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7 Wonders

Draft cards to build an ancient civilization β€” military, science, commerce, culture. Three ages, one winner.

πŸ‘₯2–7⏱️30 minπŸŽ‚Ages 10+🎯Medium
⚑ 30-Second Version

Everyone simultaneously picks one card from their hand, passes the rest left. Repeat until the hand is empty. Do this for 3 ages. Cards give you resources, military strength, science symbols, or victory points. After 3 ages, count everything up β€” highest score wins. Elegant simultaneous drafting with zero downtime.

1 Game Overview

7 Wonders is a card drafting game for 2–7 players that takes about 30 minutes regardless of player count. Each player leads an ancient civilization β€” represented by one of the seven wonders of the ancient world β€” and builds it over three ages by drafting cards.

Drafting means everyone simultaneously picks a card, passes the hand, picks again. There's no waiting for other players. Everyone is always doing something, which is why 7 Wonders is one of the few games that genuinely plays in 30 minutes with 7 people.

It's won more awards than almost any game in history β€” the Spiel des Jahres, the Kennerspiel des Jahres, and numerous others β€” and remains a landmark of modern game design.

2 What's in the Box

  • 7 Wonder boards (one per civilization)
  • 7 Wonder cards (the stages of your wonder)
  • 49 Age I cards, 49 Age II cards, 50 Age III cards
  • 46 conflict tokens (victory/defeat markers)
  • 24 value-3 coins, 46 value-1 coins
  • 1 score pad

3 Setup

  1. Give each player a random Wonder board and its corresponding Wonder card. Place the Wonder card face-up next to the board.
  2. Each player starts with 3 coins.
  3. Separate cards by age. For each age, deal a hand of 7 cards to each player (remove certain cards based on player count β€” check the card backs marked with player-count symbols).
  4. Start with Age I hands.

4 Turn Structure & Card Drafting

Each age consists of 6 rounds of drafting:

  1. Choose a card: Everyone simultaneously picks 1 card from their hand, places it face-down in front of them.
  2. Reveal: All players flip their chosen card face-up and execute its effect.
  3. Pass: Pass the remaining hand to the next player. In Ages I and III, pass left; in Age II, pass right.
  4. Discard the last card: When only 1 card remains in a hand, discard it face-down (those cards are out of the game).

What to Do With Your Card

When you play a card, choose one of three options:

  • Build it: Pay the resource cost (if any) and add it to your city.
  • Build a Wonder stage: Pay the cost for your next wonder stage and place the card face-down under your wonder board. The card type doesn't matter β€” only the resources you pay.
  • Discard for 3 coins: Any card can be discarded for 3 gold coins.

5 Card Types

  • 🟀 Brown/Grey (Resource): Produce raw materials (wood, stone, ore, clay) or manufactured goods (glass, papyrus, textile). Resources are used to pay for other cards.
  • 🟑 Yellow (Commerce): Modify trade rules, produce coins, or produce resources for trading.
  • πŸ”΅ Blue (Civic): Pure victory points β€” the bigger the city, the more VP.
  • 🟒 Green (Science): Symbols (compass, gear, tablet) that score exponentially when matched. Getting 3 of the same or one of each is extremely valuable.
  • πŸ”΄ Red (Military): Shields that determine military strength for conflict resolution between ages.
  • 🟣 Purple (Guild): Only appear in Age III. Powerful cards that score based on what you and your neighbors built.

6 End of Age & Scoring

Military Conflict (Between Each Age)

After Ages I, II, and III, each player compares their total military shields against each neighbor. Win = +1 VP (Age I), +3 VP (Age II), +5 VP (Age III). Lose = -1 VP. Tie = nothing.

Final Scoring

After Age III military, count:

  • Military conflict tokens (accumulated across all three ages)
  • Coins (every 3 coins = 1 VP)
  • Wonder stages completed
  • Blue civic card points
  • Yellow commerce card points
  • Green science points (calculated by sets and triples)
  • Purple guild card points

Highest total wins. Ties broken by most coins remaining.

Science scoring explained

Green science scores: (number of sets of all 3 different symbols Γ— 7) + (number of matching pairs squared). So 3 compasses = 9 points; 1 of each = 7 points. Science is often the strongest strategy for new players because the math rewards focus.

🎲 House Rules

Play 7 Wonders your way?

Save your house rules and share a link or QR code β€” friends can pull them up at the table.

Create house rules β†’