[{"data":1,"prerenderedAt":658},["ShallowReactive",2],{"game-en-7-wonders":3,"overlays-en-7-wonders":481},{"id":4,"title":5,"accent":6,"age":7,"backdrop":8,"bggUrl":9,"body":10,"categories":24,"components":8,"cover":28,"deepDive":29,"description":16,"duration":172,"extension":175,"faq":176,"industryLegend":8,"lastReviewed":254,"leaders":8,"locale":255,"manualUrl":256,"mechanics":257,"meta":262,"navigation":263,"path":264,"players":265,"publisher":270,"quickStart":271,"resourceLegend":8,"rulesVersion":440,"seo":441,"sourceFiles":442,"sourceNotes":444,"stem":445,"strategies":446,"summary":477,"videoLanguage":8,"videoUrl":8,"weight":478,"year":479,"__hash__":480},"games\u002Fen\u002F7-wonders.md","7 Wonders","#7E22CE","10",null,"https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F68448\u002F7-wonders",{"type":11,"value":12,"toc":20},"minimark",[13,17],[14,15,16],"p",{},"7 Wonders is a drafting game for 3–7 players, played over three ages. At the\nstart of each age you receive a hand of seven cards, keep one and pass the rest\nto your neighbour; the card lets you build a structure in your city, advance a\nstage of your wonder or discard it for three coins. Resources are never spent:\nyour city produces the same all game, and whatever you lack you buy from your two\nneighbours at two coins per resource.",[14,18,19],{},"At the end of each age you resolve military conflicts against those neighbours,\nand after the third age you add up points: military, treasury, wonders, civilian,\nscientific, commercial and Guild structures. The highest total wins; ties go to\nthe most coins.",{"title":21,"searchDepth":22,"depth":22,"links":23},"",2,[],[25,26,27],"Civilization","Ancient","Strategy","\u002Fimages\u002Fgames\u002F7-wonders\u002Fcover.webp",{"title":30,"intro":31,"phases":32},"Your city as a points machine","You already know what a turn looks like. What separates a decent game from a good one is how you read the resource economy, what each science symbol is really worth and which card you decide not to take.",[33,94,132],{"id":34,"label":35,"steps":36},"economy","Money, resources and chains",[37,60,75],{"title":38,"text":39,"images":40,"check":53},"Producing means not paying again","Brown and grey cards are never spent: every age they are available again. A production card pays for itself if it prevents two purchases from a neighbour, and every resource they buy from you is coins in your pocket. Coins are the truly scarce resource: three of them score a point, so every purchase is a point you give away. Build production when you expect to buy the same resource over and over; build yellow trade cards when you only miss one or two.",[41,45,49],{"src":42,"alt":43,"label":44},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fcity-layout.webp","A sorted city: blue, yellow, red and green cards lined up by colour in front of the wonder board.","How to lay out your city",{"src":46,"alt":47,"label":48},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fguia-recursos-1.webp","A separate pile for each resource, all clearly visible.","Resources",{"src":50,"alt":51,"label":52},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fguia-monedas-1.webp","Game coins in a stack, one flipped to show both faces.","Coins",{"question":54,"options":55,"answer":58,"explanation":59},"When does a raw-material card pay off?",[56,57],"When it prevents several purchases from neighbours","Always, because it produces every turn",0,"Production is never used up, but it takes a city slot; it only pays if it saves repeated purchases.",{"title":61,"text":62,"images":63,"check":69},"Trade enriches both sides","When you buy a resource you pay the neighbour who produces it: they cannot refuse, and neither can you refuse to sell. That changes the maths. A city full of wood and stone collects coins from both neighbours and, on top, saves them production cards. If you specialise in one resource, expect the table to build around that dependency; if you over-specialise, your neighbours will build their own copies and stop paying you.",[64,65],{"src":46,"alt":47,"label":48},{"src":66,"alt":67,"label":68},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fguia-cartas-1.webp","Game cards face up in a fan, none covering another.","Cards",{"question":70,"options":71,"answer":58,"explanation":74},"What does the player selling a resource get?",[72,73],"Coins from the buyer, which score at the end","Nothing, they only help the buyer","The buyer pays the card's owner; those coins are a point per three.",{"title":76,"text":77,"images":78,"check":88},"Chains skip the economy","A chain symbol lets you build a next-age card with no resources and no coins. It is the best deal in the game: a two-coin age I card can hand you an eight-point building in age II. Before