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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.

·2·

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.

·3·

• it is possible. the player will have to take a different action. 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. To build a structure. The coins earned through commerce during a turn cannot be used on that turn. even though she has sold them to her neighboring cities. that player can build the structure for free. Production The resources of a city are produced by its Wonder board. 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. For each resource bought. Commerce Free Construction (Chains) Often. she can’t spend the coins gained to immediately buy the missing Clay. and some yellow cards. meaning without having to fulfill the resource cost. • if both cities neighboring a player produce a coveted resource. Example C : the player mentioned previously would like to build a Forum (cost : 2 Clay) . • The Wonders all have a resource cost. • Most structures have a resource cost. a player’s city must produce the resources indicated on its card. the player must have the coins at the beginning of the turn. Example : the construction of the Eastern Trading Post is free. Throughout all 3 ages in a game. Example : the Library can be built for free during Age II if the player has built the Scriptorium during Age I. for the entire game.. In the same turn. The production of a city is never reduced (the cards played are never discarded).its player cannot build the Aqueduct (cost : 3 Stones) as his city only produces two of the three stones required by that structure. the player must produce the corresponding resources AND/OR buy them from one of his or her two neighboring cities. This money will only be available for commerce starting on the following turn. The player pays 2 coins to each neighboring player to gain their respective resources and build her structure. Resource Cost Some cards have a resource cost. during the same turn. At the beginning of her turn.its player can build the Barracks (cost : 1 Ore) or the Scriptorium (cost : 1 Papyrus) as his city produces the required resources. Even if the neighboring city buys one of her resources this turn. Free Construction Some cards have no cost and can be put into play for free. • the resources bought can only be used on the turn in which they are bought. during the same turn. she produces 1 Clay and a neighboring city also produces some. Some also have a resource cost and a free construction condition. They can be used each turn. its gray cards. To construct them. the Theater allows a player to build the Statue for free during Age II and this. she does not have enough coins in the treasury. Her city only produces a single Wood and a single Glass. • to buy resources. Example : Giza produces 2 Stones. 1 Clay. Example : the construction of the Timber yard costs 1 coin. .. its brown cards. both neighboring cities buy from her 2 Stones for a total of 8 coins (2 per resource). 1 Ore. Coin Cost Some brown cards cost a coin which must be paid to the bank on the turn in which they are constructed. the name of a structure of a previous age. to buy one or more resources from both neighboring cities. the players will get to build structures (cards) and Wonders (board). Important : the resources are not spent during construction. 1 Papyrus and 1 Textile : . while the other produces a papyrus resource. she can build a Library (cost : 2 Stones + 1 Textile) thanks to her resources. only during the next one. for his own construction purposes. 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. to the right of their resource cost. a player will want to build a structure requiring resources he or she does not produce. in turn. One of her neighbors produces a wood resource. that player is free to purchase from either player. allows a player to build the Gardens for free during Age III. Clarifications : • selling a resource to a neighboring city DOES NOT prevent a player from using it.Construction in 7 Wonders . Some structures in Age II and Age III have. ·4· Example : built during Age I.. the player must give 2 coins to the owner of the resource. Example B : during a game turn. • players can never refuse to sell resources. Some are free and some have a coin cost. The construction of the Forum is therefore impossible this turn. If the player has built the structure named there during a previous Age. Example A : a player wants to build a University (cost : 2 Wood +1 Glass + 1 Papyrus). • some commercial structures (yellow cards) reduce the monetary costs of buying resources from 2 to 1 coin.

The other cards are placed face up. he therefore places his card in front of the wonder stage. • each stage can only built once per game. the hand of cards is passed to the player sitting to the left (clockwise). Move on to the next hand Each player takes the hand of cards handed from his or her neighbor. Special case : sixth turn At the beginning of the sixth and final turn of each Age. Three actions are possible with the chosen card : • a. Build the structure • b. they perform their action simultaneously. depending on the situation. the players will receive a two-card hand from their neighboring player. the player must pay the price shown on the Wonder board and not the one shown on the structure’s card. dealt randomly. • during Age III. and is not considered to be a structure. She discards one and puts the other one in play according to the game’s rules. Be careful : the direction of the hands rotation changes with each Age : ·5· Each Age ends after its sixth game turn. Age II : +3 or Age III : +5) • If a player has a lower total than that of a neighboring city. she puts into play one of her cards. 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 card then has no other effect. 2. half covered by his board in order to indicate that this stage has been constructed. 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. face down. 3. 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. Then the Age ends. A game turn takes place as follows : • 1. The selected card is then played normally. Choose a card • 2. 1 or 2 tokens which are placed on his or her Wonder board. • d uring Age I. Overview of an Age At the beginning of each Age. In order to save space. • most Wonders have 3 stages but these are not associated with Ages.. the player will build the structure represented by the selected card (see Construction in 7 Wonders). His City grants him the two units of Ore required for his construction. • the card used to mark the construction of a Wonder stage remains hidden. Alexandria (3 Shields) shares a border with Rhodes (5 Shields) to the left. The player then plays the card.. each player receives a hand of 7 cards. • the construction of the Wonder is not mandatory. Players would be advised to use a card they do not want to give their neighbor (see Move on to the next hand). Discard the card to gain 3 coins Note : during your first game. from the corresponding deck. Example : Age II has just ended. the hand of cards is passed to the player sitting to the right (counter-clockwise). half hidden under the Wonder board to show that this stage of their Wonder is now built. the hand of cards is passed to the player sitting to the left (clockwise). He chooses one card from his hand. Each player then chooses one (like in previous turns) and the second is then discarded. During each turn the players put into play a single card. End of an Age Clarification : • The stages of a Wonder MUST be built in order. Note : if a player has chosen a card but is unable to build either the structure or the Wonder stage. All of this area corresponds to a player’s city. 1. no token is taken. 0. she gets a 2 card hand from the player to her right. CARD PLACEMENT The brown and gray cards are placed beneath one another starting from the upper left corner of the Wonders board. that player is then forced to discard the card and takes 3 coins from the bank. stack your cards by color while leaving the name of each structure visible. Action Once every player has selected his or her card. This allows players to quickly see all resources produced by each player. . meaning from left to right. • during Age II. in the area in front of the player’s Wonders board. 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. continues with Age II and ends with Age III. 2. The remaining cards are placed between their left-hand neighbor and themselves (see end of an Age). It is therefore possible to build multiple Wonder stages in a single Age or to begin construction during age III. 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.Game Overview A game begins with Age I. The players must then proceed to the resolution of military conflicts. Example : Sophie gets a hand of 7 cards at the beginning of the first Age. Victory points are counted only at the end of Age III. to become more familiar with the game. Later.a. 2.b. the Lighthouse of Alexandria. Each player therefore gets. A player can win the game without having finished (or even started) the construction of his or her Wonder. Build the Structure Most often.c. It can be useful to discard a card you cannot build but which would be of interest to your neighbor. one after the other. you can follow the action of each player. Clarification : the unselected and discarded card is discarded without the players getting 3 coins for it. during the sixth game turn. the player will use a card of their choice as a construction marker : To do that. She then hands the remaining 6 cards to the player sitting to her left. Action • 3. that player takes a Defeat token (-1 victory point) • If a player has an equal total to that of a neighboring city. Build a stage of their Wonder • c. In the first turn. face down. simultaneously. that player takes a Victory token corresponding to the Age just played (Age I : +1. Important : a player can never build two identical structures (meaning those with the same name/the same illustration). The cards discarded this way remain face down and form a discard pile in the center of the table. Age II). and gets a hand of 6 cards from the player to her right. Each Age is made up of 6 game turns. placed on the right side of their board. and Ephesus (2 Shields) to the right. Build a Stage of a Wonder To build each stage of his or her Wonder. Example : a player wants to build the second stage of his Wonder. 2.

