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7 Wonders (Second Edition)

7 Wonders (Second Edition) Rulebook

Table of Contents

Table of Contents

  • Overview of the Game
  • Contents
  • Elements of the Game
    • Age Cards
      • Colorblind Friendly Symbols
    • Wonder Board
    • Military Conflict Tokens
    • Coins
    • Description of Effects Sheets
    • Score Pad
    • List of Cards and Chains Sheet
  • Setup
  • Gameplay
    • Definitions
    • Overview of an Age
    • 1. Choose a Card
    • 2. Play This Card
      • A. Construct the Building on Your Card
        • Card Placement in Your City
      • B. Construct a Stage of Your Wonder
      • C. Sell the Card
    • 3. Pass Your Hand
      • Sixth and Last Turn
  • Resolution of Military Conflicts
  • Constructing in 7 Wonders
    • A. No Cost
    • B. Coin Cost
    • C. Resource Cost
      • Using Resources Produced by Your City
      • Buying Resources from a Neighboring City
    • D. Free Cost Through Chains
  • End of the Game
    • Counting Victory Points
      • 1. Wonder Board
      • 2. Treasure
      • 3. Military Conflicts
      • 4. Blue Cards
      • 5. Yellow Cards
      • 6. Green Cards
      • 7. Purple Cards
  • Description of Effects
    • Resource Symbols
    • Victory Point, Military, and Science Symbols
    • Coin and Commercial Symbols
    • Guild and End-of-Game Symbols
    • Special Construction Symbols
  • List of Chains
  • List of Cards
    • Age I
    • Age II
    • Age III
  • Credits

Overview of the Game

A game plays over 3 rounds, called Ages, during which you simultaneously play cards one by one to develop your City.

These cards represent the different Buildings you can construct: resource production, civil, commercial, military, scientific, and guild Buildings.

At the end of each Age, head to war with your two neighbors. At the close of 3 Ages, count your total victory points provided by your City, Wonder, military prowess, and Treasure. The player with the highest score wins the game.

Contents

  • 7 Wonder boards
  • 148 Age cards: 49 Age I cards, 49 Age II cards, and 50 Age III cards
  • 78 Coins: 54 Coins worth 1 and 24 Coins worth 3
  • 48 Military Conflict tokens: 24 Defeats and 24 Victories (8 per Age)
  • 1 score pad
  • 3 Description of Effects sheets
  • 1 List of cards and chains sheet
  • This rulebook

Elements of the Game

Age Cards

Age cards represent Buildings you can construct during the game.

The back of each card indicates to which Age the card belongs (Age I, Age II, and Age III).

There are seven different types of cards:

  • Brown cards (Basic Materials) provide common resources: Clay, Stone, Ore, and Wood.
  • Grey cards (Manufactured Products) provide rare resources: Glass, Cloth, and Papyrus.
  • Blue cards (Civil Buildings) provide victory points.
  • Yellow cards (Commercial Buildings) provide commercial advantages.
  • Red cards (Military Buildings) increase your military strength.
  • Green cards (Science Buildings) provide scientific advancements in three domains: tablet, compass, and gear.
  • Purple cards (Guilds) provide victory points according to certain conditions.

On the front of each Age card is a cost zone, an effect, a name, a colorblind friendly symbol, possibly one or two chain symbols, and a minimum number of players required. On the back is the number of the Age and the direction for passing.

Colorblind Friendly Symbols

To accommodate every type of colorblindness, each card color used in the game has a corresponding symbol: Brown, Grey, Blue, Yellow, Red, Green, and Purple.

Wonder Board

Each board represents a Wonder you can construct during the game.

Wonders have a Day side and a Night side showing two, three, or four different construction stages.

Each construction stage has a cost and an effect.

Your Wonder board will also provide you with a starting resource.

Each Wonder board shows: its name, the Day or Night side, the starting resource, and for each construction stage a cost and an effect.

Military Conflict Tokens

Military Conflict tokens represent your Military Victories and Defeats.

There are four types of Military Conflict tokens:

  • Military Defeat -1 tokens
  • Military Victory +1 tokens
  • Military Victory +3 tokens
  • Military Victory +5 tokens

Coins

Coins represent your Treasure. They are worth 1 or 3.

Note: In these rules, when you see "x Coins," the "x" corresponds to the total value of your Coins. In other words, "Take x Coins" means you take Coins worth a total of x.

