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7 Wonders (Second Edition): Armada

Expansion for 7 Wonders (Second Edition)

7 Wonders (Second Edition): Armada Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Elements
    • Wonder Board
    • Shipyard Boards
    • Fleet Figures
    • Armada Age Cards
    • Island Cards
    • Naval Conflict Tokens
    • Boarding Tokens
    • Score Pad
    • Description of New Effects Sheets
  • Setup
  • Gameplay
  • A. Extra Turn
  • B. Naval Construction
    • Age Card
    • Wonder Stage
  • Description of the Shipyard Boards
    • Red Naval Track
    • Yellow Naval Track
      • Commercial Level
      • Tax
    • Blue Naval Track
    • Green Naval Track
  • C. Resolution of Naval Conflicts
    • Ties
  • D. Boarding
  • E. Selling
  • Order of Resolving Actions
  • End of the Game
    • Clarification on Green Cards
  • Rules for Team Play
    • Overview of an Age
    • Restrictions for Each Team
    • Resolution of Military Conflicts
    • Resolution of Naval Conflicts (Team Play)
    • Taxes and Pirates
    • Armada Cards
    • End of the Game (Team Play)
  • Armada and Cities Expansions
  • Description of New Effects
    • Player Designation Symbols
    • Effects

Contents

  • 1 Wonder board (Siracusa)
  • 7 Shipyard boards
  • 28 Fleet figures (7 x 4 colors)
  • 40 Naval Conflict tokens:
    • 22 Naval Victory tokens
    • 18 Naval Defeat tokens
  • 8 Military Conflict tokens:
    • 4 Military Victory tokens
    • 4 Military Defeat tokens
  • 2 Boarding tokens
  • 6 Coins worth 6
  • 24 Armada cards (8 per Age)
  • 27 Island cards (9 per level)
  • 1 score pad
  • 3 Description of New Effects sheets
  • This rulebook

Game Elements

Wonder Board

Siracusa is only used if playing with this expansion.

Shipyard Boards

Shipyard boards represent the progress of your Fleets during the game. Shipyards have 4 naval tracks (Red, Yellow, Blue, and Green) each divided into 7 spaces, most of which provide an effect.

Each Shipyard board has a Wonder symbol on one of the naval tracks. Its position is different on each board.

Each space of a naval track shows:

  • Naval Construction Cost
  • Effect
  • Fleet starting space
  • Wonder symbol (on one space of one track only)

For colorblind players, each naval track has a symbol corresponding to its color: Red (cross), Yellow (circle), Blue (bar), Green (triangle).

Note: The effects of spaces are identical on each Shipyard board. Only the construction costs and placement of the Wonder symbol are different between boards.

Fleet Figures

Figures track the progress of your Fleets (Red, Yellow, Blue, and Green) on your Shipyard board.

Armada Age Cards

Age cards in this expansion represent new Buildings with never before seen effects. They are added to the Age cards from the base game.

Note: To help with sorting, Age cards from the Armada expansion all have a special symbol in the bottom-left corner.

Island Cards

Island cards are a new category of cards. They are not added to the Age cards and have a different back. They are divided into 3 levels and each offer a unique effect. Each card shows its effect symbol and its name on the front.

  • Level 1 back: one swirl
  • Level 2 back: two swirls
  • Level 3 back: three swirls

Naval Conflict Tokens

Naval Conflict tokens represent Naval Victories and Defeats. There are 2 types of Naval Conflict tokens:

  • Naval Defeat tokens (worth -1, -2, and -3).
  • Naval Victory tokens (worth 1, 3, 5, and 7).

Boarding Tokens

Boarding tokens represent the new Boarding effect.

Score Pad

This score pad assists you in counting victory points gained through the Armada, Leaders, and Cities expansions.

Description of New Effects Sheets

These sheets provide a complete explanation of all the new symbols in the game. See the section Description of New Effects below.