. 5. Treasury Contents Sets of identical symbols For every 3 coins in their possession at the end of the game. Alexandria has played two gray cards : 4 victory points. as they tend to earn more points. Guilds 1. . Example : Alexandria has finished the game with 14 coins in their treasury. A tie on coins is not broken further. producing goods in abundance or rely on commerce. If Alexandria had built an extra structure with the symbol. +3.. 7. Example : Continuing the above example. For each group of 3 different symbols.there are 4 green cards for each symbol. Commercial structures 7. 2. This structure is worth 2 victory points for each gray card present in their City.End of the Game The game ends at the end of the third Age. 1 . 2 . 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. +5.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. Wonder 4. each player scores 7 victory points. Example : Alexandria has built all 3 stages of their Wonder (side A) . or keep track of your more memorable games ! Totalling the points Count the victory points in this order : • • • • • • • 1. -1. Example : Alexandria has finished the game with the following tokens : +1. the player with the most coins in his or her treasury is the winner. • Strategies : multiple strategies can lead to victory : specialize in structures of a single color or collect the different types of structures. for a total of 14 victory points. Try to block them by using the cards which would give them an advantage. Civilian structures 5. In case of a tie.. you must keep an eye on your two neighboring cities to analyze their strategy. ·6· STRATEGIC ADVICES • Block your opponents : to win at 7 Wonders. -1. Note : a booklet of scorecards is in the box to help you count the points for your first few games. Aqueduct (5VP) and Town Hall (6VP) for a total of 13 victory points. You can use them to build your Wonder stages or by discarding them when you need coins. Example : Alexandria has built the Chamber of Commerce. Example : Alexandria has built the following civilian structures : Altar (2VP). . players score 1 victory point. Example : Alexandria has built 6 scientific structures with the following symbols : 3 .. 3. Military Conflicts Each player adds their Victory and Defeat tokens (this total can be negative !). This amount is indicated on each Civilian structure. Commercial Structures Some commercial structures from Age III grant victory points. 4. 10  victory points (3 for the first phase and 7 for the third) are added to their total. they would’ve scored : (9 + 4 + 4) + (7 + 7) = 31 victory points. Each player adds the victory points of their Civilian structures. -1 for a total of 6 points. Guilds Each Guild is worth a number of victory points depending on the configuration of the player’s city and/or that of the two neighboring cities (see description of the structures). For each of the 3 existing scientific symbols. they score 7 extra points for a total of 21 victory points. try to make groups of different symbols. Leftover coins score no points. after the Conflict tokens have been handed out. Civilian Structures Be careful : the victory points earned by both methods are cumulative. They score 9 points for the family of 3 (3x3). wage war or neglect your military. 6. Each player totals their civilization points and the player with the highest total is declared the winner.the number of points gained is equal to the number of symbols squared. Scientific structures 6. Treasury contents 3. Wonders Each player then adds to their score the victory points from their wonder. Alexandria has built 6 scientific structures but only has a single group of 3 different symbols. for a maximum of 16 victory points per family of 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 : . 4 points for its (2x2) and finally 1 for the (1x1). Military conflicts 2. which earns them 4 victory points (4 sets of 3 coins plus one partial set). • The march of progress : if you build scientific structures..

Ludwig. first one for their own city and then one for the Free City. • Age II : the card is held by the player to the right of the Free city. so Peter winds up with the Free city card for the second turn of the game. 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 III : the card is held by the player to the left of the Free city. Free city card 1. the player with the most coins in his or her treasury wins the game. while his or her opponent picks a card for themselves. When a resource is available in both neighboring cities. in turn and in addition to their own card. Once all three cards are played. the players take the stack of cards on the other side of the border. That player will then pick two cards from his or her hand. Game Overview The game proceeds the same way as it would with 3 to 7 players. Example : Ludwig and Peter start a game. In case of a tie. Each player then places the remaining cards on their side of the Border card. Pierô put his cards here Border card Card played by Ludovic for his city Card played by Pierô for his city Card played by Ludovic for the Free city Free City’s deck Ludovic’s city Pierô’s city ·7· Free city . On the first turn of the game. He then chooses one card for the Free city and one for his own City. there is only one card remaining in the Free city’s draw pile. Each player is given a 7-card hand and the remaining 7 cards make a draw pile. This board will be called the Free city in the rest of this variant. The choice of this card is made AFTER choosing the card to be played for his or her own city. to the right of the Border card. The rules for Conflict resolution remain unchanged. starting with the Free city and play them. the player controlling the Free City gets to pick which city to buy the resource from (no matter what its cost may be). Each player is given a board. The player must then choose. and so on until the end of the game. Each player then places their remaining cards on their own side of the Border card. Border card End of an age 2. 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). • If the card chosen for the Free city can benefit from a free construction (chain). 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. adds to his hand the Free city card.. Clarification : The Free City cannot discard a card to get 3 coins unless it cannot play a card. In addition to the standard game material. when possible. Action The player holding the Free city card plays the Free city’s card followed by his or her own while their opponent performs their own action. At the end of the turn. The difference is in the management of the Free city : the players will play. The player to the left of the Free city adds the Free city card to his or her hand. this free construction MUST be performed. 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. It’s therefore up to him to draw a card and play for both his City and the neutral City. placed face down. and then a third board is placed beside them. This last card is discarded at the same time as the seventh and last card of the players. Rules for the Free city : • The Free City can buy resources from its two neighboring cities according to the normal commerce rules.“Expert” variant for 2 players The following rule adjustments allow play with 2 players. End of the Game The player who has the most victory points wins the game. At the end of the turn.. Note : during the sixth turn of the age. 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. a card which can be played by the Free City (structure construction or wonder building stage). a card for it. Then they take the stack of cards on the other side of the Border card. to the right of the Free city. you’ll need the two specific cards found in the box. it’s the other player who’ll play for the Free city. The players reveal their chosen cards. The players and the Free city each get 3 coins from the bank to start the game. Choose a Card 3. The Border card is placed between the two players. During the next turn.

Clarification : this resource cannot be sold through commerce. the player can also choose from among them. ·8· . Side [A] A The A sides of the Wonders are organized according to the same principle : • the first stage is worth 3 victory points. Clay. and build it for free. when counting victory points. The Hanging Gardens of Babylon The Statue of Zeus in Olympia The Mausoleum of Halicarnassus at the end of the game. their second stage is worth 5 victory points. the player gains an extra scientific symbol of their choice. 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 Pyramids of Giza the Pyramids don’t have a special ability. immediately after this stage has been built. Wood. Clarification : the 9 coins are taken from the bank only once. Ore] every turn. and not when this stage of the Wonder is built. • the third stage is worth 7 victory points. 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). 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. pick one. Clarification : this special ability takes place at the end of the turn in which this stage is built. the player gains a resource of their choice from the 4 Raw material types [Stone.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. the player takes 9 coins from the bank and adds them to their treasury. Clarification : the choice of symbol is made at the end of the game. once per Age. build a structure of their choice for free. the player can. • the second stage gives a special effect specific to the Wonder : Clarification: the resources produced by the boards are not considered to be cards. If players discard cards this turn (as in the case of the 6th turn of an age).