Description of Effects Sheets

These sheets provide a complete explanation of all the symbols in the game.

Score Pad

This score pad is used at the end of the game to count your victory points and determine a winner.

List of Cards and Chains Sheet

This sheet is for your information.

Setup

  1. Prepare the Age cards:

    • Separate the Age cards into three decks: Age I, Age II, and Age III.

    • For each Age, sort the cards by the minimum number of players required and keep only the cards with a number less than or equal to the number of players. Put the other cards back in the box, they will not be used during the game.

      Example: In a 5-player game, keep all cards with 3+, 4+, and 5+ in each deck of Age cards.

    • In the Age III deck, take all the Purple cards. Randomly draw as many cards from these as the number of players +2 and keep them face down. Add these cards to the other Age III cards. Put the other Purple cards back in the box, they will not be used during the game.

      Example: In a 5-player game, you will randomly draw 7 Purple cards (5 players + 2).

    • Shuffle each deck of Age cards and put them face down in the middle of the table.

  2. Each player randomly takes a Wonder Board and places it in front of themself, picking their preferred side (Day or Night).

    Note: For your first few games, we recommend using the Day side of the Wonder boards. For any following games, feel free to mix Day and Night sides. If you like, you can also choose Wonder boards instead of distributing them randomly.

  3. Take 3 Coins (worth 1) and place them on your Wonder board. These Coins make up your starting Treasure. Place the leftover Coins in the middle of the table to make the Coin reserve.

  4. Place all of the Military Conflict tokens in the middle of the table to make the Military Conflict token reserve.

  5. All other game contents are put back in the box and will not be used during this game.

The middle of the table holds the Age card decks, the discard, the Military Conflict token reserve, and the Coin reserve. Your Wonder and your Treasure are in front of you, with the neighbor on your left and the neighbor on your right seated to either side.

Gameplay

A game plays over three successive rounds: Age I, Age II, then Age III. Each round plays in a similar fashion. Victory points are scored at the end of Age III.

Definitions

Neighbors: The term "neighbors" refers to the player directly on your left and the player directly on your right.

City: The term "City" refers to your developments, which includes your Wonder and constructed cards.

Overview of an Age

At the start of each Age, take the corresponding deck of cards (I, II, or III) and randomly deal 7 cards to each player face down. These cards will make up your starting hand.

Each Age has 6 turns during which you all play simultaneously. A turn is comprised of three stages, which happen in this order:

  1. Choose a card
  2. Play this card
  3. Pass your hand

1. Choose a Card

Take stock of the cards in your hand without showing them to the other players.

From these cards, choose 1 and place it face down in front of you.

Set the remaining cards aside face down. They will be used later.

2. Play This Card

When everyone has chosen a card, play them simultaneously.

You can use this card to complete one single action from the ones listed below:

  • A. Construct the Building on your card
  • B. Construct a stage of your Wonder
  • C. Sell the card

Note: At the start of your first game, we recommend paying attention to everyone's actions, playing one after another, to familiarize yourself with the game.

A. Construct the Building on Your Card

To construct the Building on your card, pay any listed costs and place it face up above your Wonder board (see Constructing in 7 Wonders). Once built, the Building will remain in your City until the end of the game.

Important: You can never construct two identical Buildings, meaning no two cards in your City can have the same name.

Card Placement in Your City

Stack cards of the same color making sure to keep their effects visible and stack resources above your starting resource.

B. Construct a Stage of Your Wonder

To construct a stage of your Wonder, pay only the cost shown on your Wonder board for this stage (see Constructing in 7 Wonders).

Put your card face down under your board so that half is covered by the stage of the Wonder you are constructing. The effect of this stage is now available to you for the rest of the game.

Note: You can use any card to construct a Wonder stage and this card has no other use besides activating the effect of this stage.

Wonder stages can be constructed at any moment during the game. In other words, you can construct the first stage of your Wonder in Age I, II, or III. However, you are required to construct the stages of your Wonder from left to right (stage 1 before stage 2, then stage 2 before stage 3).

Note: Constructing stages of your Wonder is optional.

C. Sell the Card

To gain Coins, you can sell your card. To do so, discard your card face down in the middle of the table (onto a pile that makes up the discard) and take 3 Coins from the reserve that you add to your Treasure.

3. Pass Your Hand

When all players have completed their action, take the cards you did not choose and give them to the neighbor on your left (during Ages I and III) or to the neighbor on your right (during Age II). The direction for passing is shown on the back of the Age cards.

