7 Wonders Rulebook

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    RULES

    Antoine Bauza

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    Lead one of the seven great cities of the Ancient world. Exploit thenatural resources of your lands, take part in the eternal march of

    progress, develop your commercial relationships and assert yourmilitary might.

    Leave your mark in the history of civilization by building anarchitectural marvel that will transcend the ages to come.

    Contents 7 Wonder boards

    7 Wonder cards 49 Age I cards

    49 Age II cards 50 Age III cards 46 Conict tokens

    24 value 3 coins 46 value 1 coins

    1 score booklet 1 rulebook

    2 2 player cards

    Game overview and goalA game of 7 Wonders takes place over 3 Ages, each using o ne of the 3 carddecks (rst the Age I cards, then Age II, and nally Age III).

    These Ages are each played similarly, with each player having the opportunityto play 6 cards per Age to develop his or her city and build their Wonder.

    At the end of each Age, each player compares their military might with theirtwo neighboring cities (belonging to the players to their right and left).

    At the end of the third Age, the players count their victory points ; the

    player with the most points wins the game.

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    Game ElementsWonder BoardsEach board represents the Wonder the player can build and the resourceit produces from the start of the game (shown on the upper left of theboard). These boards are double-sided and offer two different versions

    of the Wonder. Each Wonder is composed of two, three or four stages,

    represented on the board. Each stage has a construction cost and gives

    a bonus when nished.

    Coins

    The coins come into play in commercial transactions tying a city to its t woneighboring cities.There is no limit to the number of coins a player can accumulate duri ng a game.Accumulated coins are worth victory points at the end of the game.

    Conict TokensThe Conict tokens are used to represent the military victories and defeatsbetween neighboring cities.

    4 types of tokens are used : the Defeat tokens with a value of -1 are used at the end of each of

    the 3 ages.

    the Victory tokens with a value of +1 are used at the end of Age I. the Victory tokens with a value of +3 are used at the end of Age II.

    the Victory tokens with a value of +5 are used at the end of Age III.

    CardsIn 7 Wonders, all the Age cards represent structures.There are 7 different types of structures, easily recognizable by the bor-

    der color of their card. Raw Materials (brown cards) :these structures produce resources :

    Manufactured Goods (gray cards) :these structures produce resources :

    Civilian Structures (blue cards) :these structures score victory points.

    Scientic Structures (green cards) :these structures score victorypoints depending on your progress in the three scientic elds :

    Commercial Structures (yellow cards) :these buildings earn coins,produce resources, change commerce rules and sometimes earn

    victory points.

    Military Structures (red cards) :these buildings increase your militarymight. This comes into play during Conict resolution.

    Guilds (purple cards) :these buildings allow players to score points

    according to specic criteria.Note : the Age III deck contains no Raw Materials (brown cards) or Manu-

    factured Goods (gray cards),but it does contain the Guilds (purple cards).

    Cards costThe area in the upper left indicates the construction cost. If that area isempty, the structure is free and requires no resources for its construction.Example : the Marketplace is free, the Mine costs one coin, the Bathsrequire one stone to be built and the Arena requires two stones and

    one ore.

    Starting in Age II, some structure s can be built either by paying the requisi teresource(s) or, alternatively, they can be bui lt for free if the p layer has builtduring the previous age the structure indicated on the card.

    Example : the construction of the Stables requires one brick, one woodand one ore OR possession of the Apothecary.

    The lower right area indicates which structures (if any) may be built for

    free in the following age due to this card.Example : if built during Age I, the Scriptorium will allow the building of

    the Library and the Courthouse for free during Age II.

    The lower center area indicates in which conguration numb er of players

    the card is used.Example : in a 4 player game, the 3+ and 4+ cards are used.

    Game Set-upOne deck of cards per AgeFor each of the 3 decks, return to the box all cards which are not used

    based on the number of players.Example : in a 6 player game, the 3+, 4+, 5+ and 6+ cards are used. The

    7+ cards are returned to the box.Moreover, for the Age III deck :

    Remove the 10 Guilds (purpl e cards) and randomly (and secretly) keeponly the number required based on the number of players.

    Then, shufe the kept Guilds cards kept with the other cards to make

    up the Age III deck.

    Note :

    - If you have correctly removed the cards at the beginning of the game,all of the cards in play should be dealt at the beginning of each Age (7cards per player).

    - For inquiring minds, the number of Guilds to be kept is equal to thenumber of players +2.

    WondersShufe the 7 Wonder cards, face down, and hand one to each player. Thecard and its facing determine the Wonders board given to each player aswell as the side to be used during the gam e.

    Notes :- For your rst few games, you should use side A of the boards, as they

    are simpler to use.- If all the players agree, the Wonders boards can be chosen instead of

    randomly given.

    CoinsEach player begins the game with 3 value 1 coins which they place ontheir board.

    The remaining coins form the bank (players may make change betweenthe value 3 and 1 coins as needed).

    Conict TokensThe Conict tokens form a reserve, next to the coins.

    3 Players : 5 Guilds4 Players : 6 Guilds5 Players : 7 Guilds

    6 Players : 8 Guilds7 Players : 9 Guilds

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    Construction in 7 WondersThroughout all 3 ages in a game, the players will get to build structures(cards) and Wonders (board).

    Most structures have a resource cost. Some are free and some havea coin cost. Some also have a resource cost and a free constructioncondition.

    The Wonders all have a resource cost.

    Coin CostSome brown cards cost a coin which must be paid to the bank on the turn

    in which they are constructed.

    Example : the construction of the Timber yard costs 1 coin.

    Free ConstructionSome cards have no cost and can be put into play for free.Example : the construction of the Eastern Trading Post is free.

    Resource CostSome cards have a resource cost.

    To construct them, the player must produce the corresponding resourcesAND/OR buy them from one of his or her two neighboring cities.

    ProductionThe resources of a city are produced by its Wonder board, its brown cards,its gray cards, and some yellow cards.To build a structure, a players city must produce the resources indicated

    on its card.Example : Giza produces 2 Stones, 1 Clay, 1 Ore, 1 Papyrus and 1 Textile :

    - its player can build the Barracks (cost : 1 Ore) or the Scriptorium (cost : 1 Papyrus) as his city produces the required resources.

    - its player cannot build the Aqueduct (cost : 3 Stones) as his city onlyproduces two of the three stones required by that structure .

    Important : the resources are not spent during construction.They can be used each turn, for the entire game. The productionof a city is never reduced (the cards played are never discarded).

    CommerceOften, a player will want to build a structure requiring resources he or

    she does not produce.

    If these resources are produced by a neighboring city players sittingdirectly to the left or right of that player the player will be able to pur-

    chase the missing resource(s) through commerce.The resources a player can buy from their neighboring cities are :

    the resources initially produced by the c ity (as indicated on the board) the resources from its brown cards(raw materials) the resources from its gray cards(manufactured goods)

    However, it is impossible to buy the resources prod uced by some commer-cial structures (yellow cards)or by some Wonders : these resources are

    reserved to their owner.For each resource bought, the player must give 2 coins to the owner ofthe resource.

    Clarications : selling a resource to a neighboring city DOES NOTprevent a player

    from using it, during the same turn, for his own construction purposes. it is possible, during the same turn, to buy one or more resources

    from both neighboring cities. the resources bought can only be used on the turn in which they

    are bought. players can never refuse to sell resources. some commercial structures (yellow cards)reduce the monetary

    costs of buying resources from 2 to 1 coin. if both cities neighboring a player produce a coveted resource, that

    player is free to purchase from either player. to buy resources, the player must have the coins at the beginning of

    the turn. The coins earned through commerce during a turn cannot

    be used on that turn, only during the next one.

    Example A : a player wants to build a University (cost : 2 Wood +1 Glass +1 Papyrus). Her city only produces a single Wood and a single Glass.

    One of her neighbors produces a wood resource, while the otherproduces a papyrus resource..

    The player pays 2 coins to each neighboring player to gain theirrespective resources and build her structure.

    Example B : during a game turn, both neighboring cities buy from her 2Stones for a total of 8 coins (2 per resource).

    In the same turn, she can build a Library (cost : 2 Stones + 1 Textile)thanks to her resources, even though she has sold them to her

    neighboring cities.

    Example C : the player mentioned previously would like to build a Forum(cost : 2 Clay) ; she produces 1 Clay and a neig hboring city also produces some.

    At the beginning of her turn, she does not have enough coins in thetreasury. Even if the neighboring city buys one of her resources this turn,she cant spend the coins gained to immediately buy the missing Clay.

    This money will only be available for commerce starting on thefollowing turn. The construction of the Forum is therefore impossible

    this turn, the player will have to take a different action...

    Free Construction (Chains)Some structures in Age II and Age III have, to the right of their resourcecost, the name of a structure of a previous age.

    If the player has built the structure named there during a previous Age,that player can build the structure for free, meaning without having to

    fulll the resource cost.Example : the Library can be built for free during Age II if the player hasbuilt the Scriptorium during Age I.

