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Cards & table / Your play guide

7 Wonders

Everyone chooses a building from a private hand, then passes the remaining cards to a neighbor. Across three Ages, build production, science, military strength and your Wonder to earn the most points. Your neighbors supply resources and compete with you, so their cities matter as much as your next card.

3–7 peoplePlay three Ages, then compare total victory pointsComplete physical 2020 second-edition 7 Wonders base set: seven double-sided Wonder boards, 148 Age cards, 78 coin tokens, 48 military conflict tokens, effect sheets, card-and-chain sheet, rulebook and score pad; a pen and a shared table with room for each player's city
Adults pass a hand of Age I cards around the table during Seven Wonders.
In this guide

The quick version

Give each player one Day-side Wonder and three coins. Prepare the three Age decks for your exact player count, including player-count-plus-two random purple Guilds in Age III. Deal seven Age I cards each. Everyone picks one privately, then builds it, buries it to build a Wonder stage, or sells it for three coins. Pass the rest left in Ages I and III, right in Age II. Each Age normally has six turns; discard the unused seventh card for no coins. Compare military strength with each neighbor after each Age. After Age III, add all seven scoring categories. Most points wins; coin value breaks ties, then share the victory.

Get ready

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Prepare the decks and your cities

Use the physical English 2020 second-edition base game for 3–7 players, with Day-side Wonders for the first game. Duel, Architects, Dice, expansions and the older edition have separate rules.

Seat 3–7 players in a circle around a table. Each person needs space for a Wonder board, visible rows of built cards, coins and tokens. Your immediate left and right players are your neighbors for trade and military conflict; with three players, the other two people are both your neighbors. Put out the coin and military-token reserves, the effect sheets, and a shared face-down discard area. Keep the score pad and a pen for the finish.

Separate cards into Ages I, II and III. In each Age, keep cards marked with a minimum player count no greater than your actual count: at five players, keep 3+, 4+ and 5+, and remove 6+ and 7+. For Age III, set aside all purple Guilds, shuffle them privately, and add exactly the number of players plus two random Guilds to the other eligible Age III cards. Return unused Guilds to the box without revealing them. Each completed Age deck must contain seven cards per player: 21, 28, 35, 42 or 49 cards for three through seven people. Shuffle each deck separately.

Randomly give each player one Wonder board and use its Day side, as the publisher recommends for early games. Give everyone three one-value coins. The starting resource at the board's upper left is already available; you do not need to build a stage to activate it. Point out the cost and effect of each stage before play. Building a Wonder is optional, and its stages are not tied to particular Ages.

Deal seven Age I cards face down to each player. Keep your hand private. The first action is to choose one card you can legally use, place it face down in front of you, and set the rest of your hand aside face down. Wait until everyone has chosen before revealing.

Check what a card costs before choosing it

The cost is in the card's cost area; the effect is the benefit you receive after building. An empty cost area means free. Pay a printed coin cost to the reserve. For resource costs, show that your existing city produces the required resources, buying any shortage from your immediate neighbors. Resources are production capacity, not pieces you spend: built cards and your board stay in place, and you can use their production again next turn.

Brown cards produce wood, stone, clay or ore. Grey cards produce glass, cloth or papyrus. Your starting resource, brown and grey cards, some yellow cards and constructed Wonder stages can supply your own construction. Each production symbol supplies its stated quantity once per turn. A choice symbol with slash-separated resources supplies one of those resources, not every option. If a cost asks for two stone, you need two units of stone production; one stone symbol cannot meet both units.

Buy a missing resource for two coins per unit, paid to the neighbor who supplies it. You may buy from both neighbors on the same turn. You can buy their starting resource and production on their brown or grey cards, but not production on their yellow cards or Wonder stages. A trading discount applies only to the resource types and neighbor direction shown on its effect. Neighbors cannot refuse a legal purchase. They keep their cards and may still use the same production; both neighbors may buy it. Each individual buyer can buy a given production symbol only once that turn. With a neighbor's choice-resource card, choose your needed option independently of their choice.

Pay with coins you had at the beginning of the turn. Coins you receive from a neighbor or a newly built effect become available next turn. You also cannot buy production from a neighbor's card that is being built on this turn. For example, a card costing one wood and one stone is legal if you already produce wood and your neighbor already produces stone: pay that neighbor two coins, keep your wood-producing card, and build. Neither resource card moves.

Some Age II and III cards show a chain symbol beside their cost. If one of your previously built cards has that matching symbol at its upper right, the new building is free: no resources or coins are needed for construction. Otherwise pay its normal cost. The prerequisite stays in your city. A free chain never allows a second building with a name you already have. You may not build two cards with the same name, even if their artwork or player-count mark differs.