Setup

Setup follows the normal 7 Wonders rules with the exception of the following adjustments:

  • Prepare the Age cards:
    1. Separate the Age cards for this expansion into three decks (Age I, Age II, and Age III), then shuffle each deck.

      Note: For a 3-player game, remove the 5 Armada Age cards with the 4+ symbol in the bottom-right corner.

    2. For each Age, randomly take as many Armada cards as the number of players. The remaining cards are out of the game; they will not be used during the game.

    3. Add the cards you kept to the corresponding decks of Age cards from the base game, then shuffle each deck.

  • Separate the Island cards by level and shuffle each deck. Place them face down in the middle of the table.
  • Each player takes 1 Shipyard board and places it vertically to the right of their Wonder board. Everyone also takes one Fleet figure in each color and places them on the starting space of the corresponding color on their Shipyard board.
  • Place the Naval Conflict and Boarding tokens in the middle of the table.
  • Coins and extra Military Conflict tokens are added to their respective reserves from the base game.

Gameplay

Gameplay follows the normal 7 Wonders rules with the exception of five new rules:

  • A. Extra Turn
  • B. Naval Construction
  • C. Resolution of Naval Conflicts
  • D. Boarding
  • E. Selling

A. Extra Turn

At the beginning of each Age, each player receives 8 cards (instead of 7 as in the base game). During each Age, you will therefore play an extra turn.

B. Naval Construction

Each time you construct a Red, Yellow, Blue, or Green Age card or a stage of your Wonder, you can, if you wish, undertake a Naval Construction. Naval Construction allows you to upgrade your Fleets:

  • Red Fleet: Determines your naval strength during Naval Conflicts.
  • Yellow Fleet: Opens access to new commercial routes.
  • Blue Fleet: Grants extra victory points.
  • Green Fleet: Allows you to explore undiscovered Islands.

Age Card

When you construct a Red, Yellow, Blue, or Green card, you can undertake a Naval Construction and upgrade the Fleet of the same color as the card you constructed.

To do this, you must pay, at the same time, the cost of the card and the cost of the Naval Construction. Then move the Fleet figure of this color forward one space on your Shipyard board.

Example: You construct a Blue card and can now undertake a Blue Naval Construction. The card costs 1 Stone and the Blue Naval Construction costs 1 Clay. You must therefore pay a total of 1 Stone and 1 Clay to complete both constructions.

Important: Constructing a Building (or a stage of a Wonder) and Naval Construction are always paid simultaneously. However, you always apply the effects of cards (or stages of a Wonder) before the effects of Naval Constructions.

When you construct a Red, Yellow, Blue, or Green card for free due to chains (or from Olympía), you can also undertake a Naval Construction by paying its cost following the previously described rules.

Important: Cards built for free from the discard (Halikarnassós, Solomon…) never let you undertake a Naval Construction.

Wonder Stage

On each Shipyard board, there is a Wonder symbol on the starting space of one of the 4 naval tracks (Red, Yellow, Blue, or Green). This symbol indicates the Fleet associated with your Wonder.

When you construct a stage of your Wonder, you can also undertake a Naval Construction and advance the Fleet associated with your Wonder. To do this, you must pay, at the same time, the cost of your Wonder stage and the cost of the Naval Construction. Then advance the Fleet figure associated with your Wonder by one space on your Shipyard board.

Example: You construct the first stage of your Wonder, which costs 2 Stone. You can then undertake a Naval Construction to advance your Red Fleet (associated with your Wonder), which costs 1 Wood. You must therefore pay a total of 2 Stone and 1 Wood to complete both constructions.

Description of the Shipyard Boards

Red Naval Track

The Red naval track grants naval strength symbols which increase your naval strength.

To see the naval strength provided by your Red Fleet, look at the value shown by the naval strength symbol on the space the figure is on.

Example: Your Red Fleet is on the third space of your Red naval track. Your naval strength is increased by 2.

Yellow Naval Track

The Yellow naval track shows your commercial level. It also grants Coins and raises Taxes that impact other players.