buying a cheap card, check which chain it opens and whether that card will come back to your hand. Chaining two ages in a row beats three loose scoring cards.",[79,83,84],{"src":80,"alt":81,"label":82},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fcomponents.webp","7 Wonders components: the three age decks, coins, conflict tokens and wonder boards.","The three decks and the coins",{"src":46,"alt":47,"label":48},{"src":85,"alt":86,"label":87},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fguia-edificio-1.webp","Building pieces assembled on their base.","Buildings",{"question":89,"options":90,"answer":58,"explanation":93},"What does a chain actually do?",[91,92],"Build the linked card for free","Copy a neighbour's card effect","A chain removes the linked card's cost entirely.",{"id":95,"label":96,"steps":97},"points","Science, blue and guilds",[98,110,121],{"title":99,"text":100,"images":101,"check":104},"Science scores in squares","Each repeated symbol is worth its count squared, and every set of three different symbols adds 7. So the third tablet of one kind jumps from 4 to 9 points, while a brand-new symbol only adds 1 or 2. Specialise, but close the sets: two tablets plus a compass is 4 + 1 + 7, far better than three spread-out tablets. Before age III, count exactly how many symbols you need for the next set.",[102],{"src":80,"alt":81,"label":103},"The three decks and coins",{"question":105,"options":106,"answer":58,"explanation":109},"Which is worth more: four tablets or three different symbols?",[107,108],"Four tablets: 16 points","Three different: 10 with the set","Four of a kind score 16; three different score 1+1+1 plus 7 for the set, 10 total.",{"title":111,"text":112,"images":113,"check":115},"Blue buys you tempo","Civilian cards give fixed points and depend on nobody, which makes them the safety net of a city that missed science. In age III they are the best points per card, and many chain from earlier blue cards. A winning plan usually has two or three blue cards, enough science for 20–30 points, and one cheap source of points: military or guilds.",[114],{"src":66,"alt":67,"label":68},{"question":116,"options":117,"answer":58,"explanation":120},"Why are blue cards reliable?",[118,119],"They score the same for everyone, with no help from neighbours","They scale with your production","Civilian points are fixed: they do not depend on what anyone else builds.",{"title":122,"text":123,"images":124,"check":126},"Read guilds at the table","Purple guilds score from what your neighbours own, so you do not pick them at the start: you pick them in age III, once their cities are visible. A merchants' guild can be worth two points or ten depending on the yellow cards next door. Before taking one, count the relevant cards in both neighbouring cities and compare against the best fixed card you are passing up.",[125],{"src":66,"alt":67,"label":68},{"question":127,"options":128,"answer":58,"explanation":131},"When should you decide which guild to take?",[129,130],"In age III, looking at the neighbouring cities","In age I, to plan the chain","Guilds score from neighbours' cards, so their value is only known late.",{"id":133,"label":134,"steps":135},"table","Neighbours, shields and order",[136,150,161],{"title":137,"text":138,"images":139,"check":144},"Shields are a tax","You only compete with your two neighbours, and the comparison happens once per age. One extra shield turns a loss (-1) into a win (+1): two points per neighbour, four in total. In age III, with +5 tokens, a single shield can swing ten points. That is why cheap red cards are worth it even without an army plan: you do not need to beat everyone, only not lose to the players beside you.",[140],{"src":141,"alt":142,"label":143},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fconflicts.webp","Red military cards in front of the Alexandria board, with a defeat token on the left and a victory token on the right.","Resolving conflicts",{"question":145,"options":146,"answer":58,"explanation":149},"Whose shields are compared with yours?",[147,148],"Your two neighbours', each age","Everyone's, at the end of the game","Only immediate neighbours fight over each age's conflicts.",{"title":151,"text":152,"images":153,"check":155},"Passing is playing too","You pass six cards per age, and in age II the direction flips, so you feed a different neighbour exactly when the most valuable cards show up. What you pass defines what your neighbour can chain. If you see a card that completes the science of the player on your right, burn it even if it does nothing for you; if you cannot, at least choose which chain you leave open. Age III blowouts are prepared in age I.",[154],{"src":66,"alt":67,"label":68},{"question":156,"options":157,"answer":58,"explanation":160},"Why