// src/pages/Rules.jsx import { useState, useEffect } from 'react'; import Navbar from '../components/Navbar'; import { SectionContainer, SectionHeader, InfoBox, SectionDivider } from '../components/EffectComponents'; import { RuleHeader, DescBox, Quote, FancierListItem, StepIcon, MilitaryChild, ScienceTable, FlexRow, NavalTrack, FilledInfoBox } from '../components/RulesComponents'; export default function Rules() { const [showTopBtn, setShowTopBtn] = useState(false); useEffect(() => { const handleScroll = () => { setShowTopBtn(window.scrollY > 300); }; window.addEventListener('scroll', handleScroll); return () => window.removeEventListener('scroll', handleScroll); }, []); const scrollToTop = () => { window.scrollTo({ top: 0, behavior: 'smooth' }); }; return (
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?
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.
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) provide common resources:
Clay
, Stone
, Ore
, and Wood
.
Grey cards (Manufactured Products) provide rare resources:
Glass
, Cloth
, and Papyrus
.
.
.
,
, and
.
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.
To accommodate every type of colorblindness, each card color used in the game has a corresponding symbol.
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 construction stages. Each construction stage has a cost and an effect. Your Wonder board will also provide you with a starting resource.
Military Conflict tokens represent your Military Victories and Defeats.
There are four types of Military Conflict 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.
Prepare the Age cards:
Example: In a 5-player game, keep all cards with 3+, 4+, and 5+.
Example: In a 5-player game, draw 7 Purple cards.
Note: For your first few games, we recommend using the Day side.
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.
Definitions:
Neighbors: The player directly on your left and the player directly on your right.
City: Your developments, which includes your Wonder and constructed cards.
At the start of each Age, take the corresponding deck of cards 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:
1. Choose a card
2. Play this card
3. Pass your hand
From your hand, choose 1 card and place it face down in front of you. Set the remaining cards aside face down.
When everyone has chosen a card, play them simultaneously. You can use it to complete one action:
Pay any listed costs and place it face up above your Wonder board. The Building remains in your City until the end of the game.
Important: You can never construct two identical Buildings.
Pay only the cost shown on your Wonder board. Put your card face down under your board so half is covered by the stage. Construct stages from left to right. This is optional.
Discard your card face down into the discard pile and take 3 Coins from the reserve.
Give your remaining hand to the neighbor on your left (Ages I and III) or right (Age II).
Each Age ends with the Resolution of Military Conflicts.
Count all military symbols
to determine your military strength. Compare it with each neighbor:
{item.text}
Defeat
Victory
To construct, you must pay the construction cost shown on the card or Wonder stage.
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.
For each resource bought, give 2 Coins to the owner. This player keeps their card and can still use the resource you just bought.
If you have previously constructed a card with the same symbol in the upper right corner, you can construct the new card for free.
The game ends at the close of Age III. The player with the highest score wins the game.
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.
Add victory points on Blue cards in your City.
Add any victory points on Yellow cards.
These symbols provide victory points in two different ways which will be added together.
Add victory points on Purple cards in your City.
This expansion to 7 Wonders lets you head out to conquer the sea with new individual boards: Shipyards.
24 new Age cards and 27 new Island cards enhance the game and increase player interaction.
The Armada expansion brings new rules to the 7 Wonders base game, but the victory conditions remain the same.
This expansion also offers a variant for playing in teams (4 or 6 players).
Siracusa is only used if playing with this expansion.
Shipyard boards represent the progress of your Fleets during the game. Shipyards have 4 naval tracks (Red, Yellow, Blue, and Green) each divided into 7 spaces, most of which provide an effect. Each Shipyard board has a Wonder symbol
on one of the naval tracks. Its position is different on each board.
Note: The effects of spaces are identical on each Shipyard board. Only the construction costs and placement of the Wonder symbol are different between boards.
Figures track the progress of your Fleets (Red, Yellow, Blue, and Green) on your Shipyard board.
Age cards in this expansion represent new Buildings with never before seen effects. They are added to the Age cards from the base game.
Note: To help with sorting, Age cards from the Armada expansion all have this symbol in the bottom-left corner.