    Example : built during Age I, the Theater allows a player to build theStatue for free during Age II and this, in turn, allows a player to build the

    Gardens for free during Age III.

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    STRATEGIC ADVICES

    End of the GameThe game ends at the end of the third Age, after the Conict tokens havebeen handed out.

    Each player totals their civilization points and the player with the highesttotal is declared the winner.In case of a tie, the player with the most coins in his or her treasury is the

    winner. A tie on coins is not broken further.Note : a booklet of scorecards is in the box to help you count the points

    for your rst few games... or keep track of your more memorable games !Totalling the points

    Count the victory points in this order : 1. Military conicts 2. Treasury contents 3. Wonder

    4. Civilian structures 5. Scientic structures

    6. Commercial structures 7. Guilds

    1. Military ConictsEach player adds their Victory and Defeat tokens (this total can be negative !).

    Example : Alexandria has nished the game with the following tokens :+1, +3, +5, -1, -1, -1 for a total of 6 points.

    2. Treasury ContentsFor every 3 coins in their possession at the end of the game, players score

    1 victory point. Leftover coins score no points.Example : Alexandria has nished the game with 14 coins in their

    treasury, which earns them 4 victory points (4 sets of 3 coins plus onepartial set).

    3. WondersEach player then adds to their score the victor y points from their wonder.

    Example : Alexandria has built all 3 stages of their Wonder (side A) ;10 victory points (3 for the rst phase and 7 for the third) are added to

    their total.

    4. Civilian StructuresEach player adds the victory points of their Civilian structures. This amountis indicated on each Civilian structure.

    Example : Alexandria has built the following civi lian structures : Altar

    (2VP), Aqueduct (5VP) and Town Hall (6VP) for a total of 13 victory points.

    5. Scientic StructuresThe scientic cards earn victory points in two very different ways : fromsets of identical symbols and from sets of 3 different symbols.

    Be careful : the victory points ear ned by both methods arecumulative.

    Sets of identical symbolsFor each of the 3 existing scientic symbo ls, the player wins the followingpoints :

    only 1 symbol : 1 victory point

    2 identical symbols : 4 victory points 3 identical symbols : 9 victory points 4 identical symbols : 16 victory points

    Note :- the number of points gained is equal to the number of symbols squared.

    - there are 4 green cards for each symbol, for a maximum of 16 victorypoints per family of symbols.

    - this maximum can be increased with the Scientic Guild and the Won-

    der of Babylon : 5 identical symbols earn 25 victory points and 6 identi-cal symbols earn 36 victory points.Example : Alexandria has built 6 scientic structures with the followingsymbols : 3 , 2 , 1 . They score 9 points for the family of 3

    (3x3), 4 points for its (2x2) and nally 1 for the (1x1), for a totalof 14 victory points.

    Sets of 3 different symbolsFor each group of 3 different symbols, each

    player scores 7 victory points.Example : Continuing the above example, Alexandria has built 6 scien-

    tic structures but only has a single group of 3 different symbols, theyscore 7 extra points for a total of 21 victory points.

    If Alexandria had built an extra structure with the symbol, theywouldve scored : (9 + 4 + 4) + (7 + 7) = 31 victory points.

    6. Commercial StructuresSome commercial structures from Age III grant victory points.

    Example : Alexandria has built the Chamber of Commerce. This structureis worth 2 victory points for each gray card present in their City. Alexan-

    dria has played two gray cards : 4 victory points.

    7. GuildsEach Guild is worth a number of victory points depending on the congu-ration of the players city and/or that of the two neighboring cities (see

    description of the structures).

    Block your opponents : to win at 7 Wonders, you must keep an eye

    on your two neighboring cities to analyze their strategy. Try to blockthem by using the cards which would give them an advantage. You canuse them to build your Wonder stages or by discarding them when

    you need coins. Strategies : multiple strategies can lead to victory : specialize in struc-

    tures of a single color or collect the different types of structures,

    wage war or neglect your military, producing goods in abund ance or

    rely on commerce... The march of progress : if you build scientic structures, try to make

    groups of different symbols, as they tend to earn more points.

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    Free city

    Free city card

    Free Citys deck

    Ludovics city Piers city

    Border card

    Border card

    At the end of the turn, Ludovicput his cards here

    Card played by Pier forhis city

    Card played by Ludovicfor his city

    Card played byLudovic for the

    Free city

    At the end of the turn, Pierput his cards here

    Border card Free city card

    Expert variant for 2 playersThe following rule adjustments allow play with 2 players.In addition to the standard game material, youll need the two specic

    cards found in the box.Be careful : we suggest you play a few games with 3-7 playersbefore trying the game in its 2-player variant !

    Game set-upThe players use the same cards as in the 3- player conguration (3+ cards only).

    Each player is given a board, and then a third board is placed beside them.This board will be called the Free city in the rest of this variant.

    The Border card is placed between the two players.Each player is given a 7-card hand and th e remaining 7 cards make a draw

    pile, placed face down, to the right of the Border card.The player to the left of the Free city adds the Free city card to his or her hand.The players and the Free city each get 3 coins from the bank to start the game.

    Game OverviewThe game proceeds the same way as it would with 3 to 7 players.The difference is in the manag ement of the Free city : the players wi ll play,

    in turn and in addition to their own card, a card for it.

    1. Choose a CardThe player who holds the Free city card in his or her hand takes the rst

    card of the draw pile and adds it to their hand.That player will then pick two cards from his or her hand, rst one for theirown city and then one for the Free City, while his or her opponent picksa card for themselves. Each player then places their remaining cards ontheir own side of the Border card.Each player then places the remainin g cards on their side of the Border ca rd.Clarication :

    The Free City cannot discard a card to get 3 coins unless it cannot playa card. The player must then choose, when possible, a card which can

    be played by the Free City (structure construction or wonder building

    stage). The choice of this card is made AFTER choosing the card to beplayed for his or her own city.

    2. ActionThe player holding the Free city card plays the Free citys card followed byhis or her own while their opponent performs their own action.

    Rules for the Free city : The Free City can buy resources from its two neighboring cities accor-

    ding to the normal commerce rules. When a resource is available inboth neighboring cities, the player controlling the Free City gets to pick

    which city to buy the resource from (no matter what its cost may be). If the card chosen for the Free city can benet from a free construc-

    tion (chain), this free construction MUST be performed.

    Note : during the sixth turn of the age, there is only one card remainingin the Free citys draw pile. This last card is discarded at the same time as

    the seventh and last card of the players.

    3. Move on to the next handOnce all three cards are played, the players take the stack of c ards on the

    other side of the border. During the next turn, its the other player whollplay for the Free city, and so on until the end of the game.

    Example : Ludwig and Peter start a game. They each get a hand of 7cards and place a draw pile made up of the 7 remaining cards 7 to theright of the Border card. Ludwig, to the right of the Free city, adds to his

    hand the Free city card. On the rst turn of the game, Peter chooses onecard from his hand to play and Ludwig takes the rst card of the Free

    city draw pile and adds it to his hand. He then chooses one card for theFree city and one for his own City. The players reveal their chosen cards,

    starting with the Free city and play them. Then they take the stack of

    cards on the other side of the Border card, so Peter winds up with theFree city card for the second turn of the game. Its therefore up to himto draw a card and play for both his City and the neutral City...

    End of an ageThe player who begins with the Free city card changes each age :

    Age I : the card is held by the player to the left of the Free city. Age II : the card is held by the player to the right of the Free city.

    Age III : the card is held by the player to the left of the Free city.The rules for Conict resolution remain unchanged.

    End of the GameThe player who has the most victory points wins the game.

    In case of a tie, the player with the most coins in his or her treasury winsthe game.

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    A

    The Colossus of Rhodesthe player adds 2 Shields to their total in each conict resolution.

    The Lighthouse of Alexandriathe player gains a resource of their choice from the 4 Raw material types[Stone, Clay, Wood, Ore] every turn.

    Clarication : this resource cannot be sold through commerce.

    The Temple of Artemis in Ephesusthe player takes 9 coins from the bank and adds them to their treasury.Clarication : the 9 coins are taken from the bank only once, immediately

    after this stage has been built.

    The Hanging Gardens of Babylonat the end of the game, the player gains an extra scientic symbol oftheir choice.Clarication : the choice of symbol is made at the end of the game, when

    counting victory points, and not when this stage of the Wonder is built.

    The Statue of Zeus in Olympiathe player can, once per Age, build a structure of their choice for free.

    Clarication : the player can place the card used as a construction markerabove the Wonder board and replace it underneath when this ability has

    been used.

    The Mausoleum of Halicarnassusthe player can look through all of the cards discarded since the beginning

    of the game (those discarded for coins as well as those discarded at theend of an age), pick one, and build it for free.

    Clarication : this special ability takes place at the end of the turn in whichthis stage is built. If players discard cards this turn (as in the case of the 6th

    turn of an age), the player can also choose from among them.