does the age II passing direction matter?",[158,159],"Because you switch neighbours right in the chain age","Because you pass more cards","Age II passes right, so the neighbour receiving your cards changes from age I.",{"title":162,"text":163,"images":164,"check":166},"You cannot build everything","Each age you play six of the seven cards you see, and the last one is discarded with no compensation. Every age therefore has a budget of six cards, and the final decision is forced. Count your turns: if you need four symbols for two science sets, they will not fit. Pick the plan that fits three ages, not the one you would like to have at the end.",[165],{"src":66,"alt":67,"label":68},{"question":167,"options":168,"answer":58,"explanation":171},"How many cards can you build in one age at most?",[169,170],"Six","Seven","You see seven cards, but the last one is discarded: six builds per age.",{"min":173,"max":174},30,45,"md",[177,183,190,195,202,207,212,218,225,231,236,242,248],{"category":178,"tags":179,"question":181,"answer":182},"setup",[178,180],"decks","Which cards are removed for the player count?","Every card shows a minimum number of players (3+, 4+ … 7+). Remove the cards that ask for more players than you have. For Age III, set the ten Guilds aside and keep players + 2; the rest go back to the box.",{"category":184,"tags":185,"question":188,"answer":189},"turn",[186,187],"trade","resources","Who can I buy resources from?","Only from your two neighbours, left and right. Each resource costs 2 coins and they cannot refuse to sell. The Eastern and Western Trading Post buildings reduce the price to 1 coin. You cannot buy the resources produced by some yellow cards or some wonders: those are reserved for their owner.",{"category":184,"tags":191,"question":193,"answer":194},[192,186],"coins","Can I spend coins earned from selling during the same turn?","No. You need the coins at the start of the turn; money earned through trade becomes available on the following turn.",{"category":196,"tags":197,"question":200,"answer":201},"special",[198,199],"chains","building","How does free construction through a chain work?","Some Age II and Age III cards show the name of a previous-age structure on the right. If you already built it, you can play the card without paying any resources.",{"category":196,"tags":203,"question":205,"answer":206},[187,204],"production","Are resources spent when you build?","No. Your city's resources are permanent: production never goes down and played cards are never discarded. If you sell to a neighbour, they use the resource but you keep producing it.",{"category":196,"tags":208,"question":210,"answer":211},[199,209],"duplicates","Can I build two cards with the same name?","No. Every structure is unique in your city; if the card does not fit, use it for a wonder stage or discard it for 3 coins.",{"category":184,"tags":213,"question":216,"answer":217},[214,215],"sixth turn","hand","What happens on the last turn of each age?","You receive a two-card hand: play one and discard the other face down. That discarded card does not give you 3 coins.",{"category":219,"tags":220,"question":223,"answer":224},"scoring",[221,222],"science","green","How do green cards score?","Two ways that add up: each symbol family is worth the square of its count (1, 4, 9 or 16), and every set of three different symbols is worth 7 points. Six cards split 3-2-1 score 9 + 4 + 1 = 14, plus 7 for the set, 21 in total.",{"category":219,"tags":226,"question":229,"answer":230},[227,228],"military","shields","How does the military score?","Only at the end of each age and only against your two neighbours: +1, +3 or +5 if you win, -1 if you lose and 0 on a tie. The same age can give you two victory tokens or two defeat tokens.",{"category":196,"tags":232,"question":234,"answer":235},[186,233],"yellow","Can I buy resources from a yellow card or a wonder?","No. Resources produced by some commercial cards and some wonders are reserved for their owner. You can only buy those from brown and grey cards and from the board.",{"category":178,"tags":237,"question":240,"answer":241},[238,239],"wonders","sides","Which side of the wonder should I use?","Side A for your first games: every A side follows the same pattern (3 VP, one ability and 7 VP). Side B changes stages and rewards and is meant for experienced players. Both sides can be mixed in the same game.",{"category":196,"tags":243,"question":246,"answer":247},[244,245],"2 players","free city","Can you play with two?","Yes, with the Free City variant in the rulebook: a third neutral board that both players run in turn. The base game is built for 3–7; with two, the Free City adds bookkeeping and a little randomness.",{"category":249,"tags":250,"question":252,"answer":253},"end",[251,249],"tiebreak","How