You will therefore receive a hand of cards from your neighbor. These cards will make up your new hand of cards for the next turn. You will have one fewer cards each turn, and will ultimately have only two on the last turn.

Sixth and Last Turn

At the start of the sixth and last turn of each Age, you will receive a hand of 2 cards from your neighbor. Choose 1 of these cards and discard the other face down to the discard pile. The discarded card does not give you any Coins.

Play your sixth and last card as normal.

Continue to the Resolution of Military Conflicts.

Resolution of Military Conflicts

Each Age ends with the Resolution of Military Conflicts.

Count all military symbols on cards you have constructed and those on your Wonder board, if any, to determine your military strength. Then compare your total military strength with that of each of your neighbors.

For each neighbor:

  • If your military strengths are equal, neither one of you takes a token.
  • If your military strength is lower, take a Military Defeat token.
  • If your military strength is higher, take the Military Victory token that corresponds to the current Age.

The tokens are: Defeat (-1), Age I Victory (+1), Age II Victory (+3), and Age III Victory (+5).

Example: At the end of Age II, your military strength is 4. The strength of the neighbor on your left is 5 and the strength of the one to your right is 2. You suffer a Defeat against the neighbor on your left and therefore take a Military Defeat token. You emerge as the victor of the Conflict against the neighbor on your right and take a Victory token for Age II.

After the Resolution of Conflicts, the current Age ends and you continue to the next Age.

After the Resolution of Conflicts in Age III, continue to the End of the game.

Constructing in 7 Wonders

During the entire game, you will have the option of constructing Buildings or Wonder stages. To do this, you must pay the corresponding construction cost, shown on the cost zone of cards or each of the Wonder stages.

Reminder: You can never construct two identical Buildings, meaning you cannot have two cards with the same name in your City.

There are different types of costs:

  • A. No cost
  • B. Coin cost
  • C. Resource cost
  • D. Free cost through chains

A. No Cost

If the cost zone is empty, the card is free and requires no resources or Coins to be constructed.

B. Coin Cost

Certain cards cost 1 Coin. Take 1 Coin from your Treasure and place it in the reserve when constructing the Building on the card.

C. Resource Cost

Certain cards and Wonder stages require one or more resources to be constructed. You can use resources produced by your City and/or buy resources from your neighbors.

Important: Resources used for constructing are never lost and can be used on every turn of the entire game.

Using Resources Produced by Your City

You produce one resource per resource symbol shown in your City: starting resource on your Wonder board, Grey, Brown, and Yellow cards, and certain Wonder stages.

Each resource symbol can only be used once per turn.

Example: You produce 2 Stones, 1 Ore, and 1 Papyrus. You can therefore construct the Barracks since your City produces 1 Ore, or the Scriptorium since your City also produces 1 Papyrus. However, you cannot construct the Guard Tower since you do not produce Clay.

Buying Resources from a Neighboring City

If your City does not produce the resources needed to construct a card or Wonder stage, check your neighbors' Cities. If they produce the resources you need, you can buy these resources from them.

For each resource bought, give 2 Coins to the owner of the resource. This player keeps their card and can still use the resource you just bought.

Each resource symbol can only be bought once per turn by the same player.

Resources must be used on the same turn as they were bought.

Resources you can buy from your neighbors include:

  • The starting resource on their Wonder board;
  • Resources on their Brown cards;
  • Resources on their Grey cards.

It is impossible to buy resources produced by their Yellow cards or the stages of their Wonder.

If your neighbor has a card that produces a choice of 1 resource from two resources shown, you can choose which one to buy, regardless of what your neighbor has chosen.

Notes:

  • To buy resources, you must spend the required Coins at the beginning of your turn. You cannot use Coins you receive from other players during the same turn.
  • You cannot buy resources from a Building your neighbor constructed that same turn.
  • You can never prevent a player from buying your resources.
  • Both of your neighbors can buy the same resource from your City.

D. Free Cost Through Chains

Starting in Age II, certain cards have a free construction condition shown as a chain symbol. If you have previously constructed a card with the same symbol in the upper right corner, you can construct this card for free.

Example: In Age I, if you constructed the Theater in your City, you can construct the Gardens in Age III for free, since you have the corresponding chain symbol.

