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7 Wonders
Author: Antoine Bauza
Publisher: Repos Productions
Year: 2010


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We rule over one of the seven great cities of the ancient world, and we do everything that comes with the job: exploit natural resources, build a civilisation, trade, some self-promotion by erecting architectural highlights like statues and palaces, of course we take care of our military strength, and while we're at it, constructing a wonder also looks good on our resume!

'7 Wonders' plays in three eras, each with their own set of cards. Each era consists of six rounds. The players have their own wonder board and seven 'era one' cards. Each round all players simultaneously choose a card that they would like to build. Some cards can be built for free, others cost money or resources. There are cards that yield resources; once such a card has been built, the owner can make use of this particular resource once per round. Players that don't possess the required resources can purchase them from their neighbours. Only the players directly to your right or left are considered 'neighbours'; the other players live too far away for trading!

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Each resource purchased from another player costs two coins, but there are also cards that allow the owner to trade with one or both neighbours for one coin. The neighbour can't refuse the transaction. A player can also choose to build a stage of his wonder, if he can come up with the required resources. He then places one of his cards face down on the corresponding building site of his wonder board. Some wonders have a special ability that can be used from now on, others score points at the end of the game. Instead of building a card, a player can choose to simply discard one and take three coins from the general supply.
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When all players have built their card, they give their remaining cards to their neighbour. In era 1 and 3 the game proceeds clockwise, and in era 2 counter clockwise. Again, all players choose one card from their newly received set and pass on the remaining cards. This continues until everybody has built six cards. The seventh card is discarded, and the game continues with the next era. But not before the military conflicts have been resolved: don't expect that all these great powers can exist peacefully next to each other!

The red cards show weapon symbols, and all players compare the number of weapon symbols on their cards to the number of weapon symbols of their two neighbours. The player with the most symbols receives a victory point token (1-5 points depending on the era), and the loser receives a penalty point token. Because all players compare themselves to two neighbours, everybody receives two tokens.

After the third era the game is over; the points depicted on the cards and the wonders are added to the victory point tokens earned in military conflicts, and the player with the highest total wins.

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This may sound a bit dry and straightforward, but the many different cards make '7 Wonders' a highly appetizing game! There are cards that are useful during the game, such as resource cards, cards that allow trading with neighbours at lower prices, or cards that yield money instantaneously. On the other side there are cards that do nothing during the game, but result in many victory points at the end of the game. Players need to find their balance: if you spend the entire game collecting resources, you will be able to build any card without help from your neighbours, but you will have very little time left to build cards that bring you victory points.
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Some cards can be built for free when you already possess another card; this is always indicated on both cards. For example, the temple can be placed for free when you already have the altar in your kingdom. These chains make it possible to build very good -and usually very expensive- cards for free. There is a complete flowchart of these chains in the rulebook, but of course it's much more fun to just let it happen and see what comes along!
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Despite their vast number, the cards are very clear and transparent. You don't need to lean over the table to study your opponents' cards because you don't want to pass on a card that will lead them to victory: everything that's important is visible at a glance (especially: which resources and how many weapon symbols does a player have).

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One critical remark: all players build their cards simultaneously, resulting in chaos and people throwing coins over the table ('I purchase an ore for one coin and a papyrus for two coins!'). Because this is supposed to take place simultaneously you shouldn't let the actions of others influence you, but of course this does happen. If someone buys many resources from one player, you prefer to buy from someone else to prevent one person from getting too rich... After the building phase, everybody immediately starts nosing their new cards: no one pays attention to what other players have done. As a consequence, it may occur that your neighbour has suddenly built a card with three weapon symbols on it without you noticing!
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'7 Wonders' is not the kind of game where you can plan every move in advance: you are dependent on the cards that you receive. Because you have to pass on the rest of the cards immediately, you cannot save them for later. The only thing you can do is choose a general strategy: military power, or blue cards (plain victory points), or green symbols (victory points for complete sets). There are so many cards of these types that you will find enough of them on your way to follow your strategy. Initially the vast number of cards and options seems overpowering, but since you have to choose from a maximum of seven cards, and some of them will be too expensive anyway, the decisions are not too hard.

This makes '7 Wonders' a very smooth and fast game that can even be played with seven people. Because of the simple rules it is suitable for experienced and less experienced players alike. And who thinks that 7 wonders is not really enough: there is an expansion available where you can control Brussels and construct the Manneken Pis...
© 2011 Barbara van Vugt

7 Wonders, Antoine Bauza, Repos Productions, 2010 - 2 to 7 players, 12 years and up, 30 minutes


Astonishing simple, beautiful and swift game that plays surprisingly rich for its short game length
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