Commercial Level

Your commercial level lets you prevent the loss of Coins. To see your commercial level, look at the value shown by the amphora symbol on the space your Yellow Fleet is on.

Tax

When your Yellow Fleet reaches a Tax space, you raise Taxes at the end of the turn. If this happens, all players except you lose the number of Coins indicated minus their respective commercial level. Coins are put back in the reserve.

Example: A player reaches the fifth space of the Yellow naval track with their Yellow Fleet; they raise Taxes by 2 at the end of the turn. Your Yellow Fleet is on the second space of the Yellow naval track; you therefore lose 1 Coin (Tax of 2 minus your commercial level of 1).

Clarifications:

  • Taxes are always applied at the end of the turn. It is possible to lose Coins that you gained during the same turn.
  • If multiple Taxes are raised at the end of the same turn, only the highest Tax is applied (ignore all other Taxes).
  • If your commercial level is higher or equal than the Tax raised, nothing happens for you.

Blue Naval Track

The Blue naval track grants victory points that will be counted at the end of the game.

To see the number of victory points gained from your Blue Fleet, look at the value shown by the victory point symbol on the space the figure is on.

Example: At the end of the game, your Blue Fleet is on the third space of the Blue naval track. You therefore gain 2 victory points.

Green Naval Track

The Green naval track lets you explore Islands in 3 levels.

When your Green Fleet reaches an Island space, you can explore a new Island of the level shown on this space, and as such benefit from its effect.

Two possibilities:

  • On this turn, you are the only player to explore an Island of this level. In this case, draw 4 Island cards of the corresponding level.
  • On this turn, multiple players explore an Island of this level. In this case, share all of the Island cards of this level face down between players so that each player receives the same number. Any excess cards are not distributed.

From the cards you received, choose 1 and place it under the right side of your Shipyard board, so that only the effect is visible. Return all of the unchosen cards to the corresponding deck and shuffle it.

Example: On the same turn, your and another player's Green Fleets reach the third space of the Green naval track. You share all 9 level 1 Island cards between you, so you each receive 4 Island cards (the extra card is not distributed).

Clarifications:

  • The levels of Island cards are independent of Ages: you can absolutely discover a level 2 Island during Age I and vice versa.
  • Resources from your Island cards cannot be bought by your neighbors.

C. Resolution of Naval Conflicts

At the end of each Age, after resolving Military Conflicts from the base game, you can then resolve a Naval Conflict.

To determine your naval strength, count all the naval strength symbols on cards you constructed, your Shipyard, your Islands, and your Wonder.

Then compare your naval strength with that of all other players. Starting with the last (weakest naval strength), then the first (strongest naval strength), and finally the second, distribute Naval Conflict tokens according to players' positions:

  • Last: 1 Naval Defeat token (-1, -2, or -3 according to the current Age).
  • First: 1 Naval Victory token (3, 5, or 7 according to the current Age).
  • Second: 1 Naval Victory token (1, 3, or 5 according to the current Age).

Clarification: It is possible that certain players will not receive any tokens during the Resolution of Naval Conflicts.

AgeLastFirstSecond
Age INaval Defeat -1Naval Victory 3Naval Victory 1
Age IINaval Defeat -2Naval Victory 5Naval Victory 3
Age IIINaval Defeat -3Naval Victory 7Naval Victory 5

Ties

  • In case of tie for the last position, concerned players each take 1 Naval Defeat token for the current Age.
  • In case of tie for the first position, concerned players each take 1 Naval Victory token for the second position. Players in second position therefore don't take any tokens.
  • In case of tie for the second position, concerned players don't take any tokens.

Clarification: If all players have an equal naval strength, no player takes any Naval Defeat or Victory tokens.

D. Boarding

Certain Red cards trigger Boardings that impose the resolution of a third Military Conflict.

