// 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 (
{/* Background Video */} {/* Title */}

Rules

{/* --- BASE GAME --- */}

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.

  • 7 Wonder boards
  • 148 Age cards: 49 Age I cards, 49 Age II cards, and 50 Age III cards
  • 78 Coins: 54 Coins worth 1 and 24 Coins worth 3
  • 48 Military Conflict tokens: 24 Defeats and 24 Victories (8 per Age)
  • 1 score pad
  • 3 Description of Effects sheets
  • 1 List of cards and chains sheet
  • The rulebook

AGE CARDS

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 .

  • Blue cards (Civil Buildings) provide victory points .
  • Yellow cards (Commercial Buildings) provide commercial advantages.
  • Red cards (Military Buildings) increase your military strength .
  • Green cards (Science Buildings) provide scientific advancements in three domains: , , and .
  • Purple cards (Guilds) provide victory points according to certain conditions.

On the front of each Age card is a cost zone, an effect, a name, a colorblind friendly symbol, possibly one or two chain symbols, and a minimum number of players required. On the back is the number of the Age and the direction for passing.

COLORBLIND FRIENDLY SYMBOLS

To accommodate every type of colorblindness, each card color used in the game has a corresponding symbol.


{[ { c: 'Brown', img: 'brown' }, { c: 'Grey', img: 'grey' }, { c: 'Blue', img: 'blue' }, { c: 'Yellow', img: 'yellow' }, { c: 'Red', img: 'red' }, { c: 'Green', img: 'green' }, { c: 'Purple', img: 'purple' } ].map(item => (
{item.c}
))}

WONDER BOARD

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

Military Conflict tokens represent your Military Victories and Defeats.


There are four types of Military Conflict tokens:

  • Military Defeat -1 tokens
  • Military Defeat +1 tokens
  • Military Defeat +3 tokens
  • Military Defeat +5 tokens

COINS

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:

    • Separate the Age cards into three decks: Age I, Age II, and Age III.
    • Keep only the cards with a number less than or equal to the number of players. Put the rest back in the box.

      Example: In a 5-player game, keep all cards with 3+, 4+, and 5+.

    • In the Age III deck, randomly draw as many Purple cards as the number of players +2. Put the rest in the box.

      Example: In a 5-player game, draw 7 Purple cards.

    • Shuffle each deck and put them face down in the middle of the table.
    Each player randomly takes a Wonder Board and places it in front of themself, picking their preferred side ( Day or Night).

    Note: For your first few games, we recommend using the Day side.

    Take 3 Coins (worth 1) and place them on your Wonder board. The rest form the Coin reserve. Place all of the Military Conflict tokens in the middle of the table to make the reserve.

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.

OVERVIEW OF AN AGE

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

1. CHOOSE A CARD

From your hand, choose 1 card and place it face down in front of you. Set the remaining cards aside face down.

2. PLAY THIS CARD

When everyone has chosen a card, play them simultaneously. You can use it to complete one action:

  1. Construct the Building on your card
  2. Construct a stage of your Wonder
  3. Sell the card
A. Construct the Building

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.

B. Construct a stage of your Wonder

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.

C. Sell the card

Discard your card face down into the discard pile and take 3 Coins from the reserve.

3. PASS YOUR HAND

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:

  • Equal: No token.
  • Lower: Take a Military Defeat token (-1).
  • Higher: Take the Victory token for the current Age (+1, +3, or +5).
{[{ img: 'military_-1', text: 'Defeat' }, { img: 'military_1', text: 'Age I' }, { img: 'military_3', text: 'Age II' }, { img: 'military_5', text: 'Age III' }].map(item => (

{item.text}

))}

Defeat

Victory

To construct, you must pay the construction cost shown on the card or Wonder stage.

  1. No cost
  2. Coin cost
  3. Resource cost
  4. Free cost through chains

C. RESOURCE COST

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.

Buying resources from a neighboring City

For each resource bought, give 2 Coins to the owner. This player keeps their card and can still use the resource you just bought.

  • You cannot use Coins you receive from other players during the same turn to buy resources.
  • You can never prevent a player from buying your resources.
  • Both of your neighbors can buy the same resource from your City.