Notes:

  • If you do not have the symbol that corresponds to a card's chain, you can still construct this card by paying its resource cost.
  • Certain cards grant access to two chains; in this case, you will see two symbols in the upper right corner of the card.

End of the Game

The game ends at the close of Age III, after the Resolution of Military Conflicts. Proceed with counting victory points by using the score pad. The player with the highest score wins the game. If there is a tie, the player with the most Treasure wins. If there is still a tie, all tied players share the victory.

Counting Victory Points

Use the score pad to count your victory points.

1. Wonder Board

Add victory points from constructed stages of your Wonder.

2. Treasure

Earn 1 victory point for each complete set of 3 Coins in your Treasure.

3. Military Conflicts

Add the value of all your Military Defeat and Victory tokens to determine your score for Military Conflicts (the total may be a negative number).

4. Blue Cards

Add victory points on Blue cards in your City.

5. Yellow Cards

Add any victory points on Yellow cards in your City, according to the effects described on the cards (see Description of Effects sheet).

6. Green Cards

Count all of the science symbols in your City and on constructed stages of your Wonder, if any. These symbols provide victory points in two different ways which will be added together.

  • Identical symbols: Check how many identical symbols you have for each type of symbol and refer to the table below:

    Number of identical symbols123456
    Victory points149162536
  • Sets of 3 different symbols: For each complete set of 3 different science symbols, gain 7 victory points.

7. Purple Cards

Add victory points on Purple cards in your City, according to the effects described on the cards (see Description of Effects sheet).

Description of Effects

These sheets provide a complete explanation of all the symbols in the game.

Resource Symbols

  • A single resource symbol (Wood, Stone, Ore, Clay, Glass, Cloth, or Papyrus): Once this symbol enters play, once per turn, produce the indicated resource for each resource symbol in your City.
  • Two or more resource symbols separated by a slash: Once this symbol enters play, once per turn, produce your choice of one of the indicated resources. The combinations found in the game are: Wood/Clay, Stone/Clay, Ore/Clay, Glass/Papyrus/Cloth, Wood/Stone, Wood/Ore, Stone/Ore, and Wood/Stone/Ore/Clay.

Victory Point, Military, and Science Symbols

  • Victory points (a number in a laurel wreath): At the end of the game, gain the number of indicated victory points.
  • Military symbols (shields): Once this symbol enters play, increase your military strength by the number of indicated military symbols.
  • A science symbol (gear, tablet, or compass): At the end of the game, gain the indicated science symbol and add it to your collection of Green cards.
  • A choice of science symbols (compass/tablet/gear): At the end of the game, gain your choice of 1 science symbol and add it to your collection of Green cards.

Coin and Commercial Symbols

  • A number of Coins: Once this symbol enters play, immediately take the number of Coins indicated (from the reserve) and add them to your Treasure.
  • 1 Coin over the four common resources, with an arrow: Once this symbol enters play, you can buy common resources (Wood, Stone, Ore, and Clay) from your neighbor (on the left or right according to the arrow) for 1 Coin instead of 2.
  • 1 Coin over the three rare resources, with arrows on both sides: Once this symbol enters play, you can buy rare resources (Glass, Cloth, and Papyrus) from your neighbors for 1 Coin instead of 2.
  • A number of Coins over a card back, with arrows on both sides: Once this symbol enters play, immediately take the number of indicated Coins (from the reserve) for each card of this color in your and your neighbors' Cities. Cards of this color that your neighbors constructed that same turn are counted too. (In the game: 1 Coin per Brown card, and 2 Coins per Grey card.)

Guild and End-of-Game Symbols

  • Victory points over a card back, with arrows on both sides: At the end of the game, gain the number of indicated victory points for each card of this color in your neighbors' Cities. (Applies to Brown, Grey, Blue, Yellow, Red, and Green cards, 1 victory point each.)
  • Victory points over Brown, Grey, and Purple card backs: At the end of the game, gain 1 victory point for each Brown, Grey, and Purple card (including this one) in your City.
  • A number of Coins and a number of victory points over a card back: Once this symbol enters play, immediately take the number of indicated Coins (from the reserve) for each card of this color in your City. Additionally, at the end of the game, gain the number of victory points indicated for each card of this color in your City. (In the game: 1 Coin / 1 victory point per Brown card, 2 Coins / 2 victory points per Grey card, and 3 Coins / 1 victory point per Red card.)
  • 1 Coin and 1 victory point over a Yellow card back: Once this symbol enters play, immediately take 1 Coin (from the reserve) for each Yellow card in your City (including this one). Additionally, at the end of the game, gain 1 victory point for each Yellow card in your City.
  • 3 Coins and 1 victory point over a Wonder: Once this symbol enters play, immediately take 3 Coins (from the reserve) for each Wonder stage you have constructed. Additionally, at the end of the game, gain 1 victory point for each stage of your Wonder you have constructed.
  • 1 victory point over a Wonder, with arrows on both sides: At the end of the game, gain 1 victory point for each Wonder stage constructed in your and your neighbors' Cities.
  • 7 victory points over a Wonder: At the end of the game, gain 7 victory points only if all stages of your Wonder are constructed.