    The Pyramids of Gizathe Pyramids dont have a special ability, their second stage is worth 5

    victory points.

    Description of the WondersThe 7 boards representing the Cities and their Wonders are double-sided (A and B) to allow for some variety in your games.

    Side [A]The A sides of the Wonders are organized according to the same principle :

    the rst stage is worth 3 victory points.

    the third stage is worth 7 victory points. the second stage gives a special effect specic to the Wonder :

    Clarication: the resources produced by the boards are not consi-

    dered to be cards.

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    BFace [B]

    The B sides of the Wonders are slightly more complex. Nevertheless, both sides remain balanced and can be used in the same game.

    The Pyramids of Gizathe Pyramids are built in 4 stages, each worth victory points (3,5,5,7) for

    a total of 20 points.

    The Colossus of RhodesThe Colossus is built in 2 stages :

    the rst stage is worth 1 Shield, 3 coins and 3 victory points.

    the second stage is worth 1 Shield, 4 coins and 4 victory points.

    The Lighthouse of Alexandria the rst stage allows the player to gain one resource of their choice

    from among the 4 raw materials [Stone, Clay, Wood, Ore] each turn.

    the second stage allows the player to gain one manufactured goodof their choice chosen from among the 3 types [Glass, Textile, Papy -

    rus] each turn. the third stage is worth 7 victory points.

    Clarication : these resources cannot be bought by neighboring cities.

    The Temple of Artemis in Ephesus the rst stage is worth 4 coins and 2 victory points. the second stage is worth 4 coins and 3 victory points.

    the third stage is worth 4 coins and 5 victory points.Clarication : the coins are taken from the bank only once, immediately

    after the stage has been built.

    The Hanging Gardens of Babylon the rst stage is worth 3 victory points.

    the second stage gives the player the opti on of playing their seventhAge card instead of discarding it. This card can be played by paying

    its costs, discarded to earn 3 coins or used in the building of the thirdphase of the Wonder.

    the third stage grants the player a scientic symbol of their choice.

    Clarication :- during the sixth turn, the player can therefore play both cards they have

    in hand. If the second stage of the Wonder is not built, th e Babylon playercan then build it on their sixth turn and then play the seventh card ins-

    tead of discarding it.- the choice of the symbol is made at the end of the game and not on the

    turn in which the stage of the Wonder is built.

    The Statue of Zeus in Olympia the rst stage allows the player to purchase raw materials [Stone,

    Clay, Wood, Ore] from his or her two neighboring cities for the priceof one coin instead of two.

    the second stage is worth 5 victory points. the third stage allows the player to copy a Guild (purple card) of

    their choice built by one of their two neighboring cities.

    Clarications :- the rst stage is equi valent to the two Trading Posts, Eastern or Western

    (yellow cards) : their effect is not cumulative, but the construction of either

    the Eastern or Western Trading Posts remains possible...

    - for the third stage, the choice of the Guild is made at the end of the game,when counting points. The player totals the victory points as if they had

    built that Guild.- Copying a Guild has no effect on the city of the copied Guilds owner.

    The Mausoleum of Halicarnassus the rst stage is worth 2 victory points and the player can look at

    all of the cards discarded since the beginning of the game and buildone for free.

    the second stage is worth 1 victory point and the player can look atall of the cards discarded since the beginning of the game and buildone for free.

    when they build the third stage, the player can look at all of the cardsdiscarded since the beginning of the game and build one for free.

    Clarication : this special ac tion is taken at the end of the turn in which thestage is built. If players discard cards on that turn (for example, dur ing the

    6th turn of an age), the player can also choose from among those cards.

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    CreditsAUTHOR : Antoine Bauza

    DEVELOPMENT :The Sombrero-wearing Belgians aka

    Cdrick Caumont & Thomas Provoost

    ART : Miguel Coimbra

    LAYOUT : Alexis -Halicarnassius 70- Vanmeerbeeck

    This game is dedicated to the memory of Vincent Moirin.Whom left us before the release of this game, he has brought his feelings to this

    game during many testings.

    PLAYTESTERS :Mikal Bach, Franoise Sengissen, Matthieu Houssais, Michal Ber-trand, Mathias Guillaud, Dominique Figuet, Jenny Godard, Maa Houssais, Florian

    Grenier, Bruno Goube, Julie Politano, Bruno Cathala, Ludovic Maublanc, Milou,Fred, Cyberfab, Mimi, Thomas Cauet, Yves Phaneuf, the members of the Jeux

    en Socit club of Grenoble, the members of the Dragons Nocturnes playnight

    meetings, the Belgo-Ludiques 2010 players, the participants of the Offs of theCannes FIJ, the players from the Gathering of Friends 2010, the players from the

    ludopathique meetups, the play-sitors of the Toulouse festival.

    CORRECTIONS :Didier Aldebert, Bruno GoubeTRANSLATION : Eric Harlaux

    REVISION : Eric Franklin, Konstantinos Theodorakakos

    The author would like to thank Bruno Cathala for giving him ideas on the 2 player rules.

    The sombrero-wearing belgians would like to thank Geoff -Imma break your face-Picard, Alexis -bocce- Desplats, Philippe Mouret, John -I cut prototypes- Berny, Ala guerre wholl recognize himself as well as his Cyborg, the members of the Lige

    Objectifs-Jeux Club, 20.100, The organizers of the Feu.F.L.AN, Stefan Glaubitz.

    7 WONDERS is a game of REPOS PRODUCTION.Tl. + 32 (0) 477 254 518 7, Rue Lambert Vandervelde 1170 Bruxelles -

    Belgique www.rprod.com REPOS PRODUCTION 2012. ALL RIGHTS RESERVED.

    This material may only be used for private entertainment.

    WORKERS GUILD

    TRADERS GUILD

    CRAFTSMENS GUILD

    PHILOSOPHERS GUILD

    SPIES GUILD

    STRATEGISTS GUILD

    SCIENTISTS GUILD

    SHIPOWNERS GUILD

    MAGISTRATES GUILD

    BUILDERS GUILD

    1

    1 1 1

    1

    1

    1

    2

    1

    / /

    1

    LUMBER YARD3+ 4+

    CLAY POOL

    3+ 5+

    STONE PIT3+ 5+

    ORE VEIN3+ 4+

    TREE FARM6+

    EXCAVATION4+

    CLAY PIT3+

    TIMBER YARD3+

    FOREST CAVE5+

    MINE6+

    SAWMILL3+ 4+

    BRICKYARD

    3+ 4+

    QUARRY3+ 4+

    FOUNDRY3+ 4+

    LOOM3+ 6+

    PRESS3+ 6+

    GLASSWORKS3+ 6+

    LOOM3+ 5+

    PRESS3+ 5+

    GLASSWORKS3+ 5+

    AGE I AGE II AGE III

    PALACE3 + 7+ 8

    Cards list and chains

    Cards name

    EffectCards frequency by

    the number of players.

    Constructions cost

    1

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    APOTHECARY3+ 5+

    WORKSHOP3+ 7+

    SCRIPTORIUM3+ 4+

    DISPENSARY3+ 4+

    LABORATORY3+ 5+

    LIBRARY3+ 6+

    SCHOOL3+ 7+

    LODGE3+ 6+

    OBSERVATORY3+ 7+

    UNIVERSITY3+ 4+

    ACADEMY3+ 7+

    STUDY3+ 5+

    STABLES3+ 5+

    ARCHERY RANGE3+ 6+

    COURTHOUSE

    43+ 5+SENATE

    63+ 5+

    SIEGE WORKSHOP3+ 5+

    ARENA

    3 13+ 5+ 7+

    TAVERN

    4+ 5+ 7+

    EAST TRADING POST

    WEST TRADING POST

    MARKETPLACE CARAVANSERY

    VINEYARD

    BAZAR

    FORUM HAVEN

    LIGHTHOUSE

    CHAMBER OF COMMERCE

    3+ 7+

    3+ 6+ 7+ 3+ 4+

    3+ 6+3+ 5+ 6+

    3+ 6+

    4+ 7+

    3+ 7+

    4+ 6+

    3+ 6+

    / /

    / / /

    1

    2

    1 1

    1 1

    2 2

    PAWNSHOP

    BATHS AQUEDUCT

    ALTAR

    THEATER

    TEMPLE

    STATUE

    TOWN HALL

    GARDENS

    PALACE

    PANTHEON3+ 6+

    3+ 5+ 6+

    3+ 4+

    3+ 7+

    3+ 7+

    3+ 6+

    3+ 7+

    4+ 7+

    3+ 7+

    3+ 5+

    3+ 6+

    3

    3

    2

    2

    5

    3

    4

    6

    5

    7

    8

    WALLS

    TRAINING GROUND

    STOCKADE

    BARRACKS

    GUARD TOWER

    CIRCUS

    FORTIFICATIONS

    ARSENAL

    3+ 7+

    3+ 7+

    4+ 5+ 6+

    3+ 4+ 7+

    3+ 7+

    4+ 6+ 7+

    3+ 5+

    3+ 4+

    AGE I AGE IAGE II AGE IIAGE III AGE III

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    1 1 1

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    Description of the symbolsAge I cardsthe card produces the pictured raw material.

