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Sailors (fan expansion for 7 Wonders)

Expansion for 7 WondersExpansion for 7 Wonders: CitiesExpansion for 7 Wonders: Leaders

Sailors (fan expansion for 7 Wonders) Rulebook

Table of Contents

Table of Contents

  • Material
  • Game Setup
  • New Rules
    • Maritime Trade
    • Maritime War
  • Explanations of the Cards
    • Starboard Bilge, Larboard Bilge, Lower Deck, and Hold
    • Shipyard
    • Distant Colony
    • Abandoned Lighthouse
    • War Galleon
    • Interior Doors
    • Coastal Trading Vessel
    • Sewers
    • Nomadic Commerce, Commercial Corporation, Whorehouse
    • Brothel
    • Reconstruction
    • Flagship
  • Description of the Guilds
    • Gardeners Guild
    • Sailors Guild
  • Description of the Leaders
    • Eurydice
    • Marduk
    • Hypathie
    • Ramses II
  • Description of the Gods
    • Mermaid
    • Minotaurus
    • Dryad
  • Description of the Wonders
    • Amathoús (Amathus) - Agora
    • Sidón (Sidon) - Temple of Eshmun
    • Soúsa (Susa) - Achaemenid Palace
  • Rules for Team Play
  • Rules for 2 / 3 Players
  • Rules for 8 Players
  • Rules for 9 Players
  • End of the Game
  • F.A.Q.

Material

  • 30 (10 by Age) orange cards
  • 4 new leaders
  • 2 new guilds
  • 3 new gods
  • 3 new wonders
  • 4 "invasion" tokens
  • 1 rulebook

Game Setup

Like with Cities, take as many orange cards by Age as the number of players, and mix them with the rest of the cards used.

New Rules

Maritime Trade

You can now buy/sell raw resources and manufactured goods to everybody, if they're on orange cards, but for 3 coins, because the boat trip is longer. The price is still 3 coins even if you buy them from your neighbours. The advantage of this kind of trade is that you cannot totally be stuck, unable to build steps of wonder, or play some cards.

Maritime War

Some cards will give you "invasion" tokens that you can put in front of the other non-neighbour players. These symbols do not count as shields but allow you to invade another player. The "invasion" token is put on a non-neighbour city at the same time as the card is placed and the invasion has to be done even if at the end of the Age you realise that your opponent gains a more powerful military force than yours. Like "peace" tokens, the "invasion" tokens are cumulative but have to be played at the end of the Age. Every "peace" token put by a player already invaded or invader, cancels the invasion. Any invasion committed against a player who has previously been declared at peace during the concerned Age grants no military points. Any invasion committed by a player previously declared at peace in the concerned Age has no effect. For these different cases, you only

(The printed text ends mid-sentence here, at the foot of page 3; the sentence is not completed in the source.)

Explanations of the Cards

Starboard Bilge, Larboard Bilge, Lower Deck, and Hold

These cards give you raw resources sellable for maritime trade + one shield.

Attention: anyone can buy those resources from you for 3 coins and you're still able to use them for yourself.

Shipyard

3 shield and a "peace" token.

Remarque: you cannot fight at Age I, it's as if you prepared for the war of the next Age.

Distant Colony

Buy via maritime trade for 1 coin less.

Remarque: if you have Sidon, you can buy them for free.

Abandoned Lighthouse

6 coins for you, nothing for your neighbours and 1 coin for the others.

Precision: this card is useless at 2 or 3 players.

War Galleon

1 victory point and an "invasion" token.

Precision: this card is useless at 2 or 3 players.

Interior Doors

4 victory points.

Coastal Trading Vessel

7 coins less the number of resources you have.

Example: Masha has the wonder "Gizah" (basic resource = stone), the cards stone pit and mine (on OR the other resource counting as 1 resource). It gives her a total of 3 resources. Masha gains 7 - 3 = 4 coins.

Sewers

4 victory points and the other players lose 2 coins by "peace" token they have.

Nomadic Commerce, Commercial Corporation, Whorehouse

These cards give you one OR the other manufactured good saleable for maritime trade.

