You can never forget the power of the past. In history books, we find out of heroes and legends, kings and pharaohs. Many are still on the tongue of many, as words for power, plunder and privilege. The ancient world saw great monuments raised to its great leaders. Their egos reflected the size and scope of the structures that were built. No matter how many died, no matter how high the financial cost. Pyramids, statutes, lighthouses, gardens and much more, were built to touch the sky and immortalise the person behind it all. In 7 WONDERS, we have something exceptional from Repos productions. A famed hit, where players construct these megaliths. Allowing us humble gamers, to build high and make our opponents quiver. These not only create a legacy for us but also quench our booming egos!


I have seen the original release box. Its quite solid on the outside and the cards are average on the inside. In this deluxe second edition of the game, it is almost in reverse here. The box has a black surround, with nice gold detailing. As you can see with the picture right, the inside of the box is very well ordered, if not a little weak in both plastic sleeve and exterior box. Inside them are a set of tokens, which punch well enough. Nice set of coins in silver and in gold. Scoring tokens for military purposes, with numbers 1, 3 and 10. Then comes the cards, which are sealed inside. They look flimsy but are however are a lush cross of shiny backs and matt fronts. They add a real note of classics to the game in terms of aesthetics. Finally you get the rule book that is slim and punchy and knowledge trees that denote what cards are needed for what actions.


In 7 WONDERS, you have three ages to build and become the highest scoring leader. Give each player 3 coins. Each draw randomly a monument structure (these come in a dark HARD and light EASY version). Then begin. In each age, players receive seven cards from a particular deck (so age 1, card set with the number one and in bronze), choose one of these cards, pass those remaining over to an adjacent player and then reveal cards simultaneously. Cards have certain things on. From a resource, to scoring prestige points. So choose wisely. From say needing wood to build or trade with another, to scoring points.  You need to pay resources if needed or collect resources from another player to build. You have to pay two coins for the pleasure. Players have to check their individual boards with special powers on, to see if any relate or any portion of the build is complete. Now start again and each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. There are some things to note. The ages build on the cards and what they deliver. That means on age II, you will find that more resources are needed but they benefit the player more. Also you will need to have built things in order to get stuff for free and benefit quicker. Age III the same but it also introduces a bunch of guilds. As many as are playing and add another 2. You also need to develop ages and oversee a knowledge tree in many respects. Finally, the military aspects comes in. At the end of an age, your military might counts and those with the least suffer.


7 WONDERS is more than simply a card development game. Its a clever little riff on the same old card management game. Patterns matter, resources management matters, end goals are less rigid but equally, just like the age it is based on, it is about what those around you can provide. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Patience is key. So is timing. Not so much in a strategy way but more in a momentum way. You need to be thinking about building something to grow other things easier. This set up/ pay off situation needs players to review their knowledge chain and development tree. It needs you to focus. Plot even. This is less though strategy and more plotted courses to the ultimate goal.


Though the box lists the game as a 3–7 players, there is an official 2-player variant knocking around. I felt it didn’t work but that is just me. I mention the number of players though because this is important. The game is excellent at either 4 or 6 players. 3 player games work well but once get to odd play numbers, the game feels heavy. Cards become disjointed and we felt at least, players are not exposed to the full joys of growing an empire and completing a monument. Its just a physical resource thing in truth.


7 WONDERS is a masterpiece of simple mechanics, real world events and great execution. The player feels the burden of completing the monument via the card management but also the stimulus of plotting that chain of completion to success. 7 WONDERS has become a conduit for the ancient world actions that we know so vaguely but will make players excited in knowing their choices are often as menacingly complex as their real world counterpart. Then deadly if wrong but now allowing for multiple games over multiple plays.





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