Island cards are a new category of cards. They are not added to the Age cards and have a different back.
They are divided into 3 levels and each offer a unique effect.
Front
Island
Level 1
Back
Level 2
Level 3
Naval Conflict tokens represent Naval Victories and Defeats.
There are 2 types of Naval Conflict tokens:
Boarding tokens represent the new Boarding effect.
This score pad assists you in counting victory points gained through the Leaders, Cities, Armada, and Edifice expansions.
These sheets provide a complete explanation of all the new symbols in the game.
Setup follows the normal 7 Wonders rules with the exception of the following adjustments:
Note: For a 3-player game, remove the 5 Armada Age cards with the 4+ symbol in the bottom-right corner.
Gameplay follows the normal 7 Wonders rules with the exception of five new rules:
At the beginning of each Age, each player receives 8 cards (instead of 7 as in the base game). During each Age, you will therefore play an extra turn.
Each time you construct a Red, Yellow, Blue, or Green Age card or a stage of your Wonder, you can, if you wish, undertake a Naval Construction.
Naval Construction allows you to upgrade your Fleets:
When you construct a Red, Yellow, Blue, or Green card, you can undertake a Naval Construction and upgrade the Fleet of the same color as the card you constructed.
To do this, you must pay, at the same time, the cost of the card and the cost of the Naval Construction. Then move the Fleet figure of this color forward one space on your Shipyard board.
Example: You construct a Blue card and can now undertake a Blue Naval Construction. The card costs 1 Stone and the Blue Naval Construction costs 1 Clay. You must therefore pay a total of 1 Stone and 1 Clay to complete both constructions.
Important: Constructing a Building (or a stage of a Wonder) and Naval Construction are always paid simultaneously. However, you always apply the effects of cards (or stages of a Wonder) before the effects of Naval Constructions.
When you construct a Red, Yellow, Blue, or Green card for free due to chains (or from Olympía), you can also undertake a Naval Construction by paying its cost following the previously described rules.
Important: Cards built for free from the discard (Halikarnassós, Solomon…) never let you undertake a Naval Construction.
On each Shipyard board, there is a Wonder symbol
on the starting space of one of the 4 naval tracks (Red, Yellow, Blue, or Green). This symbol indicates the Fleet associated with your Wonder.
When you construct a stage of your Wonder, you can also undertake a Naval Construction and advance the Fleet associated with your Wonder.
To do this, you must pay, at the same time, the cost of your Wonder stage and the cost of the Naval Construction. Then advance the Fleet figure associated with your Wonder by one space on your Shipyard board.
Example: You construct the first stage of your Wonder, which costs 2 Stones. You can then undertake a Naval Construction to advance your Red Fleet (associated with your Wonder), which costs 1 Wood. You must therefore pay a total of 2 Stones and 1 Wood to complete both constructions.
The Red naval track grants naval symbols which increase your naval strength.
To see out the naval strength provided by your Red Fleet, look at the value shown by the naval symbol
on the space the figure is on.
Example: Your Red Fleet is on the third space of your Red naval track. Your naval strength is increased by 2.
The Yellow naval track shows your commercial level. It also grants Coins and raises Taxes that impact other players.
Your commercial level lets you prevent the loss of Coins. To see your commercial level, look at the value shown by the amphora symbol
on the space your Yellow Fleet is on.
When your Yellow Fleet reaches a Tax space
, you raise Taxes at the end of the turn. If this happens, all players except you lose the number of Coins indicated minus their respective commercial level. Coins are put back in the reserve.
Example: A player reaches the fifth space of the Yellow naval track with their Yellow Fleet; they raise Taxes by 2 at the end of the turn. Your Yellow Fleet is on the second space of the Yellow naval track; you therefore lose 1 Coin (Tax of 2 minus your commercial level of 1).
Clarifications:
The Blue naval track grants victory points that will be counted at the end of the game.
To see the number of victory points gained from your Blue Fleet, look at the value shown by the victory point symbol
on the space the figure is on.
Example: At the end of the game, your Blue Fleet is on the third space of the Blue naval track. You therefore gain 2 victory points.
The Green naval track lets you explore Islands in 3 levels.