Special Construction Symbols

  • Two green check marks: Once this symbol enters play, you can play the card that is normally discarded at the end of each Age, following the normal rules. This card is considered a new turn and is played after all other players have played their last card.
  • A card back with a red cross (the discard): At the end of the turn when this symbol enters play, take all the Age cards in the discard. Choose 1 and construct it for free.
  • A crossed-out cost beside the seven card colors: Once this symbol enters play, you can construct the first Age card in each color for free.
  • A crossed-out cost beside the Age numerals with an alpha: Once this symbol enters play, you can construct the first Age card in each Age for free.
  • A crossed-out cost beside the Age numerals with an omega: Once this symbol enters play, you can construct the last Age card in each Age for free.

Do you need clarification on an effect? Simply look up our FAQ, www.7wonders.net/faq

List of Chains

Each card below carries a chain symbol linking it to the card it lets you construct for free.

Age I cardChains into (Age II)Chains into (Age III)
WellStatue—
BathsAqueduct—
Altar—Pantheon
Theater—Gardens
MarketplaceCaravanseryLighthouse (from Caravansery)
East Trading PostForumHaven (from Forum)
West Trading PostForumHaven (from Forum)
ApothecaryStablesArena (from Stables)
ApothecaryDispensaryLodge (from Dispensary)
WorkshopArchery RangeSiege Workshop (from Archery Range)
WorkshopLaboratoryObservatory (from Laboratory)
ScriptoriumCourthouseSenate (from Courthouse)
ScriptoriumLibraryUniversity (from Library)
Age II cardChains into (Age III)
SchoolAcademy
SchoolStudy
WallsFortifications
Training GroundCircus

List of Cards

This sheet is for your information. Each entry shows the card's effect and the minimum number of players required.

Age I

Brown cards (Basic Materials)

CardEffectMinimum players
Lumber Yard1 Wood3+ 4+
Stone Pit1 Stone3+ 5+
Clay Pool1 Clay3+ 5+
Ore Vein1 Ore3+ 4+
Tree Farm1 Wood or 1 Clay6+
Excavation1 Stone or 1 Clay4+
Clay Pit1 Ore or 1 Clay3+
Timber Yard1 Wood or 1 Stone3+
Forest Cave1 Wood or 1 Ore5+
Mine1 Stone or 1 Ore6+

Grey cards (Manufactured Products)

CardEffectMinimum players
Glassworks1 Glass3+ 6+
Press1 Papyrus3+ 6+
Loom1 Cloth3+ 6+

Blue cards (Civil Buildings)

CardEffectMinimum players
Well3 victory points4+ 7+
Baths3 victory points3+ 7+
Altar3 victory points3+ 5+
Theater3 victory points3+ 6+

Yellow cards (Commercial Buildings)

CardEffectMinimum players
TavernTake 5 Coins4+ 5+ 7+
MarketplaceBuy rare resources (Glass, Cloth, Papyrus) from either neighbor for 1 Coin instead of 23+ 6+
West Trading PostBuy common resources (Wood, Stone, Ore, Clay) from the neighbor on your left for 1 Coin instead of 23+ 7+
East Trading PostBuy common resources (Wood, Stone, Ore, Clay) from the neighbor on your right for 1 Coin instead of 23+ 7+

Red cards (Military Buildings)

CardEffectMinimum players
Stockade1 military symbol3+ 7+
Barracks1 military symbol3+ 5+
Guard Tower1 military symbol3+ 4+

Green cards (Science Buildings)

CardEffectMinimum players
Apothecary1 compass symbol3+ 5+
Workshop1 gear symbol3+ 7+
Scriptorium1 tablet symbol3+ 4+

