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Field guide

How to play 7 Wonders

3–7 players (best at 4–5) Medium — simultaneous card drafting

What is 7 Wonders?

7 Wonders is a civilization-building card game where every player simultaneously constructs an ancient city across three historical ages. The twist is that you never wait for a turn — all players pick and play cards at the same time, keeping even a seven-player game running in about thirty minutes.

Your city grows along multiple tracks: raw materials and manufactured goods fund your construction; military strength protects you from your neighbors; science generates exponential points; grand civic structures and guild halls pile on victory points. Threading all of it together is the Wonder board unique to each player, offering powerful staged bonuses that can anchor any strategy.

Setup

  1. Distribute Wonder boards. Give each player a randomly drawn Wonder board and place it in front of them — it shows a starting resource and two or three build stages. Players begin with three coins.
  2. Separate Age decks. Divide the cards into three Age decks (I, II, and III).
  3. Trim for player count. Remove cards from Age I and Age II: each card shows a minimum player-count icon; remove any card whose minimum exceeds your game's player count. For Age III, randomly keep only (your player count + 2) guild cards and remove the rest. The result is that each player will see and play from exactly seven cards per age.
  4. Shuffle and deal. Shuffle each Age deck separately. Deal seven Age I cards face-down to each player to start; set the Age II and III decks aside until needed.

How to play

Each age runs for six rounds of simultaneous drafting. At the start of each round, every player looks at their hand privately and chooses one card to play. Once everyone has chosen, all players reveal and resolve their cards simultaneously. Then each player passes the remaining hand to a neighbor — left in Ages I and III, right in Age II.

On your turn you have exactly three options for the card you selected:

  • Build the structure — pay any resource costs shown on the card (your own production, coins paid to neighbors, or chain symbols from earlier buildings) and add it to your city
  • Build a Wonder stage — place the card face-down under your Wonder board to complete the next unrebuilt stage, gaining that stage's bonus immediately
  • Discard for coins — place the card into a shared discard pile and take 3 coins from the bank

Card types create overlapping systems. Brown and gray cards produce the raw and refined materials you need to construct everything else. Crucially, resources are not spent or removed when you build — your cards produce their output fresh each time you want to pay a cost. You just need your total production to cover the requirement. Blue cards award flat victory points. Red cards add military shields. Green cards earn science symbols — matched sets and triples of the same symbol score points on an escalating scale. Yellow cards generate coins and ease trade with your neighbors. Purple guild cards (Age III only) grant points tied to what your neighbors or you have built.

At the end of each age, every player compares their military strength (total shield count) against both immediate neighbors. Win a conflict and take a positive token; lose and take a -1 defeat token. Strengths that tie produce no tokens.

How to win

After Age III, players total their victory points across all categories: blue civic cards, green science cards (triplets and matched sets scoring separately), guild cards, Wonder stages, military tokens, and coins (every three coins in hand equals one point). The player with the most points wins; ties go to whoever has more coins.

Scoring is deliberately multi-dimensional so that no single strategy is dominant. Pure science builds can explode in points if all three symbols are collected, but a military-and-coin player can drain your resources and force bad trades. Most winning cities combine two or three complementary tracks, supported by the Wonder's unique bonuses and a few well-timed guilds sniped in the final age.

Wonders