How to Play 7 Wonders Board Game

Fast to learn easy to read how to play 7 Wonders Rules Guide.

Suitable for 2 – 7 players | 20 – 43 mins duration | Recommended age 10+ | Game complexity: EASY Genre: Ancient,Card Games,City Building,Civilization,Economic Solo game mode: No Co-op: No Online Version: No
Click here for the official rulebook

What is the goal? #

The objective of 7 Wonders is to be the player with the most victory points.

Game setup  #

  • For each of the 3 decks, return to the box all cards which are not used based on the number of players. There is one deck of cards per age.
    For example: In a 6 player game, the 3+, 4+, 5+ and 6+ cards are used and the 7+ cards are returned to the box.
  • For the Age III Deck
    • Remove the 10 Guilds (purple cards) and randomly & secretly keep only the number required based on the number of players.
    • Shuffle the kept Guild cards with the other cards to make up the Age III Deck.
  • Wonders
    • Shuffle the 7 Wonder cards, face down, and hand one to each player. 
      – The card and its facing determines the Wonder board given to each player and the side to be used during the game.
      – For your first few games, you should use Side A of the boards as they are simpler to use.
      – If all players agree, the Wonders board can be chosen instead of being randomly given to you.
  • 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
    – These form a reserve next to the bank.

Game Elements #

  • Wonder Boards
    Each board represents the Wonder the player can build and the resources it produces from the start of the game. These boards are double sided and offer two different versions of the Wonder. Each wonder is composed of 2 ,3 or 4 stages which are represented on the board and each stage has a construction cost which gives a bonus when finished.
  • Coins
    There is no limit to the number of coins a player can accumulate in a game and these are worth victory points at the end of the game.
    Coins com e into play in commercial transactions tying a city to its two neighbouring cities.
  • Conflict Tokens
    These are used to represent the military victories and defeats between neighbouring cities. Four types of tokens are used:
    – Defeat Tokens: Value of -1, used at the end of each of the 3 ages.
    – Victory Tokens with a value of +1, used at the end of Age I.
    – Victory Tokens with a value of +3, used at the end of Age II.
    – Victory Tokens, with a value of +5, used at the end of Age III.
  • Cards
    All the Age cards represent structures and there are 7 different types of structures. These are easily recognisable from the border colour of the card.
    • Brown Cards/Raw Materials: Produce resources
    • Gray Cards/Manufactured Goods: Provide resources
    • Blue Cards/Civilian Structures: Score victory points
    • Green Cards/Scientific Structures: Score victory points depending on your progress in the three scientific fields
    • Yellow Cards/Commercial Structures: Buildings that earn coins, produce resources, change commerce rules & sometimes earn victory points
    • Red Cards/Military Structures: These buildings increase your military might and comes into play during Conflict resolution
    • Purple Cards/Guilds: These buildings allow players to score points according to specific criteria

      Note: The Age III deck does not contain brown cards or gray cards but does contain purple cards.

  • Cards Cost
    • The area in the upper left of a card indicates the construction cost.
    • If this area is empty, the structure is free and requires no resources for construction.
    • In Age II, some structures can be built by paying the requisite resource(s) or alternatively can be built for free if the player has built during the previous age the structure indicated on the card.
      – The lower right area show which structures (if any) may be built for free in the following age due to this card.
    • The lower centre area shows in which configuration – number of players – the card is used.
  • Construction in 7 Wonders
    • Throughout all 3 ages in a game, players will get to build structures and wonders.
    • Most structures have a resource fee however some are free and some have a coin cost. Others may also have a resource cost and free construction condition.
    • The Wonders all have a resource cost.
  • Coin Cost
    • Some brown cards/raw materials cost a coin which must be paid to the bank on the turn which they are constructed.
  • Free Construction
    • Some cards have no cost and are free to put into play.
  • Free Construction (chains)
    • Some structures in Age II and III have to the right of their resource cost, the name of a structure of a previous age.
    • If the player has built the structure named their in the previous age, they can build the structure for free.
    • This means they can build the structure without having to fulfill the resource cost.
  • Resource Cost
    • Some cards have a resource cost.
    • To construct the structures, the player must produce the corresponding resources and/or buy them from one of their two neighbouring cities.
  • Production
    • The resources of a city are produced by its Wonder board and its brown, gray and some yellow cards.
    • To build a structure a player\’s city must produce the resources indicated on its card.
  • Commerce
    • Often a player will want to build a structure requiring resources that they do not produce.
    • If these resources are produced by a neighbouring 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.

      The resources a player can buy from their neighbouring cities are:

    • Resources initially produced by the city as indicated on the board
    • Resources from its brown cards/raw materials
    • Resources from its gray cards/manufactured goods. However, it is impossible to buy the resources produced by some commercial structures or by some Wonders: these resources are reserved to their owner.
    • For each resource bought, the player must give 2 coins to the owner of the resource.
  • Clarifications
    • Selling a resource to a neighbouring city does not prevent a player from using it during the same turn for their own construction purposes
    • It is possible to buy one or more resources from both neighbouring cities during the same turn. These resources can only be used on the turn in which they are bought.
    • You cannot refuse to sell resources. Some commercial structures reduce the monetary costs of buying resources from 2 to 1 coin.
    • When both cities neighbouring a player produce a coveted resource, that player is free to purchase from either player.
    • The players must have the coins at the beginning of the turn to buy resources. The coins earned through commerce during a turn cannot be used on that turned and only during the next one.