each worth victory points (3. both sides remain balanced and can be used in the same game. • the third stage is worth 7 victory points. The Hanging Gardens of Babylon The Statue of Zeus in Olympia The Mausoleum of Halicarnassus • the first stage is worth 3 victory points. when counting points.7) for a total of 20 points. • the third stage grants the player a scientific symbol of their choice. 4 coins and 4 victory points. . Clay. Clarifications : . . • 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. The player totals the victory points as if they had built that Guild. • the third stage allows the player to “copy” a Guild (purple card) of their choice built by one of their two neighboring cities. The Pyramids of Giza the Pyramids are built in 4 stages.5. Ore] each turn.during the sixth turn. Ore] from his or her two neighboring cities for the price of one coin instead of two. Textile. If players discard cards on that turn (for example. • the second stage allows the player to gain one manufactured good of their choice chosen from among the 3 types [Glass. Eastern or Western (yellow cards) : their effect is not cumulative. 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.. • the second stage gives the player the option of playing their seventh Age card instead of discarding it. immediately after the stage has been built.the first stage is equivalent to the two Trading Posts. 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. Clarification : the coins are taken from the bank only once. • the first stage allows the player to purchase raw materials [Stone. Clarification : these resources cannot be bought by neighboring cities. This card can be played by paying its costs. the choice of the Guild is made at the end of the game. • the first stage allows the player to gain one resource of their choice from among the 4 raw materials [Stone.. but the construction of either the Eastern or Western Trading Posts remains possible.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 second stage is worth 1 Shield.for the third stage. • the second stage is worth 5 victory points. Clarification : . • 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. 3 coins and 3 victory points. ·9· . Wood. the player can also choose from among those cards. . Nevertheless.5. • the second stage is worth 4 coins and 3 victory points. Papyrus] each turn. If the second stage of the Wonder is not built.B Face [B] The B sides of the Wonders are slightly more complex. the player can therefore play both cards they have in hand. Clarification : this special action is taken at the end of the turn in which the stage is built. during the 6th turn of an age). Clay.Copying a Guild has no effect on the city of the copied Guild’s owner. discarded to earn 3 coins or used in the building of the third phase of the Wonder. the Babylon player can then build it on their sixth turn and then play the seventh card instead of discarding it. Wood. • the first stage is worth 4 coins and 2 victory points. • the third stage is worth 4 coins and 5 victory points.

the members of the Liège Objectifs-Jeux Club. Bruno Cathala.com © REPOS PRODUCTION 2012. Mimi. the participants of the « Offs » of the Cannes FIJ. Françoise Sengissen. Michaël Bertrand. Cyberfab. Fred. + 32 (0) 477 254 518 • 7. Maïa Houssais. the players from the ludopathique meetups. Philippe Mouret. he has brought his feelings to this game during many testings. PALACE 3+ 7+ 8 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 1 CRAFTSMENS GUILD 2 TRADERS GUILD 1 PHILOSOPHERS GUILD 1 SPIES GUILD 1 Construction’s cost TREE FARM 6+ STRATEGISTS GUILD EXCAVATION 1 4+ Credits AUTHOR : Antoine Bauza DEVELOPMENT : “The Sombrero-wearing Belgians” aka Cédrick Caumont & Thomas Provoost ART : Miguel Coimbra CLAY PIT SHIPOWNERS GUILD 3+ TIMBER YARD SCIENTISTS GUILD 3+ 1 1 / 1 / LAYOUT : Alexis -Halicarnassius 70. Ludovic Maublanc. Florian Grenier. This material may only be used for private entertainment.L. 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.100.F. Bruno Goube TRANSLATION : Eric Harlaux REVISION : Eric Franklin. Rue Lambert Vandervelde • 1170 Bruxelles Belgique • www.Vanmeerbeeck This game is dedicated to the memory of Vincent Moirin. Alexis -bocce. Jenny Godard. PLAYTESTERS : Mikaël Bach. the members of the Dragons Nocturnes playnight meetings. Dominique Figuet. John -I cut prototypes.Berny. the Belgo-Ludiques 2010 players. the play-sitors of the Toulouse festival.AGE I Cards list and chains Card’s name Cards frequency by the number of players.rprod. Mathias Guillaud. Julie Politano. Yves Phaneuf. Bruno Goube. Tél. The organizers of the Feu. Konstantinos Theodorakakos The author would like to thank Bruno Cathala for giving him ideas on the 2 player rules. ALL RIGHTS RESERVED. Thomas Cauet. Whom left us before the release of this game. A la guerre who’ll recognize himself as well as his Cyborg. Stefan Glaubitz.Desplats. 20. the players from the Gathering of Friends 2010. Matthieu Houssais. 1 5+ · 10 · 1 .AN. The sombrero-wearing belgians would like to thank Geoff -Imma break your facePicard. Milou. 7 WONDERS is a game of REPOS PRODUCTION. the members of the « Jeux en Société » club of Grenoble.

AGE I AGE II AGE III AGE I AGE II AGE III STOCKADE 3+ 7+ PAWNSHOP 3 4+ 7+ BARRACKS 3+ 5+ BATHS 3 3+ 7+ AQUEDUCT 5 3+ 7+ GUARD TOWER 3+ 4+ ALTAR 2 3+ 5+ TEMPLE 3 3+ 6+ 7 PANTHEON 3+ 6+ FORTIFICATIONS WALLS 3+ 7+ 3+ 7+ THEATER 2 3+ 6+ STATUE 4 3+ 7+ 5 GARDENS 3+ 4+ TRAINING GROUND 4+ 6+ 7+ CIRCUS 4+ 5+ 6+ 6 TOWN HALL 3+ 5+ 6+ ARSENAL 3+ 4+ 7+ PALACE 8 3+ 7+ STABLES 3+ 5+ APOTHECARY TAVERN ARENA 3+ 5+ 4+ 5+ 7+ 3+ 5+ 7+ DISPENSARY 3 1 3+ 4+ LODGE EAST TRADING POST 3+ 7+ 1 3+ 6+ FORUM / 3+ 6+ 7+ HAVEN / 3+ 4+ WEST TRADING POST 3+ 7+ 1 1 ARCHERY RANGE 3+ 6+ 1 SIEGE WORKSHOP WORKSHOP 3+ 5+ 3+ 7+ MARKETPLACE 3+ 6+ 1 CARAVANSERY 3+ 5+ 6+ / / / LABORATORY LIGHTHOUSE 3+ 6+ 3+ 5+ 1 1 OBSERVATORY 3+ 7+ VINEYARD 3+ 6+ 1 COURTHOUSE 3+ 5+ BAZAR 4+ 7+ 3+ 5+ 3+ 4+ 2 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 · 6 .