Choose, resolve and pass together

Choose one card privately

From your current hand, choose exactly one card and place it face down. Keep the remaining hand face down separately. Decide whether to build the card, construct your next Wonder stage, or sell the card; do not rely on money or production another player might create this turn. When everyone is ready, reveal and resolve the choices.

Take one of three actions

Build the card by paying its cost, then place it face up above your board with its effects visible. Or build your next Wonder stage by paying the cost printed on that stage and sliding the chosen card face down beneath it: ignore that card's own cost, name and effect. Build stages from left to right. Or sell your chosen card by putting it face down in the discard and taking three coins from the reserve. Selling is available even if you could afford a building. You take only one of these actions with the chosen card.

Apply the new effect

Built production, discounts, shields and Wonder powers become part of your city; immediate coin effects pay from the reserve. Keep all built cards, even cards whose one-time coin benefit is finished. Blue points, science and end-game point effects are counted at the finish. Consult the effect guidance below for special powers; do not treat every yellow or purple symbol alike.

Pass the remaining hand

After every player has resolved the turn, pass your unchosen cards left during Ages I and III, or right during Age II. Take the incoming packet as your next hand. The passing direction is printed on the backs. No one reveals a new choice while someone is still resolving the old turn.

Finish the sixth turn

When only two cards remain in your hand, choose one for your normal action and discard the other face down for no coins. You can sell the chosen card for three coins, but the unused card earns nothing. This is the sixth and normally final turn of the Age. Resolve any applicable last-card or discard-recovery Wonder power, then resolve military conflicts.

Compare military, then deal the next Age

Add the crossed-sword symbols on your built red cards and constructed Wonder stages. Compare with each neighbor separately. The stronger city gets a victory token worth +1 in Age I, +3 in Age II or +5 in Age III; the weaker city gets a -1 defeat token. Equal strength gives neither player a token. Resolve each neighboring pair once, so both players record the same result. Keep old tokens and military strength. Deal seven cards each from the next Age deck and repeat; after Age III conflicts, score the game.

Teach the first reveal openly

Before choosing, everyone still keeps their hand private. After all first cards are committed, explain each player's action one at a time, as the rulebook suggests for a first game. Ask the player to point to the cost and their production or coins. This teaching pace does not let later players change their chosen cards after seeing the reveal.

Read the effect, not just the card color

Blue buildings award the printed points at the finish. Red buildings add the number of crossed swords shown. Green buildings add a science symbol for final scoring. Brown and grey buildings add production. Yellow buildings can give immediate coins, trading discounts, choice production or final points; apply the exact combination of symbols shown. Purple Guilds score the condition shown, often based on neighboring cities. A Guild does not automatically score your own cards: follow its arrows and listed categories.

For a coin award per colored card, count the specified cities and color at the moment the award is built. Count eligible cards your neighbors constructed on that same turn too. For an award based on your own yellow cards, include the awarding yellow card itself. Some effects give both coins now and points later: count the later points again using the city's final state. An effect based on constructed Wonder stages counts actual buried-stage cards, not empty spaces on the board. The Builders Guild counts stages in your city and both neighbors; the Shipowners Guild counts your brown, grey and purple cards, including itself.

A four-resource or three-resource choice effect gives one chosen resource each turn for your own construction. A wildcard science effect gives one symbol chosen at final scoring. Each separate wildcard can be assigned independently to whichever symbol makes your final score highest.

A discard-recovery Wonder effect resolves at the end of its turn: take the Age-card discard, choose one card, and construct its building for free. The recovered building must have a name you have not already built. The discarded cards from this turn are available. This extra construction cannot be used to build a Wonder stage or sell a card; leave the other cards in the discard. In the base set, only one player has the Halicarnassus board, so competing discard-recovery powers from expansions are outside this guide.

Olympia's Day-side free-color power applies only to the first building in a color that is still absent from your city after the power becomes active. If you already have a blue building, later blue buildings do not become free. Each newly introduced color can benefit once across the whole remaining game, not once per Age. Free-building powers do not pay for Wonder stages.

For Night-side play, a first-card-of-the-Age power means the first chosen card from that Age's original seven-card hand; using it for a stage or selling it uses up that opportunity. A last-card power means the normal sixth chosen card, not the unused seventh. Babylon's last-card power lets you play the normally unused seventh card as an extra turn after everyone else's sixth action, under normal cost and action rules, in every Age after the power is active. Resolve that extra turn before military conflicts. Keep the included effect sheet handy for each board's exact symbols and costs.