When you trigger a Boarding, immediately take a Boarding token (from the reserve) and give it to the player designated by the symbol. At the end of the Age, continue to the Resolution of Military Conflicts with your two neighbors, but also with the player who has your Boarding token, following the normal rules. Once the Military Conflicts are resolved, discard the Boarding token and put it back in the reserve.

Clarifications:

  • You can be the target of two Boardings in the same Age. In this case, you must resolve 4 Military Conflicts at the end of this Age.
  • Diplomacy tokens (Cities and Leaders expansions) have no effect on Boardings. All Boardings must be resolved.

E. Selling

Each time you sell a card, apply one of these effects:

  • Gain 3 Coins from the reserve.

or

  • Advance your Yellow Fleet by one space without paying the Naval Construction cost.

Order of Resolving Actions

If there are conflicts, the turn is always resolved in this order:

  1. Pay construction costs (card or Wonder and Naval Construction)
  2. Advance Fleets
  3. Apply effects of Age cards (except losing Coins)
  4. Apply effects of Shipyard (except losing Coins)
  5. Construct cards from the discard (no Naval Construction)
  6. Lose Coins

End of the Game

The game ends at the close of Age III, after the Resolution of Military and Naval Conflicts.

Score victory points following the normal base game rules, with the exception that each Purple card is limited to 10 victory points maximum.

On the score pad, note:

  • On the first line, the total victory points provided by your cards and Blue Fleet.
  • On the second line, the total victory points provided by your Naval Conflicts.
  • On the third line, the total victory points provided by your Island cards.
  • On the total line (Total for team play), the sum used for team play (see Rules for Team Play).

The score pad also has lines for the Cities and Leaders expansions, which are scored under their own rules.

Clarification on Green Cards

In this expansion, it is possible to have more identical science symbols than in the base game.

Number of identical symbols123456789...
Victory points149162536496481*

* Your victory points equal the number of identical symbols multiplied by itself (10 identical symbols equals 10 x 10 for a total of 100 victory points).

Rules for Team Play

During 4- or 6-player games, you have the option of playing 7 Wonders in teams. Make teams of 2 and sit next to your teammate. Gameplay follows the normal Armada rules with the exception of the following adjustments:

Overview of an Age

During the game, you can freely talk with your teammate and show each other your hand of cards (including Leader cards, if playing with that expansion).

Restrictions for Each Team

  • You must always use your own resources before buying from your neighbors.
  • When constructing, you must always use chains if you have the corresponding symbol.
  • You cannot lend each other Coins.
  • You cannot exchange cards with each other.
  • When constructing a Building that triggers a loss of Coins, your teammate is also affected.

Resolution of Military Conflicts

During team play, you do not enter into conflict with your teammate. Compare your military strength with your opposing neighbor and gain double the Military Conflict tokens:

  • If your military strengths are equal, do not gain any tokens.
  • If your military strength is lower, take 2 Military Defeat tokens.
  • If your military strength is higher, take 2 Military Victory tokens that correspond to the current Age.

Example: At the end of Age II, you have a military strength of 2 and your opposing neighbor has a strength of 5. You take 2 Military Defeat tokens and your opposing neighbor takes 2 Military Victory tokens for Age II.

Resolution of Naval Conflicts (Team Play)

Naval Conflicts are resolved individually following the normal rules. Ties are also resolved normally, independent of teams.

Taxes and Pirates

Taxes and loss of Coins triggered by these symbols apply to all players, independent of teams.

Armada Cards

During team play, cards that target the player to the right of the neighbor to your right or the player to the left of the neighbor to your left, follow the normal rules, independent of teams.

Cards that trigger Boardings follow the normal rules, independent of teams, but provide only 1 Military Victory or Defeat token to the concerned players (instead of 2 as in standard team Military Conflicts).

End of the Game (Team Play)

The game ends at the close of Age III, after the Resolution of Military and Naval Conflicts. Proceed to scoring victory points following the normal Armada rules.

Add your and your teammate's scores. The team with the highest combined score wins the game. In case of tie, the team with the most total Treasure wins. If there is still a tie, tied teams share the victory.