Gameplay #

Overview of an Age #

At the beginning of each Age, each player receives a hand of 7 cards, dealt randomly, from the corresponding deck.
Each age is made of 6 game turns. During each turn, the players put into play a single card, simultaneously.
A game turn takes place as follows:

  1. Choose a card
  2. Action
  3. Give your cards to the player seated to your left or right and receive another hand of cards from the player sitting next to you.

1. 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. Any remaining cards are placed between their left-hand neighbour and themselves. 

2. Action #

Once every player has selected their card, they perform their action simultaneously.

Three actions are possible with the chosen card: #
A. Build the structure #

Often, a player will build the structure represented by the selected card.

The brown and gray cards are placed beneath one another, starting from the upper left corner of the Wonders board. Doing so will allow players to quickly see all resources produced by each player.
Other cards are placed face up, in the area in front of the player\’s Wonder board.

All of this area corresponds to a player\’s city.

B. Build a Stage of Wonder #

To build each stage of their wonder, players will use a card of their choice a construction marker.

  • To do this, players must pay the price shown on the Wonder board (not the one shown on the structure\’s card).
  • The player will then play the card face down, half hidden under the Wonder board to show that this stage of their Wonder is now built.
  • This card has no other effect and is not considered to be a structure.


  • The stages of a wonder must be built from left to right in order.
  • Construction of the Wonder is not mandatory. A player can win the game without having finished (or even started) the construction of their Wonder.
  • The card used to mark the construction of a Wonder remains hidden.
  • Players would be advised to use a card they do not want to give to their neighbour.
  • Most Wonders have 3 stages but these are not associated with Ages. Thus, it is possible to build multiple Wonder stages in a single age or to begin construction during Age III.
  • Each stage can only be built once per game.
C. Discard the card to gain coins #
  • A player can choose to discard their card to take 3 coins from the bank and add it to their treasury.
  • The cards discarded this way remain face down and form a discard pile in the centre of the playing surface.
  • It can be useful to discard a card you cannot build but could be of interest to your neighbour.

 If a player has chosen a card but is unable to build either the structure or wonder stage, they are forced to discard the card and take 3 coins from the bank. 

3. Move on to the Next Hand #

Each player takes the hand of cards handled from his or her neighbour. This direction of the hands rotation changes with each Age:

During Age I, the hand of cards is passed to the player sitting to the left (clockwise).
During Age II, the hand of cards is passed to the player sitting to the right (counter-clockwise).
During Age III, the hand of cards is passed to the players sitting to the left (clockwise).

Special Case: Sixth Turn
At the beginning of the sixth and final turn of each age, players will receive a two-card hand from their neighbouring player.
Each player then chooses one (like in previous turns) and the second is then discarded, face down.

The selected card is then played normally, then the Age ends.

The unselected and discarded card is discarded without the players getting 3 coins for it.

End of an Age #

 Each Age ends after its sixth game turn.

Players must then proceed to the resolution of military conflicts.

Each player compares the total number of shields present on their military structures (red cards) with the total of each of the two neighbouring cities:

  • If a player has a higher total than a neighbouring city, they take a Victory token corresponding to the Age just played
    – Age I: +1
    – Age II: +3
    – Age III: +5
  • If a player has a lower total than a neighbouring city, they take a Defeat token (-1 Victory Point)
  • No token is taken if a player has an equal total to their neighbouring city.

Therefore, each player gets – depending on the situation – 0, 1 or 2 tokens which are placed on their Wonder board. 

End of the Game #

The game ends at the end of the third age, after the Conflict tokens have been handed out.
Each player totals their civilisation points and the player with the highest total is declared the winner.

In the case of a tie, the player with the most coins in their treasure is the winner.
A tie on coins is not broken further.

Count the Victory Points in this Order: #

1. Military Conflicts #

Each player adds their Victory & Defeat tokens (this total can be negative).

2. Treasury Contents #

For every 3 coins in their possession at the end of the game, players score 1 victory point.Any leftover coins score no points.

3. Wonders #

Each player then adds to their score the victory points of their wonder.

4. Civilian Structures #

Each player adds the victory points of their Civilian structures and this amount is indicated on each Civilian structure.

5. Scientific Structures #

The scientific cards earn victory points in two very different ways:
– from sets of identical symbols
– from sets of 3 different symbols

Be careful: the victory points earned by both methods are cumulative.

Sets of identical symbols:

For each of the 3 existing scientific 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:- the number of points gained is equal to the number of symbols squared- there are 4 green cards fo=r each symbol, for a maximum of 16 victory points per family of symbols- this maximum can increase with the Scientific Guild and Wonder of Babylon: 5 identical symbols = 25 victory points & 6 identical symbols = 36 victory points. 

Sets of 3 different symbols:

For each of the 3 different symbols, each player scores 7 victory points.

6. Commercial Structures #

Some commercial structures from Age III grant victory points.

7. Guilds
Each guild is worth a number of victory points. This depends on the configuration of the player\’s city and/or that of the two neighbouring cities. #

How do you win? #

Be the person with the most victory points at the end of the game.

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