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7 Wonders Rules Leaders-Exp Changes Cities-Exp Changes Babel-Exp Changes

Setup
1. Take out all three Ages decks. For each of the three decks, return to the box all cards which are not being used, based on the number of players. For
example, if 4 players are playing, use only the 3+ and 4+ cards. If all 7 players are playing use all the 3+ to 7+ cards. Each player is dealt a hand of four face
down Leader cards (any cards not used are returned to the box).
2. For the Age III deck, gather the 10 Guild cards and randomly (and secretly) draw only the number required based on the number of players ( a
number of Guild cards that equals the number of players, plus 2). Then, shuffle the Guild cards back into the Age III deck without looking at the Guild
cards. Randomly add to each of the three corresponding Age decks as many Black cards as there are players (any cards not used are returned to the box).
3. Shuffle the 7 Wonders cards face down and hand one to each player. The card and its facing determine the Wonders board given to each player as
well as the side to be used during the game. (Note: first time players should use only side A as it is simpler to understand.) Players may wish in later
games to choose their Wonders instead of randomly assigning them.
4. Each player begins with 3 value 1 coins, which they place on their board. The remaining coins form a bank. Players may make change any time they
need. Place the Conflict Tokens in a supply pile next to the coin bank. Each player receives 6 coins before the game begins (instead of 3 coins as normal).
Place the courtesan token next to the coin bank. Place debt and diplomacy tokens next to the coin bank.
5. [Tower of Babel] Place the Babel board in the middle of the table on the side that is appropriate for the number of players (2-4 or 5-8) and shuffle
the Babel tiles face down. After players have received their Wonder Board and coins, deal 3 Babel tiles to each player. Each player chooses one, places it
faces down near them and then passes the remaining two to their right. Players then choose one of the two Babel tiles they just received, place the one
face down with their first one and then passes the final tile to their right. Players keep this final tile that is passed to them. They should have three Babel
tiles to start the game.
Gameplay
At the beginning of each Age, each player is dealt 7 cards from the corresponding Age deck. Each Age has 6 game turns. During each turn the players
simultaneously play one card from their hands. At the beginning each Age, each player receives 8 cards instead of the normal 7. Therefore each Age has 7
game turns. During each turn the players simultaneously play one card from their hands. [Great Projects] At the beginning of each Age, before players
get their hands of cards, randomly choose a Great Project card for the current Age and place it face up in the middle of the table. Place as many
Participation tokens (brown wooden tokens) on the Great Project card as there are players, -1 Make a pile of any required reward or penalty tokens
needed for the current Great Project card.

1. Leader Phase (once before Age I), each player then secretly chooses one of the four cards in their hand and then passes the remaining 3 cards to
the right. Players will do this until lastly, each player takes one of
the two cards from the cards just received and then hands their remaining card to the player on the right. As such, each player should have four cards;
three which they chose and one which was given to them by the person on their left. Age 1 now begins.
2. Recruitment Phase (once before every new Age), during this phase, each player will play one of their Leader cards. These cards are chosen
simultaneously and placed face down. When all players have chosen a leader card they are all revealed at the same time. When your Leader card is
revealed, you may
a. Recruit a leader, you must pay the amount of coins as shown on the Leader card to the bank. You then place the Leader card beside your Wonder
Board. (Note that Leader cards that add to Military or Science strength should be placed in those areas of your tableau to simplify calculations.)
b. Build a stage of your Wonder (see below).
c. Discard the card to gain 3 coins (see below).
Remaining Leader cards are used in the subsequent Ages. You may store your remaining Leader cards facedown underneath your already revealed
Leader card. Once this phase is finished, continue playing 7 Wonders as usual. As there are 4 Leader cards in each players hand and only 3 Ages, as soon
as you play your third Leader card the last remaining Leader card is discarded face down into the box.