on both sides of the pictured card. a player can construct a building from his or her hand for free. Clarification for the Eastern Trading Post. the card produces the pictured raw material. 1 the card gives 1 coin per brown card present in a player’s city when it is played. each turn. The player can. 3 1 1 Boards Once per age. the card comes into account when counting victory points. the card 1 1 is worth 1 victory point for each yellow card present in a player’s city. the card produces one unit of one of the three manufactured goods pictured of the player’s choice. 1 the card grants 3 Shields. 6. “copy” a Guild of his or her choice (purple card). The player can look at all cards discarded since the beginning of the game. built by one of his or her two neighboring cities. the card grants 1 Shield. gray and purple card in your city.Description of the symbols Age II cards Guilds Age I cards the card produces two units of the pictured raw material. Clarification : The brown cards built in the neighboring cities on the same turn as the Vineyard are counted. . when the structure is built. the card is worth 1 victory point for each brown card present in the player’s city. according to the cards and Wonder phases built at that point. This card can be played by paying its cost. starting on the turn following the one in which this building was constructed. discarded to gain 3 coins or used in the construction of his or her Wonder. the card is worth 1 victory point per Wonder stage built in its home city (1. pick one and build it for free. the card produces one of the two pictured raw resources each turn. 1 from the turn following the one in which this structure was built. · 12 · Builders Guild : 1 victory point for each Wonder stage built in the neighboring cities AND in your own city.). 9 or 12 coins). 1 Traders Guild : 1 victory point for each yellow card in the neighboring cities. Guilds. The victory points are counted at the end of the game. Neighboring players may purchase either. the Western Trading Post and the Marketplace : arrows show to which neighboring city or cities to which the discount applies. Age III cards the card gives 3 coins per Wonder stage constructed in its home city at the time it comes into play (3. 1 2 Spies Guild : 1 victory point for each red card present in both neighboring cities. Clarification: Ressources produced by boards are NOT considered as cards (Vineyard. the card produces a unit of one of the four raw materials pictured. Scientists Guild : the player gains an extra scientific symbol of his or her choice. 1 Workers Guild : 1 victory point for each brown card present in the neighboring cities. At the end of the game. itself included. 2. 1 Magistrates Guild : 1 victory point for each blue card present in the neighboring cities. Clarification : the Shipowners Guild counts towards this total. 2 the card is worth 2 coins per gray card built in the player’s city AND in the two neighboring cities. the Chamber of Commerce and the Lighthouse : the coins are taken only once. Clarification : the choice of the symbol is made at the end of the game and not when the Guild is built. Papyrus the card is worth the number of victory points pictured. At the end of the game. the coins are taken from the bank only once. but not those of the player with this card. 2 Craftmans Guild : 2 victory points for each gray card present in the neighboring cities. at the end of the game. the player purchases raw materials from the neighboring city indicated by the arrow for 1 coin instead of 2. 1 Philosophers Guild : 1 victory point for each green card present in the neighboring cities. the card comes into account when counting victory points. the Port. when the card is played. 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. Clarification : these resources cannot be bought by neighboring cities. when it is played. 1 1 1 1 1 1 Shipowners Guild : 1 victory point for each brown. the card is worth 2 victory points for each gray card present in the player’s city. means that the cards from the neighboring cities are counted. Clay Ore Stone Wood the card grants 2 Shields. Clarification for the Arena. Note : the two arrows. Bazar. the card produces the pictured manufactured goods. the card gives 1 coin per yellow card in the player’s city. the card comes into account when counting victory points. 3 or 4 points).. the card is worth the amount of coins pictured. regardless of what the owner chooses to produce. Clarification : these resources cannot be bought be neighboring cities. At the end of the game.. . Most Guilds are worth victory points based on buildings built by your neighbors. At the end of the game. of the player’s choice. Strategists Guild : 1 victory point for each defeat token present in the neighboring cities. the player pays the manufactured goods bought from his or her neighbors 1 coin instead of 2. Clarification : The gray cards built in neighboring cities on the same turn as the Bazaar are counted. The player can play the last card of each age instead of discarding it. Glass Loom 1 the card is worth 1 coin per brown card built in the player’s city AND in the two neighboring cities. The other Guilds earn victory points according to specific rules. 2 the card gives 2 coins for each gray card present in the player’s city when it comes into play.

Antoine Bauza RULES .

The game play is slightly changed. Represented by 36 new cards.1 Wonder card .17 value 6 coins . each in their own way.1 blank Leader card Overview This expansion for 7 Wonders offers you the opportunity to put leaders at the head of your civilization.1 Wonder board .1 Courtesan token . but the victory conditions remain the same as those in the basic 7 Wonders game.36 Leader cards . -2- .« One of the penalties for refusing to participate in politics is that you end up being governed by your inferiors.1 rulebook . » (Plato) Contents .4 Guild cards . these leaders will influence the growth of your city.1 score booklet .

The rules for the Age III  deck remain unchanged (meaning that the number of Guilds to be kept is still the same). Score Booklet A new score booklet is found in this box: it will allow you to add victory points earned by some Leaders. .Contents Description Wonder Board Rome and its Colosseum constitute a new board. It will give you the chance to create a personality by yourself and add it to your games.The new Guilds (purple cards) for Age III  are added to those of the basic game. Set-up . Their cost. Coins The 17 coins of value 6 should be added to the coins of the base game. They are not added to the Age cards and have a different back to set them apart. -3- . Guild Cards 4 new Guilds (purple cards) are to be added to those available in the basic game. as some of them can only be used with the Leaders expansion. Courtesan Token A special token which is used with one of the new Guilds. in the upper left corner of each card. Leader Cards The Leaders (white cards) are a new card category.E ach player starts with 6 coins (instead of 3 as in the base game). This new board can only be used with the Leaders expansion. Take care though. the effects of which are explained on the last page of this rulebook. the Courtesan’s Guild. Blank Leader Card (Semiramis) A blank Leader card is present in your box. is in coins only.

randomly distributed (to be kept hidden). In the same way. 3.Game Overview The game now starts with a Leader Phase. Discard the card to gain 3 coins a. In addition. Recruit the Leader b. face down. face up. b. Build a stage of a Wonder c. takes place at the beginning of each Age. Age I can now start. To do that. Each player then secretly chooses one card from the 2 received from the player to their left. a new game phase. 2. Play the Age 3. The Leader cards can be played in 3 ways: a. then revealed simultaneously to be played. The 2 remaining cards are then given to the player to their right. The remaining card is given to the player to their right. 4. 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. as the cities will ­generally not yet have the resources required for the construction of the first stage of their Wonder. E ach player keeps the card from the player to their left and adds it to the 3 cards previously chosen. Overview of an Age 1. The cards are chosen secretly by each player. -4- . and not the one on the Leader card. Note: this action will rarely be possible during the first  Recruitment Phase. the player uses the Leader card selected as a construction marker (face down). The 3 remaining cards are then handed to the player to their right. Recruitment Phase 2. the cost indicated on the Wonder board must be paid. the Recruitment  Phase. Leader Phase Each player is dealt a hand of 4 Leader cards. Ptolemy and Pythagoras with the green cards of the corresponding symbol. 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. 1. Play fair! To help your opponents read your board. At the end of this phase. Conflict Resolution Recruitment  Phase During this phase. each player will play one of their Leader cards. Overview of an Age Each Age now starts with a Recruitment  phase. place Euclid. Build a stage of a Wonder To build a stage of a Wonder. Each player must secretly choose one card from their 4 and places it in front of himself or herself. E ach player secretly chooses one card from the 3 received from the player to their left. The Leaders that are not dealt out are returned to the box. each player has thus created a hand of 4 Leaders for him or herself.

then exchange their hand again. Each player totals the points of his or her civilization and the player with the highest total is declared the winner. End of Game As in the base game. each player thus has a hand of 4 Leaders to play the game. under the recruited Leader. -5- . The first is played in one of the 3 ways described above (a. and so on. No Leader is given to the Free City. The Recruitment  phases follow the regular rules. or c) and the second is returned to the box. the Age is played normally by the normal 7 Wonders rules. face down. Once this phase finished. The game is played according to the rules for 2 players in the base game with the Recruitment  phases described in these rules. after the distribution of Conflict Tokens. the game ends at the end of Age III. They choose a second card in this hand of 3 cards.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. “Expert” Variant for 2 Players The 2 player game uses the rules adjustment to the 7 Wonders game. The Leader cards discarded in this fashion are returned to the box (face down). Special case: during the Recruitment phase before Age III. The players choose a first card in their hand of 4 cards and give the 3 remaining cards to their opponent. The remaining Leader cards in each player’s hand will be used later in the game: they are placed. each player is in possession of 2 Leader cards. At the end of this phase. only the Leaders phase is slightly modified: Each player gets 4 Leader cards face down. b. face-down.