When your Green Fleet reaches an Island space
, you can explore a new Island of the level shown on this space, and as such benefit from its effect.
Two possibilities:
From the cards you received, choose 1 and place it under the right side of your Shipyard board, so that only the effect is visible. Return all of the unchosen cards to the corresponding deck and shuffle it.
Example: On the same turn, your and another player’s Green Fleets reach the third space of the Green naval track. You share all 9 level 1 Island cards between you, so you each receive 4 Island cards (the extra card is not distributed).
Clarifications:
At the end of each Age, after resolving Military Conflicts from the base game, you can then resolve a Naval Conflict.
To determine your naval strength, count all the naval symbols
on cards you constructed, your Shipyard, your Islands, and your Wonder.
Then compare your naval strength with that of all other players.
Starting with the last (weakest naval strength), then the first (strongest naval strength), and finally the second, distribute Naval Conflict tokens according to players’ positions:
Clarifications: It is possible that certain players will not receive any tokens during the Resolution of Naval Conflicts.
{/* The Specific Armada Naval Table */}| Last | First | Second | ||
|---|---|---|---|---|
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||
| Age I | ![]() |
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| Age II | ![]() |
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| Age III | ![]() |
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Clarifications: If all players have an equal naval strength, no player takes any Naval Defeat or Victory tokens.
Certain Red cards trigger Boardings that imposes the resolution of a third Military Conflict.
When you trigger a Boarding, immediately take a Boarding token (from the reserve) and give it to the player designated by the symbol. At the end of the Age, continue to the Resolution of Military Conflicts with your two neighbors, but also with the player who has your Boarding token, following the normal rules.
Once the Military Conflicts are resolved, discard the Boarding token and put it back in the reserve.
Clarifications:
Each time you sell a card, apply one of these effects:
Gain 3 Coins from the reserve.
or
Advance your Yellow Fleet by one space without paying the Naval Construction cost.
If there are conflicts, the turn is always resolved in this order:
The game ends at the close of Age III, after the Resolution of Military and Naval Conflicts.
Score victory points following the normal base game rules, with the exception that each Purple card is limited to 10 victory points maximum.
In this expansion, it is possible to have more identical science symbols than in the base game.
{/* The Extended Armada Science Table */}* Your victory points equal the number of identical symbols multiplied by itself (10 identical symbols equals 10 x 10 for a total of 100 victory points).
During 4- or 6-player games, you have the option of playing 7 Wonders in teams. Make teams of 2 and sit next to your teammate. Gameplay follows the normal Armada rules with the exception of the following adjustments:
During the game, you can freely talk with your teammate and show each other your hand of cards (including Leader cards, if playing with that expansion).
During team play, you do not enter into conflict with your teammate. Compare your military strength with your opposing neighbor and gain double the Military Conflict tokens:
Example: At the end of Age II, you have a military strength of 2 and your opposing neighbor has a strength of 3. You take 2 Military Defeat tokens and your opposing neighbor takes 2 Military Victory tokens for Age II.

Victory

Victory

Defeat

Defeat
Naval Conflicts are resolved individually following the normal rules. Ties are also resolved normally, independent of teams.
Taxes and loss of Coins triggered by these symbols
apply to all players, independent of teams.
During team play, cards that target the player to the right of the neighbor to your right
or the player to the left of the neighbor to your left
, follow the normal rules, independent of teams.
Cards that trigger Boardings
follow the normal rules, independent of teams, but provide only 1 Military Victory or Defeat token to the concerned players (instead of 2 as in standard team Military Conflicts).
The game ends at the close of Age III, after the Resolution of Military and Naval Conflicts. Proceed to scoring victory points following the normal Armada rules.
Add your and your teammate’s scores. The team with the highest combined score wins the game. In case of tie, the team with the most total Treasure wins. If there is still a tie, tied teams share the victory.
If you are playing with the Armada and Cities expansions, at the beginning of each Age, each player receive 9 cards (instead of 7 as in the base game).
Additionally, Debts apply for any Taxes raised and loss of Coins players do not resolve. In this case, if you cannot or don’t want to lose Coins, take 1 Debt token per Coin you do not lose.
