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Antoine Bauza

RULES

Lead one of the seven great cities of the Ancient world. Exploit the
natural resources of your lands, take part in the eternal march of
progress, develop your commercial relationships and assert your
military might.
Leave your mark in the history of civilization by building an
architectural marvel that will transcend the ages to come.

7 Wonder boards
7 Wonder cards
49 Age I cards
49 Age II cards
50 Age III cards
46 Conflict tokens
24 value 3 coins
46 value 1 coins
1 score booklet
1 rulebook
2 2 player cards

Contents

Game overview and goal


A game of 7 Wonders takes place over 3 Ages, each using one of the 3 card
decks (first the Age I cards, then Age II, and finally Age III).
These Ages are each played similarly, with each player having the opportunity
to 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 their
two 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.

Game Elements
Wonder Boards
Each board represents the Wonder the player can build and the resource
it produces from the start of the game (shown on the upper left of the
board). 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 finished.

Game Set-up
One deck of cards per Age

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

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

Conflict Tokens
The Conflict tokens are used to represent the military victories and defeats
between 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.

Starting in Age II, some structures can be built either by paying the requisite
resource(s) or, alternatively, they can be built for free if the player has built
during the previous age the structure indicated on the card.
Example: the construction of the Stables requires one brick, one wood
and one ore OR possession of the Apothecary.

3 Players: 5 Guilds
4 Players: 6 Guilds
5 Players: 7 Guilds
6 Players: 8 Guilds
7 Players: 9 Guilds

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 (7
cards per player).
- For inquiring minds, the number of Guilds to be kept is equal to the
number of players +2.

Wonders

Cards
In 7 Wonders, all the Age cards represent structures.
There are 7 different types of structures, easily recognizable by the border color of their card.
Raw Materials (brown cards): these structures produce resources:

For 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 (purple cards) and randomly (and secretly) keep
only the number required based on the number of players.
Then, shuffle the kept Guilds cards kept with the other cards to make
up the Age III deck.

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.

Shuffle the 7 Wonder cards, face down, and hand one to each player. The
card and its facing determine the Wonders board given to each player as
well as the side to be used during the game.

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


Civilian Structures (blue cards): these structures score victory points.
S cientific Structures (green cards): these structures score victory
points depending on your progress in the three scientific fields:
C ommercial 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 military
might. This comes into play during Conflict resolution.
Guilds (purple cards): these buildings allow players to score points
according to specific criteria.
Note: the Age III deck contains no Raw Materials (brown cards) or Manufactured Goods (gray cards), but it does contain the Guilds (purple cards).

The lower center area indicates in which configuration number of players


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

Notes:
- For your first 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.

Coins
Each player begins the game with 3 value 1 coins which they place on
their board.
The remaining coins form the bank (players may make change between
the value 3 and 1 coins as needed).

Conflict Tokens
The Conflict tokens form a reserve, next to the coins.

Construction in 7 Wonders

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

Throughout 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 have
a coin cost. Some also have a resource cost and a free construction
condition.
The Wonders all have a resource cost.

Coin Cost
Some 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 Construction
Some cards have no cost and can be put into play for free.
Example: the construction of the Eastern Trading Post is free.

Resource Cost
Some cards have a resource cost.
To construct them, the player must produce the corresponding resources
AND/OR buy them from one of his or her two neighboring cities.

Production
The 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 cannot build the Aqueduct (cost: 3 Stones) as his city only
produces 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 production
of a city is never reduced (the cards played are never discarded).

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 other
produces a papyrus resource..
The player pays 2 coins to each neighboring player to gain their
respective resources and build her structure.
Example B: during a game turn, both neighboring cities buy from her 2
Stones 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 neighboring city also produces some.
At the beginning of her turn, she does not have enough coins in the
treasury. 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 the
following turn. The construction of the Forum is therefore impossible
this turn, the player will have to take a different action...

Commerce

Free Construction (Chains)

Often, 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 sitting
directly to the left or right of that player the player will be able to purchase the missing resource(s) through commerce.
The resources a player can buy from their neighboring cities are:
the resources initially produced by the city (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 produced by some commercial 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 of
the resource.
Clarifications:
selling a resource to a neighboring city DOES NOT prevent 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.

Some structures in Age II and Age III have, to the right of their resource
cost, 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
fulfill the resource cost.
Example: the Library can be built for free during Age II if the player has
built the Scriptorium during Age I.

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

Game Overview

A game begins with Age I, continues with Age II and ends with Age III. Victory points are counted only at the end of Age III.

Overview of an Age
At the beginning of each Age, each player receives a hand of 7 cards, dealt
randomly, from the corresponding deck.
Each Age is made up of 6 game turns. During each turn the players put into
play a single card, simultaneously.
A game turn takes place as follows:
1. Choose a card
2. Action
3. Give your hand of cards to the player sitting to your left or right
and receive another hand of cards from the player sitting next to you.

2.b. Build a Stage of a Wonder


To build each stage of his or her Wonder, the player will use a card of their
choice as a construction marker:
To do that, the player must pay the price shown on the Wonder board and
not the one shown on the structures card.
The player then plays the card, face down, half hidden under the Wonder
board to show that this stage of their Wonder is now built. The card then
has no other effect, and is not considered to be a structure.
Example: a player wants to build the second stage of his Wonder, the
Lighthouse of Alexandria. He chooses one card from his hand. His City
grants him the two units of Ore required for his construction, he therefore places his card in front of the wonder stage, half covered by his
board in order to indicate that this stage has been constructed.

1. Choose a Card
Each player looks at their hand without showing it to other players and
selects a card before placing it face down before them.
The remaining cards are placed between their left-hand neighbor and
themselves (see end of an Age).

2. Action
Once every player has selected his or her card, they perform their action
simultaneously.
Three actions are possible with the chosen card:
a. Build the structure
b. Build a stage of their Wonder
c. Discard the card to gain 3 coins
Note: during your first game, you can follow the action of each player,
one after the other, to become more familiar with the game...

2.a. Build the Structure


Most often, the player will build the structure represented by the selected
card (see Construction in 7 Wonders).
Important: a player can never build two identical structures
(meaning those with the same name/the same illustration).
CARD PLACEMENT
The brown and gray cards are placed beneath one another starting
from the upper left corner of the Wonders board. This allows players
to quickly see all resources produced by each player.
The other cards are placed face up, in the area in front of the players
Wonders board. All of this area corresponds to a players city.
In order to save space, stack your cards by color while leaving the name
of each structure visible.

d uring Age I, the hand of cards is passed to the player


sitting to the left (clockwise).
during Age II, the hand of cards is passed to the player
sitting to the right (counter-clockwise).
during Age III, the hand of cards is passed to the player
sitting to the left (clockwise).