PLATO As soon as Maecenas enters play. 4 and 6 VP). 3 and 5 VP to 2. yellow. Justinian is worth 3 victory points for each set of 3 Age cards (red. . his controlling player can recruit all of his or her future Leaders for free (during the Recruitment  Phase). ARISTOTLE Once she enters play. RAMSES At the end of the game. without having to pay their resource costs. Plato is worth 7 victory points for each set of 7 Age cards (brown. MAECENAS JUSTINIAN At the end of the game. gray. Alexander adds 1 VP to each Victory token (the value of the Victory tokens therefore goes from 1. Amytis is worth 2 victory points (VP) for each Wonder stage built by the player. Clarification: These points are added to those normally given for coins (the player therefore scores 2 VP for each set of 3 coins). Aristotle adds 3 VP to each set of different scientific symbols (meaning that the bonus goes from 7 VP to 10 VP per set). blue. ALEXANDER At the end of the game. without having to pay their coin cost. Midas is worth 1 victory point per every 3 coins in the player’s treasury. BILKIS At the end of the game. purple) in the player’s city. blue. red. green) in the player’s city.Description of AMYTIS MIDAS At the end of the game. green. At the end of the game. the player can build all of his or her Guilds for free. -6- As soon as Ramses enters play. Bilkis allows the player to purchase any resource by paying 1 coin to the bank once per turn.

When he enters play. Clarification: Vitruvius has no effect on constructions built through construction chains before he enters play. Clarifcation: Nero has no effect on Victory tokens won before he enters play. at the moment when the structures are built. HATSHEPSUT NERO Once she enters play. These coins are taken from the bank when the Victory tokens  are gained. SOLOMON CROESUS VITRUVIUS Once Solomon enters play. each purchase of one or more resources from a neighbor grants 1 coin from the bank. the player can choose an Age card from the discard pile and put it in play for free.f the Leaders TOMYRIS Once Tomyris enters play. The coins are taken from the bank. Clarification: the player takes this gain from the bank immediately AFTER having paid for his or her purchase. Vitruvius grants 2 coins whenever the player builds a structure for free. Note: Tomyris has no effect if the player’s city is victorious during conflicts or for Conflicts which took place before she entered play. HANNIBAL CAESAR As soon as they enter play. taken from the bank. -7- . Clarifcation: Xenophon has no effect on commercial structures built before he enters play. Croesus immediately grants 6 coins. during conflict resolution. Once he enters play. the Defeat tokens of this player are given to the victorious neighboring city. Note that this gain is limited to 1 coin per neighbor per turn. these Leaders grant the amount of shields printed on their respective cards. through building chains. 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 when the structures are built. XENOPHON Nero grants 2 coins for each Victory token  earned by the player from this point forward.

-8- . these Leaders are worth 1 victory point (VP) per card of the corresponding color present in the player’s city. EUCLID PTOLEMY PYTHAGORAS These Leaders grant the scientific symbol printed on their respective cards. PERICLES PRAXITELES HIRAM At the end of the game. SAPPHO ZENOBIA NEFERTITI CLEOPATRA At the end of the game. Clarification: the resource removed from the cost is left to the player’s choice. these Leaders allow the player to build Structures of the corresponding color (Wonder stages for Imhotep) for one resource less than their written cost. these Leaders are worth the number of victory points printed on their card.HYPATIA NEBUCHADNEZZAR PHIDIAS VARRO At the end of the game. This can be a raw material (brown) or a manufactured good (gray). This symbol is added to those of scientific structures (green cards) in the player’s city. these Leaders are worth 2 victory points per card of the corresponding color present in the player’s city. ARCHIMEDES LEONIDAS HAMMURABI IMHOTEP From the moment they enter play.

it’s possible to pay 1 coin for a resource and then gain 1 coin from the bank. 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! Courtesan’s Guild Scientific Symbols Q: Do the scientific symbols given by leaders also count in the composition of the sets? A: Yes. Wonders. Leader: Hiram Q: Does the “copied” Leader count for points with the Diplomat’s Guild? A: No. no matter where it comes from (green cards. those used to build stages of a Wonder are not counted. -9- . 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. guilds. 3 victory points for each purple card present in the neighboring cities. 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. the player must immediately place the “Courtesan” Token on one of the Leaders present in one neighboring city. F.Description of the Guilds GAMER’S GUILD COURTESAN’S GUILD 1 victory point for each complete set of 3 coins present in the player’s treasury. Note: only the recruited leaders count. DIPLOMAT’S GUILD ARCHITECT’S GUILD 1 victory point for each Leader (white card) present in the neighboring cities.A. Note: this gain is added to the one already granted by the coins. each scientific symbol. it’s not considered to be a Leader. this Wonder stage is not considered to be a Guild. When the Courtesan’s Guild is built.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 Hatshepsut’s? A: Yes. counts for both scores (identical symbols and sets of 3 different symbols). Leaders).

founder of the ancient Greek empire. geometry specialist. A smelting and blacksmith artisan. famous for his immense fortune. AMYTIS Wife of Nebuchadnezzar. Byzantine emperor. impressive by her wisdom and her intelligence. famous for having seriously threatened Rome after crossing the Pyrenees with his elephants. The most well known figure of late Antiquity. daughter of the last director of the Museum of Alexandria. CLEOPATRA MIDAS The most well known of the Egyptian monarchs. Agiad king of Sparta who met a heroic death with 300 of his soldiers during the battle of Thermopylae while resisting the Persian invasion. Founder of Egyptian medicine.Biographies of the Leaders ALEXANDER HIRAM King of Macedonia. Known for his bellicose and easily riled personality. which tell of her prosperity. CROESUS NEBUCHADNEZZAR Last king of Lydia. which notably served to finance the construction of one of the wonders of the ancient world. . Rome’s early days owe their thanks to him and his military acumen. Sublime. The only monarch in History to have forged an empire uniting both Orient and Occident. Roman emperor. HATSHEPSUT Pharaoh-Queen of the Eighteenth Dynasty. PHIDIAS Sculptor of the first Greek classic style. mainly for his restoration. her charm and subterfuge allowed her country to shine despite the Roman conquest. Known for the many works and monuments he had erected throughout his kingdom and the cultural aspect due to them. Philosopher and mathematician. of the Roman Empire. main architect of the Athenian Parthenon. Known mainly for his wealth and the myth stemming from it which said that everything he touched turned to gold.10 - . HANNIBAL Carthaginian general. Roman politician who used his influence and his fortune to promote arts and literature. conqueror. dearly beloved by her people. King of Babylon. Known as much for her grace and beauty as for her intelligence and her eloquence. EUCLID NEFERTITI Greek mathematician. his rule brought military success to the Empire. the number Pi is associated to him as well as the calculation of bodies’ volume mass by immersion in water. CAESAR MAECENAS Roman general. HAMMURABI NERO King of Babylon at an age where the oldest known code of law known to History was written. as well as a monetary reform revaluing the denarius. for whom the Hanging Gardens of Babylon are said to have been built. politician and writer. BILKIS LEONIDAS Queen of the Kingdom of Saba. ARCHIMEDES IMHOTEP Greek mathematician. Great royal wife of the Pharaoh Akhenaten. long considered to be the ultimate embodiment of antique wisdom in the Occident due to his encyclopedic knowledge of arts and sciences. religious reformer and Egyptian builder. One of the greatest military tacticians of History. He is the architect of the most ancient angled pyramid in the world. the artistic representations of her were more numerous than those of her husband. He was very influential among his troops and feared by his foes during the Peloponnesian war. he helped King Solomon considerably when building his temple. physicist and engineer. HYPATIA PERICLES Exceptional Athenian orator and politician as well as brilliant strategist. albeit partially successful. she’s mainly known through the tales of King Solomon. Economic prosperity is attributed to her rule as the trade networks of Egypt were considerably strong. scientist. ARISTOTE JUSTINIAN Greek philosopher. and the author of an important text on modern mathematics: The Elements. King of Phrygia. the Temple of Artemis.