    Clay Ore Stone Wood

    the card produces one of the two pictured raw resourceseach turn.

    Clarication : the player can use one OR the other resource to bui ld a struc-

    ture (or a wonder phase) but NOT both in a g iven turn. Neighboring playersmay purchase either, regardless of what the owner chooses to produce.

    the card produces the pictured manufactured goods.

    Glass Loom Papyrus

    the card is worth the number of victory points pictured.

    the card grants 1 Shield.

    the card comes into account when counting victory points.

    the card comes into account when counting victory points.

    the card comes into account when counting victory points.

    the card is worth the amount of coins pictured, the coins are takenfrom the bank only once, when the card is played.

    starting on the turn following the one in which thisbuilding was constructed, the player purchases rawmaterials from the neighboring city indicated bythe arrow for 1 coin instead of 2.

    from the turn following the one in which thisstructure was built, the player pays the manu -

    factured goods bought from his or her neighbors1 coin instead of 2.

    Clarication for the Eastern Trading Post, the Western Trading Post andthe Marketplace : arrows show to which neighboring city or cities to which

    the discount applies.

    BoardsOnce per age, a player can construct a building from his or herhand for free.

    The player can play the last card of each age instead of discar-ding it. This card can be played by payin g its cost, discarded togain 3 coins or used in th e construction of his or h er Wonder.

    The player can look at all cards discarded since the begin-ning of the game, pick one and build it for free.

    The player can, at the end of the game, copy a

    Guild of his or her choice (purple card), built by one

    of his or her two neighboring cities.

    Age II cards

    the card produces two units of the pictured raw material.

    the card grants 2 Shields.

    the card is worth 1 coin per brown card bu ilt in theplayers city AND in the two neighboring cities.Clarifcation : The brown cards built in the neighboring

    cities on the same turn as the Vineyard are counted.

    the card is worth 2 coins per gray card built in theplayers city AND in the two neighboring cities.Clarication : The gray cards built in neighboring

    cities on the same turn as the Bazaar are counted.

    each turn, the card produces a unit of one of the

    four raw materials pictured, of the players choice.

    Clarifcation : these resources cannot be bought

    by neighboring cities.

    the card produces one unit of one of the three

    manufactured goods pictured of the players choice.

    Clarication : these resources cannot be bought

    be neighboring cities.

    Age III cards

    the card grants 3 Shields.

    the card gives 3 coins per Wonder stage constructed in itshome city at the ti me it comes into play (3, 6, 9 or 12 coins).At the end of the game, the card is worth 1 victory point

    per Wonder stage buil t in its home city (1, 2, 3 or 4 poi nts).

    the card gives 1 coin per brown card present in a players citywhen it is played. At the end of the game, the card is worth 1victory point for each brown card present in the players city.

    the card gives 2 coins for each gray card present in the players

    city when it comes into play. At the end of the game, the ca rdis worth 2 victory points for each gray card present in the

    players city.

    the card gives 1 coin per yellow card in the players city, itselfincluded, when it is played. At the end of the game, the cardis worth 1 victory point for each yellow card present in a

    players city.Clarication for the Arena, the Port, the Chamber of Commerce and the

    Lighthouse : the coins are taken only once, when the structure is built. Thevictory points are counted at the end of the game, according to the cardsand Wonder phases built at that point.

    Guilds

    Most Guilds are worth victory points based on buildings built by your

    neighbors.

    Note : the two arrows, on both sides of the pictured card, means thatthe cards from the neighboring cities are counted, but not those of theplayer with this card.

    Spies Guild :1 victory point for each red card

    present in both neighboring cities.

    Magistrates Guild :1 victory point for each

    blue card present in the neighboring cities.

    Workers Guild :1 victory point for each browncard present in the neighboring cities.

    Craftmans Guild :2 victory points for each

    gray card present in the neighboring cities.

    Traders Guild :1 victory point for each yellowcard in the neighboring cities.

    Philosophers Guild :1 victory point for eachgreen card present in the neighboring cities.

    The other Guilds earn victory points according to specic rules.

    Builders Guild :1 victory point for each Won-der stage built in the neighboring cities AND

    in your own city.

    Shipowners Guild :1 victory point for each brown,gray and purple card in your city.

    Clarication : the Shipowners Guild counts towardsthis total.

    Strategists Guild :1 victory point for each defeattoken present in the neighboring cities.

    Scientists Guild :the player gains an extra

    scientic symbol of his or her choice.Clarication : the choice of the symbol is made

    at the end of the game and not when the

    Guild is built.

    Clarication: Ressources produced by boards are NOT considered as cards(Vineyard, Bazar, Guilds, ...).

    1

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    Antoine Bauza

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    One of the penalties for refusing to participate in politicsis that you end up being governed by your inferiors.

    (Plato)

    Contents

    - 1 Wonder board - 1 Courtesan token- 1 Wonder card - 1 rulebook- 36 Leader cards - 1 score booklet- 4 Guild cards - 1 blank Leader card

    - 17 value 6 coins

    Overview

    This expansion for 7 Wondersoffers you the opportunity to put leaders at the head of your civi-lization.Represented by 36 new cards, these leaders will inuence the growth of your city, each in theirown way.The game play is slightly changed, but the victory conditions remain the same as those in the basic7 Wondersgame.

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    Contents Description

    Wonder BoardRome and its Colosseum constitute a new board, the effects of which are explained on the last pageof this rulebook. This new board can only be used with the Leaders expansion.

    Leader CardsThe Leaders (white cards)are a new card category. They are not added to the Agecards and have

    a different back to set them apart. Their cost, in the upper left corner of each card, is in coins only.

    Blank Leader Card (Semiramis)A blank Leader card is present in your box. It will give you the chance to create a personality byyourself and add it to your games.

    Guild Cards4 new Guilds (purple cards)are to be added to those available in the basic game.

    Take care though, as some of them can only be used with the Leaders expansion.

    Coins

    The 17 coins of value 6 should be added to the coins of the base game.

    Courtesan TokenA special token which is used with one of the new Guilds, the Courtesans Guild.

    Score BookletA new score booklet is found in this box: it will allow you to add victory pointsearned by some Leaders.

    Set-up

    - The new Guilds (purple cards)for Age III are added to those ofthe basic game. The rules for the Age III deck remain unchanged(meaning that the number of Guilds to be kept is stillthe same).

    - Each player starts with 6 coins(instead of3 as in the base game).

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    Game Overview

    The game now starts with a Leader Phase.In addition, a new game phase, the Recruitment Phase, takes place at the beginning of each Age.

    Leader PhaseEach player is dealt a hand of 4 Leader cards, randomly distributed (to be kept hidden). The Lea-ders that are not dealt out are returned to the box.

    1. Each player must secretly choose one card from their 4 and places it in front of himself or

    herself, face down. The 3 remaining cards are then handed to the player to their right.2. Each player secretly chooses one card from the 3 received from the player to their left. The2 remaining cards are then given to the player to their right.

    3. Each player then secretly chooses one card from the 2 received from the player to theirleft. The remaining card is given to the player to their right.

    4. Each player keeps the card from the player to their left and adds it to the 3 cardspreviously chosen.

    At the end of this phase, each player has thus created a hand of 4 Leaders for him or herself. Age Ican now start.

    Overview of an AgeEach Agenow starts with a Recruitment phase.

    Recruitment PhaseDuring this phase, each player will play one of their Leader cards. The cards are chosen secretly byeach player, then revealed simultaneously to be played.The Leader cards can be played in 3 ways:

    a. Recruit the Leaderb. Build a stage of a Wonderc. Discard the card to gain 3 coins

    a. Recruit the Leader

    The player pays the coin cost of the Leader (the coins are returned to the bank) and places

    the Leader card next to his or her Wonder board, face up.

    b. Build a stage of a Wonder

    To build a stage of a Wonder, the player uses the Leader card selected as a constructionmarker (face down). To do that, the cost indicated on the Wonder board must be paid, andnot the one on the Leader card.

    Note: this action will rarely be possible during the rst RecruitmentPhase, as the cities will generally

    not yet have the resources required for the construction of the rst stage of their Wonder.

    1. Recruitment Phase2. Play the Age3. Conict Resolution

    OVERVIEW OF AN AGE

    To help your opponents read your board, we recommend that Han-nibal and Caesar be placed in the same place as your red cardssothat all your Shield symbols be displayed at the same place.In the same way, place Euclid, Ptolemy and Pythagoras with the

    green cardsof the corresponding symbol.

    PLAY FAIR!

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    c. Discard the card to gain 3 coins

    The player can decide to discard the card to take 3 coins from the bank and add them tothe treasury of his or her city. The Leader cards discarded in this fashion are returned tothe box (face down).

