw 7 Purple cards (5 players + 2).
• Shuffle each deck of Age cards and put them face down in the middle of the table.
Each player randomly takes a Wonder Board and places it in front of themself,
picking their preferred side ( Day or Night).
Note: For your first few games, we recommend using the Day side of the Wonder boards. For any following games, feel free to mix Day and Night sides. If you like, you can also choose Wonder boards instead of distributing them randomly.
Take 3 Coins (worth 1) and place them on your Wonder board. These Coins make up your starting Treasure. Place the leftover Coins in the middle of the table to make the Coin reserve.
Place all of the Military Conflict tokens in the middle of the table to make
the Military Conflict token reserve.
All other game contents are put back in the box and will not be used during this game.
A game plays over three successive rounds: Age I, Age II, then Age III. Each round plays in a similar fashion. Victory points are scored at the end of Age III.
Neighbors: The term “neighbors” refers to the player directly on your left and the player directly on your right.
City: The term “City” refers to your developments, which includes your Wonder and constructed cards.
OVERVIEW OF AN AGE
At the start of each Age, take the corresponding deck of cards (I, II, or III) and randomly deal 7 cards to each player face down.
These cards will make up your starting hand.
Each Age has 6 turns during which you all play simultaneously. A turn is comprised of three stages, which happen in this order:
1. Choose a card
2. Play this card
3. Pass your hand
1. CHOOSE A CARD
Take stock of the cards in your hand without showing them to the other players.
From these cards, choose 1 and place it face down in front of you.
Set the remaining cards aside face down. They will be used later.
2. PLAY THIS CARD
When everyone has chosen a card, play them simultaneously.
You can use this card to complete one single action from the ones listed below:
A. Construct the Building on your card
B. Construct a stage of your Wonder
C. Sell the card
Note: At the start of your first game, we recommend paying attention to everyone’s actions,
playing one after another, to familiarize yourself with the game.
A. Construct the Building on your card
To construct the Building on your card, pay any listed costs and place it face up above your Wonder board (see Constructing in 7 Wonders pages 6-7). Once built, the Building will remain in your City until the end of the game.
Important: You can never construct two identical Buildings, meaning no two cards in your City can have the same name.
CARD PLACEMENT IN YOUR CITY
Stack cards of the same color making sure to keep their effects visible
and stack resources above your starting resource.
B. Construct a stage of your Wonder
To construct a stage of your Wonder, pay only the cost shown on your Wonder board
for this stage (see Construct in 7 Wonders pages 6-7).
Put your card face down under your board so that half is covered by the stage
of the Wonder you are constructing. The effect of this stage is now available to you for the rest of the game.
Note: You can use any card to construct a Wonder stage and this card has no other use besides activating the effect of this stage.
Wonder stages can be constructed at any moment during the game. In other words, you can construct the first stage of your Wonder in Age I, II, or III. However, you are required to construct the stages of your Wonder from left to right (stage 1 before stage 2, then stage 2 before stage 3).
Note: Constructing stages of your Wonder is optional.
C. Sell the card
To gain Coins, you can sell your card. To do so, discard your card face down
in the middle of the table (onto a pile that makes up the discard) and take 3 Coins from the reserve that you add to your Treasure.
3. PASS YOUR HAND
When all players have completed their action, take the cards you did not choose and give them to the neighbor on your left (during Ages I and III) or to the neighbor on your right (during Age II). The direction for passing is shown on the back of the Age cards.
You will therefore receive a hand of cards from your neighbor. These cards will
make up your new hand of cards for the next turn. You will have one fewer cards
each turn, and will ultimately have only two on the last turn.
SIXTH AND LAST TURN
At the start of the sixth and last turn of each Age, you will receive a hand of 2 cards from your neighbor. Choose 1 of these cards and discard the other face down to the discard pile. The discarded card does not give you any Coins.
Play your sixth and last card as normal.
Continue to the Resolution of Military Conflicts.
RESOLUTION OF MILITARY CONFLICTS
Each Age ends with the Resolution of Military Conflicts.
Count all military symbols on cards you have constructed and those on your Wonder board, if any, to determine your military strength. Then compare your total military strength with that of each of your neighbors.
For each neighbor:
• If your military strengths are equal, neither one of you takes a token.
• If your military strength is lower, take a Military Defeat token.
• If your military strength is higher, take the Military Victory token that corresponds to the current Age.
After the Resolution of Conflicts, the current Age ends and you continue to the next Age.
After the Resolution of Conflicts in Age III, continue to the End of the game (later in these rules).
Example: At the end of Age II, your military strength is 4. The strength of the neighbor on your left is 5 and the strength of the one to your right is 2. You suffer a Defeat against the neighbor on your left and therefore take a Military Defeat token.
You emerge as the victor of the Conflict against the neighbor on your right
and take a Victory token for Age II.