De Architectura. First artist to have represented female nude in Greek sculpture. His writings have strongly influenced the arts of the Renaissance and his treatise. Author of the first agronomy treatise known to History: the Oeconomicus. ALL RIGHTS RESERVED.. cut off the head of the King of Persia.. She shaped her city into a prosperous cultural center. Isabelle. Yann. Roman architect. Olivier Reix. PTOLEMY VARRO Greek astronomer and astrologer. . leading to the development of arithmetic.RPROD. Julie Politano. The author would also like to deeply thank Nathalie Martin and Pierre Poissant Marquis for their contribution in historic matters. PYTHAGORAS VITRUVIUS First self-proclaimed philosopher and Greek mathematician specialized in the laws of numbers. RUE LAMBERT vANDERvELDE • 1170 BRUXELLES . those from the “Repaire” in Annecy and those from the “Maison des Jeux” in Grenoble. This material may only be used for private entertainment. His work attest to the polyvalence of his knowledge: politics. Cécile Gruhier. Known to have been fiercely feminist at an age where misogyny was the norm. Jenny Godard. who. attracting many notable personalities of the time. François. Mikaël Bach. RAMSES XENOPHON Third Pharaoh of the Twenty-Ninth Dynasty. PRAXITELES Sculptor of the second Greek classic style. according to myth. Cyrus the Great. Michaël Bertrand. Camille. His Rerum Rusticarum is a collection of texts describing one of the most complete pictures of agricultural management during the Antiquity.COM Playtesting: Françoise Sengissen. Nadèle Miaou. Corentin Lebrat. and geometry. an important text on astronomy which deeply influenced Occidental thought until the Renaissance. Queen of Assyria. Alexis.BELgIQUE WWW. + 32 (0) 477 254 518 • 7. Cyril Sandelion. music. SOLOMON Queen of the Palmyrene Empire in the third century. SAPPHO Greek poet who lived in Lesbos. remains a major work of classic Antiquity. Mathieu Houssais. John –je coupe. TÉL.Berny. © REPOS PRODUCTION 2011. Matthieu Bonin. Credits Author: Antoine Bauza Adaptation and development: «The Belgians in Sombreros» aka Cédrick Caumont & Thomas Provoost Artwork: Miguel Coimbra Layout: Alexis Vanmeerbeeck Rules editing: Matthieu Bonin Translation: Éric Harlaux Revision: Éric Franklin 7 Wonders LEADERS IS A GAME REPOS PRODUCTION. John. science. Émilie Pautrot.11 - . considered to be among the most important and omniscient. One of the monarchs who ruled the longest in Egypt and to whom is linked the greatest number of cultural remnants. TOMYRIS ZENOBIA King of Israel whose wisdom and incorruptible sense of justice are legendary. to avenge her son. Laure. scientist and writer. Dimitri Perrier. Roman soldier. Alice. Fanny Zerbib. arts. Geneviève Sengissen. Bruno Goube. He ordered Jerusalem’s first temple built and gave his kingdom a highly structured administration. historian and soldier.PLATO SEMIRAMIS Greek philosopher. Murielle. Frédéric Vuillet. Brigitte. Nicolas. justice. Papytrick. Legendary queen of the Massagetae. Mathias Guillaud. the players from the game-cafe “Moi j’m’en fous je triche”. author of the Amalgest. Ben. Éric. culture. Greek philosopher. The military expeditions she successfully led against the Medes have created many myths about her.

but its player recruits his or her Leaders for free (cost: 0 coin). • The first stage is worth 4 victory points. Neighboring cities benefit from a reduction of 1 coin on the recruitment of their Leaders.12 - .Colosseum - B Rome produces no resource. . but its player benefits from a 2 coin reduction to the recruitment of all its Leaders (some Leaders are thus free). • 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 first stage is worth 5 coins.Colosseum - A Rome produces no resource. Note: Rome B gives the player the chance to put up to 5 Leaders into play instead of the usual 3. • The second stage is worth 6 victory points. Rome . Moreover.Description of the Wonder Rome . the player immediately draws 4 Leader cards from those in the box and adds them to his or her hand of Leader cards. • 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).

Antoine Bauza TM RULES .

6 Leaders and 2 Wonders complete this expansion.27 Debt token -1 value . but men. 3 Guilds. -2- .3 Guild cards .” (Plato) Contents .“ It’s not the walls that make the City.6 Leader cards .9 Age I City cards . 7 Wonders Cities allows up to 8 players at once and also offers a team variant.1 score booklet .2 Wonder boards .9 Age III City cards .3 Diplomacy tokens .4 Debt token -5 value . 27 new cards offer you brand new buildings with never before-seen effects.1 rulebook In short This expansion for 7 Wonders gives you the chance to discover another aspect of the great cities of Antiquity.2 Wonder cards .9 Age II City cards .

Setup Add to each of the three Age decks as many black cards (of the corresponding Age) as there are players. City Cards The City cards. Their effects are detailed on page 9. The remaining cards are set aside and will remain hidden. Debt Tokens From now on. adding them to the decks of Age I.Game elements Wonder Boards The Al-Khazneh of Petra and the Cathedral of Byzantium are added to the Wonder boards already available. they are not going to be used during the game. The Debt and Diplomacy tokens are placed in the middle of the table. cities can lose money and even incur debts. as well as team scores. Note : some of these cards can only be used with the Cities expansion. II and III cards respectively. Example : Kurt is setting up a game for 6 players. All the cards from this expansion have a mask symbol in their bottom center to be able to sort them easily after use. He randomly picks 6 Age I City cards. During each game. Guild and Leader Cards The new Guilds and new Leaders are to be added to those already available. 6 Age II City cards and 6 Age III City cards. He also adds 8 Guilds to the Age III deck. -3- . which are black in color. with the coins and the Conflict tokens. Clarification : choose these cards randomly and without looking at them. shown by the Debt tokens (-1 VP and -5 VP). He’s removed the 7+ cards from the basic game. some will be randomly added to the Age I. II and III cards. 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). are a new category of cards. 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. Diplomacy Tokens The Diplomacy tokens are used to show the new “Diplomacy” effect.

