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How to play
Grounded in 7 Wonders (Second Edition)'s rulebook — cite-checked answers, not guesses.
Get a straight answer with the exact rulebook passage to back it up.
The easy-to-forget bits, straight from the rulebook.
Starting coins
Each player starts with 3 Coins.
Game end trigger
The game ends at the close of Age III, after the Resolution of Military Conflicts.
Tie breaker
If there is a tie, the player with the most Treasure wins; if there is still a tie, all tied players share the victory.
Starting hand size
At the start of each Age, deal 7 cards to each player for their starting hand.
Last turn cards
At the start of the sixth and last turn of each Age, you will receive a hand of 2 cards from your neighbor, from which you choose 1.
Treasure scoring
Earn 1 victory point for each complete set of 3 Coins in your Treasure.
To set up 7 Wonders (Second Edition), follow these steps: 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. * For the Age III deck, take all the Purple cards. Randomly draw a number of these equal to the number of players +2, and add them face down to the other Age III cards. Put the remaining Purple cards back in the box. * Shuffle each deck of Age cards and place them face down in the middle of the table. 2. **Distribute Wonder Boards**: Each player randomly takes a Wonder Board and places it in front of themself, choosing their preferred side ([SUN] Day or [MOON] Night). For first games, the Day side is recommended. 3. **Starting Coins**: Each player takes 3 Coins (worth 1) and places them on their Wonder board, forming their starting Treasure. The leftover Coins are placed in the middle of the table to create the Coin reserve. 4. **Military Conflict Tokens**: Place all of the Military Conflict tokens in the middle of the table to form the Military Conflict token reserve. 5. **Other components**: All other game contents are put back in the box and will not be used during the game.
On your turn, you play a chosen card to perform one of three actions: * Construct the Building on your card. * Construct a stage of your Wonder. * Sell the card. Each turn involves choosing a card, playing it to perform one of these actions, and then passing your hand to a neighbor.
To win the game, you must have the highest score at the close of Age III, after the Resolution of Military Conflicts. Victory points are scored at the end of Age III, using the score pad to count them and determine a winner. Points are added from various sources, including constructed stages of your Wonder. If there is a tie for the highest score, the player with the most Treasure wins. If there is still a tie, all tied players share the victory.
Rules summaries are AI-generated from the official rulebook and may contain mistakes — check the manual for anything critical.
Scoring in 7 Wonders (Second Edition) happens at the end of Age III, after the Resolution of Military Conflicts. You count victory points using a score pad. Here's how victory points are counted: * **Military Conflicts** Add the value of all your Military Defeat and Victory tokens. This total can be a negative number. * **Green Cards** Count all science symbols in your City and on constructed stages of your Wonder. These symbols provide victory points in two ways: * **Identical symbols** You gain points based on how many identical symbols of each type you have: 1 point for 1 symbol, 4 for 2, 9 for 3, 16 for 4, 25 for 5, and 36 for 6. * **Sets of 3 different symbols** For each complete set of 3 different science symbols, you gain 7 victory points. * **Purple Cards** Add victory points from your purple cards in your City, according to their described effects. The player with the highest score wins the game. In case of a tie, the player with the most Treasure wins. If there is still a tie, all tied players share the victory.
The game ends at the close of Age III, specifically after the Resolution of Military Conflicts for that Age. After this, you proceed with counting victory points 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.