are ties broken?","The player with the most coins in their treasury wins. If the tie persists, it is not broken.","2026-10-24","en","https:\u002F\u002Fwww.rprod.com\u002Fen\u002Fgames\u002F7-wonders",[258,259,260,261],"Card drafting","Hand management","Set collection","Simultaneous action selection",{},true,"\u002Fen\u002F7-wonders",{"min":266,"max":267,"best":268},3,7,[269],4,"Repos Production",{"pitch":272,"pitchCheck":273,"setup":279,"turn":345,"mistakes":405,"winning":433,"winningCheck":434},"7 Wonders is a drafting game for 3–7 players. Over three ages you receive a hand of seven cards, keep one and pass the rest to your neighbour. Each card lets you build a structure in your city, advance a stage of your wonder or discard it for three coins. Resources are never spent: your city produces the same every turn, and anything you lack you buy from your two neighbours. At the end of each age you compare shields with them; after the third age, the highest score wins.",{"question":274,"options":275,"answer":58,"explanation":278},"What happens to the cards you do not pick on your turn?",[276,277],"They are passed to your neighbour","They go back to the deck","Each player picks one card and passes the hand on; nothing returns to the deck.",[280,293,302,312,325,334],{"text":281,"images":282,"check":287},"Shuffle the seven Wonder cards and deal one to each player. The card sets which board and which side you use. For your first games, play side A: it is the simpler version.",[283],{"src":284,"alt":285,"label":286},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fwonder-board.webp","Rhodes wonder board with its stages, shields and the victory points each stage is worth.","Wonder board",{"question":288,"options":289,"answer":58,"explanation":292},"What does the Wonder card decide?",[290,291],"The board and the side you play","The turn order","The card tells each player which board to take and which side (A or B) to use.",{"text":294,"images":295,"check":297},"Build one deck per age. Remove every card that asks for more players than you have: the number is printed on the card. For Age III, set the ten Guilds aside and return the unused ones to the box; you keep one per player plus two.",[296],{"src":80,"alt":81,"label":82},{"question":298,"options":299,"answer":58,"explanation":301},"With 5 players, how many Guilds go into Age III?",[300,7],"7","Players + 2: with 5 players you keep 7 Guilds and three go back to the box.",{"text":303,"images":304,"check":306},"Give each player 3 coins of value 1. The rest forms the bank; you can change a 3 coin for three 1 coins at any time.",[305],{"src":50,"alt":51,"label":52},{"question":307,"options":308,"answer":58,"explanation":311},"How much money does each player start with?",[309,310],"3 coins of value 1","5 coins of value 1","Each player starts with 3 coins of value 1.",{"text":313,"images":314,"check":319},"Leave the conflict tokens next to the bank: defeat tokens are worth -1 and victory tokens +1, +3 or +5 depending on the age they are handed out.",[315],{"src":316,"alt":317,"label":318},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fguia-fichas-1.webp","Game tokens grouped by type, each detail visible.","Tokens",{"question":320,"options":321,"answer":58,"explanation":324},"What is a victory worth in Age II?",[322,323],"+3","+5","Age I hands out +1 tokens, Age II +3 and Age III +5.",{"text":326,"images":327,"check":329},"Deal 7 cards from the Age I deck to each player. Every age starts with a fresh hand from its own deck.",[328],{"src":66,"alt":67,"label":68},{"question":330,"options":331,"answer":58,"explanation":333},"How many cards does each player get at the start of an age?",[300,332],"6","Each age starts with a 7-card hand and lasts 6 turns.",{"text":335,"images":336,"check":339},"Each player puts their board in front and sorts their city: brown and grey cards stack under the board so everyone can read the resources at a glance; the rest go face up beside it.",[337,338],{"src":42,"alt":43,"label":44},{"src":46,"alt":47,"label":48},{"question":340,"options":341,"answer":58,"explanation":344},"Where do raw material cards go?",[342,343],"Stacked under the board","Hidden in your hand","Brown and grey cards go under the board so everyone can see each city's resources.",[346,357,370,382,393],{"title":347,"text":348,"images":349,"check":351},"Pick a card","Look at your hand without showing it and pick one card. Place it face down in front of you: everyone chooses at the same time.",[350],{"src":66,"alt":67,"label":68},{"question":352,"options":353,"answer":58,"explanation":356},"When are the chosen cards revealed?",[354,355],"Once everyone has chosen","As soon as you pick it","Everyone chooses simultaneously and reveals once all have