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A review of 7 Wonders by Jesse Dean. |
Welcome to the “Asmodee US” website. This company is part of the Asmodee Group
A review of 7 Wonders by Jesse Dean.
Asmodee had a demo copy of 7 Wonders at Gen Con, so I made sure to check it out while I was there.
7
Wonders is a drafting game with a pretty basic structure. There are
three ages to the game. In each age, the players are given a hand of
seven cards. On each turn, the players select a card from their hand,
reveal it to the other players, place it on the appropriate spot on
their player mat or discard it for money, and then pass the remaining
cards to their left. This continues until each player has two cards left
in their hand, at which point they pick one and place the remaining one
in the center. At the end of the age, each player’s military is
compared to that of adjacent players, and victory points are assigned
based on the relative military position. Most points win.
The
basis for the player’s initial decision making is their wonder, one of
the seven wonders of the ancient world. Each one produces a different
resource, requires different resources to build, and provides a
different special benefit for building it. Building the first level of a
wonder always gives 3 victory points and building the third level gives
7 victory points. The middle level gives some sort of special benefit:
bonus resource production, extra victory points, and extra military are a
few that I remember from my single play of the game.
Resource
generation is handled mostly in an abstract manner, but in such a way
that it encourages interaction. Each player has money which they can use
to purchase cards that require it or to pay the player to their left or
their right for access to the resources that that player produces.
These resources are not represented by anything more than icons on cards
(and the player board), indicating both the presence of the resource
production and the limit of produced resources usable by any given
player per turn. Purchasing resources from an adjacent player does not
reduce the ability of that player to use the resources, so the limit is
per player, rather than being a limit per turn. So it seems like it is a
good idea to build resources that are both useful for you and useful
for adjacent players, as getting money is a useful way to acquire
further cards of your own, make your own purchases, and buy victory
points at the end of the game.

Throughout
the game it is also possible to purchase technology cards, each of
which has one of three different technology symbols. These are another
potential for victory points, as each different one is worth 1 victory
point, with 7 extra victory points if all three are owned. Additionally,
the quantity of identical copies of the same type is squared to provide
additional victory points.
Military cards provide an increase in
the player’s military value, which is relevant at the end of each of
the ages. When this occurs your military is compared to that of each of
your neighbors. If you exceed their military value then you get 1, 3, or
5 victory points depending on the age. If you have less than them then
you lose a victory point. This can end up being a pretty sizeable
advantage, if you are able to maintain a military lead throughout the
game, as the 18 maximum points seems like a significant chunk of your
final victory points.

Most
of the other card types are fairly simple and straight forward. Trade
cards provide you with either money or the ability to purchase resources
from neighboring players at a reduced rate. There are also a number of
cards that become available only in the third age which give victory
points based on the number of cards of a type that your neighbors have,
or other similar conditions.

Many
cards list another building type either in the upper left hand corner
near the cost, or in the lower right hand corner. If it is in the upper
left hand corner that indicates that if you have already built the named
building, you can place this card without playing the cost. Similarly,
if you have building(s) named on the lower right hand corner that
indicates that by playing this card, you will be able to play that card
for free.
The result of all of this is a number of fun little
interactions that make the game share some of the same engaging
qualities of other combo-building games like Race for the Galaxy or
Glory to Rome with very different mechanics and the ability to scale up
to 7 people. In fact, while I prefer both Race For the Galaxy and Glory
To Rome with smaller player numbers, I suspect that I will like 7
Wonders with more players as it will result in more deliciously tense
decisions regarding what to keep and what to pass.
I was pretty
satisfied with my play of 7 Wonders. I had heard some of the previous
hype about the game coming out of the Gathering, but had largely ignored
it, and decided that I wanted to try the game for myself. I am glad I
did because it moved the game from a "Maybe Buy" to a "Definite Buy."
It’s just such a delicious little bit of brain candy that I can’t wait
to explore it some more.