Armada and Cities Expansions

If you are playing with the Armada and Cities expansions, at the beginning of each Age, each player receives 9 cards (instead of 7 as in the base game). Additionally, Debts apply for any Taxes raised and loss of Coins players do not resolve. In this case, if you cannot or don't want to lose Coins, take 1 Debt token per Coin you do not lose.

Description of New Effects

This sheet is the official "Description of New Effects" companion (2 pages). Its symbols are written out below.

Player Designation Symbols

  • Designates the player to the right of the neighbor to your right.
  • Designates the player seated to the left of the neighbor to your left.
  • Designates your commercial level. Its value is shown in this symbol and depends on the space your Yellow Fleet is on.

Effects

  • Boarding (two red crossed swords): When this symbol enters play, immediately take a Boarding token (from the reserve) and give it to the designated player.

  • Naval strength (naval strength symbol): When this symbol enters play, increase your naval strength by the indicated value.

  • Abstain from Naval Conflicts (dove): When this symbol enters play, during each Resolution of Naval Conflicts, you can choose whether or not to participate. If you choose not to participate, your naval strength is simply ignored and you do not take any Naval Conflict tokens.

  • Buy once per turn (designated player, right side): When this symbol enters play, once per turn, you can buy 1 resource from the designated player for 1 Coin.

  • Buy twice per turn (designated player, left side): When this symbol enters play, twice per turn, you can buy 1 resource from the designated player for 1 Coin.

  • Extra science symbol: At the end of the game, gain an extra science symbol: the one you have the most copies of. In case of tie between multiple science symbols, choose 1 of the concerned symbols.

  • Island cards (Island icon, Level 1, 2, or 3): As soon as this symbol enters play, draw the first Island card of the indicated level (1, 2, or 3) and place it face up under the right side of your Shipyard. You benefit from its effect from now on.

  • Explore an Island (Island stack): At the end of the turn during which this symbol enters play, explore an Island of the indicated level.

  • Island count: At the end of the game, gain 2 victory points for each Island card in your possession, including this one.

  • Age card color: At the end of the game, choose one color of Age cards. Gain 1 victory point for each card of this color in your City.

  • Free advance of a color: As soon as this symbol enters play, advance the Fleet of this color by one space on your Shipyard, without paying the construction cost.

  • Free advance of one Fleet: As soon as this symbol enters play, advance one of your Fleets (of your choice) by one space on your Shipyard, without paying the construction cost.

    Clarification: When you construct a card with this symbol, you can undertake a Naval Construction following the normal rules, and then apply the effect to benefit from a free Naval Construction. Therefore, it is possible to undertake multiple Naval Constructions on the same turn.

  • Free advance of two or three different Fleets: As soon as this symbol enters play, advance two or three different Fleets (of your choice) by one space respectively on your Shipyard, without paying the construction cost.

  • Discount on Naval Construction: When this symbol enters play, pay 1 resource (of your choice) less for each Naval Construction you undertake. You must still pay any costs in Coins without a discount.

  • Coin after advancing: When this symbol enters play, gain 1 Coin (from the reserve) after each time you advance your Fleets.

  • Wonder fleet replacement: When this symbol enters play, you no longer have a Fleet associated with your Wonder. Instead, each time you construct a stage of your Wonder, advance one of your Fleets (of your choice) by one space on your Shipyard, without paying the construction cost.

  • Tax: At the end of the turn during which this symbol enters play, raise a Tax by the indicated amount. All players except you lose the number of indicated Coins minus their commercial level. Coins are put back in the reserve.

  • Immediate loss of Coins: As soon as this symbol enters play, all players except you lose as many Coins as their respective commercial level.

  • Protection from losses: Once this symbol enters play, each time another player triggers a loss of Coins from Taxes or Pirate cards, you are protected and don't lose any Coins.

  • Commercial level victory points: At the end of the game, gain victory points equal to double your commercial level.