Example : the Lair card has just been played by Kurt. meaning pay part of it in coins and take Debt tokens for the remainder. but 2 new mechanics require detailed explanation : debt and diplomacy. The effects of the new cards are detailed in the following pages. During each Age. Joan decides to pay the 2 coins : she hands them to the bank. It’s possible to split this up. The other rules regarding the proceedings of the game remain unchanged.the player who puts a card that causes a monetary loss in play is never affected by that card. Each other player must pay 2 coins at the end of the current turn. after players have played their cards. Cyril only has one coin in his treasury but decides to pay it in order to only gain one Debt token.. Clarification : . each Debt token causes a loss of victory points for the player who has them. Tina has the required coins but decides to keep them for later in the game : she therefore takes 2 Debt tokens.the coins lost by the players are paid to the bank. Important : monetary losses are always resolved at the end of a turn.. -4- . .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). At the end of the game. . 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. possibly having paid for trade and/or obtained money. the players will thus get to each play one extra card.the debts incurred cannot be paid back.

Each player totals the points of their civilization. include the Debts in the “coin” line of the scorecard. symbol takes a Diplomacy token from the bank and PLAY FAIR It is proper to announce to your opponents the fact that you’re taking a Diplomacy Token. Tina and Cyril compare their military might as per the usual rules. Tina doesn’t take part in the conflict resolution. Since he has 5 coins in his treasury (1 point). Example : During the Conflict resolution of Age II. The player’s two neighboring cities are considered adjacent (for this Conflict only) and face off militarily according to the usual rules. The player is considered absent during the resolution. Tina puts the Residence card into play. Her two neighbors. At the end of that Age. -5- . he writes -2 points (1 coin point – 3 debt points) on the coin line of his scorecard. End of the game As in the base 7 Wonders game. Example : During the Age I of a game. Clarifications : . compare their military forces and take the Conflict tokens as if their cities were neighboring. they only face each other once and each take a single token.A player can take multiple Diplomacy tokens but MUST discard one during each Conflict resolution.Diplomacy A player who puts into play a card with the places it on their board. after the Conflict phase.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).for more simplicity. and does not take any Conflict tokens (victory or defeat). Cyril and Kurt. Example : Kurt ends the game with 3 Debt tokens. the game ends at the end of Age III. Comments : . Kurt and Alex aren’t participating (they each discard a Diplomacy token previously acquired). . If there are ever only 2 players left during a conflict resolution. the player will not take part in the resolution and then MUST discard this Diplomacy token. . During the next Conflict. and the player whose total is the highest is declared the winner.the points for the black cards are totaled together with those of the white cards (Leaders). in order to have avoid getting a bad surprise during the next conflict. Tina doesn’t have any Diplomacy tokens left and must thus wage war. Tina wins but only takes a single Age II Conflict token as she only had one opponent during the conflict phase.

each mask allows the controlling player to copy the scientific symbol of a green card present in one of the two neighboring cities. he or she can only copy a given card once.If a player possesses multiple symbols. but his second is useless as there are no other symbols to copy. The player takes 9 coins from the bank. RESIDENCE. HIDEOUT. The player to his left only has one green card. GAMBLING DEN GAMBLING HOUSE The player takes 6 coins from the bank. BROTHERHOOD Clarifications : . The player’s two neighbors each take 1 coin from the bank. These three cards offer more shields than the red cards of the corresponding Age (respectively 2/3/5 Shields). Alex’s 2 masks could’ve counted as .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. The player’s two neighbors each take 2 coins from the bank. SPY RING. Example : At the end of the game. with the compass symbol. 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. CONTINGENT These three cards grant a symbol. Alex has 2 cards with the symbol. . The player to his right has played no green cards. If the player to the left of Alex had had 2 green cards with a symbol each. . LAIR.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). Alex’s first therefore counts as a symbol. and must thus copy as many different cards as they have symbols. MERCENARIES. Note : the effect of Diplomacy tokens changes when using team rules. EMBASSY These three cards earn victory points and each grants a Diplomacy token. CONSULATE.Description o PIGEON LOFT. At the end of the game. TORTURE CHAMBER MILITIA. -6- .

Clarification : the resources produced by the yellow. 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. This rebate is cumulative with that of a Market or a Counter : the first resource bought can thus be free. OR. the stone costs him 2 coins. Each turn. a player can build his or her Wonder stages without having to pay their resource costs. however (Petra). white and black cards aren’t taken into account. 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). SEPULCHER. 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). -7- . Starting from the moment the Architect Cabinet enters play. BLACK MARKET Each turn. white. 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 card produces a resource of the player’s choice from among those that their city already produces through its brown and gray cards or the initial resource of their board. 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. Clarification : The cost in coins for some Wonder stages must still be paid. Bilkis and Black Market). Caravansary. Clarification : the Secret Warehouse doesn’t allow players to double the production on yellow. the card produces one resource of the player’s choice from among those that their city doesn’t produce through the use of its brown and gray cards or the initial resource of their board.of the Cards CLANDESTINE DOCK (EAST / WEST) SECRET WAREHOUSE Each turn. or black cards (Forum. Example : Alex own a Market and a Clandestine Dock (East).

Roman Emperor. -8- . in which everything was a pretext to have monuments to his glory erected. SEMIRAMIS Roman Emperor. Born to discord and revolts. Persian Emperor. debauched and despotic. However.Description of the Leaders The Leaders and Cities expansion are compatible and you can play 7 Wonders by combining them. His short rule is often associated with a bloody period. ASPASIA Queen of Egypt. Example : discarding a card earns 4 coins.. known for her education and her culture. (Asasia is also worth 2 victory points at the end of the game. each amount of coins taken from the bank is increased by 1. he was the one whose economic reforms were the deepest and with the most consequences. Of all leaders of Rome. This increase is limited to one coin per turn. a tavern 6. Two things are remembered about this ancestor of Cleopatra : the constellation named in her honor and the coin stamped in her image. BERENICE DARIUS From the moment she enters play. His system of taxation of landowners will be used for quite some time as a model in the western middle-ages. which earned her respect and admiration to the point where she influenced the thinkers and men of state of her time. Clarification : coins given by neighbors through the purchase of resources isn’t considered coming from the bank. Diocletian earns 2 coins for each black card that the player builds. CALIGULA When Aspasia enters play. DIOCLETIAN From the moment when she enters play.. each Defeat Conflict token counts as a Shield symbol for all future conflict phases. Each black card is worth 1 victory point at the end of the game. the first in history to bear the portrait of a woman. (Place your Defeat tokens on the Semiramis card to make it clearer).) The player can build one black card per Age for free. From the moment he enters play. proposed in the Semiramis contest. his rule was marked by a fortification of the empire’s borders. Wife of Pericles. Semiramis is an idea of Gled Semenjuk. . we suggest that you discover Cities by setting Leaders aside at first. the player takes a Diplomacy token. Remembered mostly for having an entire city built : Persepolis.

The second stage costs 14 coins to build and is worth 14 victory points. Clarification : the value of Victory Conflict tokens (1. or 5 points) isn’t taken into account. 3. The second stage earns a Diplomacy token and 2 victory points. Hagia Sophia of Byzantium -AThe first stage earns 3 victory points. -9- . Each token is worth 1 point to the owner of the Guild. The second stage costs 7 coins to build and earns 7 victory points.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. MOURNERS GUILD The card is worth 1 victory point for each Victory Conflict token present in each of the two neighboring cities. The card earns 1 victory point for each black card present in the two neighboring cities. 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 earns one Diplomacy token and 4 victory points. Hagia Sophia of Byzantium -BThe first stage earns a Diplomacy token and 3 victory points. The third stage earns 7 victory points. The third stage earns 7 victory points. Description of the Wonders The Al-Khazneh of Petra -AThe first stage earns 3 victory points.