CONSTRUCTING IN 7 WONDERS
During the entire game, you will have the option of constructing Buildings
or Wonder stages. To do this, you must pay the corresponding construction cost,
shown on the cost zone of cards or each of the Wonder stages.
Reminder: You can never construct two identical Buildings, meaning you cannot have two cards with the same name in your City.
There are different types of costs:
A. No cost
B. Coin cost
C. Resource cost
D. Free cost through chains
A. NO COST
If the word cost does not appear on the card then it is free.
B. COIN COST
Certain cards cost 1 Coin. Take 1 Coin from your Treasure and place it in the reserve when constructing the Building on the card. It will have a dollar sign icon for each coin that is required
C. RESOURCE COST
Certain cards and Wonder stages require one or more resources to be constructed.
You can use resources produced by your City and/or buy resources from your neighbors.
Important: Resources used for constructing are never lost and can be used on every turn of the entire game.
The cards will list "cost" followed by the materials required.
Using resources produced by your City
You produce one resource per resource symbol shown in your City: starting resource on your Wonder board, Grey, Brown, and Yellow cards, and certain Wonder stages.
Each resource symbol can only be used once per turn.
Example: You produce 2 Stones, 1 Ore, and 1 Papyrus. You can therefore construct the Barracks since your City produces 1 Ore, or the Scriptorium since your City also produces 1 Papyrus. However, you cannot construct the Guard Tower since you do not produce Clay
Buying resources from a neighboring City
If your City does not produce the resources needed to construct a card or Wonder stage, check your neighbors’ Cities. If they produce the resources you need, you can buy these resources from them.
For each resource bought, give 2 Coins to the owner of the resource.
This player keeps their card and can still use the resource you just bought.
Each resource symbol can only be bought once per turn by the same player.
Resources must be used on the same turn as they were bought.
Resources you can buy from your neighbors include:
• The starting resource on their Wonder board;
• Resources on their Brown cards;
• Resources on their Grey cards.
It is impossible to buy resources produced by their Yellow cards or the stages
of their Wonder.
If your neighbor has a card that produces a choice of 1 resource from two resources shown, you can choose which one to buy, regardless of what your neighbor has chosen.
• To buy resources, you must spend the required Coins at the beginning of your turn.
You cannot use Coins you receive from other players during the same turn.
• You cannot buy resources from a Building your neighbor constructed that same turn.
• You can never prevent a player from buying your resources.
• Both of your neighbors can buy the same resource from your City
D. FREE COST THROUGH CHAINS
Starting in Age II, certain cards have a free construction condition shown as a chain symbol. If you have previously constructed a card with the same symbol in the upper right corner, you can construct this card for free.
Example: In Age I, if you constructed the Theater in your City, you can construct the Gardens in Age II for free, since you have the corresponding chain symbol.
In braille if in the cost section there is a slash and then a list of an icon then it can be built for free if you have a building with that icon.
In braille if there is the word chain followed by an icon that is the chain that it is a part of and will let you build a different building in a later age for free.
• If you do not have the symbol that corresponds to a card’s chain, you can still construct this card by paying its resource cost.
• Certain cards grant access to two chains; in this case, you will see two symbols in the upper right corner of the card.
END OF THE GAME
The game ends at the close of Age III, after the Resolution of Military Conflicts. Proceed with counting victory points by using the score pad. The player with the highest score wins
the game. If there is a tie, the player with the most Treasure wins. If there is still a tie, all tied players share the victory.
COUNTING VICTORY POINTS
Use the score pad or any convenient way to count your victory points.
Add victory points from constructed stages of your Wonder.
Earn 1 victory point for each complete set of 3 Coins in your Treasure.
Add the value of all your Military Defeat and Victory tokens to determine your score for Military Conflicts (the total may be a negative number).
Add victory points on Blue cards in your City.
Add any victory points on Yellow cards in your City, according to the effects described on the cards (see Description of Effects sheet).
Count all of the science symbols in your City and on constructed stages of your Wonder, if any.
These symbols provide victory points in two different ways which will be added together.
• Identical symbols: Check how many identical symbols you have for each type
of symbol and refer to the table below:
1 symbol = 1 vp
2 symbols = 4 vp
3 symbols = 9 vp
4 symbols = 16 vp
5 symbols = 25 vp
6 symbols = 36 vp
• Sets of 3 different symbols: For each complete set of 3 different science symbols, gain 7 victory points.
Add victory points on Purple cards in your City, according to the effects described on the cards (see Description of Effects sheet).
Designer: Antoine Bauza
Illustrator: Miguel Coimbra
Development and publication: Cédrick Caumont & Thomas Provoost aka « Les Belges à Sombreros » and the Repos Production team.
Complete credits online: www.7wonders.net/credits
© REPOS PRODUCTION 2010. ALL RIGHTS RESERVED.
Rue des Comédiens, 22 • 1000 Brussels - Belgium
+32 471 95 41 32 • www.rprod.com
The contents of this game can only be used for purposes
of strictly personal and private entertainment.