Special case: sixth turn


At the beginning of the sixth and final turn of each Age, the players will
receive a two-card hand from their neighboring player.
Each player then chooses one (like in previous turns) and the second is
then discarded, face down.
The selected card is then played normally.
Then the Age ends.
Clarification: the unselected and discarded card is discarded without the
players getting 3 coins for it.
Example: Sophie gets a hand of 7 cards at the beginning of the first Age.
In the first turn, she puts into play one of her cards.
She then hands the remaining 6 cards to the player sitting to her left,
and gets a hand of 6 cards from the player to her right.
Later, during the sixth game turn, she gets a 2 card hand from the player
to her right. She discards one and puts the other one in play according
to the games rules.

End of an Age
Clarification:
The stages of a Wonder MUST be built in order, meaning from left to right.
the construction of the Wonder is not mandatory. A player can win
the game without having finished (or even started) the construction
of his or her Wonder.
the card used to mark the construction of a Wonder stage remains
hidden. Players would be advised to use a card they do not want to
give their neighbor (see Move on to the next hand).
most Wonders have 3 stages but these are not associated with Ages.
It is therefore possible to build multiple Wonder stages in a single
Age or to begin construction during age III.
each stage can only built once per game.

2.c. Discard the Card to Gain 3 Coins


A player can choose to discard his or her card to take 3 coins from the bank
and add them to his or her treasury.
The cards discarded this way remain face down and form a discard pile in
the center of the table. It can be useful to discard a card you cannot build
but which would be of interest to your neighbor.
Note: if a player has chosen a card but is unable to build either the structure or the Wonder stage, that player is then forced to discard the card
and takes 3 coins from the bank.

3. Move on to the next hand


Each player takes the hand of cards handed from his or her neighbor.
Be careful: the direction of the hands rotation changes with
each Age:

Each Age ends after its sixth game turn.


The players must then proceed to the resolution of military conflicts.
Each player compares the total number of shields present on their military
structures (red cards) with the total of each of the two neighboring cities:
If a player has a higher total than a neighboring city, that
player takes a Victory token corresponding to the Age just
played (AgeI: +1, AgeII: +3 or AgeIII: +5)
If a player has a lower total than that of a neighboring city,
that player takes a Defeat token (-1 victory point)
If a player has an equal total to that of a neighboring city,
no token is taken.
Each player therefore gets, depending on the situation, 0, 1 or 2 tokens
which are placed on his or her Wonder board.
Example: Age II has just ended. Alexandria (3 Shields) shares a border
with Rhodes (5 Shields) to the left, and Ephesus (2 Shields) to the right.
Alexandria takes a Defeat token (-1 victory point) and places it on the
left side of their board as well as a Victory token (+3 victory points,
AgeII), placed on the right side of their board.

End of the Game

The game ends at the end of the third Age, after the Conflict tokens have
been handed out.
Each player totals their civilization points and the player with the highest
total 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 first few games... or keep track of your more memorable games!
Totalling the points

Count the victory points in this order:

1. Military conflicts
2. Treasury contents
3. Wonder
4. Civilian structures
5. Scientific structures
6. Commercial structures
7. Guilds

1. Military Conflicts
Each player adds their Victory and Defeat tokens (this total can be negative!).
Example: Alexandria has finished the game with the following tokens:
+1, +3, +5, -1, -1, -1 for a total of 6 points.

2. Treasury Contents

Sets of identical symbols

For 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 finished the game with 14 coins in their
treasury, which earns them 4 victory points (4 sets of 3 coins plus one
partial set).

Each player adds the victory points of their Civilian structures. This amount
is indicated on each Civilian structure.
Example: Alexandria has built the following civilian structures: Altar
(2VP), Aqueduct (5VP) and Town Hall (6VP) for a total of 13 victory points.

For each of the 3 existing scientific symbols, the player wins the following
points:
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 victory
points per family of symbols.
- this maximum can be increased with the Scientific Guild and the Wonder of Babylon: 5 identical symbols earn 25 victory points and 6 identical symbols earn 36 victory points.
Example: Alexandria has built 6 scientific structures with the following
symbols: 3 , 2 , 1 . They score 9 points for the family of 3
(3x3), 4 points for its (2x2) and finally 1 for the (1x1), for a total
of 14 victory points.

5. Scientific Structures

Sets of 3 different symbols

The scientific cards earn victory points in two very different ways: from
sets of identical symbols and from sets of 3 different symbols.

For each group of 3 different symbols, each


player scores 7 victory points.
Example: Continuing the above example, Alexandria has built 6 scientific structures but only has a single group of 3 different symbols, they
score 7 extra points for a total of 21 victory points.
If Alexandria had built an extra structure with the symbol, they
wouldve scored: (9 + 4 + 4) + (7 + 7) = 31 victory points.

3. Wonders
Each player then adds to their score the victory points from their wonder.
Example: Alexandria has built all 3 stages of their Wonder (side A);
10 victory points (3 for the first phase and 7 for the third) are added to
their total.

4. Civilian Structures

Be careful: the victory points earned by both methods are


cumulative.

6. Commercial Structures
Some commercial structures from Age III grant victory points.
Example: Alexandria has built the Chamber of Commerce. This structure
is worth 2 victory points for each gray card present in their City. Alexandria has played two gray cards: 4 victory points.

7. Guilds
Each Guild is worth a number of victory points depending on the configuration of the players city and/or that of the two neighboring cities (see
description of the structures).

STRATEGIC ADVICES
Block your opponents: to win at 7 Wonders, you must keep an eye
on your two neighboring cities to analyze their strategy. Try to block
them by using the cards which would give them an advantage. You can
use them to build your Wonder stages or by discarding them when
you need coins.
Strategies: multiple strategies can lead to victory: specialize in structures of a single color or collect the different types of structures,
wage war or neglect your military, producing goods in abundance or
rely on commerce...
The march of progress: if you build scientific structures, try to make
groups of different symbols, as they tend to earn more points.

Expert variant for 2 players

The following rule adjustments allow play with 2 players.


In addition to the standard game material, youll need the two specific
cards found in the box.
Be careful: we suggest you play a few games with 3-7 players
before trying the game in its 2-player variant!

Border card

Free city card

Game set-up
The players use the same cards as in the 3-player configuration (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 the 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 Overview
The game proceeds the same way as it would with 3 to 7 players.
The difference is in the management of the Free city: the players will play,
in turn and in addition to their own card, a card for it.