Debt, pillaging, diplomacy… with this expansion to 7 Wonders, discover another aspect of the great cities of Antiquity. 42 new Age cards along with 2 new Wonders will introduce never before seen effects.
The Cities expansion brings new rules to the 7 Wonders base game, but the victory conditions remain the same.
This expansion also offers a variant for playing in teams (4 or 6 players).
Byzantium and Petra are only used if playing with this expansion.
Black cards are a new category of Building. They are added to the Age cards from the base game.
Note:
These tokens represent Debts contracted by players during the game. They have a negative value (-1 and -5).
These tokens represent the new Diplomacy effect.
New Coins worth 6 are added to the reserve.
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.
This score pad assists you in counting victory points gained through the Leaders, Cities, Armada, and Edifice expansions.
These sheets provide a complete explanation of all the new symbols in the game.
Setup follows the normal 7 Wonders rules with the exception of the following adjustments:
Gameplay follows the normal 7 Wonders rules with the exception of three new rules:
At the beginning of each Age, each player receives 8 cards (instead of 7 as in the base game). During each Age, you will therefore play an extra turn.
Certain Black cards trigger a loss of Coins
for all other players. Players always lose these Coins at the end of the turn, after everyone has played a card and paid any construction costs.
Each time you must lose Coins
(by putting them back in the reserve), you must take 1 Debt token worth -1 for each Coin you do not lose. You can choose to take Debts even if you have enough Coins in your Treasure. It is possible to resolve a loss by both losing Coins and taking Debts.
Important:
At the end of the game, you will lose the victory points shown on each Debt token you have.
Certain Black cards, as well as the Byzantium Wonder, grant a Diplomacy token.
With this token, during the Resolution of Military Conflicts, you do not participate in Conflicts. You do not take any Conflict tokens (neither Defeat nor Victory). Your neighbors are therefore considered to be adjacent to each other and their militaries will enter conflict following the normal 7 Wonders rules.
You are required to use the Diplomacy token during the Military Conflict of the same round you acquired it, even if your military strenght is higher than your neighbors’. Discard the Diplomacy token after you use it.
Clarifications: You can accumulate multiple Diplomacy tokens, but you are required to discard 1 Diplomacy token at the end of each Resolution of Military Conflicts.
If there are ever only 2 players participating in the Resolution of Military Conflicts, they only face each other once and only take a single Military Conflict token each.
Example: At the end of Age II, you have a military strength of 2. The neighbor to your left has a strength of 5 and the one to your right has a strength of 4. You have 1 Diplomacy token; you do not participate in any Conflicts and do not take any tokens. The neighbors to your left and right compare their military strenghts and take the corresponding Conflict tokens.
Defeat
Defeat
The game ends at the close of Age III, after the Resolution of Military Conflicts. Proceed to scoring victory points following the normal base game rules.
Note: To make things simple, count your Debts in the “Coins” line of the score pad.
In this expansion, it is possible to have more identical science symbols than in the base game.
* Your victory points equal the number of identical symbols multiplied by itself (10 identical symbols equals 10 x 10 for a total of 100 victory points).
During 4- or 6-player games, you have the option of playing 7 Wonders in teams. Make teams of 2 and sit next to your teammate. Gameplay follows the normal Cities rules with the exception of the following adjustments:
During the game, you can freely talk with your teammate and show each other your hand of cards (including Leader cards, if playing with that expansion).
During team play, you do not enter into conflict with your teammate. Compare your military strength with your opposing neighbor and gain double the Military Conflict tokens:
Example: At the end of Age II, you have a military strength of 2 while your opposing neighbor has a strength of 5. You take 2 Military Defeat tokens and your opposing neighbor takes 2 Age II Military Victory tokens.
Victory
Victory
Defeat
Defeat
During the Resolution of Military Conflicts, if you have a Diplomacy token, you must use its effect on yourself only, separate from your team, and then discard it. In this case, you still compare your military strength with your opposing neighbor, but you take only 1 Military Victory or Defeat token each (instead of 2).
If both you and your opposing neighbor use a Diplomacy token during the same Resolution of Military Conflicts, neither one of you takes any tokens.