decided.",{"title":358,"text":359,"images":360,"check":364},"Take the action","The card lets you do one of three things: build the structure by paying its cost, advance a stage of your wonder by paying the board's cost, or discard it for 3 coins. To build you use your own resources, buy what you lack from a neighbour at 2 coins per resource, or use a free chain.",[361,362,363],{"src":66,"alt":67,"label":68},{"src":50,"alt":51,"label":52},{"src":46,"alt":47,"label":48},{"question":365,"options":366,"answer":58,"explanation":369},"How much does a resource bought from a neighbour cost?",[367,368],"2 coins","1 coin","Each bought resource costs 2 coins; some commercial buildings reduce it to 1.",{"title":371,"text":372,"images":373,"check":376},"Pass the hand","Each player passes the remaining cards to their neighbour: left in Age I, right in Age II and left again in Age III. On the sixth turn you get a two-card hand: play one and discard the other without taking coins.",[374,375],{"src":66,"alt":67,"label":68},{"src":50,"alt":51,"label":52},{"question":377,"options":378,"answer":58,"explanation":381},"In Age II, which way does the hand travel?",[379,380],"To the right","To the left","Ages I and III pass left; Age II passes right.",{"title":383,"text":384,"images":385,"check":387},"Close the age with conflicts","After the sixth turn, compare your shields with both neighbours. If you have more, take a victory token (+1, +3 or +5 depending on the age); if you have fewer, take a defeat token (-1); if you tie, take nothing.",[386],{"src":141,"alt":142,"label":143},{"question":388,"options":389,"answer":58,"explanation":392},"If you tie with a neighbour on shields, what token do you take?",[390,391],"None","A defeat token","Ties take no token.",{"title":394,"text":395,"images":396,"check":399},"Start the next age","Deal 7 cards from the next age deck and repeat the cycle. Age III adds the purple Guilds, which score at the end based on the neighbouring cities.",[397,398],{"src":66,"alt":67,"label":68},{"src":85,"alt":86,"label":87},{"question":400,"options":401,"answer":58,"explanation":404},"How many ages does a game have?",[402,403],"3","5","Three ages of six turns each.",[406,415,424],{"title":407,"text":408,"check":409},"Spending coins you do not have yet","You need the coins at the start of the turn to buy resources. If you sell resources to a neighbour during that turn, the money cannot be used until the next turn.",{"question":410,"options":411,"answer":58,"explanation":414},"Can you spend the coins you just earned by selling a resource?",[412,413],"No, only from the next turn","Yes, during the same turn","Money from a sale only becomes available on the following turn.",{"title":416,"text":417,"check":418},"Building the same structure twice","You cannot have two cards with the same name: they are the same structure. If a card does not fit, use it for a wonder stage or discard it for 3 coins.",{"question":419,"options":420,"answer":58,"explanation":423},"Can you build the same building twice?",[421,422],"No, never","Yes, if you pay again","Every structure is unique in your city.",{"title":425,"text":426,"check":427},"Thinking resources get spent","Your city's resources are never consumed: every turn you have all of them again. Selling to a neighbour does not reduce your production either; that player uses the resource, but you still produce it.",{"question":428,"options":429,"answer":58,"explanation":432},"If you sell a resource to a neighbour, do you stop producing it?",[430,431],"No, you still produce it","Yes, it is spent","A city's production never goes down.","At the end of Age III, add up points in this order: military conflicts (tokens), treasury (1 VP per 3 coins), completed wonders, civilian (blue), scientific (green), commercial (yellow) and Guild (purple) structures. The highest total wins; on a tie, the most coins wins.",{"question":435,"options":436,"answer":58,"explanation":439},"How many points are 3 coins worth at the end of the game?",[437,438],"1 VP","3 VP","Every set of 3 coins is worth 1 point; leftover coins score nothing.","Official EN rulebook (Repos Production, 2010)",{"title":5,"description":16},[443],"reglamentos-pdf\u002F7Wonders_Rulebook_EN_2010.pdf","Base game guide written from the official English rulebook (2010, 12 pages), which includes the two-player Free City variant. It does not cover expansions. Images are cropped from the same rulebook.","en\u002F7-wonders",[447,451,454,457,461,464,467,471,474],{"level":448,"title":449,"text":450},"beginner","Do not discard out of habit","Discarding gives 3 coins, but every discard is a card you will not have. Do it when you cannot build and want to deny that card to a neighbour, not as a default move.",{"level":448,"title":452,"text":453},"Watch both