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You take charge of a city built around one of the seven wonders of the ancient world and grow your civilization by drafting cards over three Ages. Everyone plays at the same time, so even a game with 7 people is over in 30 minutes, and it has become the standard for strategy games with a big group.
Pick one card from your hand and pass the rest to your neighbor — that is the drafting engine. Three Ages of 6 turns each, 18 cards played, and it is over. Scoring runs down seven separate tracks, so it looks complicated at first, but the only decision you ever make is “do I take this card, or let my neighbor have it?”
| Component | Count |
|---|---|
| Wonder boards | 7 (double-sided, side A and side B) |
| Age cards | 49 Age I · 49 Age II · 50 Age III |
| Conflict tokens | 42 |
| Coins | 30 value 1 · 20 value 3 |
| Card color | Type | What it does |
|---|---|---|
| Brown | Raw Materials | Produce stone, wood, clay and ore |
| Gray | Manufactured Goods | Produce glass, textile and papyrus |
| Blue | Civilian Structures | Score the victory points printed on the card |
| Green | Scientific Structures | Collect symbols and the points grow as a square |
| Yellow | Commercial Structures | Earn coins and change the trading rules |
| Red | Military Structures | Add shields so you win conflicts |
| Purple | Guilds | Conditional points. They only appear in Age III |
The Age III deck contains no brown or gray cards. Ages I and II are your only chance to add resource production, so lay it down early.
Use side A for your first few games — the rulebook recommends it. If everyone agrees, Wonders may be chosen rather than dealt at random. If you removed the right cards, every Age should deal out exactly 7 cards each.
At the start of each Age you receive 7 cards. An Age lasts 6 turns, and every turn all players place one card simultaneously.
| Action | What it does |
|---|---|
| ① Build the structure | Build the building shown on the card. Pay its cost |
| ② Build a stage of your Wonder | Slide the chosen card face down under your board as a marker. You pay the cost printed on the board |
| ③ Discard the card for 3 coins | Take 3 coins from the bank |
The passing direction changes with each Age
Age I to the left → Age II to the right → Age III to the left. That is why the neighbor you have to watch changes from Age to Age.
The sixth turn — 1 of 2
On the last turn of each Age your hand is 2 cards. Choose one and play it as usual, then discard the other face down. That discarded card does not earn you 3 coins.
You may never build the same structure twice. If a card has the same name and illustration as one you already own, you cannot build it. Use it for a Wonder stage or discard it instead.
Resources are not spent
We say you “spend” resources to build, but nothing actually goes away. A brown or gray card you played once gets used again every single turn for the rest of the game. A city's production never goes down.
Coins earned this turn cannot be spent this turn
To buy resources you must have had the coins at the start of the turn. Coins a neighbor pays you for your resources this turn are only usable from the next turn on. This is the rule new players get wrong most often.
Free Construction (Chains)
If an Age II or Age III card shows the name of an earlier structure to the right of its cost, then if you have already built that structure you build this one for free, with no resources. Build the Scriptorium in Age I, for instance, and the Library is free in Age II.
The standard play is to use a card you do not want your neighbor to have as the marker. It is face down and has no effect anyway, so you make the card they were hoping for disappear.
At the end of the sixth turn of each Age you resolve conflicts. Compare the total shields on your red cards with the city on your left and the city on your right, separately.
| Result | Token you take |
|---|---|
| You have more | The Victory token for that Age — Age I +1 · Age II +3 · Age III +5 |
| You have fewer | A Defeat token, −1 |
| Equal | You take nothing |
Defeat tokens stack up. Lose on both sides in all three Ages and that is −6 points. On the other hand an Age III victory is +5 on a single token, so you have to decide: abandon the military entirely, or save it all up and win in Age III.
| Order | Category | How it scores |
|---|---|---|
| 1 | Military conflicts | Victory and Defeat tokens added up. This can be negative |
| 2 | Treasury | 1 point per 3 coins. Leftovers score nothing |
| 3 | Wonder | The points printed on the stages you completed |
| 4 | Civilian Structures (blue) | The points printed on the cards |
| 5 | Scientific Structures (green) | See “science scoring” below |
| 6 | Commercial Structures (yellow) | Some Age III yellow cards give conditional points |
| 7 | Guilds (purple) | Each has its own condition. Some look at the neighboring cities |
Science scores both ways, added together
① Sets of identical symbols score the square of how many you have (1→1, 2→4, 3→9, 4→16). ② Each group of 3 different symbols scores 7 points. You collect both.
The rulebook itself suggests playing a few 3–7 player games before trying the 2-player variant. For two players, “7 Wonders Duel” runs far more smoothly.
No. Once played they are reused every turn for the rest of the game. That is why laying down brown and gray cards early matters so much.
No. Only coins you held at the start of the turn. Money you earn becomes usable next turn.
Yes. Resources are never consumed, so you sell it and build with it at the same time.
No. If a card with the same name is already in your city, you cannot build it. Use it for a Wonder stage or discard it.
No. Stages are built strictly left to right.
No. That card is simply discarded. Coins only come from choosing the “discard” action.
You are forced to discard it and take 3 coins.
You get both. Scoring them twice over is the rule.
No. Resources from yellow cards and from Wonders are reserved for their owner.
| Item | Detail |
|---|---|
| Designer | Antoine Bauza |
| Published | Repos Production, 2010 |
| Award | The very first winner of the 2011 Kennerspiel des Jahres (German Game of the Year, connoisseur category) |
| Players | 2–7 (2 players uses a dedicated variant) |
| Expansions and spin-offs | Released | Note |
|---|---|---|
| Leaders | 2011 | Adds a draft of leader cards |
| Cities | 2012 | Adds black cards and debt |
| Babel / Armada / Edifice | 2014–2019 | Modular expansions |
| 7 Wonders Duel | 2015 | A standalone 2-player game. The rules differ considerably |
| Second edition | 2020 | Tidied-up art and icons. The rules are essentially unchanged |
Sources
Official Repos Production rulebook (7 Wonders, English)Cross-checked against Wikipedia: 7 WondersCross-checked against Namuwiki: 7 Wonders (Korean)Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
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Last updated 2026-09-14
💡 Master tip
Science pays off enormously when you commit to it, but it also draws the most blocking. Look at what your two neighbors produce and do not build resources you can simply buy from them — that is the heart of drafting well.
If this one has gotten too easy, try these — same feel, one step up in weight.
Not built yet. Let us know if you want one — it goes on the list.
Final scoring
Adds up all seven categories, including the squared science score
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