Example: At the end of Age II, you have a military strength of 2 while your opposing neighbor has a strength of 5. You have 1 Diplomacy token; you still participate in the Conflict, but you and your opposing neighbor only take 1 Military Defeat and Victory token respectively (instead of 2 each).
Victory
Defeat
The game ends at the close of Age III, after the Resolution of Military Conflicts. Proceed to scoring victory points following the normal base game rules.
Add your and your teammate’s scores. The team with the highest combined score wins the game. In case of tie, the team with the most total Treasure wins. If there is still a tie, tied teams share the victory.
This expansion to 7 Wonders lets you participate in building communal edifices to turn a profit. You are not required to participate, although you will bear responsibility for any projects that fail. This expansion slightly changes the base rules to 7 Wonders, but the victory conditions remain the same.
Ur is only used if playing with this expansion.
Carthage adds a new way to build the stages of your Wonder. It can be used with the base game or any expansion.
These pawns represent your participation in constructing Edifices. There are 3 types of pawns, each corresponding to a different Age.
Age I
Age II
Age III
These tokens represent victory points that you might lose if an Edifice fails to be constructed. They have a negative value (-2, -3, and -5), each corresponding to a different Age.
Age I
Age II
Age III
Additional Military Conflict tokens and Coins are added to the reserves.
This score pad assists you in counting victory points gained through the Leaders, Cities, Armada, and Edifice expansions.
These sheets explain the new symbols in the game.
Edifice cards represent prestigious buildings that you can construct together during the game.
Each Edifice has a Project side and a Constructed side.
Setup follows the normal 7 Wonders rules with the exception of the following adjustments:
| Number of players | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|
| Number of Participation pawns (for each Age) | 2 | 3 | 3 | 4 | 5 |
Setup example for a 5-player game
Gameplay follows the normal 7 Wonders rules with the exception of two new rules:
Once per Age, when you construct a stage of your Wonder, if you wish, you can participate in the construction of the current Age’s Edifice. You can participate in the construction of the Edifice as long as there is at least 1 Participation pawn on the card.
To do so, you must pay, at the same time, the cost of your Wonder stage (following the normal 7 Wonders rules) and the project’s participation cost.
Then take a Participation pawn from the Edifice card and place it on your Wonder board.
Note: If multiple players participate in the construction of an Edifice on the same turn, and there are not enough Participation pawns, take pawns from the box so that each participant has one.
Example: In Age I, you construct the first stage of your Wonder and decide to participate in the construction of the Belvedere. The Wonder stage costs 2 Wood and the Belvedere costs 1 Coin. Therefore you pay a total of 2 Wood and 1 Coin. Your Wonder stage is constructed and you take 1 Participation pawn from the Belvedere card.
Total cost: Wonder stage + participation in the project
Two possibilities:
During the Age, construction is finished:
As soon as the last Participation pawn is taken from the Edifice card, it is constructed. Flip the Edifice card over to its Constructed side. If you have a Participation pawn for this Edifice, immediately gain its Reward.
At the end of the Age, construction is not finished:
Before the Resolution of Military Conflicts, if there is at least 1 Participation pawn left on the Edifice card, the construction fails and no one gains its Reward. If you do not have any Participation pawns for this Age, you must suffer the Penalty. If you have at least 1 Participation pawn, you do not suffer any Penalty.
If you cannot pay the full Penalty, do not lose anything. Instead, take a Debt token for the current Age.
Age I
Age II
Age III
The game ends at the close of Age III, after the Resolution of Military Conflicts. Proceed to scoring victory points following the normal base game rules.
If you are playing with the Edifice and Armada expansions, when you construct a stage of your Wonder, you can undertake a Naval Construction or participate in the construction of the Edifice. You cannot take both construction actions in the same turn.
Start the game with 6 Coins. Before Age I begins, you will draft a hand of 4 Leader cards.
At the beginning of each Age, before standard card drafting, you must play 1 Leader card from your hand. You may:
The cost of certain Leaders depends on the current Age.
Pay 1 Coin in Age I, 2 Coins in Age II, and 3 Coins in Age III.