neighbours","You only interact with the players on your left and right: they are your resource market and your war. Before choosing, check what they produce and how many shields they have.",{"level":448,"title":455,"text":456},"Pick a colour and grow there","Blue gives direct points, green gives science, yellow gives coins and discounts. Spreading across every colour usually leaves you without a clear source of points.",{"level":458,"title":459,"text":460},"intermediate","Science pays in steps","Each family is worth the square of its count and every trio of different symbols adds 7. Chasing a single symbol falls short: aim for two or three families and complete at least one trio.",{"level":458,"title":462,"text":463},"Buy resources instead of building the mine","If your neighbours produce what you need, 2 coins per use is cheaper than spending a card to produce that resource. The risk is depending on them: if they switch strategy, your supply dries up.",{"level":458,"title":465,"text":466},"Chains save cards","Plan Age I around the Age II chains: a cheap card now can unlock a free build later. Check the name printed on the right of a card before you discard it.",{"level":468,"title":469,"text":470},"advanced","Military: beat both or spend nothing","Shields are only compared with your neighbours. Barely beating both is worth two tokens; finishing second against both is worth nothing. Work out the swing before investing in red cards.",{"level":468,"title":472,"text":473},"Read the Guilds in Age II","Guilds score based on your city and your neighbours' cities. If a neighbour is stacking grey or brown cards, a Guild that taxes them can be worth more than any blue building.",{"level":468,"title":475,"text":476},"The wonder is a clock","Each stage absorbs a card you cannot use and pays fixed points. Wonders with abilities (Halicarnassus digs through discards, Babylon B plays the seventh card) change the pace of the age: decide early how many stages you will build.","Card drafting across three ages: build your city, trade with your neighbours and raise a wonder.",2.3,"2010","DdviiQgttpAcRaezXx1LBoSTEwy9efpA6e-WO4chMb8",[482],{"id":483,"title":484,"accent":8,"body":485,"cover":8,"description":21,"duration":8,"extension":175,"faq":489,"game":517,"kind":518,"lastReviewed":254,"leaders":8,"locale":255,"meta":519,"mistakes":520,"modules":530,"navigation":263,"path":555,"pitch":556,"pitchCheck":557,"players":563,"requires":564,"requiresExpansions":8,"rulesVersion":565,"scoring":566,"seo":568,"setup":569,"shortTitle":599,"sourceFiles":600,"sourceNotes":603,"stem":604,"strategies":605,"summary":621,"turn":622,"__hash__":657},"expansions\u002Fen\u002F7-wonders\u002Farmada.md","7 Wonders: Armada",{"type":11,"value":486,"toc":487},[],{"title":21,"searchDepth":22,"depth":22,"links":488},[],[490,493,496,499,502,505,508,511,514],{"category":178,"question":491,"answer":492},"How many Armada cards go into each Age?","As many as players. They are drawn at random from the eight of that Age and the rest goes back to the box. With 3 players, remove the five cards marked 4+ first.",{"category":178,"question":494,"answer":495},"Do I have to play with the Siracusa Wonder?","No. Siracusa is only used with this expansion, but you can play Armada with the base game Wonders.",{"category":184,"question":497,"answer":498},"Can I make a naval construction when a chain builds the card for free?","Yes, by paying the space's cost. What never allows a naval construction is building a card from the discard, as Halikarnassós or Solomon do.",{"category":184,"question":500,"answer":501},"What if I construct a Wonder stage?","You can also make a naval construction. The fleet that moves is the one on the track carrying the Wonder symbol on your Shipyard board.",{"category":196,"question":503,"answer":504},"What happens when two players explore an island of the same level?","Every card of that level is dealt face down, split evenly. Leftovers stay undealt, and each player keeps one of the cards they got.",{"category":196,"question":506,"answer":507},"Can my neighbours buy resources from my islands?","No. Island card resources are yours alone; they never enter the market with your neighbours.",{"category":219,"question":509,"answer":510},"Does anything change for purple cards?","Yes: each purple card scores at most 10 points, even if its condition would give more.",{"category":249,"question":512,"answer":513},"When is the naval conflict resolved?","At the end of every Age, always after the military conflict. The game ends when Age III closes, with both conflicts already resolved.",{"category":196,"question":515,"answer":516},"How many military conflicts do I resolve if I get boarded twice?","Four: the two with your neighbours and one for each Boarding token sitting