7 Wonders

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7 Wonders

Overview

Players lead one of the seven greatest cities of the ancient world, developing it over three Ages by simultaneously drafting cards to construct buildings, erect stages of their Wonder, or sell cards for coins. Each Age, 7 cards are dealt to each player; players choose 1 card per turn, then pass the remaining hand to a neighbor (left in Ages I and III, right in Age II). At the end of each Age, players compare military strength with their immediate neighbors. After three Ages, victory points are tallied from military conflicts, coins, blue cards, green cards (science), yellow cards, purple cards (guilds), and Wonder stages. The player with the most victory points wins.

Components

Card Types

Color Name Function
Brown Basic Materials Produce common resources: Clay, Stone, Ore, Wood
Grey Manufactured Products Produce rare resources: Glass, Cloth, Papyrus
Blue Civil Buildings Provide victory points directly
Yellow Commercial Buildings Provide commercial advantages (cheaper trading, coins, resources, or VP)
Red Military Buildings Increase military strength (shield symbols)
Green Science Buildings Provide science symbols in three domains (Tablet, Compass, Gear)
Purple Guilds (Age III only) Provide victory points based on specific conditions

Wonder Board Anatomy

Each Wonder board shows:

Card Anatomy

Each card shows:

Setup

  1. Wonder boards: Each player randomly takes 1 Wonder board and chooses their preferred side (Day or Night). For first games, use the Day side.
  2. Starting treasure: Each player takes 3 coins (value 1 each) and places them on their Wonder board.
  3. Reserves: Place remaining coins and all Military Conflict tokens in the center of the table.
  4. Prepare Age cards:
    • Separate cards into three decks by Age (I, II, III).
    • For each Age, remove cards whose minimum player number exceeds the current player count. (Example: in a 5-player game, keep all cards marked 3+, 4+, and 5+; remove 6+ and 7+ cards.)
    • Age III Guilds (Purple cards): Remove all Purple cards from the Age III deck. Randomly draw (number of players + 2) Purple cards and shuffle them into the Age III deck. Return the rest to the box. (Example: 5 players = 7 Purple cards.)
    • Shuffle each deck and place face down in the center.

Turn Structure

Each Age consists of 6 turns played simultaneously by all players. Each turn has three phases:

1. Choose a Card

Look at your hand of cards (without showing them to others). Choose 1 card and place it face down in front of you. Set the remaining cards aside face down.

2. Play the Card

When all players have chosen, reveal simultaneously. Each player performs exactly one of three actions with their chosen card:

Important: You can never construct two Buildings with the same name (no duplicate cards in your City).

Card placement: Stack cards of the same color, keeping effects visible. Stack resource cards above your starting resource.

3. Pass Your Hand

After all players complete their action, pass your remaining cards to:

The direction is shown on the back of the Age cards.

Sixth (Last) Turn

On the last turn, you receive a hand of only 2 cards. Choose 1 to play; discard the other face down (no coins gained from this discard). Play the chosen card normally, then proceed to Military Conflict resolution.

Resolution of Military Conflicts (End of Each Age)

After the 6th turn of each Age:

  1. Each player totals their military strength (shield symbols on constructed Red cards and Wonder stages).
  2. Compare your strength with each neighbor (left and right) separately:
Comparison Result
Your strength > neighbor’s Take a Victory token for the current Age
Your strength < neighbor’s Take a Defeat token (-1)
Your strength = neighbor’s Neither player takes a token

Victory token values by Age:

Age Victory Token Value
Age I +1
Age II +3
Age III +5

Each player can gain 0, 1, or 2 Victory tokens and 0, 1, or 2 Defeat tokens per Age (one comparison per neighbor). After resolution, proceed to the next Age (or end of game after Age III).

Actions

A. Construct a Building

Pay the construction cost shown in the card’s cost zone and place the card face up in your City. There are four types of costs:

No Cost (Free)

If the cost zone is empty, the card is free.

Coin Cost

Some cards cost 1 coin. Pay 1 coin from your Treasure to the reserve.

Resource Cost

Cards may require one or more resources. Resources can come from:

Your own City (free to use):

Each resource symbol can only be used once per turn, but resources are never consumed — they remain available every turn for the entire game.

Buying from neighbors (2 coins per resource):

Free Construction via Chains

Starting in Age II, some cards show a chain symbol in the cost zone. If you have previously constructed a card with the matching chain symbol in the upper right corner, you can construct the new card for free (ignoring its resource cost). If you lack the chain symbol, you may still construct the card by paying its normal resource cost.

Some cards grant access to two chains (two symbols in the upper right corner).

B. Construct a Wonder Stage

Pay the cost shown on your Wonder board for the next stage (not the cost on the card). Tuck any card from your hand face down under the board at that stage. The card is consumed — its printed effect and name do not matter.

Rules:

C. Sell a Card

Discard your chosen card face down to the central discard pile. Take 3 coins from the reserve.

Scoring / Victory Conditions

The game ends after the Resolution of Military Conflicts at the end of Age III. Use the score pad to tally victory points in these categories:

1. Military Conflicts

Sum all your Military Conflict tokens (both Victory and Defeat). The total may be negative.