Free city card

1. Choose a Card

3. Move on to the next hand

The player who holds the Free city card in his or her hand takes the first
card of the draw pile and adds it to their hand.
That player will then pick two cards from his or her hand, first one for their
own city and then one for the Free City, while his or her opponent picks
a card for themselves. Each player then places their remaining cards on
their own side of the Border card.
Each player then places the remaining cards on their side of the Border card.
Clarification:
The Free City cannot discard a card to get 3 coins unless it cannot play
a 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 be
played for his or her own city.

Once all three cards are played, the players take the stack of cards on the
other side of the border. During the next turn, its the other player wholl
play 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 7
cards and place a draw pile made up of the 7 remaining cards 7 to the
right of the Border card. Ludwig, to the right of the Free city, adds to his
hand the Free city card. On the first turn of the game, Peter chooses one
card from his hand to play and Ludwig takes the first card of the Free
city draw pile and adds it to his hand. He then chooses one card for the
Free 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 the
Free city card for the second turn of the game. Its therefore up to him
to draw a card and play for both his City and the neutral City...

Border card

End of an age

2. Action
The player holding the Free city card plays the Free citys card followed by
his 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 according to the normal commerce rules. When a resource is available in
both 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 benefit from a free construction (chain), this free construction MUST be performed.
Note: during the sixth turn of the age, there is only one card remaining
in the Free citys draw pile. This last card is discarded at the same time as
the seventh and last card of the players.
At the end of the turn, Ludovic
put his cards here

The 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 Conflict resolution remain unchanged.

End of the Game


The 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 wins
the game.

At the end of the turn, Pier


put his cards here
Border card

Card played by Ludovic


for his city

Card played by Pier for


his city
Card played by
Ludovic for the
Free city

Free Citys deck

Ludovics city

Piers city

Free city

Description of the Wonders

The 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 first stage is worth 3 victory points.
the third stage is worth 7 victory points.
the second stage gives a special effect specific to the Wonder:
Clarification: the resources produced by the boards are not considered to be cards.

The Colossus of Rhodes

The Lighthouse of Alexandria

The Temple of Artemis in Ephesus

the player adds 2 Shields to their total in each conflict resolution.

the player gains a resource of their choice from the 4 Raw material types
[Stone, Clay, Wood, Ore] every turn.
Clarification: this resource cannot be sold through commerce.

the player takes 9 coins from the bank and adds them to their treasury.
Clarification: the 9 coins are taken from the bank only once, immediately
after this stage has been built.

The Hanging Gardens of Babylon

The Statue of Zeus in Olympia

The Mausoleum of Halicarnassus

at the end of the game, the player gains an extra scientific symbol of
their choice.
Clarification: 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 player can, once per Age, build a structure of their choice for free.
Clarification: the player can place the card used as a construction marker
above the Wonder board and replace it underneath when this ability has
been used.

the 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 the
end of an age), pick one, and build it for free.
Clarification: this special ability takes place at the end of the turn in which
this 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 Giza


the Pyramids dont have a special ability, their second stage is worth 5
victory points.

Face [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 Colossus of Rhodes

The Lighthouse of Alexandria

The Temple of Artemis in Ephesus

The Colossus is built in 2 stages:


the first 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 first 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 good
of their choice chosen from among the 3 types [Glass, Textile, Papyrus] each turn.
the third stage is worth 7 victory points.
Clarification: these resources cannot be bought by neighboring cities.

the first 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.
Clarification: the coins are taken from the bank only once, immediately
after the stage has been built.

The Hanging Gardens of Babylon

The Statue of Zeus in Olympia

The Mausoleum of Halicarnassus

the first stage is worth 3 victory points.


the second stage gives the player the option of playing their seventh
Age 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 third
phase of the Wonder.
the third stage grants the player a scientific symbol of their choice.
Clarification:
- 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, the Babylon player
can then build it on their sixth turn and then play the seventh card instead 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 first stage allows the player to purchase raw materials [Stone,
Clay, Wood, Ore] from his or her two neighboring cities for the price
of 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.
Clarifications:
- the first stage is equivalent 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 first stage is worth 2 victory points and the player can look at
all of the cards discarded since the beginning of the game and build
one for free.
the second stage is worth 1 victory point and the player can look at
all of the cards discarded since the beginning of the game and build
one for free.
when they build the third stage, the player can look at all of the cards
discarded since the beginning of the game and build one for free.
Clarification: this special action is taken at the end of the turn in which the
stage is built. If players discard cards on that turn (for example, during the
6th turn of an age), the player can also choose from among those cards.

The Pyramids of Giza


the Pyramids are built in 4 stages, each worth victory points (3,5,5,7) for
a total of 20 points.

AGE I

Cards list and chains


Cards name
Cards frequency by
the number of players.

PALACE
3+7+

Effect

AGE II

LUMBER YARD

SAWMILL

3+4+

3+4+

STONE PIT

QUARRY

3+5+

3+4+

CLAY POOL

BRICKYARD

3+5+

3+4+

ORE VEIN

FOUNDRY

3+4+

3+4+

AGE III
WORKERS GUILD

CRAFTSMENS GUILD

TRADERS GUILD

PHILOSOPHERS GUILD

SPIES GUILD

Constructions cost

TREE FARM
6+

STRATEGISTS GUILD

EXCAVATION

4+

Credits
AUTHOR: Antoine Bauza
DEVELOPMENT: The Sombrero-wearing Belgians aka
Cdrick Caumont & Thomas Provoost
ART: Miguel Coimbra

CLAY PIT

SHIPOWNERS GUILD

3+

TIMBER YARD

SCIENTISTS GUILD

3+

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 Bertrand, 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 the
Cannes FIJ, the players from the Gathering of Friends 2010, the players from the
ludopathique meetups, the play-sitors of the Toulouse festival.

MAGISTRATES GUILD

FOREST CAVE

BUILDERS GUILD

MINE
6+

LOOM

LOOM

3+6+

3+5+

GLASSWORKS

GLASSWORKS

3+6+

3+5+

PRESS

PRESS

3+6+

3+5+

CORRECTIONS: Didier Aldebert, Bruno Goube


TRANSLATION: 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 facePicard, Alexis -bocce- Desplats, Philippe Mouret, John -I cut prototypes- Berny, A
la 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)477254518 7, Rue Lambert Vandervelde 1170Bruxelles Belgique www.rprod.com
REPOS PRODUCTION 2012. ALL RIGHTS RESERVED.
This material may only be used for private entertainment.

