7 Wonders

7 Wonders, designed by Antoine Bauza and published by Repos Production in 2010, stands as one of the most awarded board games in modern history. This card drafting game transports players to ancient civilizations where they compete to build the greatest city and construct magnificent wonders of the ancient world. The game supports 3-7 players, runs approximately 30 minutes, and suits ages 10 and above.

Players simultaneously select cards, pass hands to neighbors, and develop cities through military strength, scientific discovery, commercial trade, and civic structures. Each player leads one of seven great cities from antiquity, racing to accumulate the most victory points before three ages conclude.

7 Wonders Game Overview

7 Wonders uses a card drafting mechanism where players receive hands of cards, select one, and pass the remainder to neighbors. The passing direction alternates each age, creating strategic tension as you balance building your civilization while denying opponents valuable cards.

The game divides into three distinct ages. Each age introduces more powerful cards and higher stakes. Players construct buildings by paying resource costs, build wonder stages for unique bonuses, or discard cards for coins when other options prove unfavorable.

SpecificationDetails
DesignerAntoine Bauza
PublisherRepos Production
Year Released2010
Players3-7 (2 with variant)
Age Range10+
Playing Time30 minutes
Game TypeCard Drafting, Civilization Building
Complexity Rating2.5/5

What’s in the 7 Wonders Box

The base game includes comprehensive components for full gameplay. Wonder boards represent the seven ancient wonders, each double-sided with varying difficulty levels and special abilities.

Three age decks contain 148 cards total. Age I includes 49 cards, Age II contains 49 cards, and Age III holds 50 cards including guild cards. Card quality features solid cardstock with clear iconography.

ComponentQuantityQuality Notes
Wonder Boards7 (double-sided)Thick cardboard, beautiful artwork
Age I Cards49Standard card quality
Age II Cards49Standard card quality
Age III Cards50 (includes guilds)Standard card quality
Conflict Tokens46Cardboard tokens
Coins70 (various denominations)Cardboard tokens
Scoring Pad1Paper notepad

7 Wonders Pros and Cons

Pros:

  • Supports up to seven players with minimal downtime due to simultaneous play
  • Games finish in 30 minutes regardless of player count
  • Simple core rules mask deep strategic decisions
  • High replayability through variable wonder powers and card availability
  • Scales excellently from three to seven players
  • Multiple viable strategic paths to victory

Cons:

  • Limited direct player interaction beyond military conflicts with neighbors
  • Iconography requires learning curve for new players
  • Card availability depends heavily on what neighbors pass you
  • Best at 4-5 players; less optimal at extreme player counts
  • Guild cards in Age III introduce significant randomness

How to Play 7 Wonders

Setup takes about five minutes. Each player receives a randomly distributed wonder board, though groups can draft wonders if preferred. Side A offers simpler gameplay for beginners while side B provides more complex abilities.

Everyone starts with three coins. Prepare the three age decks by removing cards marked for different player counts. Shuffle the Age III deck with randomly selected guild cards based on player count.

Turn Structure

Each age follows identical structure. Deal seven cards to each player. Over six rounds, players select one card simultaneously, reveal choices, and pass remaining cards to neighbors. Age I passes left, Age II passes right, Age III passes left again.

On each turn, choose one of three actions. First, construct the building by paying its resource cost shown on the card. Resources come from your wonder board, built brown and gray cards, or purchases from immediate neighbors.

Second, build a wonder stage by placing any card face-down beneath your wonder board. Pay the stage’s resource cost, not the card’s cost. This action converts any card into progress toward your wonder.

Third, discard the card for three coins when construction proves impossible or undesirable. Banking coins provides flexibility for future purchases and contributes to final scoring.

Resource Management

Brown cards produce raw materials like wood, stone, clay, and ore. Gray cards generate manufactured goods including glass, papyrus, and textiles. These resources accumulate each age, never depleting.

Purchase missing resources from immediate neighbors for two coins each. Payment goes to the neighbor, who retains use of that resource during the same turn. Yellow commercial structures reduce trading costs to one coin per resource.

Military Conflicts

After each age concludes, compare military strength with both neighbors. Red military cards display shield symbols that total your strength. Higher strength earns victory tokens worth 1, 3, or 5 points for Ages I, II, and III respectively.

Lower strength receives defeat tokens worth -1 point each age. Equal strength produces no tokens. Military strategy requires balancing investment with other development paths, particularly when card drafting gives you choices between competing priorities.