Token Value
Defeat -1 each
Age I Victory +1 each
Age II Victory +3 each
Age III Victory +5 each

Maximum possible military score: +18 (6 Victory tokens: +1, +1, +3, +3, +5, +5) Minimum possible military score: -6 (6 Defeat tokens at -1 each)

2. Treasure (Coins)

1 victory point per 3 coins in your Treasure (rounded down, remainder is lost).

3. Wonder Board

Add victory points from constructed Wonder stages (varies by Wonder).

4. Blue Cards (Civil Buildings)

Sum the victory point values printed on all Blue cards in your City.

5. Yellow Cards (Commercial Buildings)

Some Yellow cards provide victory points based on specific conditions (see Description of Effects sheet). Add these.

6. Green Cards (Science)

Science symbols provide victory points in two ways that are added together:

A. Identical Symbols (Squared)

For each type of science symbol, score the square of the number you have:

Number of Identical Symbols Victory Points
1 1 (1^2)
2 4 (2^2)
3 9 (3^2)
4 16 (4^2)

Formula: VP = (count of symbol A)^2 + (count of symbol B)^2 + (count of symbol C)^2

B. Sets of 3 Different Symbols

For each complete set of all 3 different science symbols, score 7 victory points.

Combined formula: VP = (Tablets)^2 + (Compasses)^2 + (Gears)^2 + (7 x number of complete sets of 3)

Examples:

Note: Science symbols on constructed Wonder stages count toward science scoring.

7. Purple Cards (Guilds)

Score victory points according to each Guild card’s specific condition (see Description of Effects sheet). Guilds typically award VP based on what you and/or your neighbors have built.

Tiebreaker

If tied on total victory points, the player with the most coins in their Treasure wins. If still tied, all tied players share the victory.

Special Rules & Edge Cases

Card Drafting Direction

Age Pass cards to
Age I Left
Age II Right
Age III Left

Duplicate Building Rule

You can never construct two Buildings with the same name. If you already have a card named “Barracks” in your City, you cannot construct another “Barracks.” You may still use a duplicate card to build a Wonder stage or sell it.

Minimum Player Count on Cards

Cards have a minimum player count (3+, 4+, 5+, 6+, 7+). Only cards whose minimum is less than or equal to the actual number of players are included in the game. This scales the game for different player counts.

Purple Card (Guild) Distribution

In Age III, Purple cards are not all used. Randomly draw (number of players + 2) Purple cards to include; return the rest to the box. This adds variability between games.

Resource Production and Trading

Wonder Stage Construction

Last Turn Discard

On the 6th turn of each Age, you receive 2 cards. You play 1 and discard the other face down. The discarded card does not earn you 3 coins (unlike selling, which is a deliberate action with a different card).

Coin Values

When the rules say “take x coins,” it means take coins totaling that value (using any combination of 1-value and 3-value coins). Coins are worth 1 or 3 but represent abstract wealth.

Day vs. Night Sides

Wonder boards have a Day (simpler) and Night (more complex/varied) side. Players may freely mix sides at the table. Day side is recommended for new players.

Selling a Card

Selling always yields exactly 3 coins, regardless of the card’s type or value.

Player Reference

Turn Summary

  1. Choose 1 card from hand (face down)
  2. Simultaneously reveal and perform one action: Construct Building / Construct Wonder Stage / Sell (3 coins)
  3. Pass remaining hand left (Ages I & III) or right (Age II)

Key Numbers

Item Value
Starting coins 3
Cards dealt per Age 7 per player
Turns per Age 6
Total Ages 3
Coins from selling a card 3
Cost to buy 1 neighbor resource 2 coins
Coins per VP (treasure scoring) 3 coins = 1 VP
VP per complete science set 7 VP
Purple cards included in Age III Players + 2
Player count range 3-7

Military Victory Token Values

Age Victory Defeat
I +1 -1
II +3 -1
III +5 -1

Science Scoring Quick Reference

Formula: (Tablets)^2 + (Compasses)^2 + (Gears)^2 + (7 x complete sets)

Identical Symbols Points
1 1
2 4
3 9
4 16
5 25

Each complete set of all 3 different symbols = 7 additional VP.

Card Passing Direction

Age Direction
I Left
II Right
III Left

Resource Trading Summary

Source Cost Available to buy?
Neighbor’s starting resource 2 coins Yes
Neighbor’s Brown cards 2 coins Yes
Neighbor’s Grey cards 2 coins Yes
Neighbor’s Yellow cards No
Neighbor’s Wonder stages No
Your own resources Free N/A (always available)

Scoring Categories Checklist

  1. Military Conflict tokens (sum all, may be negative)
  2. Treasure (1 VP per 3 coins)
  3. Wonder stages (VP printed on stages)
  4. Blue cards (VP printed on cards)
  5. Yellow cards (conditional VP per card effects)
  6. Green cards (science formula)
  7. Purple cards (conditional VP per card effects)