on you. Diplomacy tokens do not cancel them.","7-wonders","module",{},[521,524,527],{"title":522,"text":523},"Paying the naval construction later","Card and naval construction are paid together, not over two turns. And when something conflicts, the card's effects resolve first and the Shipyard space's after.",{"title":525,"text":526},"Counting only the Shipyard","Naval strength adds the symbols on your constructed cards, your Shipyard, your islands and your Wonder. Forgetting the islands is the mistake that decides the most conflicts.",{"title":528,"text":529},"Applying every tax","If two taxes are raised in the same turn, only the highest counts. They do not stack, and the player who raised them never pays.",[531,538,546],{"title":532,"text":533,"images":534},"The four tracks","The Shipyard has four tracks of seven spaces. Red gives naval strength; yellow, commercial level and taxes; blue, victory points at the end; green, access to islands. The starting space of one track carries the Wonder symbol: that is the track that moves when you build a Wonder stage.",[535],{"src":85,"alt":536,"label":537},"Module set out on the table with its pieces visible.","Module",{"title":539,"text":540,"images":541},"Yellow track: taxes","The amphora value is your commercial level and it shields you from taxes. When a yellow fleet lands on a tax space, everyone else loses coins at the end of the turn: the tax value minus their own commercial level. If several taxes are raised in the same turn, only the highest applies.",[542],{"src":543,"alt":544,"label":545},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fexpansions\u002Farmada\u002Faranceles-en.webp","Yellow track with the figure on the tax space and the maths of 2 tax minus 1 commercial level equals one coin lost.","Tax minus commercial level",{"title":547,"text":548,"images":549},"Green track: islands","When the green fleet reaches an island space, you explore an island of that level. Alone, you draw 4 cards; with more players exploring the same level, you split every card of that level evenly and leftovers stay undealt. You keep one, slide it under the Shipyard so only its effect shows and return the rest. Levels are not tied to Ages, and neighbours cannot buy resources from your islands.",[550,554],{"src":551,"alt":552,"label":553},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fexpansions\u002Farmada\u002Fislas-en.webp","Exploration sequence: the green fleet reaches an island space, island cards are drawn, and the chosen one slides under the Shipyard with its effect visible.","From the space to the island",{"src":46,"alt":47,"label":48},"\u002Fen\u002F7-wonders\u002Farmada","Armada does not touch the draft: it loads it with new decisions. Every building you construct can drag a naval construction along that moves one of your four fleets, and closing each Age sends your red fleet after a token worth up to seven points. On top of that, islands hand out effects the base game has no answer for.",{"question":558,"options":559,"answer":58,"explanation":562},"When do you pay for the naval construction?",[560,561],"Together with the card","On your next turn","Card cost and naval construction cost are paid at the same time, in the same moment.",{"min":266,"max":267},[5],"7 Wonders: Armada, second edition rulebook (7AR-EN02)",{"text":567},"Score as in the base game, with one change: each purple card is worth at most 10 points. Add your blue fleet to the card line, then count naval conflicts and island cards on their own lines. The expansion's score pad already splits the three.",{"title":484,"description":21},[570,576,580,589],{"mode":571,"replaces":572,"text":573,"images":574},"replace",1,"Build one deck per Age, but with the Armada cards inside. Split its eight cards per Age, shuffle each pile and draw as many as players: the rest goes back to the box and stays out. With 3 players, remove the five cards marked 4+ in the bottom-right corner first. Add the chosen cards to their Age deck and shuffle again.",[575],{"src":66,"alt":67,"label":68},{"mode":571,"replaces":269,"text":577,"images":578},"Deal 8 cards from the Age I deck to each player, not 7: the extra card is the extra turn the expansion adds.",[579],{"src":66,"alt":67,"label":68},{"mode":581,"after":582,"text":583,"images":584},"add",5,"Each player takes 1 Shipyard board and places it vertically to the right of their Wonder board. Then they put one fleet figure of each colour on the starting space of its track.",[585],{"src":586,"alt":587,"label":588},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fguia-armada-figuras-1.webp","Standing figures beside the board area the step describes.","Figures",{"mode":581,"after":582,"text":590,"images":591},"Leave the Naval Conflict tokens, the Boarding tokens and the