Civilization-building games have been around since the publication of the Civilization board game in 1980, and they have been popular since Sid Meier developed the first Civilization computer game in the early 1990s. Such games, which require players to build resources, develop cities, make scientific breakthroughs, fight wars, and build monumental Wonders, can be very rewarding, but they generally also have complicated rules and take many hours to play. Game designers have been trying to develop a “Civilization lite” board game for some years, with limited success. With their 2010 game 7 Wonders, though, author Antoine Bauza and his marauding Belgian play-testers may have finally reached this goal, creating a game with the feel of a civ-builder but much less complexity and a much shorter play time.
Construct a building (the standard action),
Build a stage of his/her wonder, or
Cash in a card for 3 money, used to buy resources.
Wonders earn victory points, and each
has a special ability associated with it that the player earns after
building the middle stage – such as an extra resource, extra money, or a free
science field (see below). The heart of the game, however, is
the construction of city structures. Some of these produce raw
materials, like wood or stone (sorry, Catan players: no sheep); some
produce finished goods, like glass; some generate coins or give a
commerce bonus; some generate military strength that helps earn
military victory points; some (like temples and statues) simply give victory points; some give fields in a particular science (of
which there are three, symbolized by a gear, a compass, and a
tablet); and some, known as guilds, give victory points for certain
sets of cards or other “criteria.”
On his/her turn, a player can build one
structure or wonder stage provided s/he has sufficient resources for
it. If the player's city doesn't have resource structures that
produce some or all of the goods needed to buy the new building or
stage, s/he can buy resources from a neighboring city for 2 coins per
resource, provided that neighboring city actually produces that
resource. One can only buy resources from the cities of one's
immediate neighbors – the players to one's left and right. (This
is one of the ways the designers have kept play time to an
hour, even if there are more than 2-3 players.) There are also some
structures that, once built, allow the player to build later Ages'
structures for free – a workshop, for instance, allows a player to
build a free laboratory.
The players' building choices are
limited by the availability of resources and by the game's core
playing mechanic: card-drafting. Each player starts each Age with
seven cards, of which s/he selects one to build (or to use as a marker
for a Wonder stage or to trade for three coins), passing the rest to
the player sitting next to them. This gives players an opportunity
to deny neighboring players the structures they might need to pursue
a particular game strategy, like a military buildup or an
accumulation of scientific buildings. On the next turn the player
takes one card from her new hand, which she received from the player
sitting next to her, and builds it (or uses it as a Wonder marker or for cash), and so
on until they have only one card left, which they discard. This
occurs after six turns and marks the end of an Age.
Before new Age cards are drawn and
passed out, the players resolve military conflicts. Military
structures generate from one to three crossed sword-and-shield
symbols, representing each player's military power. Each player with
military power will automatically fight a war at the end of each Age
with their neighbors. Whoever has the most sword-and-shield symbols
in these conflicts receives a military victory marker, ranging in
value from 1 to 5 victory points (depending on the Age), for each
battle they win. Each
loser receives a defeat marker worth -1 points. Apparently these are
fairly limited wars, which is just as well. Plenty of wargames on the
market for those who prefer conflict simulations.
At the end of the game players earn
victory points (VP) in seven ways:
- for completing the stages of their Wonder
- building civic structures that are worth a specified number of points
- building certain mercantile structures that are worth victory points
- building guilds and meeting the conditions on them
- winning military conflicts
- for their coins (1 VP per three coins, rounded down)
- and for scientific fields, on an exponential scale. For each set of cards with the same scientific field (compass, tablet, or gear), the player receives a number of VP equal to the square of the number of cards. Players also receive another 7 VP for each set of three different fields. These points can really add up.
There are many different strategies
for accumulating points, but in my experience a balanced approach
works best. One can rack up a lot of points with a pure-science
strategy, but someone who has been focusing instead on building civic
structures, winning battles, and building their Wonder can usually
accumulate more.
**
One of the nice features of the game is
there are relatively few parts – just the seven “wonder boards”
(the players' play mats), the cards representing structures (which
can double as markers for stages of a wonder), coins, and military
victory markers. There are no resource tokens because one cannot
pile up resources from turn to turn, and because resources are
automatically generated by everyone's resource structures. It is also a quick game to play, even with 6 or 7
players, because one can only interact (trade, fight) with one's
immediate neighbors. And players need not merely focus on building
up their own civilizations, because the drafting mechanic allows them
to affect what cards their neighbors receive, and military conflicts
can yield a lot of points for their winners toward the end of the
game. The “screw-thy-neighbor” aspects of the game, however, do not dominate so much that they produce many hard feelings.
The most common reaction I've heard from new players at the end of
their first game is “Let's play again!”
Are there any shortcomings?
7 Wonders was designed for both American and European players, so
some of the cards and Wonder boards use symbols whose meaning can be
opaque to beginning players. Fortunately,
these are decoded in the rule book. Also, some people might be
deterred by the $49.99 price tag. As with Dominion, however, this
game has at least $100 worth of replay value.
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