1. Choose a card: Select a card from your hand and place it face down in front of you. Pass the remaining cards in your hand face down between you
and the next player (player to left during Ages I and III, player to right during Age II).
2. Play the chosen card, after all players have chosen a card, all players reveal their card. Each player has 3 Actions possible for the chosen card. All
players perform their chosen action simultaneously.
a. Building a structure, build the structure represented by the card. The upper left of the card shows its construction cost (if empty, the structure
is free). If a structure has a cost in resources, you must produce the corresponding resources and/or buy them from one of your 2 neighboring cities. If
there is a named structure next to the resource cost, and you have that structure in your city, build that structure for free. You may never build 2
identical structures. When building a card for its resource production, slide it under the top-left corner of your wonder board so that the cards name and
resource production still shows (resource/manufacturing cards are brown and grey). All other structure cards are place above the wonder board when built.
However just like the resources slide them under each other to group up classes of building(military or commercial for example).
[Great Projects] When a player builds a card of the same color as the Great Project in play, that player has the option to participate in the construction
of the Great Project. To do so, the player pays the participation cost (shown as a coin symbol and/or resource symbol in the upper-left side of the card)
in addition to any cost for the card they just built. In return, they take one of the Participation tokens from the Great Project card. Coins are paid to the
bank while resources may be produced or purchased as normal. If there are no Participation markers left on the Great Project at the beginning of a turn,
players can no longer contribute to its construction. If more players wish to contribute to building it on a current turn than there are Participation tokens,
the remaining tokens can be taken from the supply. Players may be able to get more than one Participation token in each Age, but they can only take
one per turn. The free construction of a card does not prevent a player from being able to contribute to a Great Project (if possible).
b. Build a stage of your Wonder, Use the chosen card as a construction marker for your Wonder (you must have the resources shown on the Wonder
board). Play the card, face down, half hidden under the Wonder board to show that this stage of your Wonder is now built. The card then has no other
effect, remains hidden, and is not considered a structure. The stages of a Wonder must be built in order, from left to right (construction of the Wonder is
optional). The 3 stages of a Wonder are not associated with Ages, so multiple Wonder stages may be built in a single Age, and in any Age. Each stage can
only be built once per game.
c. Discard to gain 3 coins, discard the chosen card and take 3 coins from the bank. Discarded cards remain face down and form a discard pile in the
center of the table.
d. [Tower of Babel] Discard a card to build a Babel tile, when a player chooses to build a Babel tile, they choose a tile from their hand and keep it
face down near them. It is not yet placed on the board. When all players have finished their turns for the current round and have resolved them
completely the Babel tiles are then placed. If more than one Babel tile is being built in this turn they are placed on the Babel board starting with the
lowest number and place the rest clockwise in increasing order. The first tile to be placed can be placed anywhere on the board. Subsequent tiles must be
built adjacent to the last placed tile. If the board is already full, then the next tile to be placed is placed on top of first tile that was placed on that ring of
the tower. Thus, only 3 or 4 Babel tiles will be showing at any one time (depending on the number of players). Each Babel tile affects one rule of the game
for all of the players in the game, as long as the tile is showing, until it is covered by another tile.
3. Move on to your next hand, take the hand of cards passed from neighbor and start back with 1. Choose a card .
Buying resources, you may buy resources produced by the cities to your left and right. This may be resources produced by those cities Wonder boards
or from its structures. For each resource bought, you must give 2 coins to the owner of the resource. They cannot refuse. If someone buys a resource from
you, you can still use it for your own purposes that turn. To buy resources, you must have had the coins for the purchase at the beginning of the turn. You
must use the resources you bought from neighbouring players on your current turn. Some cards cost money. To build them, the player must return the
required amount of money to the bank.
Debts, a card with the 'broken coin' symbol causes a loss of coins to all the opponents of the player who played this card. Each opponent must pay the
cost shown on the card to the supply or take a Debt token for each unpaid coin. Players may pay some coins and take some debt, if possible. Players are
never required to lose their coins first and may decide to take debt tokens instead. At the end of the game, a player loses -1 VP for each point of Debt
they have taken.
Diplomacy, a player who plays a card with the 'dove and shield' symbol takes a diplomacy token from the supply and places it onto their Wonder
board. If a player has a Diplomacy token on their board, they will not take part in the next Conflict. This player is considered absent from the Conflict
phase and receives no Conflict tokens. After Conflict, they return this token to the supply. Instead the player's two neighbouring cities are considered
adjacent to each other instead (for the current conflict only) and face off as per the normal rules. If a player has more than one Diplomacy token, they
discard one during the next Conflict and use their remaining Diplomacy token for the Conflict after that. Players must always use their Conflict token
during the next conflict.

4. End of an Age, on the last turn of each Age, players receive 2 cards from their neighbor. Choose 1 card, discard the other facedown. The chosen card
is played normally, and then the Age ends.
a. [Great Projects], players must resolve the construction of the Great Project. If the Project was a success (all Participation tokens were taken) all
players who participated gain as many Reward tokens as they have Participation tokens in their possession. Players who did not contribute are not
penalized. If the Project was a failure (one or more Participation tokens remain) then all players who did not participate in the Project receive the
indicated penalty. Players who have at least one Participation marker do not receive the penalty, but they receive no rewards either. If a player is unable
to pay the indicated penalty, they must take a Penalty token equal to the number of the corresponding Age (either -1, -2, or -3 VP).
b. Military conflicts, each player compares the total number of shields on their military structures with the total of each neighboring city. The higher
total city gets a victory token corresponding to the Age just played (Age I : +1, Age II : +3, or Age III : +5). The lower total city gets a Defeat token (-1 VP).
If you have equal the military points of a neighbouring city, you gain neither token.
c. [Great Projects], players return their participation tokens to the supply. A new Great Project card will be chosen at random in the same way as this
one for the next Age.

5. End of the Game, the game ends at the end of the Third Age, after the Conflict tokens have been handed out. Each player totals their civilization
(victory) points. The player with the highest total is the winner. Ties are broken by the player who has the most coins in their treasury.
Count victory points (VP) in this order -
a. Military conflicts, add your Victory and Defeat tokens together (this number can be negative.)
b. Treasury contents, 1 VP for every 3 coins you possess (leftover coins count for nothing).
c. Wonders, total VPs depending on the number of Stages of your Wonder you built.
d. Civilian structures, total VPs depicted on your Civilian Structures.
e. Scientific structures, this scoring is 2 part of the game.
You score points for sets of identical symbols, for each identical symbol you have you earn 1, 4, 9, or 16 points, respectively (the number of identical
symbols you have is squared to determine points (1^2=1VP, 2^2=4VP, 3^2=9VP, 4^2=16VP)).
For each group of 3 different symbols, each player scores 7 victory points. You may score the same card as an individual symbol and a symbol in a set.
f. Commercial structures, some Age III commercial structures grant VPs.
g. Guilds, each Guild is worth a number of VPs depending on the configuration of the player's city and/or their two neighbouring cities.
h. [Tower of Babel], players earn victory points for each tile from their set of 3 that they built. 1 Babel tile built = 2 VP, 2 tiles built = 5 VP, 3 tiles built
= 10 VP.
i. [Great Projects], players add up (or deduct) any points gained (or penalized) from great projects during the game.

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