D. FREE COST THROUGH CHAINS

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.

Wonder Board

Add victory points from constructed stages of your Wonder.

Treasure

Earn 1 victory point for each complete set of 3 Coins in your Treasure.

Military Conflicts

Add the value of all your Military Defeat and Victory tokens.

Blue Cards

Add victory points on Blue cards in your City.

Yellow Cards

Add any victory points on Yellow cards.

Green Cards

These symbols provide victory points in two different ways which will be added together.

  • Identical symbols: Refer to the table below:
  • Sets of 3 different symbols: For each complete set of 3 different science symbols, gain 7 victory points.
Purple Cards

Add victory points on Purple cards in your City.

{/* --- ARMADA EXPANSION --- */}

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).

  • 1 Wonder board (Siracusa)
  • 7 Shipyard boards
  • 28 Fleet figures (7 x 4 colors)
  • 40 Naval Conflict tokens:
    • 22 Naval Victory tokens
    • 18 Naval Defeat tokens
  • 8 Military Conflict tokens:
    • 4 Military Victory tokens
    • 4 Military Defeat tokens
  • 2 Boarding tokens
  • 6 Coins worth 6
  • 24 Armada cards (8 per Age)
  • 27 Island cards (9 per level)
  • 1 score pad
  • 3 Description of New Effects sheets
  • The rulebook

WONDER BOARDS

Siracusa is only used if playing with this expansion.

SHIPYARD BOARDS

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.

FLEET FIGURES

Figures track the progress of your Fleets (Red, Yellow, Blue, and Green) on your Shipyard board.

ARMADA AGE CARDS

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

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

Naval Conflict tokens represent Naval Victories and Defeats.

There are 2 types of Naval Conflict tokens:

  • Naval Defeat tokens (worth -1, -2, and -3).
  • Naval Victory tokens (worth 1, 3, 5, and 7).

BOARDING TOKENS

Boarding tokens represent the new Boarding effect.

SCORE PAD

This score pad assists you in counting victory points gained through the Leaders, Cities, Armada, and Edifice expansions.

DESCRIPTION OF NEW EFFECTS SHEET

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:

  • Prepare the Age cards:
    1. Separate the Age cards for this expansion into three decks (Age I, Age II, and Age III), then shuffle each deck.
    2. Note: For a 3-player game, remove the 5 Armada Age cards with the 4+ symbol in the bottom-right corner.

    3. For each Age, randomly take as many Armada cards as the number of players. The remaining cards are out of the game; they will not be used during the game.
    4. Add the cards you kept to the corresponding decks of Age cards from the base game, then shuffle each deck.
  • Separate the Island cards by level and shuffle each deck. Place them face down in the middle of the table.
  • Each player takes 1 Shipyard board and places it vertically to the right of their Wonder board. Everyone also takes one Fleet figure in each color and places them on the starting space of the corresponding color on their Shipyard board.
  • Place the Naval Conflict and Boarding tokens in the middle of the table.
  • Coins and extra Military Conflict tokens are added to their respective reserves from the base game.

Gameplay follows the normal 7 Wonders rules with the exception of five new rules:

  1. Extra Turn
  2. Naval Construction
  3. Resolution of Naval Conflicts
  4. Boarding
  5. Selling

A. EXTRA TURN

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.

B. NAVAL CONSTRUCTION

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:

  • Red Fleet: Determines your naval strength during Naval Conflicts.
  • Yellow Fleet: Opens access to new commercial routes.
  • Blue Fleet: Grants extra victory points.
  • Green Fleet: Allows you to explore undiscovered Islands.
Age Card

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.

Wonder stage

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.

Description of the Shipyard boards

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.

COMMERCIAL LEVEL

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.

TAX

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:

  • Taxes are always applied at the end of the turn. It is possible to lose Coins that you gained during the same turn.
  • If multiple Taxes are raised at the end of the same turn, only the highest Tax is applied (ignore all other Taxes).
  • If your commercial level is higher or equal than the Tax raised, nothing happens for you.