    The remaining Leader cards in each players hand will be used later in the game: they are placed,face down, under the recruited Leader.Once this phase nished, the Ageis played normally by the normal 7 Wondersrules.

    Special case: during the Recruitmentphase before Age III, each player is in possession of 2 Leadercards. The rst is played in one of the 3 ways described above (a, b, or c) and the second is returned

    to the box, face-down.

    End of Game

    As in the base game, the game ends at the end of Age III, after the distribution of Conict Tokens.Each player totals the points of his or her civilization and the player with the highest total is decla-

    red the winner.

    Expert Variant for 2 Players

    The 2 player game uses the rules adjustment to the 7 Wonders game. The Recruitment phases

    follow the regular rules, only the Leaders phase is slightly modied:

    Each player gets 4 Leader cards face down.No Leader is given to the Free City.The players choose a rst card in their hand of 4 cards and give the 3 remaining cards to theiropponent.They choose a second card in this hand of 3 cards, then exchange their hand again, and so on.At the end of this phase, each player thus has a hand of 4 Leaders to play the game.

    The game is played according to the rules for 2 players in the base gamewith the Recruitment phases described in these rules.

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    Once she enters play, Bilkis allows the player topurchase any resource by paying 1 coin to thebank once per turn.

    At the end of the game, Midas is worth 1 victory

    point per every 3 coins in the players treasury.Clarication: These points are added to thosenormally given for coins (the player thereforescores 2 VP for each set of 3 coins).

    As soon as Maecenas enters play, his controlling

    player can recruit all of his or her future Lea-ders for free (during the Recruitment Phase),without having to pay their coin cost.

    As soon as Ramses enters play, the player canbuild all of his or her Guilds for free, withouthaving to pay their resource costs.

    MIDAS

    BILKIS

    MAECENAS

    RAMSES

    At the end of the game, Alexander adds 1 VPto each Victory token(the value of the Victorytokens therefore goes from 1, 3 and 5 VP to 2,4 and 6 VP).

    At the end of the game, Aristotle adds 3 VPto each set of different scientic symbols(meaning that the bonus goes from 7 VP to 10VP per set).

    At the end of the game, Amytis is worth 2 victorypoints (VP) for each Wonder stage built by theplayer.

    At the end of the game, Plato is worth 7 victorypoints for each set of 7 Age cards (brown, gray,blue, yellow, green, red, purple) in the players city.

    At the end of the game, Justinian is worth 3victory points for each set of 3 Agecards (red,blue, green) in the players city.

    AMYTIS

    ALEXANDER

    ARISTOTLE

    JUSTINIAN

    PLATO

    Description o

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    As soon as they enter play, these Leaders grant

    the amount of shields printed on their respec-tive cards.

    Once he enters play, Vitruvius grants 2 coins

    whenever the player builds a structure for free,through building chains. The coins are takenfrom the bank when the structures are built.Clarication: Vitruvius has no effect onconstructions built through construction chainsbefore he enters play.

    Nero grants 2 coins for each Victory token ear-

    ned by the player from this point forward.These coins are taken from the bank when theVictory tokensare gained.Clarifcation: Nero has no effect on Victorytokenswon before he enters play.

    Once Tomyris enters play, during conict

    resolution, the Defeat tokensof this player aregiven to the victorious neighboring city.Note: Tomyris has no effect if the players city isvictorious during conicts or for Conicts whichtook place before she entered play.

    Xenophon grants 2 coins for each commercial

    structure (yellow card) that the player buildsfrom this point forward. The coins are takenfrom the bank, at the moment when the struc-tures are built.Clarifcation: Xenophon has no effect on com-mercial structures built before he enters play.

    Once Solomon enters play, the player canchoose an Age card from the discard pile andput it in play for free.

    Once she enters play, each purchase of one or

    more resources from a neighbor grants 1 coinfrom the bank. Note that this gain is limited to1 coin per neighbor per turn.Clarication: the player takes this gain from thebank immediately AFTER having paid for his orher purchase.

    When he enters play, Croesus immediatelygrants 6 coins, taken from the bank.

    HATSHEPSUT

    XENOPHON

    NERO

    CROESUS

    VITRUVIUS

    SOLOMON

    TOMYRIS HANNIBAL CAESAR

    the Leaders

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    At the end of the game, these Leaders are worth 2 victory points per card of the correspondingcolor present in the players city.

    PERICLES PRAXITELES HIRAM

    These Leaders grant the scientic symbol printed on their respective cards. This symbol is added tothose of scientic structures (green cards) in the players city.

    EUCLID PTOLEMY PYTHAGORAS

    At the end of the game, these Leaders are worth 1 victory point (VP) per card of the correspondingcolor present in the players city.

    HYPATIA VARRO NEBUCHADNEZZAR PHIDIAS

    At the end of the game, these Leaders are worth the number of victory points printed on their card.

    SAPPHO ZENOBIA NEFERTITI CLEOPATRA

    From the moment they enter play, these Leaders allow the player to build Structures of the corres-ponding color (Wonder stages for Imhotep) for one resource less than their written cost.Clarication: the resource removed from the cost is left to the players choice. This can be a rawmaterial (brown) or a manufactured good (gray).

    ARCHIMEDES LEONIDAS HAMMURABI IMHOTEP

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    DIPLOMATS GUILD

    1 victory point for each Leader (white card)present in the neighboring cities.Note: only the recruited leaders count, thoseused to build stages of a Wonder are notcounted.

    ARCHITECTS GUILD

    3 victory points for each purple card present inthe neighboring cities.

    GAMERS GUILD

    1 victory point for each complete set of 3 coins

    present in the players treasury.Note: this gain is added to the one alreadygranted by the coins.

    COURTESANS GUILD

    When the Courtesans Guild is built, the player

    must immediately place the Courtesan Tokenon one of the Leaders present in one neighbo-ring city. The player then gains the benets ofthat Leader and his or her associated effect.Note: this Guild has no consequence for theplayer whose Leader is given the CourtesanToken.

    Description of the Guilds

    F.A.Q

    Leader: SolomonQ: What happens if Solomon enters play in the

    same turn in which Halicarnassus builds aWonder stage?

    A: Halicarnassus chooses its card from the dis-card pile before Solomon.

    Leader: HiramQ: Does Hiram grant 2 victory points for the

    third stage of the Statue of Zeus in Olympia Bboard (copy of a neighboring guild)?

    A: No, this Wonder stage is not considered tobe a Guild.

    Leader: PlatoQ: Does Plato grant me 14 victory points if I

    have 2 Agecards of each color at the end ofthe game?

    A: Yes!

    Leader: HatshepsutQ: Can the effect of a Trading Post (or of the

    Marketplace) be stacked with Hatshepsuts?A: Yes, its possible to pay 1 coin for a resource

    and then gain 1 coin from the bank.

    Courtesans GuildQ: Does the copied Leader count for points

    with the Diplomats Guild?

    A: No, its not considered to be a Leader.Scientic SymbolsQ: Do the scientic symbols given by leaders

    also count in the composition of the sets?A: Yes, each scientic symbol, no matter where

    it comes from (green cards, guilds, Wonders,Leaders), counts for both scores (identicalsymbols and sets of 3 different symbols).

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    Biographies of the Leaders

    ALEXANDER

    King of Macedonia, conqueror, founder of the ancient Greekempire. The only monarch in History to have forged an

    empire uniting both Orient and Occident.

    AMYTISWife of Nebuchadnezzar, for whom the Hanging Gardens of

    Babylon are said to have been built.

    ARCHIMEDESGreek mathematician, scientist, physicist and engineer, the

    number Pi is associated to him as well as the calculation of

    bodies volume mass by immersion in water.

    ARISTOTEGreek philosopher, long considered to be the ultimate

    embodiment of antique wisdom in the Occident due to his

    encyclopedic knowledge of arts and sciences.

    BILKISQueen of the Kingdom of Saba. Sublime, impressive by her

    wisdom and her intelligence, shes mainly known through

    the tales of King Solomon, which tell of her prosperity.

    CAESARRoman general, politician and writer. Romes early days owetheir thanks to him and his military acumen.

    CLEOPATRAThe most well known of the Egyptian monarchs, her charm

    and subterfuge allowed her country to shine despite the

    Roman conquest.

    CROESUSLast king of Lydia, famous for his immense fortune, which

    notably served to nance the construction of one of the

    wonders of the ancient world, the Temple of Artemis.

    EUCLIDGreek mathematician, geometry specialist, and the author

    of an important text on modern mathematics: The Ele-ments.

    HAMMURABIKing of Babylon at an age where the oldest known code of

    law known to History was written.

    HANNIBALCarthaginian general. One of the greatest military tacticians

    of History, famous for having seriously threatened Rome

    after crossing the Pyrenees with his elephants.

    HATSHEPSUTPharaoh-Queen of the Eighteenth Dynasty. Economic pros-

    perity is attributed to her rule as the trade networks of Egypt

    were considerably strong.

