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Repos Production

7 Wonders

Low stock
Regular price $60.00
Sale price $60.00 Regular price RRP $90.00

7 Wonders is a fast-playing card drafting game for 2–7 players, typically lasting around 30 minutes. With medium-light complexity and a recommended age of 10+, it suits families and seasoned gamers alike, blending drafting, set collection and simultaneous play.

Players
2–7 players
Play time
1h
Age
Teens
Complexity
Medium

About the Game

Lead one of the great cities of the ancient world, gathering resources, forging commercial routes and asserting military might while raising an architectural wonder to stand the test of time. A typical game plays out over three ages: each player drafts one card from their hand and passes the rest on, so every choice shapes both your city and your neighbours' options. Some cards pay off immediately, others build towards discounts, upgrades or victory points, and with cards passing left-right-left, you'll need to watch both sides of the table.

7 Wonders plays 2–7 players in about 30 minutes, with medium-light complexity and a recommended age of 10+. Notable mechanics include card drafting, simultaneous action selection and set collection.

Designed by Antoine Bauza and published by Repos Production in 2010, it won the inaugural Kennerspiel des Jahres in 2011. An official two-player variant is included in the rules.

History

7 Wonders was designed by Antoine Bauza and first published in 2010 by Repos Production. It met with critical success on release and won numerous awards, including the inaugural Kennerspiel des Jahres connoisseurs' award in 2011.

Although earlier editions list the box as 3–7 players, an official two-player variant is included in the rules.

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Shipping details

7 Wonders

$60.00

Watch: How to play

Rules of 7 Wonders

  • Setup: Each player takes a wonder board (and its starting resources) plus 3 coins; shuffle the Age I, II and III decks separately and deal 7 cards per player for each age as you reach it.
  • Three ages: The game runs over three ages. Each round, everyone simultaneously picks one card from their hand, then passes the rest on — left in Age I, right in Age II, left again in Age III.
  • On your turn: Reveal your chosen card and do one of three things: build it by paying its cost, discard it for 3 coins, or tuck it under your board to build a stage of your wonder.
  • Paying costs: Resources come from your own city or can be bought from your two direct neighbours for coins; some later cards build free if you already have the named chain symbol.
  • End of each age: Compare military strength with each neighbour and take victory or defeat tokens accordingly, then deal the next age's hands.
  • Game end: After Age III, total your victory points from civilian buildings, science symbols, guilds, wonder stages, military tokens and leftover coins — highest score wins.

Strategy

  • Grab resources early: Brown (raw) and grey (manufactured) cards from Age I keep your options open and reduce what you must buy from neighbours.
  • Watch both sides: Hands pass left-right-left, so note what your neighbours are collecting — especially science symbols and military strength.
  • Use trade smartly: If a neighbour produces what you need, lean on trading rather than building every resource yourself, but don't leave yourself unable to pay.
  • Don't ignore military: You needn't dominate, but losing every conflict across three ages is a steady drip of negative points.
  • Balance science: Matching sets and runs of science score well, but it's obvious to the table — mix it with other point sources.
  • Chase free chains: Check card corner symbols; building into later cards for free is efficient, so plan a couple of ages ahead where you can.
  • Discard when stuck: Taking 3 coins beats forcing a card you don't need, and coins convert to points at the end.
  • Time your wonder stages: Build stages when a drafted card doesn't fit your plan — you still get value from the pick.