Attention: anyone can buy those resources from you for 3 coins and you're still able to use them for yourself.

Brothel

You can take 5 coins OR a "peace" token.

Reconstruction

You can take 7 coins OR the other players lose 2 coins.

Flagship

2 victory points and an "invasion" token.

Precision: this card is useless at 2 or 3 players.

Decorated Doors

6 victory points.

Majestic Lighthouse

9 coins for you, nothing for your neighbours and 2 coins for the others.

Precision: this card is useless at 2 or 3 players.

Souk

Worth 1 coin by orange card built in the player's city AND in the two neighbouring cities.

Amanuensis Office

All other players lose 2 coins by triplet of different scientific symbols in their possession.

Maritime Trade

1 coin by orange card already placed + 1 victory point by orange card.

Nomadic Counterfeiter

Like the white mask, the black mask allows to copy a scientific symbol, but from a non-neighbour player.

Cellar

5 victory points and the other players lose 3 coins by "peace" token in their possession.

Palace

8 victory points.

Circus Games

4 victory points and the other players lose 1 coin by orange card in their possession.

Armada

3 victory points and an "invasion" token.

Precision: this card is useless at 2 or 3 players.

Siege

Every red card is worth 1 additional shield.

Interior Temple

7 victory points less the number of "defeat" tokens you have.

Lush Gardens

If you have a card or wonder step that gives 2 victory points directly, then upgrade them to 8 victory points (applicable only once).

Description of the Guilds

Gardeners Guild

If you have a card or wonder step that gives 3 victory points directly, then upgrade them to 9 victory points (applicable only once).

Sailors Guild

1 victory point for each orange card present in the neighbouring cities.

Description of the Leaders

Eurydice

2 coins for each orange card that the player builds from this point forward.

Marduk

The player can build one orange card per Age for free.

Hypathie

1 victory point by orange card.

Ramses II

2 victory points and an "invasion" token.

Description of the Gods

Mermaid

  • Age I: take 2 non-used orange cards from Age I, choose one, play it for free, remove the other.
  • Age II: take 2 non-used orange cards from Age II, choose one, play it for free, remove the other.
  • Age III: take 2 non-used orange cards from Age III, choose one, play it for free, remove the other.

Minotaurus

1 "invasion" token.

Dryad

  • Age I: play an orange or Black card grants you 1 coin.
  • Age II: play an orange or Black card grants you 2 coins.
  • Age III: oranges and Black cards cost 2 resources less than the displayed cost.

Precision: this card could work with "Sailors" alone, "Cities" alone, or with both combined.

Description of the Wonders

Spelling note: the source prints "ressources" and "loose" in the wonder basic powers and step text; they are corrected here to "resources" and "lose".

Amathoús (Amathus) - Agora

Basic power: orange cards cost no coin (but you still have to pay the written cost in resources).

  • A
    • Step 1: 3 victory points.
    • Step 2: take 1 unused orange card of each Age, choose one, play it for free, remove the others.
    • Step 3: 7 victory points.
  • B
    • Step 1: nobody can invade you + 3 victory points.
    • Step 2: 1 coin for each orange card that you or your non-neighbours possess.
    • Step 3: the victory points gained by 1 orange card of your choice are doubled.

Sidón (Sidon) - Temple of Eshmun

Basic power: bought via maritime trade for 2 coins less.

  • A
    • Step 1: 3 victory points.
    • Step 2: take 2 unused orange cards from Age II, choose one, play it for free, remove the other.
    • Step 3: 7 victory points.
  • B
    • Step 1: take 2 unused orange cards from Age I, choose one, play it for free, remove the other.
    • Step 2: 5 victory points.
    • Step 3: take 2 unused orange cards from Age III, choose one, play it for free, remove the other.

Soúsa (Susa) - Achaemenid Palace

Basic power: you can buy the resources of brown and grey cards from all the other players as if they were maritime.

  • A
    • Step 1: 3 victory points.
    • Step 2: 1 victory point per orange card and the other player lose 1 coin per orange card they have.
    • Step 3: 7 victory points.
  • B
    • Step 1: each orange card costs one resource less than the displayed cost.
    • Step 2: take an "invasion" token OR a "peace" token.
    • Step 3: 6 victory points by triplet of yellow, orange and red cards.