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:

  • On this turn, you are the only player to explore an Island of this level. In this case, draw 4 Island cards of the corresponding level.
  • On this turn, multiple players explore an Island of this level. In this case, share all of the Island cards of this level face down between players so that each player receives the same number. Any excess cards are not distributed.

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:

  • The levels of Island cards are independent of Ages: you can absolutely discover a level 2 Island during Age I and vice versa.
  • Resources from your Island cards cannot be bought by your neighbors.

C. RESOLUTION OF NAVAL CONFLICTS

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:

  • Last: 1 Naval Defeat token (-1, -2, or -3 according to the current Age).
  • First: 1 Naval Victory token (3, 5, or 7 according to the current Age).
  • Second: 1 Naval Victory token (1, 3, or 5 according to the current Age).

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
Age I
Age II
Age III

Ties

  • In case of tie for the last position, concerned players each take 1 Naval Defeat token for the current Age.
  • In case of tie for the first position, concerned players each take 1 Naval Victory token for the second position. Players in second position therefore don’t take any tokens.
  • In case of tie for the second position, concerned players don’t take any tokens.

Clarifications: If all players have an equal naval strength, no player takes any Naval Defeat or Victory tokens.

D. BOARDING

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:

  • You can be the target of two Boardings in the same Age. In this case, you must resolve 4 Military Conflicts at the end of this Age.
  • Diplomacy tokens (Cities and Leaders expansions) have no effect on Boardings. All Boardings must be resolved.

E. SELLING

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:

  1. Pay construction costs (card or Wonder and Naval Construction)
  2. Advance Fleets
  3. Apply effects of Age cards (except losing Coins)
  4. Apply effects of Shipyard (except losing Coins)
  5. Construct cards from the discard (no Naval Construction)
  6. Lose Coins

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.

CLARIFICATION ON GREEN CARDS

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:

OVERVIEW OF AN AGE

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).

RESTRICTIONS FOR EACH TEAM

  • You must always use your own resources before buying from your neighbors.
  • When constructing, you must always use chains if you have the corresponding symbol.
  • You cannot lend each other Coins.
  • You cannot exchange cards with each other.
  • When constructing a Building that triggers a loss of Coins, your teammate is also affected.

RESOLUTION OF MILITARY CONFLICTS

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:

  • If your military strengths are equal, do not gain any tokens.
  • If your military strength is lower, take 2 Military Defeat tokens.
  • If your military strength is higher, take 2 Military Victory tokens that correspond to the current Age.

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

RESOLUTION OF NAVAL CONFLICTS

Naval Conflicts are resolved individually following the normal rules. Ties are also resolved normally, independent of teams.

TAXES AND PIRATES

Taxes and loss of Coins triggered by these symbols apply to all players, independent of teams.

ARMADA CARDS

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).

END OF THE GAME

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.

ARMADA AND CITIES EXPANSIONS

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.

{/* --- CITIES EXPANSION --- */}

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).

  • 2 Wonder boards (Byzantium and Petra)
  • 42 Cities cards (14 per Age)
  • 4 Diplomacy tokens
  • 26 Debt tokens (22 worth -1 and 4 worth -5)
  • 6 Coins worth 6
  • 1 score pad
  • 3 Description of New Effects sheets
  • The rulebook

WONDER BOARDS

Byzantium and Petra are only used if playing with this expansion.


CITIES CARDS

Black cards are a new category of Building. They are added to the Age cards from the base game.


Note:

  • To help with sorting, Age cards from the Cities expansion all have this symbol in the bottom-left corner.
  • For colorblind players, Black cards all have this symbol .

DEBT TOKENS

These tokens represent Debts contracted by players during the game. They have a negative value (-1 and -5).


DIPLOMACY TOKENS

These tokens represent the new Diplomacy effect.


COINS

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.


SCORE PAD

This score pad assists you in counting victory points gained through the Leaders, Cities, Armada, and Edifice expansions.