5+

10

AGE I

AGE II

AGE III

AGE I

AGE II

AGE III

STOCKADE

3+7+

PAWNSHOP

4+7+

BARRACKS

3+5+

BATHS

3+7+

AQUEDUCT

3+7+

GUARD TOWER

3+4+

ALTAR

3+5+

TEMPLE

3+6+

PANTHEON
3+6+

FORTIFICATIONS

WALLS

3+7+

3+7+

THEATER

3+6+

STATUE

3+7+

GARDENS
3+4+

TRAINING GROUND
4+6+7+

CIRCUS

4+5+6+

TOWN HALL
3+5+6+

ARSENAL

3+4+7+

PALACE

3+7+

STABLES
3+5+

APOTHECARY

TAVERN

ARENA

3+5+

4+5+7+

3+5+7+

DISPENSARY

3+4+

LODGE

EAST TRADING POST

3+7+

3+6+

FORUM

3+6+7+

HAVEN

3+4+

WEST TRADING POST


3+7+

ARCHERY RANGE
3+6+

SIEGE WORKSHOP

WORKSHOP

3+5+

3+7+

MARKETPLACE

3+6+

CARAVANSERY

3+5+6+

LABORATORY

LIGHTHOUSE

3+6+

3+5+

OBSERVATORY
3+7+

VINEYARD
3+6+

COURTHOUSE
3+5+

BAZAR
4+7+

3+5+

3+4+

4
SENATE

SCRIPTORIUM
LIBRARY
3+6+

UNIVERSITY

CHAMBER OF COMMERCE
4+6+
2 2

3+4+

ACADEMY
3+7+

SCHOOL
3+7+

STUDY
3+5+

11

Description of the symbols

Age II cards

Guilds

Age I cards

the card produces two units of the pictured raw material.

the card produces the pictured raw material.


Clay

Ore

Stone

Wood

the card grants 2 Shields.

the card produces one of the two pictured raw resources


each turn.
Clarification: the player can use one OR the other resource to build a structure (or a wonder phase) but NOT both in a given turn. Neighboring players
may purchase either, regardless of what the owner chooses to produce.
the card produces the pictured manufactured goods.
Glass

Loom

the card is worth 1 coin per brown card built in the


players city AND in the two neighboring cities.
Clarification: 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 the


players city AND in the two neighboring cities.
Clarification: The gray cards built in neighboring
cities on the same turn as the Bazaar are counted.

Papyrus

the card is worth the number of victory points pictured.

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 that
the cards from the neighboring cities are counted, but not those of the
player with this card.

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


four raw materials pictured, of the players choice.
Clarification: these resources cannot be bought
by neighboring cities.

the card grants 1 Shield.


the card comes into account when counting victory points.

the card produces one unit of one of the three


manufactured goods pictured of the players choice.
Clarification: these resources cannot be bought
be neighboring cities.

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 taken
from the bank only once, when the card is played.
starting on the turn following the one in which this
building was constructed, the player purchases raw
materials from the neighboring city indicated by
the arrow for 1 coin instead of 2.

from the turn following the one in which this


structure was built, the player pays the manufactured goods bought from his or her neighbors
1 coin instead of 2.
Clarification for the Eastern Trading Post, the Western Trading Post and
the Marketplace: arrows show to which neighboring city or cities to which
the discount applies.

Boards
Once per age, a player can construct a building from his or her
hand for free.
The player can play the last card of each age instead of discarding it. This card can be played by paying its cost, discarded to
gain 3 coins or used in the construction of his or her Wonder.
The player can look at all cards discarded since the beginning 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.

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 brown


card 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 yellow


card in the neighboring cities.

Philosophers Guild: 1 victory point for each


green card present in the neighboring cities.

The other Guilds earn victory points according to specific rules.

Age III cards

the card gives 3 coins per Wonder stage constructed in its


home city at the time 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 built in its home city (1, 2, 3 or 4 points).

the card gives 1 coin per brown card present in a players city
when it is played. At the end of the game, the card is worth 1
victory 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 card
is 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, itself
included, when it is played. At the end of the game, the card
1 1
is worth 1 victory point for each yellow card present in a
players city.
Clarification for the Arena, the Port, the Chamber of Commerce and the
Lighthouse: the coins are taken only once, when the structure is built. The
victory points are counted at the end of the game, according to the cards
and Wonder phases built at that point.

12

Builders Guild: 1 victory point for each Wonder stage built in the neighboring cities AND
in your own city.

the card grants 3 Shields.

Shipowners Guild: 1 victory point for each brown,


gray and purple card in your city.
Clarification: the Shipowners Guild counts towards
this total.
Strategists Guild: 1 victory point for each defeat
token present in the neighboring cities.
Scientists Guild: the player gains an extra
scientific symbol of his or her choice.
Clarification: the choice of the symbol is made
at the end of the game and not when the
Guild is built.

Clarification: Ressources produced by boards are NOT considered as cards


(Vineyard, Bazar, Guilds, ...).

Antoine Bauza

RULES

One of the penalties for refusing to participate in politics


is that you end up being governed by your inferiors.
(Plato)

Contents
- 1 Wonder board
- 1 Wonder card
- 36 Leader cards
- 4 Guild cards
- 17 value 6 coins

- 1 Courtesan token
- 1 rulebook
- 1 score booklet
- 1 blank Leader card

Overview
This expansion for 7Wonders offers you the opportunity to put leaders at the head of your civilization.
Represented by 36 new cards, these leaders will influence the growth of your city, each in their
own way.
The game play is slightly changed, but the victory conditions remain the same as those in the basic
7Wonders game.

-2-

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

Leader Cards
The Leaders (white cards) are a new card category. They are not added to the Age cards 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 by
yourself and add it to your games.

Guild Cards
4 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 Token
A special token which is used with one of the new Guilds, the Courtesans Guild.

Score Booklet
A new score booklet is found in this box: it will allow you to add victory points
earned by some Leaders.

Set-up
- The new Guilds (purple cards) for Age III are added to those of
the basic game. The rules for the Age III deck remain unchanged
(meaning that the number of Guilds to be kept is still
the same).
- E ach player starts with 6 coins (instead of
3 as in the base game).

-3-

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 Phase
Each player is dealt a hand of 4 Leader cards, randomly distributed (to be kept hidden). The Leaders 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. E ach player secretly chooses one card from the 3 received from the player to their left. The
2 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 their
left. The remaining card is given to the player to their right.
4. E ach player keeps the card from the player to their left and adds it to the 3 cards
previously chosen.
At the end of this phase, each player has thus created a hand of 4 Leaders for him or herself. Age I
can now start.

Overview of an Age

Each Age now starts with a Recruitment phase.

