
Lead one of the great civilisations of antiquity, simultaneously drafting cards to build your city, develop military might, and construct one of the legendary Wonders of the World. At the end of three ages you tally your empire — the player with the cleverest combination of science, commerce, and war wins.
Lead one of the great civilisations of antiquity, simultaneously drafting cards to build your city, develop military might, and construct one of the legendary Wonders of the World. At the end of three ages you tally your empire — the player with the cleverest combination of science, commerce, and war wins.
An expansion for 7 Wonders that adds two independent modules you can mix and match with other expansions. The Tower of Babel module has players drafting laws that affect everyone, while the Great Projects module introduces age-specific cards that tax certain card colours unless players contribute tokens. Works with 2-7 players using the base game.
7 Wonders: Edifice gives players the opportunity to work together to construct communal buildings. If you do your part and the building comes to be, you'll be rewarded. You don't have to participate, but if you don't — and the building never comes to be — you'll suffer a penalty. In more detail, this expansion contains fifteen edifice cards: five each in ages I, II, and III. To set up, choose one card from each age at random, then place it project side face up on the table and place 2-5 participation markers on each card, depending on the number of players. The project side lists both the potential reward and potential penalty. Once during an age, when you construct a level of your wonder, you can pay the cost of the edifice card for the current age (in addition to the cost of that level) and gain a participation marker from that card. As soon as the last participation marker is removed from a card, flip the card over to reveal its constructed side and immediately give each player the listed reward. If at the end of the age at least one participation marker remains on the card, each player without one of these markers suffers the penalty. (If a player cannot suffer the full penalty, e.g., paying 5 coins, they instead take a debt token worth -2, -3, or -5 points depending on the age.) 7 Wonders: Edifice contains two new double-sided wonders; one of them, Ur, can only be used with this expansion, while Carthage can be used in any game of 7 Wonders. 7 Wonders: Edifice can be used with any edition of 7 Wonders.
7 Wonders: Leaders Essentials: No. of players: 2 - 7 Playing time: 40 minutes Age: 10 + 7 Wonders: Leaders - Rules Of Play says: 7 Wonders: Leaders adds 42 new cards to the base game of 7 Wonders, comprising four new guilds, one new wonder card, and 36 (+1 blank) white "Leader" cards. Each player takes a hand of four leaders and may play one at the start of each of the three Ages. Unlike the standard cards, leaders cost money, not resources. The expansion comes with a new Wonder - the ancient city of Rome - and contains 6-gold tokens made of cardboard for more efficient money-management, putting a unique spin on the original 7 Wonders board game! 7 Wonders: Leaders Review: Don't just take our word for it! Check out this review of 7 Wonders: Leaders.
A celebratory pack adding fifteen new leaders to recruit for your civilisation, expanding the cast of historical figures who lend their talents to your city across the ages.
An expansion for 7 Wonders introducing communal Edifice projects that all players contribute to, with benefits for success and penalties for failure, plus two brand-new Wonders.
Dark alleys and secret dealings come to 7 Wonders as a new type of card — Cities cards — brings mercenaries, thieves, spies, and diplomats into play. Team rules, two new Wonders, and everything from the Cities Anniversary Pack round out this refreshed second-edition expansion.
Work together to construct massive communal Edifices that span the ages — contribute to the project to share in the rewards, or go it alone and risk the penalty when the building stands without you.
Set sail and build a mighty fleet, sending your ships across red, blue, yellow and green seas to dominate naval conflicts and claim new bounty for your civilisation. Adds a maritime layer to the city-drafting game.
7 Wonders: Wonder Pack Essentials: No. of players: 2 - 7 Playing time: 30 minutes Age: 10 + 7 Wonders: Wonder Pack - Rules Of Play says: 7 Wonders: Wonder Pack includes new wonders to use with the 7 Wonders base game, like The Great Wall of China ready for you to build! It also includes Stonehenge for construction, Abu Simbel for leaders to be buried and mummified in, and Manneken Pis. These shiny new wonders make the 7 Wonders: Wonder Pack the perfect addition to any 7 Wonders game-play! 7 Wonders: Wonder Pack Review: Don't just take our word for it! Check out this review of 7 Wonders: Wonder Pack.
7 Wonders: Cities expands the base game with new City cards for all three ages, plus the Diplomacy and Debt mechanics, new Leader cards, and two new Wonder boards supporting up to eight players.
Celebrate seven years of 7 Wonders with fifteen new city cards that expand the Cities expansion, adding new building types like a memorial, customs office, counterfeiters office, and smugglers cache. The pack slots seamlessly into any game of 7 Wonders or 7 Wonders Cities for extra variety.

Zatu Games

Zatu Games

Rules of Play

Rules of Play

Zatu Games

Zatu Games

Zatu Games

Rules of Play

Rules of Play

Zatu Games

Zatu Games

Rules of Play