Age II

Brown cards (Basic Materials)

CardEffectMinimum players
Sawmill2 Wood3+ 4+
Quarry2 Stone3+ 4+
Brickyard2 Clay3+ 4+
Foundry2 Ore3+ 4+

Grey cards (Manufactured Products)

CardEffectMinimum players
Glassworks1 Glass3+ 5+
Press1 Papyrus3+ 5+
Loom1 Cloth3+ 5+

Blue cards (Civil Buildings)

CardEffectMinimum players
Statue4 victory points3+ 7+
Aqueduct5 victory points3+ 7+
Temple4 victory points3+ 6+
Courthouse4 victory points3+ 5+

Yellow cards (Commercial Buildings)

CardEffectMinimum players
Caravansery1 Wood, Stone, Ore, or Clay (your choice)3+ 5+ 6+
Forum1 Glass, Papyrus, or Cloth (your choice)3+ 6+ 7+
VineyardTake 1 Coin for each Brown card in your and your neighbors' Cities3+ 6+
BazarTake 2 Coins for each Grey card in your and your neighbors' Cities4+ 7+

Red cards (Military Buildings)

CardEffectMinimum players
Stables2 military symbols3+ 5+
Archery Range2 military symbols3+ 6+
Walls2 military symbols3+ 7+
Training Ground2 military symbols4+ 6+ 7+

Green cards (Science Buildings)

CardEffectMinimum players
Dispensary1 compass symbol3+ 4+
Laboratory1 gear symbol3+ 5+
Library1 tablet symbol3+ 6+
School1 tablet symbol3+ 7+

Age III

Blue cards (Civil Buildings)

CardEffectMinimum players
Pantheon7 victory points3+ 6+
Gardens5 victory points3+ 4+
Town Hall6 victory points3+ 6+
Palace8 victory points3+ 7+
Senate6 victory points3+ 5+

Yellow cards (Commercial Buildings)

CardEffectMinimum players
LighthouseTake 1 Coin for each Yellow card in your City (including this one); at the end of the game, 1 victory point for each Yellow card in your City3+ 6+
HavenTake 1 Coin for each Brown card in your City; at the end of the game, 1 victory point for each Brown card in your City3+ 4+
Chamber of CommerceTake 2 Coins for each Grey card in your City; at the end of the game, 2 victory points for each Grey card in your City4+ 6+
LudusTake 3 Coins for each Red card in your City; at the end of the game, 1 victory point for each Red card in your City5+ 7+
ArenaTake 3 Coins for each Wonder stage you have constructed; at the end of the game, 1 victory point for each stage of your Wonder you have constructed3+ 5+

Red cards (Military Buildings)

CardEffectMinimum players
Castrum3 military symbols4+ 7+
Fortifications3 military symbols3+ 7+
Circus3 military symbols4+ 6+
Arsenal3 military symbols3+ 5+
Siege Workshop3 military symbols3+ 5+

Green cards (Science Buildings)

CardEffectMinimum players
Lodge1 compass symbol3+ 6+
Academy1 compass symbol3+ 7+
Observatory1 gear symbol3+ 7+
Study1 gear symbol3+ 5+
University1 tablet symbol3+ 4+

Purple cards (Guilds)

CardEffectMinimum players
Workers Guild1 victory point for each Brown card in your neighbors' Cities3+
Craftsmens Guild2 victory points for each Grey card in your neighbors' Cities3+
Magistrates Guild1 victory point for each Blue card in your neighbors' Cities3+
Traders Guild1 victory point for each Yellow card in your neighbors' Cities3+
Builders Guild1 victory point for each Wonder stage constructed in your and your neighbors' Cities3+
Spies Guild1 victory point for each Red card in your neighbors' Cities3+
Philosophers Guild1 victory point for each Green card in your neighbors' Cities3+
Decorators Guild7 victory points only if all stages of your Wonder are constructed3+
Scientists GuildGain your choice of 1 science symbol (compass, tablet, or gear)3+
Shipowners Guild1 victory point for each Brown, Grey, and Purple card (including this one) in your City3+

Credits

Designer: Antoine Bauza • Illustrator: Miguel Coimbra

Development and publication: Cédrick Caumont & Thomas Provoost aka "Les Belges à Sombreros" and the Repos Production team.

Complete credits online: www.7wonders.net/credits

© Repos Production 2020. All rights reserved.