Overview of an Age
1. Recruitment Phase
2. Play the Age
3. Conflict Resolution

Recruitment Phase
During this phase, each player will play one of their Leader cards. The cards are chosen secretly by
each player, then revealed simultaneously to be played.
The Leader cards can be played in 3 ways:
a. Recruit the Leader
b. Build a stage of a Wonder
c. 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.

Play fair!
To help your opponents read your board, we recommend that Hannibal and Caesar be placed in the same place as your red cards so
that all your Shield symbols be displayed at the same place.
In the same way, place Euclid, Ptolemy and Pythagoras with the
green cards of the corresponding symbol.
b. Build a stage of a Wonder

To build a stage of a Wonder, the player uses the Leader card selected as a construction
marker (face down). To do that, the cost indicated on the Wonder board must be paid, and
not the one on the Leader card.
Note: this action will rarely be possible during the first Recruitment Phase, as the cities will generally
not yet have the resources required for the construction of the first stage of their Wonder.

-4-

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 to
the treasury of his or her city. The Leader cards discarded in this fashion are returned to
the 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 finished, the Age is played normally by the normal 7Wonders rules.

Special case: during the Recruitment phase before Age III, each player is in possession of 2 Leader
cards. The first 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 Conflict Tokens.
Each player totals the points of his or her civilization and the player with the highest total is declared the winner.

Expert Variant for 2 Players


The 2 player game uses the rules adjustment to the 7Wonders game. The Recruitment phases
follow the regular rules, only the Leaders phase is slightly modified:
Each player gets 4 Leader cards face down. No Leader is given to the Free City.
The players choose a first card in their hand of 4 cards and give the 3 remaining cards to their
opponent.
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 game
with the Recruitment phases described in these rules.

-5-

Description of

AMYTIS

MIDAS

At the end of the game, Amytis is worth 2 victory


points (VP) for each Wonder stage built by the
player.

ALEXANDER

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


point per every 3 coins in the players treasury.
Clarification: These points are added to those
normally given for coins (the player therefore
scores 2 VP for each set of 3 coins).

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

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

At the end of the game, Aristotle adds 3 VP


to each set of different scientific symbols
(meaning that the bonus goes from 7 VP to 10
VP per set).

MAECENAS

JUSTINIAN

At the end of the game, Justinian is worth 3


victory points for each set of 3 Age cards (red,
blue, green) in the players city.

PLATO

As soon as Maecenas enters play, his controlling


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

RAMSES

At the end of the game, Plato is worth 7 victory


points for each set of 7 Age cards (brown, gray,
blue, yellow, green, red, purple) in the players city.

-6-

As soon as Ramses enters play, the player can


build all of his or her Guilds for free, without
having to pay their resource costs.

f the Leaders
TOMYRIS

Once Tomyris enters play, during conflict


resolution, the Defeat tokens of this player are
given to the victorious neighboring city.
Note: Tomyris has no effect if the players city is
victorious during conflicts or for Conflicts which
took place before she entered play.

HANNIBAL

CAESAR

As soon as they enter play, these Leaders grant


the amount of shields printed on their respective cards.

HATSHEPSUT

NERO

Once she enters play, each purchase of one or


more resources from a neighbor grants 1 coin
from the bank. Note that this gain is limited to
1 coin per neighbor per turn.
Clarification: the player takes this gain from the
bank immediately AFTER having paid for his or
her purchase.
XENOPHON

Nero grants 2 coins for each Victory token earned by the player from this point forward.
These coins are taken from the bank when the
Victory tokens are gained.
Clarifcation: Nero has no effect on Victory
tokens won before he enters play.

Xenophon grants 2 coins for each commercial


structure (yellow card) that the player builds
from this point forward. The coins are taken
from the bank, at the moment when the structures are built.
Clarifcation: Xenophon has no effect on commercial structures built before he enters play.

Once he enters play, Vitruvius grants 2 coins


whenever the player builds a structure for free,
through building chains. The coins are taken
from the bank when the structures are built.
Clarification: Vitruvius has no effect on
constructions built through construction chains
before he enters play.

SOLOMON

CROESUS

VITRUVIUS

Once Solomon enters play, the player can


choose an Age card from the discard pile and
put it in play for free.

When he enters play, Croesus immediately


grants 6 coins, taken from the bank.

-7-

HYPATIA NEBUCHADNEZZAR

PHIDIAS

VARRO

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

PERICLES

PRAXITELES

HIRAM

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

SAPPHO

ZENOBIA

NEFERTITI

CLEOPATRA

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

ARCHIMEDES

LEONIDAS

HAMMURABI

IMHOTEP

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

EUCLID

PTOLEMY

PYTHAGORAS

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

-8-

Description of the Guilds


GAMERS GUILD

COURTESANS GUILD

1 victory point for each complete set of 3 coins


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

When the Courtesans Guild is built, the player


must immediately place the Courtesan Token
on one of the Leaders present in one neighboring city. The player then gains the benefits of
that Leader and his or her associated effect.
Note: this Guild has no consequence for the
player whose Leader is given the Courtesan
Token.

DIPLOMATS GUILD

ARCHITECTS GUILD

1 victory point for each Leader (white card)


present in the neighboring cities.
Note: only the recruited leaders count, those
used to build stages of a Wonder are not
counted.

3 victory points for each purple card present in


the neighboring cities.

F.A.Q
Leader: Solomon

Leader: Hatshepsut

Q: What happens if Solomon enters play in the


same turn in which Halicarnassus builds a
Wonder stage?
A: Halicarnassus chooses its card from the discard pile before Solomon.

Q: 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.

Leader: Hiram

Q: Does the copied Leader count for points


with the Diplomats Guild?
A: No, its not considered to be a Leader.

Q: Does Hiram grant 2 victory points for the


third stage of the Statue of Zeus in Olympia B
board (copy of a neighboring guild)?
A: No, this Wonder stage is not considered to
be a Guild.

Leader: Plato
Q: Does Plato grant me 14 victory points if I
have 2 Age cards of each color at the end of
the game?
A: Yes!

Courtesans Guild

Scientific Symbols
Q: Do the scientific symbols given by leaders
also count in the composition of the sets?
A: Yes, each scientific symbol, no matter where
it comes from (green cards, guilds, Wonders,
Leaders), counts for both scores (identical
symbols and sets of 3 different symbols).

-9-

Biographies of the Leaders


ALEXANDER

HIRAM

King of Macedonia, conqueror, founder of the ancient Greek


empire. The only monarch in History to have forged an
empire uniting both Orient and Occident.

A smelting and blacksmith artisan, he helped King Solomon


considerably when building his temple.

AMYTIS
Wife of Nebuchadnezzar, for whom the Hanging Gardens of
Babylon are said to have been built.