Note : the 8-player game is mainly intended for the team play variant.If the Free City must discard coins.10 - . . it doesn’t take part in the military conflict of the corresponding Age and the two players only face each other once.a victory during Age III is worth 2 Conflict (Victory) tokens each worth 5 victory points. Team resolution of conflicts In the team game. you can now play 7 Wonders with a variant for 2-player teams. . both players are affected (the player who has chosen the card for the Free City isn’t exempt).not pay for commerce between them. II.buy resources from each other while they can build a structure through a chain. the amount of tokens given is doubled : . the conflict resolution and Diplomacy differ from the classic game.defeats are each worth 2 Conflict (Defeat) tokens with a value of -1 victory point. Rules for team play During your games with 4. Overview of an Age During the game. 9 Guilds. . Prepare the game for a 7-player game (all the Age I. When a player puts in play a card which causes a monetary loss. At the beginning of each Age. and 7 black cards of each Age). Each player will play 6. . exactly as in the 7 Wonders basic game. the teammates can freely communicate and show each other the cards in their hand (including Leader cards if that expansion is used). 6 and 8 players. It is forbidden for the teammates to : . .share coins.a victory during Age I is worth 2 Conflict (Victory) tokens each worth 1 victory point. Note : during the Conflict resolution. the player who is playing the City this turn decides if it pays or if it contracts Debts. .Rules for 2 players The rules for 2 players remain unchanged. A player must use their own resource before buying one from their neighbors.If the Free City puts a Diplomacy card in play. .If the Free City puts a card in play which causes monetary losses. The teammates must sit next to each other. the teammates do not wage war against each other. Rules for 8 players The following rule changes allow you to play with 8 players.trade cards.a victory during Age II is worth 2 Conflict (Victory) tokens each worth 3 victory points. and III from the basic game. Diplomacy . Each player will have to face the opposing city which neighbors them. however. the player’s teammate must also pay that loss. . deal 7 cards to each player. In the team game. they require some clarifications : Monetary Losses .

Thierry Sajou.If the 2 members of a team have each played a Diplomacy token. Vitruvius. Yves Buttard.A. Romain Loussert. Adil Mouhab. Françoise Sengissen. a player puts a Diplomacy card into play from a finished Age. Nadèle Miaou. Émilie Pautrot. Fanny Zerbib. Diego and the players from l’Autre Chose. Dimitri Perrier. During the next conflict. as do their respective opponents. from Belgo. Jean-Jaques Payot. Pierre le Runigo. . Corentin Lebrat. This material may only be used for private entertainment. they each take a single copy of the Conflict token. who was born during its final days of its development. Dominique Gonzalez. . if Nero grants me 2 coins twice for my victories. Phone + 32 (0) 477 254 518 7. Julie Politano. End of the game Each player totals his or her victory points and then the two teammates total up their score to get their team’s score. Stefan -The CyborgBrunelle. Tina wins the conflict. Eric Hanuise. Cyril uses a Diplomacy token. Jenny Godard. Thanks : Pierre Poissant Marquis. Q : During a Conflict resolution. etc. Independently. Philippe Keyaerts. Clarifications : . Tibi.com Testers : Gil Jugnot. Damien Desnoud. the members of the Boardgame Society of Grenoble.rprod.The use of a Diplomacy token by a player doesn’t affect their teammate. Dimitri Perrier. any intake of coins from the bank gets a bonus of 1 coin. Nicolas Doguet. his reduction only works on resources. Alexis KR2D2. During the Age III Conflict resolution. ALL RIGHTS RESERVED. Myriam Moussier. what happens? A : The player takes a Diplomacy token and will have to use it during the next Conflict resolution. Q : Does Imhotep allow me to reduce the coin cost of the Petra stages? A : No.)? A : Yes. .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. Bruno Goube. © REPOS PRODUCTION 2012. Thibault Paulevé. (Mu)murielle. Diocletian. Michaël Bertrand. Frédéric Vuillet. Cécile-meat-Gruhier and Kevin O’Brien.Q Q : If through Halicarnassus (or Solomon). Ludovic Gaillard. 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. Q : Is Berenice’s effect cumulative with the Leaders who earn coins (Hatsheput. it is then discarded. Sylvain Thomas English translation : Éric Harlaux English revision : Éric & Stephanie Franklin 7 Wonders Cities is a game by REPOS PRODUCTION.Belgium • www. Clarisse Barjou. Matthieu Houssais. Benjamin David. the players from Ludinord. does Berenice grant me 1 or 2 extra coins? A : Only one coin (Conflict resolution is considered a separate turn). Poum.It is possible for a player to win the conflict even if that player has played a Diplomacy token. Jean-François Dejoie. but they and their opponent only take a single Conflict token instead of two. she takes 2 Victory (+5) tokens and her opponent 2 Defeat (-1) tokens. Martin Leclerc. The team with the highest score wins. but that bonus is limited to 1 coin per turn (for Hatshepsut for example). Christophe de Preux This expansion is dedicated to Esteban Bauza.11 - . Fabrice Rabellino. Example : Cyril and Tina are teammates. F. The use of the Diplomacy token is mandatory. Mathias Guillaud. The official utility application ! Credits Author : Antoine Bauza Development : «Les Belges à Sombreros» aka Cédrick Caumont & Thomas Provoost Artwork : Miguel Coimbra Layout : Alexis Vanmeerbeeck Rules revision : Matthieu Bonin. Lambert Vandervelde Street 1170 Brussels . the player still takes part in the resolution. Fréderic Daguené. Yoam Fargesse. Mikaël Bach.

From the moment this enters play. as well as a possible initial resource from their board. Each turn. other than the one who has put this card in play (or built the Wonder stage). At the end of the current Age. must pay 1 coin to the bank for each Victory token in their possession. Each player. The city to the player’s left therefore fights against the one to the player’s right. 1 The card earns 1 coin for each Victory token present in the player’s city at the moment when it is put into play. must pay the number of coins indicated to the bank. 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). the player discards this token and doesn’t take part in the Conflict resolution. The player’s two neighbors each take 2 coins from the bank. . The player’s two neighbors each take 1 coin from the bank. Starting from the moment this card enters play. each amount of coins taken from the bank is increased by 1. 1 LEADERS 1 From the moment this enters play. 1 6 1 The player takes 6 coins from the bank. At the end of the game. must discard 1 coin for each stage of his or her Wonder that’s already been built. For each coin the player does not or cannot pay. -1 1 Each turn. At the end of the game. 2 9 2 The player takes 9 coins from the bank. the card produces a resource of the player’s choice from among those that their city already produces through its brown and gray cards or the initial resource of their board. This increase is limited to one coin per turn. other than the one who has put this card in play. earn 2 coins for each black card that the player builds. -1 1 A 1 A A A 1 A Each turn. The player can build one black card per Age for free.Description of the Symbols Each player. other than the one who has put this card in play. From the moment this enters play. this card earns 1 victory point for each Victory token present in the player’s city. the player takes a Debt token. the mask copies the scientific symbol of a green card present in one of the two neighboring cities. At the end of the game. the player can build his or her Wonder stages without having to pay their resource costs. Note : the effect of Diplomacy tokens changes when using team rules. Each player. each defeat conflict token counts as a Shield symbol for all future conflict phases. The card is worth 1 victory point for each Victory Conflict token present in each of the two neighboring cities. this card earns 1 victory point for each black card present in the player’s city (itself included). 1 The card earns 1 coin for each black card present in the player’s city at the moment when it is put into play (itself included). The player takes a Diplomacy token.12 - . 1 Each black card is worth 1 victory point at the end of the game. the card produces a resource of the player’s choice from among those not produced by their city through its brown and gray cards.