    HIRAM

    A smelting and blacksmith artisan, he helped King Solomonconsiderably when building his temple.

    HYPATIAPhilosopher and mathematician, daughter of the last direc-

    tor of the Museum of Alexandria. Known as much for her

    grace and beauty as for her intelligence and her eloquence.

    IMHOTEPFounder of Egyptian medicine, religious reformer and Egyp-

    tian builder. He is the architect of the most ancient angled

    pyramid in the world.

    JUSTINIANByzantine emperor. The most well known gure of late Anti-

    quity, mainly for his restoration, albeit partially successful, of

    the Roman Empire.

    LEONIDASAgiad king of Sparta who met a heroic death with 300 of his

    soldiers during the battle of Thermopylae while resisting the

    Persian invasion.

    MAECENASRoman politician who used his inuence and his fortune topromote arts and literature.

    MIDASKing of Phrygia. Known mainly for his wealth and the myth

    stemming from it which said that everything he touched

    turned to gold.

    NEBUCHADNEZZARKing of Babylon. Known for the many works and monu-

    ments he had erected throughout his kingdom and the

    cultural aspect due to them.

    NEFERTITIGreat royal wife of the Pharaoh Akhenaten, dearly beloved

    by her people, the artistic representations of her were morenumerous than those of her husband.

    NERORoman emperor. Known for his bellicose and easily riled

    personality, his rule brought military success to the Empire,

    as well as a monetary reform revaluing the denarius.

    PERICLESExceptional Athenian orator and politician as well as brilliant

    strategist. He was very inuential among his troops and

    feared by his foes during the Peloponnesian war.

    PHIDIASSculptor of the rst Greek classic style, main architect of the

    Athenian Parthenon.

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    Credits

    Author: Antoine BauzaAdaptation and development:The Belgians in Sombreros

    aka Cdrick Caumont & Thomas Provoost

    Artwork: Miguel CoimbraLayout: Alexis VanmeerbeeckRules editing: Matthieu Bonin

    Translation: ric HarlauxRevision: ric Franklin

    7 WONDERS LEADERS IS A GAME REPOS PRODUCTION.

    TL. + 32 (0) 477 254 518 7, RUE LAMBERT VANDERVELDE 1170 BRUXELLES - BELGIQUE

    WWW.RPROD.COM

    REPOS PRODUCTION 2011. ALL RIGHTS RESERVED.THIS MATERIAL MAY ONLY BE USED

    FOR PRIVATE ENTERTAINMENT.

    Playtesting: Franoise Sengissen, GeneviveSengissen, Mikal Bach, Michal Bertrand,

    Mathieu Houssais, Jenny Godard, Julie Politano,Bruno Goube, Mathias Guillaud, milie Pautrot,

    Frdric Vuillet, Corentin Lebrat, Fanny Zerbib,Cyril Sandelion, Matthieu Bonin, Olivier Reix,the players from the game-cafe Moi jmenfous je triche, those from the Repaire in

    Annecy and those from the Maison des Jeuxin Grenoble, Murielle, Brigitte, ric, Camille,

    Alexis, Nadle Miaou, Ben, Isabelle, Papytrick,

    Alice, John, Franois, Nicolas, Laure, DimitriPerrier, John je coupe- Berny, Ccile Gruhier,

    Yann.

    The author would also like to deeply thankNathalie Martin and Pierre Poissant Marquis

    for their contribution in historic matters.

    PLATOGreek philosopher, considered to be among the most im-

    portant and omniscient. His work attest to the polyvalence

    of his knowledge: politics, justice, science, culture, arts...

    PRAXITELESSculptor of the second Greek classic style. First artist to have

    represented female nude in Greek sculpture.

    PTOLEMYGreek astronomer and astrologer, author of the Amalgest,

    an important text on astronomy which deeply inuenced

    Occidental thought until the Renaissance.

    PYTHAGORASFirst self-proclaimed philosopher and Greek mathematician

    specialized in the laws of numbers, leading to the develop-

    ment of arithmetic, music, and geometry.

    RAMSES

    Third Pharaoh of the Twenty-Ninth Dynasty. One of themonarchs who ruled the longest in Egypt and to whom is

    linked the greatest number of cultural remnants.

    SOLOMONKing of Israel whose wisdom and incorruptible sense of jus-

    tice are legendary. He ordered Jerusalems rst temple built

    and gave his kingdom a highly structured administration.

    SAPPHOGreek poet who lived in Lesbos. Known to have been er-

    cely feminist at an age where misogyny was the norm.

    SEMIRAMISQueen of Assyria. The military expeditions she successfully

    led against the Medes have created many myths about her.

    TOMYRISLegendary queen of the Massagetae, who, according to

    myth, cut off the head of the King of Persia, Cyrus the Great,

    to avenge her son.

    VARRORoman soldier, scientist and writer. His Rerum Rusticarum

    is a collection of texts describing one of the most complete

    pictures of agricultural management during the Antiquity.

    VITRUVIUSRoman architect. His writings have strongly inuenced the

    arts of the Renaissance and his treatise, De Architectura,

    remains a major work of classic Antiquity.

    XENOPHON

    Greek philosopher, historian and soldier. Author of the rstagronomy treatise known to History: the Oeconomicus.

    ZENOBIAQueen of the Palmyrene Empire in the third century. She

    shaped her city into a prosperous cultural center, attracting

    many notable personalities of the time.

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    Description of the Wonder

    Rome - Colosseum - A -Rome produces no resource, but its player recruits his or her Leaders for free (cost: 0 coin).

    The rst stage is worth 4 victory points.

    The second stage is worth 6 victory points.

    Rome - Colosseum - B -Rome produces no resource, but its player benets from a 2 coin reduction to the recruitment ofall its Leaders (some Leaders are thus free). Neighboring cities benet from a reduction of 1coin on the recruitment of their Leaders.

    The rst stage is worth 5 coins. Moreover, the player immediately draws 4 Leader cardsfrom those in the box and adds them to his or her hand of Leader cards. The second stage is worth 3 victory points and the player can immediately put in play an

    extra Leader (by paying 2 coins less than its printed cost). The third stage is worth 3 victory points and the player can immediately put in play an

    extra Leader (by paying 2 coins less than its printed cost).Note: Rome B gives the player the chance to put up to 5 Leaders into play instead of the usual 3.

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    TM

    RULES

    Antoine Bauza

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    Its not the walls that make the City, but men.(Plato)

    Contents- 2 Wonder boards- 2 Wonder cards- 9 Age I City cards- 9 Age II City cards- 9 Age III City cards

    - 3 Guild cards

    - 6 Leader cards- 27 Debt token -1 value- 4 Debt token -5 value- 3 Diplomacy tokens- 1 score booklet

    - 1 rulebook

    In short

    This expansion for 7 Wonders gives you the chance to discover another aspect of the great cities

    of Antiquity. 27 new cards offer you brand new buildings with never before-seen effects. 3 Guilds,6 Leaders and 2 Wonders complete this expansion. 7 Wonders Cities allows up to 8 players at onceand also offers a team variant.

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    Game elements

    Wonder Boards

    The Al-Khazneh of Petra and the Cathedral of Byzantium are added to the Wonder boards alreadyavailable.Their effects are detailed on page 9.

    City CardsThe City cards, which are black in color, are a new category of cards.During each game, some will be randomly added to the Age I, II and III cards.

    Guild and Leader CardsThe new Guilds and new Leaders are to be added to those already available.

    Note : some of these cards can only be used with the Cities expansion.

    All the cards from this expansion have a mask symbolin their bottom center to be able to sort them easily after use.

    Debt TokensFrom now on, cities can lose money and even incur debts, shown by the Debt tokens (-1 VP and -5 VP).

    Diplomacy TokensThe Diplomacy tokens are used to show the new Diplomacy effect.

    Score BookletA new booklet of scorecards is present in the box : it will allow you to add the victory points earnedby some City cards to your scoring, as well as team scores.

    SetupAdd to each of the three Age decks as many black cards(of the corresponding Age) as there are players.Clarication : choose these cards randomly andwithout looking at them. The remaining cards areset aside and will remain hidden; they are not

    going to be used during the game.

    The new Guilds are added to the old ones but the

    number of guilds to be used in play remains the same

    (number of Guilds = number of players + 2).

    The Debt and Diplomacy tokens are placed inthe middle of the table, with the coins and

    the Conict tokens.

    Example : Kurt is setting up a game for 6players. Hes removed the 7+ cards from thebasic game. He randomly picks 6 Age I Citycards, 6 Age II City cards and 6 Age III Citycards, adding them to the decks of Age I, II

    and III cards respectively. He also adds 8Guilds to the Age III deck.

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    Game Overview

    At the beginning of each Age, the players each get a hand of 8 cards (instead of 7 as in the base game).

    During each Age, the players will thus get to each play one extra card.The other rules regarding the proceedings of the game remain unchanged.