three Island decks (levels 1, 2 and 3) face down in the middle of the table. Coins and extra military conflict tokens join the base game reserves.",[592,593,594,598],{"src":66,"alt":67,"label":68},{"src":316,"alt":317,"label":318},{"src":595,"alt":596,"label":597},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fguia-armada-marcador-1.webp","Marker on its track, position pointed out.","Marker",{"src":50,"alt":51,"label":52},"Armada",[601,602],"reglamentos-pdf\u002F7Wonders_Armada_Rules_EN.pdf","reglamentos-pdf\u002F7Wonders_Armada_Reglas_ES_2ed.pdf","Written from the second edition rulebook (7 Shipyards, the Siracusa Wonder and five new rules). The 2018 first printing ships 8 Shipyards and resolves naval conflicts with four places instead of three: if your box is that one, check the conflict table. Images are screenshots of the official rulebook and belong to Repos Production.","en\u002F7-wonders\u002Farmada",[606,609,612,615,618],{"level":448,"title":607,"text":608},"Red pays in all three Ages","Raising the red fleet early gives you naval strength in every conflict for free, without spending Age III cards on it. It is the most predictable return in the expansion.",{"level":448,"title":610,"text":611},"Yellow keeps your coins","You do not need the top of the track: two or three commercial spaces already save you from most taxes. Every coin you keep is a coin that buys resources.",{"level":458,"title":613,"text":614},"Green gives engines, not points","Islands are worth their effect, not their face value. An island handing out resources or discounts carries the rest of the game; one worth two points does not.",{"level":458,"title":616,"text":617},"Count the symbols before Age III","Before the last hand is dealt, check how many naval symbols everyone else has. One construction often moves you from last to second, and that flips the sign of the points.",{"level":468,"title":619,"text":620},"Selling as a fleet move","When no card fits, selling and advancing the yellow fleet turns a wasted turn into commercial level. That is the play that separates people playing Armada from people playing 7 Wonders with boats.","A fleet per player, islands to explore and a naval conflict at the end of every Age. One extra turn, one extra layer of decisions.",[623,628,636,645,651],{"title":624,"text":625,"images":626},"One extra turn per Age","The Age starts with 8 cards in hand and plays exactly as always: one card, the rest to your neighbour. That extra turn is what pays for keeping a fleet.",[627],{"src":66,"alt":67,"label":68},{"title":629,"text":630,"images":631},"Naval construction","When you construct a red, yellow, blue or green card you may upgrade the fleet of that same colour, paying the cost of the next space on your Shipyard on top of the card. When you construct a Wonder stage, the fleet that moves is the one marked by your board's Wonder symbol. Everything is paid at once, but the card's effects resolve before the naval construction's.",[632],{"src":633,"alt":634,"label":635},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fexpansions\u002Farmada\u002Fconstruccion-naval-en.webp","Blue Baths card with its one-stone cost and the blue track of the Shipyard with a one-clay cost, joined by a red line that leads to the total cost.","Card cost + naval cost",{"title":637,"text":638,"images":639},"Naval conflict at the end of the Age","After the military conflict, everyone adds up their naval symbols: those on their cards, their Shipyard, their islands and their Wonder. The weakest takes a defeat token; first and second take victory tokens. If players tie for first, they take the second-place token and the second place gets nothing.",[640,644],{"src":641,"alt":642,"label":643},"\u002Fimages\u002Fgames\u002F7-wonders\u002Fexpansions\u002Farmada\u002Fconflicto-naval-en.webp","Naval conflict token table by Age: last place takes a defeat worth -1, -2 or -3, while first and second take victories worth 3, 5 or 7 and 1, 3 or 5.","Who takes what in each Age",{"src":66,"alt":67,"label":68},{"title":646,"text":647,"images":648},"Boarding","Some red cards trigger a boarding: you hand a Boarding token to the player the symbol points at and, at the end of the Age, you fight a third military conflict against them on top of your two neighbours. Diplomacy tokens do not cancel it.",[649,650],{"src":66,"alt":67,"label":68},{"src":316,"alt":317,"label":318},{"title":652,"text":653,"images":654},"Selling is still a move","When you sell a card you choose: 3 coins from the reserve, or move your yellow fleet one space without paying the naval construction. With a weak yellow track, selling becomes a fleet play.",[655,656],{"src":66,"alt":67,"label":68},{"src":50,"alt":51,"label":52},"T4uV_PdPkkzoxcwVJ32G-ML7DK4PE7APDC7mlwJILJ8",1792932784293]