Scoring Victory Points

After Age III, calculate points from seven sources. Blue civic structures provide immediate points. Green science cards score exponentially based on set collection patterns. Guild cards grant points based on specific conditions.

Wonder stages contribute points shown on your board. Military tokens add or subtract points based on conflicts. Treasury converts at three coins per point. Total all sources to determine the winner.

Where to Buy 7 Wonders

RetailerPrice RangeNotes
Amazon$40-$50Fast shipping, frequent stock
Local Game Stores$45-$55Support local businesses
Target$40-$50Sometimes available in-store
Board Game Bliss$40-$50Specialty retailer

7 Wonders Game Mechanics Explained

Card drafting forms the core mechanism. Similar to popular card board games, players face meaningful decisions each turn between keeping valuable cards and denying opponents key resources.

Simultaneous action selection eliminates downtime. Every player chooses and resolves cards at the same time, maintaining engagement across all player counts. This differentiates 7 Wonders from turn-based strategy games and contributes to its quick playtime.

Variable player powers through wonder boards create asymmetric gameplay. The Colossus of Rhodes excels at military strength. The Lighthouse of Alexandria generates resources efficiently. Babylon gains scientific advantages. Players adapt strategies based on their wonder’s unique abilities.

Engine building develops gradually. Early ages establish resource production foundations. Middle ages expand capabilities and military presence. Final age focuses on high-value scoring opportunities. Successful players plan ahead while adapting to available cards.

Set collection mechanics appear in science cards. Green cards display three symbol types: compass, gear, and tablet. Collecting matching sets of three identical symbols scores exponentially. Collecting one of each symbol also scores well. Science strategies require commitment but offer significant point potential.

Who Should Play 7 Wonders

Gateway gamers transitioning from casual titles find 7 Wonders accessible yet engaging. The rules explanation takes 10-15 minutes, but the depth emerges through repeated plays. Families with children 10 and older appreciate the quick sessions and simultaneous play.

Experienced gamers value the strategic depth hidden beneath simple rules. Multiple scoring paths prevent dominant strategies from emerging. The interaction between card availability, neighbor actions, and wonder powers creates dynamic gameplay similar to other strategic board games.

Large gaming groups benefit most from 7 Wonders. The game accommodates seven players without extending playtime or creating downtime. This makes it ideal for game nights when splitting into smaller groups proves impractical. However, sweet spot occurs at 4-5 players where card circulation feels optimal.

Players who enjoy engine building without heavy complexity should consider 7 Wonders. The game provides meaningful decisions without overwhelming rules overhead. Compare this to Splendor for simpler gameplay or Dominion for deeper deck building mechanics.

Skip 7 Wonders if you prefer direct confrontation or heavy player interaction. Military conflicts remain limited to immediate neighbors. Skip it if you dislike drafting games where card availability depends partly on luck. Skip it if you need deep thematic immersion beyond Ancient Wonder aesthetics.

FAQ

Is 7 Wonders good for beginners?

Yes, 7 Wonders works well for beginners. The core rules are straightforward and teach quickly. Icon-based cards require initial learning but become intuitive after one play. Side A wonder boards offer simpler abilities for new players. The 30-minute playtime allows multiple learning games in one session.

How long does 7 Wonders take to play?

7 Wonders takes approximately 30 minutes regardless of player count. Simultaneous card selection eliminates waiting between turns. Setup requires about 5 minutes. Experienced groups finish games in 25 minutes while new players might need 40 minutes including rules explanation and slower decision making.

What’s the best player count for 7 Wonders?

7 Wonders plays best with 4-5 players. This count provides optimal card circulation and meaningful neighbor interaction. The game functions well at all supported counts from 3-7. Three players feels slightly limited. Six and seven players increase chaos but maintain engagement through simultaneous play.

Is 7 Wonders worth buying in 2025?

Yes, 7 Wonders remains worth buying. It holds up excellently since 2010 release. The second edition from 2020 improved components and clarified cards. Multiple expansions extend gameplay. Strong player scaling and quick sessions justify the purchase for groups seeking accessible strategy. Awards and sales exceeding two million copies demonstrate lasting appeal.

What games are similar to 7 Wonders?

7 Wonders Duel offers excellent two-player alternative with similar civilization building. Sushi Go provides simpler drafting mechanics for families. Splendor shares engine building without drafting. For couples games, consider 7 Wonders Duel specifically. Wingspan offers comparable accessibility with different themes and mechanisms focused on bird collection and tableau building.