    The effects of the new cards are detailed in the following pages, but 2 new mechanics requiredetailed explanation : debt and diplomacy.

    Debts

    A card with the symbol causes a loss of coins to all of the opponents of the player who hasput this card in play.Each opponent must pay the corresponding amount to the bank or take a Debt token for eachunpaid coin. Its possible to split this up, meaning pay part of it in coins and take Debt tokens for

    the remainder.At the end of the game, each Debt token causes a loss of victory points for the player who has them.

    Clarication :- the player who puts a card that causes a monetary loss in play is never affected by that card.- the coins lost by the players are paid to the bank.- the debts incurred cannot be paid back.

    Important : monetary losses are always resolved at the end of a turn, after players

    have played their cards, possibly having paid for trade and/or obtained money...

    Example : the Lair card has just been played by Kurt. Eachother player must pay 2 coins at the end of the currentturn. Joan decides to pay the 2 coins : she hands them

    to the bank. Cyril only has one coin in his treasurybut decides to pay it in order to only gain one Debttoken. Tina has the required coins but decides tokeep them for later in the game : she thereforetakes 2 Debt tokens.

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    DiplomacyA player who puts into play a card with the symbol takes a Diplomacy token from the bank and

    places it on their board.PLAY FAIR

    It is proper to announce to your opponents the fact that youre takinga Diplomacy Token, in order to have avoid getting a bad surprise duringthe next conict.

    During the next Conict, the player will not take part in the resolution and then MUST discard this

    Diplomacy token.The player is considered absent during the resolution, and does not take any Conict tokens (vic-tory or defeat).The players two neighboring cities are considered adjacent (for this Conict only) and face offmilitarily according to the usual rules.

    Example : During the Age I of a game, Tina puts the Residence card into play. At the end of that

    Age, Tina doesnt take part in the conict resolution. Her two neighbors, Cyril and Kurt, comparetheir military forces and take the Conict tokens as if their cities were neighboring.

    Clarications :- A player can take multiple Diplomacy tokens but MUST discard one during each Conict resolution.- A player who has a Diplomacy token MUST use it during the next conict phase (even if that player

    is militarily stronger than the neighboring players).

    If there are ever only 2 players left during a conict resolution, they only faceeach other once and each take a single token.

    Example : During the Conict resolution of Age II, Kurt and Alex arent participating (they eachdiscard a Diplomacy token previously acquired). Tina doesnt have any Diplomacy tokens left andmust thus wage war. Tina and Cyril compare their military might as per the usual rules. Tina wins

    but only takes a single Age II Conict token as she only had one opponent during the conictphase.

    End of the game

    As in the base 7 Wonders game, the game ends at the end ofAge III, after the Conict phase.Each player totals the points of their civilization, and theplayer whose total is the highest is declared the winner.

    Comments :- for more simplicity, include the Debts in the coin line of the

    scorecard.- the points for the black cards are totaled together

    with those of the white cards (Leaders).

    Example : Kurt ends the game with 3 Debt tokens.Since he has 5 coins in his treasury (1 point), hewrites -2 points (1 coin point 3 debt points) on

    the coin line of his scorecard.

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    Description

    PIGEON LOFT, SPY RING,

    TORTURE CHAMBER

    These three cards grant a symbol.At the end of the game, each mask allows thecontrolling player to copy the scientic sym-bol of a green card present in one of the twoneighboring cities.

    Clarications :- If a player possesses multiple sym-

    bols, he or she can only copy a given card once,and must thus copy as many different cards asthey have symbols.

    - It is possible to copy the symbol of a card evenif a player already has a copy of that card in

    their own city.- A player can copy two identical cards (if they have

    enough masks) if both neighboring cities have acopy (copy a Workshop card in the left city and asecond Workshop card in the right city).

    Example : At the end of the game, Alex has 2

    cards with the symbol. The player tohis left only has one green card, with the com-

    pass symbol. The player to his right has played

    no green cards. Alexs rst therefore

    counts as a symbol, but his second

    is useless as there are no other

    symbols to copy. If the player to the left of Alex

    had had 2 green cards with a symbol each,Alexs 2 masks couldve counted as .

    GAMBLING DEN

    The player takes 6 coins from the bank. Theplayers two neighbors each take 1 coin fromthe bank.

    MILITIA, MERCENARIES, CONTINGENT

    These three cards offer more shields than thered cards of the corresponding Age (respecti-vely 2/3/5 Shields).

    HIDEOUT, LAIR, BROTHERHOOD

    These three cards earn victory points andcause monetary loss : every other player mustpay 1/2/3 coins (respectively) to the bank atthe end of the turn in which the card is played.

    RESIDENCE, CONSULATE, EMBASSY

    These three cards earn victory points and eachgrants a Diplomacy token.

    Note : the effect of Diplomacy

    tokens changes when using team

    rules.

    GAMBLING HOUSE

    The player takes 9 coins from the bank. Theplayers two neighbors each take 2 coins fromthe bank.

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    of the Cards

    CLANDESTINE DOCK (EAST / WEST)

    Each turn, the player has a commercial rebateof one coin on the rst resource (brown orgray) they buy from the neighboring city (leftor right depending on the symbol). This rebateis cumulative with that of a Market or a Coun-ter : the rst resource bought can thus be free.

    Example : Alex own a Market and a Clandes-tine Dock (East). He buys a Textile resourceand a Stone resource from the neighboring tohis right (East) : the Textile costs him 0 coins(1 coin rebate for the Market and 1 coin rebatefor the Clandestine Dock), the stone costshim 2 coins. OR, the stone costs him 1 coin (1

    coin rebate for the Clandestine Dock) and thetextile costs him 1 coin (1 coin rebate for theMarket).

    SEPULCHER, CENOTAPH

    These cards earn victory points and the otherplayers must pay 1 coin to the bank for each

    Victory Conict token (no matter its value) intheir possession.

    ARCHITECT CABINET

    Starting from the moment the Architect Cabi-net enters play, a player can build his or herWonder stages without having to pay their

    resource costs.Clarication : The cost in coins for some Won-der stages must still be paid, however (Petra).

    SECRET WAREHOUSE

    Each turn, the card produces a resource of theplayers choice from among those that theircity already produces through its brown andgray cards or the initial resource of their board.Clarication : the Secret Warehouse doesntallow players to double the production on yel-low, white, or black cards (Forum, Caravansary,

    Bilkis and Black Market).

    BLACK MARKET

    Each turn, the card produces one resourceof the players choice from among those thattheir city doesnt produce through the use ofits brown and gray cards or the initial resource

    of their board.Clarication : the resources produced by theyellow, white and black cards arent taken intoaccount.

    BUILDERS UNION

    This card is worth 4 Victory Points and every

    other player must pay 1 coin to the bank foreach stage of their Wonder they have built.

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    Description of the Leaders

    The Leaders and Cities expansion are compatible and you can play 7 Wonders by combining them.However, we suggest that you discover Cities by setting Leaders aside at rst.

    BERENICE

    From the moment she enters play, each amountof coins taken from the bank is increased by 1.This increase is limited to one coin per turn.Example : discarding a card earns 4 coins, atavern 6, ...

    Clarication : coins given by neighbors throughthe purchase of resources isnt consideredcoming from the bank.Queen of Egypt. Two things are remembered about thisancestor of Cleopatra : the constellation named in her

    honor and the coin stamped in her image, the rst inhistory to bear the portrait of a woman.

    CALIGULA

    The player can build one black card per Agefor free.Roman Emperor. His short rule is often associatedwith a bloody period, debauched and despotic, in

    which everything was a pretext to have monumentsto his glory erected.

    DIOCLETIAN

    From the moment he enters play, Diocletianearns 2 coins for each black card that theplayer builds.Roman Emperor. Of all leaders of Rome, he was the

    one whose economic reforms were the deepest and

    with the most consequences. His system of taxation oflandowners will be used for quite some time as a model

    in the western middle-ages.

    DARIUS

    Each black card is worth 1 victory point at theend of the game.Persian Emperor. Born to discord and revolts, his rulewas marked by a fortication of the empires borders.

    Remembered mostly for having an entire city built :

    Persepolis.

    ASPASIA

    When Aspasia enters play, the player takes aDiplomacy token. (Asasia is also worth 2 vic-tory points at the end of the game.)Wife of Pericles, known for her education and her

    culture, which earned her respect and admiration tothe point where she inuenced the thinkers and men

    of state of her time.

    SEMIRAMIS

    From the moment when she enters play, eachDefeat Conict token counts as a Shield sym-bol for all future conict phases. (Place your

    Defeat tokens on the Semiramis card to makeit clearer).Semiramis is an idea of Gled Semenjuk, proposed in theSemiramis contest.

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    Description of the Guilds

    COUNTERFEITERS GUILD

    The card earns 5 victory points and causes the

    loss of 3 coins from all the other players.

    GUILD OF SHADOWS

    The card earns 1 victory point for each black

    card present in the two neighboring cities.