Rules for Team Play

Basic team rules stay unchanged.

When a player plays an "invasion" token, the 2 concerned players only take one victory or "defeat" token regardless of their ally.

Rules for 2 / 3 Players

Technically the rules stay unchanged, but "invasion" tokens become useless. You can leave them when preparing the orange cards and still benefit of the victory points on those cards, but I recommend to not use them. Same thing for the black mask, abandoned and majestic lighthouse.

Generally, "Sailors" is not profitable with so few players.

Rules for 8 Players

The following rule changes allow you to play with 8 players.

Prepare the game for a 7-player game (all the Age I, II, and III from the basic game, 9 Guilds, and 7 orange cards of each Age).

At the beginning of each Age, deal 7 cards to each player. Each player will play 6, exactly as in the 7 Wonders basic game.

Note: the 8-player game is mainly intended for the team play variant.

Rules for 9 Players

The source heading is in French ("Règles pour 9 joueurs"); it is translated here. The source's first sentence says "8 players" although the heading is for 9; it is printed as in the source.

Combine "Sailors" and "Cities". The following rule changes allow you to play with 8 players.

Prepare the game for a 7-player game (all the Age I, II, and III from the basic game, 9 Guilds, 7 black and 7 orange cards of each Age).

At the beginning of each Age, deal 7 cards to each player. Each player will play 6, exactly as in the 7 Wonders basic game.

Note: make sure you have a large table!

End of the Game

Like in the base 7 Wonders game, the game ends at the end of Age III, after the conflict phase. Each player totals up the points of their civilization, and the player whose total is the highest is declared the winner.

Note: for more simplicity, count the orange points in the same line of the scoreboard as the yellow cards, or divide the cell in half (like "leaders" / "cities").

F.A.Q.

The source labels one answer "R:" instead of "A:"; it is kept as printed.

Q: Does the debt rule apply if we play Sailors without Cities?

A: If you have cities, but do not want to add too many cards, it's still recommended to use the "debt" tokens. But you can do without them, if you prefer.

Q: The game adds 1 more card, like Cities. Can we play at 8 players and in team?

A: Of course, Sailors works just like Cities for the added cards. It is even possible to play at 9 players with the 2 expansions combined.

Q: May I invade someone, change my mind at the end of the Age and not invade him anymore?

A: No, you have to solve the conflict. The only way to avoid it is that one of you turns into military peace.

Q: May I invade someone that I have already invaded before in the same Age, or who was invaded by another player?

R: Yes, a player can have several "invasion" tokens in front of him during the same Age. He'll have to fight each of the invaders. However, if you are the player who invaded him a first time, you can still put a "invasion" token on the same person a second time, but you will only fight him once, all "invasion" tokens are removed at the end of each Age.

Q: Several wonders/cards allow you to go and fetch unplayed orange cards. In which order do we have to solve those powers if they are applied during the same turn?

A: First, the wonders: Amathoús then Sidón, then the mermaid card. And, eventually, after that, the copy powers.

Q: I do not know the god cards. Where did they come from and how to play them?

A: It's the great expansion "Myth" (Faith in French) created by Shima and available on: gusandco.net. You could download the cards and the rules there.

Q: May I buy or resell your expansions?

A: ABSOLUTELY NOT. My expansions are put online in print to play, I make no profit on them. It's not my game, just a personal expansion from the original game by Antoine Bauza.

Q: I have a few ideas of expansions for 7 Wonders, but not enough for something complete, or I do not have the capacities to achieve them. May I present them to you?

A: Of course, I always answer everybody, and as quickly as possible. You could leave a message on my website or contact me via e-mail.

  • Decorated Doors
  • Majestic Lighthouse
  • Souk
  • Amanuensis Office
  • Maritime Trade
  • Nomadic Counterfeiter
  • Cellar
  • Palace
  • Circus Games
  • Armada
  • Siege
  • Interior Temple
  • Lush Gardens