Philosopher and mathematician, daughter of the last director of the Museum of Alexandria. Known as much for her
grace and beauty as for her intelligence and her eloquence.

ARCHIMEDES

IMHOTEP

Greek 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.

Founder of Egyptian medicine, religious reformer and Egyptian builder. He is the architect of the most ancient angled
pyramid in the world.

ARISTOTE

JUSTINIAN

Greek philosopher, long considered to be the ultimate


embodiment of antique wisdom in the Occident due to his
encyclopedic knowledge of arts and sciences.

Byzantine emperor. The most well known figure of late Antiquity, mainly for his restoration, albeit partially successful, of
the Roman Empire.

BILKIS

LEONIDAS

Queen 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.

Agiad king of Sparta who met a heroic death with 300 of his
soldiers during the battle of Thermopylae while resisting the
Persian invasion.

CAESAR

MAECENAS

Roman general, politician and writer. Romes early days owe


their thanks to him and his military acumen.

Roman politician who used his influence and his fortune to


promote arts and literature.

CLEOPATRA

MIDAS

The most well known of the Egyptian monarchs, her charm


and subterfuge allowed her country to shine despite the
Roman conquest.

King of Phrygia. Known mainly for his wealth and the myth
stemming from it which said that everything he touched
turned to gold.

CROESUS

NEBUCHADNEZZAR

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


notably served to finance the construction of one of the
wonders of the ancient world, the Temple of Artemis.

King of Babylon. Known for the many works and monuments he had erected throughout his kingdom and the
cultural aspect due to them.

EUCLID

NEFERTITI

Greek mathematician, geometry specialist, and the author


of an important text on modern mathematics: The Elements.

Great royal wife of the Pharaoh Akhenaten, dearly beloved


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

HAMMURABI

NERO

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


law known to History was written.

Roman 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.

HANNIBAL
Carthaginian general. One of the greatest military tacticians
of History, famous for having seriously threatened Rome
after crossing the Pyrenees with his elephants.

HATSHEPSUT
Pharaoh-Queen of the Eighteenth Dynasty. Economic prosperity is attributed to her rule as the trade networks of Egypt
were considerably strong.

HYPATIA

PERICLES
Exceptional Athenian orator and politician as well as brilliant
strategist. He was very influential among his troops and
feared by his foes during the Peloponnesian war.

PHIDIAS
Sculptor of the first Greek classic style, main architect of the
Athenian Parthenon.

- 10 -

PLATO

SEMIRAMIS

Greek philosopher, considered to be among the most important and omniscient. His work attest to the polyvalence
of his knowledge: politics, justice, science, culture, arts...

Queen of Assyria. The military expeditions she successfully


led against the Medes have created many myths about her.

PRAXITELES
Sculptor of the second Greek classic style. First artist to have
represented female nude in Greek sculpture.

Legendary queen of the Massagetae, who, according to


myth, cut off the head of the King of Persia, Cyrus the Great,
to avenge her son.

PTOLEMY

VARRO

Greek astronomer and astrologer, author of the Amalgest,


an important text on astronomy which deeply influenced
Occidental thought until the Renaissance.

Roman 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.

PYTHAGORAS

VITRUVIUS

First self-proclaimed philosopher and Greek mathematician


specialized in the laws of numbers, leading to the development of arithmetic, music, and geometry.

Roman architect. His writings have strongly influenced the


arts of the Renaissance and his treatise, De Architectura,
remains a major work of classic Antiquity.

RAMSES

XENOPHON

Third Pharaoh of the Twenty-Ninth Dynasty. One of the


monarchs who ruled the longest in Egypt and to whom is
linked the greatest number of cultural remnants.

Greek philosopher, historian and soldier. Author of the first


agronomy treatise known to History: the Oeconomicus.

SOLOMON

Queen of the Palmyrene Empire in the third century. She


shaped her city into a prosperous cultural center, attracting
many notable personalities of the time.

TOMYRIS

ZENOBIA

King of Israel whose wisdom and incorruptible sense of justice are legendary. He ordered Jerusalems first temple built
and gave his kingdom a highly structured administration.

SAPPHO
Greek poet who lived in Lesbos. Known to have been fiercely feminist at an age where misogyny was the norm.

Credits
Author: Antoine Bauza
Adaptation and development:
The Belgians in Sombreros
aka Cdrick Caumont & Thomas Provoost
Artwork: Miguel Coimbra
Layout: Alexis Vanmeerbeeck
Rules editing: Matthieu Bonin
Translation: ric Harlaux
Revision: ric Franklin
7Wonders LEADERS IS A GAME REPOS PRODUCTION.
TL. + 32 (0) 477 254 5187, RUE LAMBERT vANDERvELDE
1170 BRUXELLES - BELgIQUE
WWW.RPROD.COM

Playtesting: Franoise Sengissen, Genevive


Sengissen, 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 jmen
fous je triche, those from the Repaire in
Annecy and those from the Maison des Jeux
in Grenoble, Murielle, Brigitte, ric, Camille,
Alexis, Nadle Miaou, Ben, Isabelle, Papytrick,
Alice, John, Franois, Nicolas, Laure, Dimitri
Perrier, John je coupe- Berny, Ccile Gruhier,
Yann.

REPOS PRODUCTION 2011. ALL RIGHTS RESERVED.


This material may only be used
for private entertainment.

The author would also like to deeply thank


Nathalie Martin and Pierre Poissant Marquis
for their contribution in historic matters.

- 11 -

Description of the Wonder

Rome - Colosseum -ARome produces no resource, but its player recruits his or her Leaders for free (cost: 0 coin).
The first stage is worth 4 victory points.
The second stage is worth 6 victory points.

Rome - Colosseum -BRome produces no resource, but its player benefits from a 2 coin reduction to the recruitment of
all its Leaders (some Leaders are thus free). Neighboring cities benefit from a reduction of 1
coin on the recruitment of their Leaders.
The first stage is worth 5 coins. Moreover, the player immediately draws 4 Leader cards
from 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.

- 12 -

Antoine Bauza
TM

RULES

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 once
and also offers a team variant.

-2-

Game elements
Wonder Boards
The Al-Khazneh of Petra and the Cathedral of Byzantium are added to the Wonder boards already
available.
Their effects are detailed on page 9.

City Cards
The 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 Cards


The 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 symbol
in their bottom center to be able to sort them easily after use.

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

Diplomacy Tokens
The Diplomacy tokens are used to show the new Diplomacy effect.

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

Setup
Add to each of the three Age decks as many black cards
(of the corresponding Age) as there are players.
Clarification: choose these cards randomly and
without looking at them. The remaining cards are
set 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 in
the middle of the table, with the coins and
the Conflict tokens.