DESCRIPTION OF NEW EFFECTS SHEETS

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:

  • Prepare the Age cards:
    1. Separate the Black cards into three decks (Age I, Age II, and Age III), then shuffle each deck.
    2. For each Age, randomly take as many Black cards as the number of players. The remaining cards are put out of play; they will not be used during the game.
    3. Shuffle the Purple cards from the base game, then draw as many cards as the number of players +2.
    4. Add the selected Black and Purple cards to the corresponding Age decks from the base game, then shuffle each deck of Age cards.
  • Place the Debt and Diplomacy tokens in the middle of the table.

Gameplay follows the normal 7 Wonders rules with the exception of three new rules:


  1. Extra Turn
  2. Losing Coins and Debts
  3. Diplomacy

A. EXTRA TURN

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.


B. LOSING COINS AND DEBTS

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:

  • Debts you gain can never be paid back.
  • Losing Coins always happens after gaining Coins.

At the end of the game, you will lose the victory points shown on each Debt token you have.


C. DIPLOMACY

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.

CLARIFICATION ON GREEN CARDS

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:


OVERVIEW OF AN AGE

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).

RESTRICTIONS FOR EACH TEAM

  • You must always use your own resources before buying from your neighbors.
  • When constructing, you must always use chains if you have the corresponding symbol.
  • You cannot lend each other Coins.
  • You cannot exchange cards with each other.
  • When constructing a Building that triggers a loss of Coins, your teammate is also affected.

RESOLUTION OF MILITARY CONFLICTS

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:


  • If your military strengths are equal, do not gain any tokens.
  • If your military strength is lower, take 2 Military Defeat tokens.
  • If your military strength is higher, take 2 Military Victory tokens that correspond to the current Age.

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


RESOLUTION OF MILITARY CONFLICTS (WITH DIPLOMACY)

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


END OF THE GAME

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.

{/* --- EDIFICE EXPANSION --- */}

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.

  • 2 Wonder boards
  • 15 Edifice cards
  • 24 Participation pawns
  • 15 Debt tokens
  • 12 Military Conflict tokens
  • 3 Coins worth 6
  • 1 score pad
  • 3 Description of New Effects sheets
  • The rulebook

WONDER BOARDS

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.


PARTICIPATION PAWNS

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


DEBT TOKENS

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


MILITARY CONFLICT TOKENS AND COINS

Additional Military Conflict tokens and Coins are added to the reserves.


SCORE PAD

This score pad assists you in counting victory points gained through the Leaders, Cities, Armada, and Edifice expansions.


DESCRIPTION OF NEW EFFECTS SHEETS

These sheets explain the new symbols in the game.


EDIFICE CARDS

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:

  • Place the Debt tokens in the middle of the table.
  • Prepare the Edifice cards:
    1. Separate the Edifice cards into three decks (Age I, Age II, and Age III), then shuffle each deck separately.
    2. Take 1 random Edifice card per Age and place these 3 cards in the middle of the table, Project side up. The remaining cards are put back in the box; they will not be used this game.
  • Consult the table below and take for each Age the corresponding number of Participation pawns.
    Number of players 3 4 5 6 7
    Number of Participation pawns (for each Age) 2 3 3 4 5
  • Place the Participation pawns on the Edifice card of the matching Age. The remaining Participation pawns are put back in the box.

Setup example for a 5-player game

Gameplay follows the normal 7 Wonders rules with the exception of two new rules:


  1. Participate in the project
  2. Construct the Edifice

A. PARTICIPATE IN THE PROJECT

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

B. CONSTRUCT THE EDIFICE

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.

EDIFICE AND ARMADA EXPANSIONS

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.

{/* --- LEADERS EXPANSION --- */}

Start the game with 6 Coins. Before Age I begins, you will draft a hand of 4 Leader cards.

RECRUITMENT PHASE

At the beginning of each Age, before standard card drafting, you must play 1 Leader card from your hand. You may:

  1. Recruit this Leader (Pay their Coin cost to gain their effect forever)
  2. Construct a stage of your Wonder
  3. Sell this Leader (For 3 Coins)

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.

{/* --- DOWNLOADS & SCROLL TOP --- */}

Printables Download links

7 Wonders - Rules PDF Armada - Rules PDF Cities - Rules PDF Edifice - Rules PDF Leaders - Rules PDF
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