    Description of the Wonders

    The Al-Khazneh of Petra -A-The rst stage earns 3 victory points.

    The second stage costs 7 coins to build and earns 7 victory points.The third stage earns 7 victory points.

    The Al-Khazneh of Petra-B-The rst stage earns 3 victory points and causes the loss of 2 coins for every other player.The second stage costs 14 coins to build and is worth 14 victory points.

    Hagia Sophia of Byzantium -A-The rst stage earns 3 victory points.The second stage earns a Diplomacy token and 2 victory points.The third stage earns 7 victory points.

    Hagia Sophia of Byzantium-B-

    The rst stage earns a Diplomacy token and 3 victory points.The second stage earns one Diplomacy token and 4 victory points.

    MOURNERS GUILD

    The card is worth 1 victory point for each Victory Conict token present in eachof the two neighboring cities.Clarication : the value of Victory Conict tokens (1, 3, or 5 points) isnt taken

    into account. Each token is worth 1 point to the owner of the Guild.

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    Rules for 2 players

    The rules for 2 players remain unchanged; however, they require some clarications :

    Monetary Losses- If the Free City must discard coins, the player who is playing the City this turn decides if it

    pays or if it contracts Debts.- If the Free City puts a card in play which causes monetary losses, both players are affected

    (the player who has chosen the card for the Free City isnt exempt).

    Diplomacy- If the Free City puts a Diplomacy card in play, it doesnt take part in the military conict of

    the corresponding Age and the two players only face each other once.

    Rules for 8 players

    The following rule changes allow you to play with 8 players.

    Prepare the game for a 7-player game (all the Age I, II, and III from the basic game, 9 Guilds, and 7black cards of each Age).At the beginning of each Age, deal 7 cards to each player. Each player will play 6, exactly as in the7 Wonders basic game.Note : the 8-player game is mainly intended for the team play variant.

    Rules for team playDuring your games with 4, 6 and 8 players, you can now play 7 Wonders with a variant for 2-playerteams. The teammates must sit next to each other.

    Overview of an AgeDuring the game, the teammates can freely communicate and show each other the cards in their

    hand (including Leader cards if that expansion is used).A player must use their own resource before buying one from their neighbors.It is forbidden for the teammates to :

    - share coins,- trade cards,- not pay for commerce between them,- buy resources from each other while they can build a structure through a chain.

    When a player puts in play a card which causes a monetary loss, the playersteammate must also pay that loss.

    In the team game, the conict resolution and Diplomacy differ from the classic game.

    Team resolution of conictsIn the team game, the teammates do not wage war against each other. Each player will have to face

    the opposing city which neighbors them.Note : during the Conict resolution, the amount of tokens given is doubled :- a victory during Age I is worth 2 Confict (Victory) tokens each worth 1 victory point,- a victory during Age II is worth 2 Confict (Victory) tokens each worth 3 victory points,

    - a victory during Age III is worth 2 Confict (Victory) tokens each worth 5 victory points.

    - defeats are each worth 2 Conict (Defeat) tokens with a value of -1 victory point.

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    Team diplomacyA player who puts a card with the

    symbol in play takes a Diplomacy token from the bank andplaces it on their board.During the next conict, the player still takes part in the resolution, but they and their opponent

    only take a single Conict token instead of two. The use of the Diplomacy token is mandatory; itis then discarded.Clarications :

    - The use of a Diplomacy token by a player doesnt affect their teammate.- It is possible for a player to win the conict even if that player has played a Diplomacy token.- If the 2 members of a team have each played a Diplomacy token, they each take a single copy of

    the Conict token, as do their respective opponents.

    Example : Cyril and Tina are teammates. During the Age III Conict resolution, Cyril uses aDiplomacy token. He loses the conict (his opponent has a superior military force) : he takes only1 Defeat (-1) token and his opponent a single Victory (+5) token. Independently, Tina wins theconict, she takes 2 Victory (+5) tokens and her opponent 2 Defeat (-1) tokens.

    End of the gameEach player totals his or her victory points and then the two teammates total up their score to gettheir teams score. The team with the highest score wins.

    CreditsAuthor : Antoine BauzaDevelopment : Les Belges Sombreros aka

    Cdrick Caumont&Thomas ProvoostArtwork : Miguel Coimbra

    Layout : Alexis VanmeerbeeckRules revision : Matthieu Bonin, Sylvain Thomas

    English translation : ric Harlaux

    English revision : ric & Stephanie Franklin

    7 Wonders Cities is a game byREPOS PRODUCTION.

    REPOS PRODUCTION 2012.ALL RIGHTS RESERVED.

    This material may only be used for privateentertainment.

    Phone + 32 (0) 477 254 5187, Lambert Vandervelde Street

    1170 Brussels - Belgium www.rprod.com

    Testers : Gil Jugnot, Nicolas Doguet, Damien Desnoud,Matthieu Houssais, milie Pautrot, Frdric Vuillet, Fran-oise Sengissen, Corentin Lebrat, Fanny Zerbib, LudovicGaillard, Bruno Goube, Julie Politano, Michal Bertrand,Mikal Bach, Jenny Godard, Martin Leclerc, Clarisse Barjou,Thibault Paulev, Adil Mouhab, Mathias Guillaud, FrdericDaguen, Dominique Gonzalez, Yves Buttard, Pierre le Ru-nigo, Fabrice Rabellino, Myriam Moussier, Dimitri Perrier,

    Jean-Franois Dejoie, Romain Loussert, Benjamin David,Poum, Philippe Keyaerts, Dimitri Perrier, the membersof the Boardgame Society of Grenoble, the players from

    Ludinord, from Belgo, Thierry Sajou, Stefan -The Cyborg-Brunelle, Diego and the players from lAutre Chose, EricHanuise, Jean-Jaques Payot, Tibi, Nadle Miaou, Alexis K-R2D2, Yoam Fargesse, (Mu)murielle, Ccile-meat-Gruhierand Kevin OBrien.

    Thanks :Pierre Poissant Marquis, Christophe de Preux

    This expansion is dedicated to Esteban Bauza, whowas born during its nal days of its development.

    F.A.QQ :If through Halicarnassus (or Solomon), a

    player puts a Diplomacy card into playfrom a nished Age, what happens?

    A :The player takes a Diplomacy token and

    will have to use it during the next Conictresolution.

    Q :During a Conict resolution, if Nero grantsme 2 coins twice for my victories, doesBerenice grant me 1 or 2 extra coins?

    A :Only one coin (Conict resolution isconsidered a separate turn).

    Q :Is Berenices effect cumulative with theLeaders who earn coins (Hatsheput,Diocletian, Vitruvius, etc.)?

    A :Yes, any intake of coins from the bank

    gets a bonus of 1 coin, but that bonus islimited to 1 coin per turn (for Hatshepsutfor example).

    Q :Does Imhotep allow me to reduce the coincost of the Petra stages?

    A :No, his reduction only works on resources.

    The ofcial utility application !

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    Description of the SymbolsEach player, other than the one who has put this card in play (or built the Wonder stage), must paythe number of coins indicated to the bank.

    For each coin the player does not or cannot pay, the player takes a Debt token.The player takes a Diplomacy token.At the end of the current Age, the player discards this token and doesnt take part in the Conictresolution. The city to the players left therefore ghts against the one to the players right.Note : the effect of Diplomacy tokens changes when using team rules.

    At the end of the game, the mask copies the scientic symbol of a green card present in one

    of the two neighboring cities.

    Each turn, the player has a commercial rebate of one coin on the rst resource he or she pur -chases from the neighboring city (left or right depending on the symbol).

    Each turn, the card produces a resource of the players choice from amongthose that their city already produces through its brown and gray cards or theinitial resource of their board.

    Each turn, the card produces a resource of the players choice from among those not

    produced by their city through its brown and gray cards, as well as a possible initialresource from their board.

    Each player, other than the one who has put this card in play, must pay 1 coin to the bank for eachVictory token in their possession.

    Each player, other than the one who has put this card in play, must discard 1 coin for each stageof his or her Wonder thats already been built.

    The card earns 1 coin for each black card present in the players city at the moment when it isput into play (itself included). At the end of the game, this card earns 1 victory point for eachblack card present in the players city (itself included).

    The card earns 1 coin for each Victory token present in the players city at the moment whenit is put into play. At the end of the game, this card earns 1 victory point for each Victory tokenpresent in the players city.

    The player takes 6 coins from the bank. The players two neighbors each take 1

    coin from the bank.The player takes 9 coins from the bank. The players two neighbors each take 2coins from the bank.

    Starting from the moment this card enters play, the player can build his or her Wonder stageswithout having to pay their resource costs.

    The card is worth 1 victory point for each Victory Conict token present in each of

    the two neighboring cities.

    LEADERS

    From the moment this enters play, each amount of coins taken from the bank is increasedby 1. This increase is limited to one coin per turn.

    The player can build one black card per Age for free.

    From the moment this enters play, earn 2 coins for each black card that the player builds.