Example: Kurt is setting up a game for 6


players. Hes removed the 7+ cards from the
basic game. He randomly picks 6 Age I City
cards, 6 Age II City cards and 6 Age III City
cards, adding them to the decks of Age I, II
and III cards respectively. He also adds 8
Guilds to the Age III deck.

-3-

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 require
detailed explanation: debt and diplomacy.

Debts
A card with the
symbol causes a loss of coins to all of the opponents of the player who has
put this card in play.
Each opponent must pay the corresponding amount to the bank or take a Debt token for each
unpaid 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.

Clarification:
- 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. Each
other player must pay 2 coins at the end of the current
turn. Joan decides to pay the 2 coins: she hands them
to the bank. Cyril only has one coin in his treasury
but decides to pay it in order to only gain one Debt
token. Tina has the required coins but decides to
keep them for later in the game: she therefore
takes 2 Debt tokens.

-4-

Diplomacy
A player who puts into play a card with the
places it on their board.

symbol takes a Diplomacy token from the bank and

PLAY FAIR
It is proper to announce to your opponents the fact that youre taking
a Diplomacy Token, in order to have avoid getting a bad surprise during
the next conflict.
During the next Conflict, 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 Conflict tokens (victory or defeat).
The players two neighboring cities are considered adjacent (for this Conflict only) and face off
militarily 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 conflict resolution. Her two neighbors, Cyril and Kurt, compare
their military forces and take the Conflict tokens as if their cities were neighboring.
Clarifications:
- A player can take multiple Diplomacy tokens but MUST discard one during each Conflict resolution.
- A player who has a Diplomacy token MUST use it during the next conflict phase (even if that player
is militarily stronger than the neighboring players).
If there are ever only 2 players left during a conflict resolution, they only face
each other once and each take a single token.

Example: During the Conflict resolution of Age II, Kurt and Alex arent participating (they each
discard a Diplomacy token previously acquired). Tina doesnt have any Diplomacy tokens left and
must thus wage war. Tina and Cyril compare their military might as per the usual rules. Tina wins
but only takes a single Age II Conflict token as she only had one opponent during the conflict
phase.

End of the game


As in the base 7 Wonders game, the game ends at the end of
Age III, after the Conflict phase.
Each player totals the points of their civilization, and the
player 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), he
writes -2 points (1 coin point 3 debt points) on
the coin line of his scorecard.

-5-

Description o
PIGEON LOFT, SPY RING,
TORTURE CHAMBER

MILITIA, MERCENARIES, CONTINGENT

These three cards grant a


symbol.
At the end of the game, each mask allows the
controlling player to copy the scientific symbol of a green card present in one of the two
neighboring cities.

These three cards offer more shields than the


red cards of the corresponding Age (respectively 2/3/5 Shields).

HIDEOUT, LAIR, BROTHERHOOD


Clarifications:
- If a player possesses multiple
symbols, he or she can only copy a given card once,
and must thus copy as many different cards as
they have
symbols.
- It is possible to copy the symbol of a card even
if 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 a
copy (copy a Workshop card in the left city and a
second Workshop card in the right city).
Example: At the end of the game, Alex has 2
cards with the
symbol. The player to
his left only has one green card, with the compass symbol. The player to his right has played
no green cards. Alexs first
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 .

These three cards earn victory points and


cause monetary loss: every other player must
pay 1/2/3 coins (respectively) to the bank at
the end of the turn in which the card is played.

RESIDENCE, CONSULATE, EMBASSY

These three cards earn victory points and each


grants a Diplomacy token.
Note: the effect of Diplomacy
tokens changes when using team
rules.

GAMBLING DEN

GAMBLING HOUSE

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 2 coins from
the bank.

-6-

of the Cards
CLANDESTINE DOCK (EAST / WEST)

SECRET WAREHOUSE

Each turn, the player has a commercial rebate


of one coin on the first resource (brown or
gray) they buy from the neighboring city (left
or right depending on the symbol). This rebate
is cumulative with that of a Market or a Counter: the first resource bought can thus be free.

Each turn, the card produces a resource of the


players choice from among those that their
city already produces through its brown and
gray cards or the initial resource of their board.
Clarification: the Secret Warehouse doesnt
allow players to double the production on yellow, white, or black cards (Forum, Caravansary,
Bilkis and Black Market).

Example: Alex own a Market and a Clandestine Dock (East). He buys a Textile resource
and a Stone resource from the neighboring to
his right (East): the Textile costs him 0 coins
(1 coin rebate for the Market and 1 coin rebate
for the Clandestine Dock), the stone costs
him 2 coins. OR, the stone costs him 1 coin (1
coin rebate for the Clandestine Dock) and the
textile costs him 1 coin (1 coin rebate for the
Market).

BLACK MARKET

Each turn, the card produces one resource


of the players choice from among those that
their city doesnt produce through the use of
its brown and gray cards or the initial resource
of their board.
Clarification: the resources produced by the
yellow, white and black cards arent taken into
account.

SEPULCHER, CENOTAPH

BUILDERS UNION

These cards earn victory points and the other


players must pay 1 coin to the bank for each
Victory Conflict token (no matter its value) in
their possession.

ARCHITECT CABINET
This card is worth 4 Victory Points and every
other player must pay 1 coin to the bank for
each stage of their Wonder they have built.

Starting from the moment the Architect Cabinet enters play, a player can build his or her
Wonder stages without having to pay their
resource costs.
Clarification: The cost in coins for some Wonder stages must still be paid, however (Petra).

-7-

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 first.

BERENICE

DARIUS

From the moment she enters play, each amount


of 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, a
tavern 6, ...
Clarification: coins given by neighbors through
the purchase of resources isnt considered
coming from the bank.

Each black card is worth 1 victory point at the


end of the game.
Persian Emperor. Born to discord and revolts, his rule
was marked by a fortification of the empires borders.
Remembered mostly for having an entire city built:
Persepolis.

ASPASIA

Queen of Egypt. Two things are remembered about this


ancestor of Cleopatra: the constellation named in her
honor and the coin stamped in her image, the first in
history to bear the portrait of a woman.

CALIGULA
When Aspasia enters play, the player takes a
Diplomacy token. (Asasia is also worth 2 victory points at the end of the game.)

The player can build one black card per Age


for free.

Wife of Pericles, known for her education and her


culture, which earned her respect and admiration to
the point where she influenced the thinkers and men
of state of her time.

SEMIRAMIS

Roman Emperor. His short rule is often associated


with a bloody period, debauched and despotic, in
which everything was a pretext to have monuments
to his glory erected.