Count points and finish the game

After the Age III military conflicts, use the score pad to add seven categories for each player: points on constructed Wonder stages; one point per complete three coins in your Treasure; the total value of all military tokens, including negatives; printed blue-card points; yellow-card final points; science points; and purple Guild points. Resource-production cards do not award points merely for being resources, though another card's scoring condition may count them. Do not count unused Wonder stages or immediate coin awards a second time.

Science scores two ways, added together. Count your cogs, tablets and compasses. Square each separate count, then add seven points for every complete set containing one of each type. With two cogs, one tablet and one compass, you score 4 + 1 + 1 for matching symbols and 7 for one complete set: 13 science points. With two of every symbol, you score 4 + 4 + 4 plus 14 for two sets: 26. A symbol can contribute to both its square and a set. Choose wildcard symbols before calculating, comparing the possible assignments.

The highest total wins. If totals tie, compare the total value of coins still held, not the physical number of tokens and not just the coin-scoring points. If tied players also have equal coin value, they share the victory. An unfinished Wonder does not prevent winning. For another game, return all cards and tokens to their reserves, reset everyone to three coins, and prepare fresh shuffled Age decks with a new hidden Guild selection.

Help everyone make their own decisions

Start by showing one card's cost and effect, then a reusable-resource purchase. Explain all three card actions before the first choice, and give the science example before anyone commits to a strategy. Leave each player room to decide: check whether a play is legal when asked, rather than selecting their whole turn for them. Keep built effects visible so both neighbors can check trade and military strength.

Early production can open later choices, but buying from neighbors is a normal alternative. Compare your next Wonder-stage cost with the production around you. Check neighbors' science symbols and military totals before passing a hand. If you do not need a strong card, using it beneath your own Wonder can keep it from the next player while advancing your city; pay the stage's normal cost. This is tactical advice, not a required strategy or an extra reward.

Settle cost disputes from the city as it stood at the start of the turn, the printed card or stage, and the effect sheet. Do not bargain for a different trade price, refuse a legal purchase, move a neighbor's production card, use money received this turn, or build a duplicate-name card. For an unaffordable or duplicate building discovered before hands pass, this guide suggests a house correction: sell that already chosen card for three coins, reversing its unpaid building effect, rather than secretly selecting a replacement from the old hand. If hidden information has already moved, pause and agree a consistent repair before continuing; the publisher does not prescribe a general rewind penalty.

Players need to inspect small symbols and maintain private hands. Choose lighting and seats that let everyone read their cards and reach their city. Keep the included rulebook available for edition-specific questions. The full game ends through three Ages and scoring; a first teach may take longer than the box's advertised play time.

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Ideas & Twists

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7 Wonders · See main rules

House teaching format

Guided Age I

Keep every main rule, all three Ages and normal scoring. During Age I only, after everyone has committed a card, resolve reveals clockwise starting with the host; each player names their action, cost and effect and may ask for a legality check. Do not show unchosen hands or let anyone change a committed card after a reveal. Return to simultaneous resolution for Ages II and III. This makes resource checks visible without reducing choices or secretly coaching one player.

7 Wonders · See main rules

Official setup option

Night-side cities

After everyone knows the basic actions, use the same 3–7-player base box and let each player choose Day or Night on their randomly dealt board before dealing. Explain every selected board's stage costs and powers first; sides may be mixed. Use the effects section for first-card, last-card and seventh-card exceptions. Deck preparation, passing directions, three Ages, military and final scoring stay unchanged. Do not import older-edition B-side powers or expansion boards.

7 Wonders · See main rules

House two-game series

Keep your Wonder, change your neighbors

Play exactly two complete games with the same players, keeping each person's Wonder and side. Before game two, move the Wonder boards with their owners into a newly agreed seating order, then reset all coins, cards and tokens and prepare fresh Age decks and Guilds. With three players, reverse the clockwise seating order: the neighboring people stay the same, but passing and directional trade relationships change. With four or more, choose an order that gives players different neighbors where possible. Add each person's two final scores for the series result; use combined remaining coin value from both finishes for a series tie, then share it. Record first-game scores and coin values on the score pad before resetting. Each game's normal winner and tie rules still apply; no new points or extra materials beyond the pad and pen.

About this guide

Official mechanics use the English 2020 second-edition base game and publisher-hosted current rulebook, effect sheet and FAQ reviewed October 2, 2026. The first game uses the recommended Day sides. Guided Age I, the two-game seating series and the misplay repair are explicit house suggestions. Choosing Night sides is an official setup option. Community teaching and trade discussions informed examples and host advice, not alternative official mechanics. No two-player, expansion, Duel, Architects or Dice rules are included.

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