DIOCLETIAN
From the moment when she enters play, each
Defeat Conflict token counts as a Shield symbol for all future conflict phases. (Place your
Defeat tokens on the Semiramis card to make
it clearer).
From the moment he enters play, Diocletian
earns 2 coins for each black card that the
player builds.

Semiramis is an idea of Gled Semenjuk, proposed in the


Semiramis contest.

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 of
landowners will be used for quite some time as a model
in the western middle-ages.

-8-

Description of the Guilds


COUNTERFEITERS GUILD

GUILD OF SHADOWS

The card earns 5 victory points and causes the


loss of 3 coins from all the other players.

The card earns 1 victory point for each black


card present in the two neighboring cities.

MOURNERS GUILD
The card is worth 1 victory point for each Victory Conflict token present in each
of the two neighboring cities.
Clarification: the value of Victory Conflict tokens (1, 3, or 5 points) isnt taken
into account. Each token is worth 1 point to the owner of the Guild.

Description of the Wonders

The Al-Khazneh of Petra -AThe first 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 -BThe first 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 -AThe first 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 -BThe first stage earns a Diplomacy token and 3 victory points.
The second stage earns one Diplomacy token and 4 victory points.

-9-

Rules for 2 players


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

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 conflict 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 7
black cards of each Age).
At the beginning of each Age, deal 7 cards to each player. Each player will play 6, exactly as in the
7 Wonders basic game.
Note: the 8-player game is mainly intended for the team play variant.

Rules for team play


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

Overview of an Age
During 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 players
teammate must also pay that loss.
In the team game, the conflict resolution and Diplomacy differ from the classic game.

Team resolution of conflicts


In 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 Conflict resolution, the amount of tokens given is doubled:
- a victory during Age I is worth 2 Conflict (Victory) tokens each worth 1 victory point,
- a victory during Age II is worth 2 Conflict (Victory) tokens each worth 3 victory points,
- a victory during Age III is worth 2 Conflict (Victory) tokens each worth 5 victory points.
- defeats are each worth 2 Conflict (Defeat) tokens with a value of -1 victory point.

- 10 -

Team diplomacy
A player who puts a card with the
symbol in play takes a Diplomacy token from the bank and
places it on their board.
During the next conflict, the player still takes part in the resolution, but they and their opponent
only take a single Conflict token instead of two. The use of the Diplomacy token is mandatory; it
is then discarded.
Clarifications:
- The use of a Diplomacy token by a player doesnt affect their teammate.
- It is possible for a player to win the conflict 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 Conflict token, as do their respective opponents.
Example: Cyril and Tina are teammates. During the Age III Conflict resolution, Cyril uses a
Diplomacy token. He loses the conflict (his opponent has a superior military force): he takes only
1 Defeat (-1) token and his opponent a single Victory (+5) token. Independently, Tina wins the
conflict, she takes 2 Victory (+5) tokens and her opponent 2 Defeat (-1) tokens.

End of the game


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

F.A.Q
Q: If through Halicarnassus (or Solomon), a
player puts a Diplomacy card into play
from a finished Age, what happens?
A: The player takes a Diplomacy token and
will have to use it during the next Conflict
resolution.
Q: During a Conflict resolution, if Nero grants
me 2 coins twice for my victories, does
Berenice grant me 1 or 2 extra coins?
A: Only one coin (Conflict resolution is
considered a separate turn).

Q: Is Berenices effect cumulative with the


Leaders 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 is
limited to 1 coin per turn (for Hatshepsut
for example).
Q: Does Imhotep allow me to reduce the coin
cost of the Petra stages?
A: No, his reduction only works on resources.

The official utility application!

Credits

Author: Antoine Bauza


Development: Les Belges Sombreros aka
Cdrick Caumont & Thomas Provoost
Artwork: Miguel Coimbra
Layout: Alexis Vanmeerbeeck
Rules revision: Matthieu Bonin, Sylvain Thomas
English translation: ric Harlaux
English revision: ric & Stephanie Franklin
7 Wonders Cities is a game by
REPOS PRODUCTION.
REPOS PRODUCTION 2012.
ALL RIGHTS RESERVED.
This material may only be used for private
entertainment.
Phone +32 (0) 477254518
7, Lambert Vandervelde Street
1170 Brussels - Belgium www.rprod.com

Testers: Gil Jugnot, Nicolas Doguet, Damien Desnoud,


Matthieu Houssais, milie Pautrot, Frdric Vuillet, Franoise Sengissen, Corentin Lebrat, Fanny Zerbib, Ludovic
Gaillard, Bruno Goube, Julie Politano, Michal Bertrand,
Mikal Bach, Jenny Godard, Martin Leclerc, Clarisse Barjou,
Thibault Paulev, Adil Mouhab, Mathias Guillaud, Frderic
Daguen, Dominique Gonzalez, Yves Buttard, Pierre le Runigo, Fabrice Rabellino, Myriam Moussier, Dimitri Perrier,
Jean-Franois Dejoie, Romain Loussert, Benjamin David,
Poum, Philippe Keyaerts, Dimitri Perrier, the members
of the Boardgame Society of Grenoble, the players from
Ludinord, from Belgo, Thierry Sajou, Stefan -The CyborgBrunelle, Diego and the players from lAutre Chose, Eric
Hanuise, Jean-Jaques Payot, Tibi, Nadle Miaou, Alexis KR2D2, Yoam Fargesse, (Mu)murielle, Ccile-meat-Gruhier
and Kevin OBrien.
Thanks: Pierre Poissant Marquis, Christophe de Preux

This expansion is dedicated to Esteban Bauza, who


was born during its final days of its development.

- 11 -

Description of the Symbols


Each player, other than the one who has put this card in play (or built the Wonder stage), must pay
the 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 Conflict
resolution. The city to the players left therefore fights 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 scientific symbol of a green card present in one
of the two neighboring cities.

-1

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

-1

A A

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

Each player, other than the one who has put this card in play, must pay 1 coin to the bank for each
Victory token in their possession.
Each player, other than the one who has put this card in play, must discard 1 coin for each stage
of 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 is
put into play (itself included). At the end of the game, this card earns 1 victory point for each
black 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 when
it is put into play. At the end of the game, this card earns 1 victory point for each Victory token
present 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 2
coins from the bank.

Starting from the moment this card enters play, the player can build his or her Wonder stages
without having to pay their resource costs.
The card is worth 1 victory point for each Victory Conflict 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 increased
by 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.

Each black card is worth 1 victory point at the end of the game.
From the moment this enters play, each defeat conflict token counts as a
Shield symbol for all future conflict phases.

- 12 -

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