7 Wonders Rules

Download as pdf or txt
Download as pdf or txt
You are on page 1of 20

RULES

Antoine Bauza & Bruno Cathala


« Man is a political animal. »
Aristotle

CONTENTS
• 1 Senate board
• 24 Influence cubes (12 bronze and 12 silver)
• 13 Senator cards (7 Politicians and 6 Conspirators)
• 2 Wonder cards
• 16 Conspiracy cards
• 16 Decree tokens
• 2 Progress tokens
• 4 Military tokens
• 1 score pad
• 1 Player Aid card
• This rulebook

OVERVIEW
Decisions are made within the walls of the Senate that will shape the
destiny of civilization… while conspirators work towards their own goals
in shadowy corridors.

This expansion for 7 Wonders Duel adds Senators and their influence on
the Senate. Try to control these Chambers to benefit from Decrees or call
on Conspirators who could very well overthrow the situation.

This expansion also adds a new victory condition: Political Supremacy.

2
GAME ELEMENTS
Senator cards
These cards represent Senators who can join your cause. They come in
two categories: Politicians (white cards) and Conspirators (black cards).
These cards are added to the Age cards from the base game, but have a
different back.

Politician Conspirator Back


Senators Senator

Conspiracy cards
These cards represent Conspiracies that you can prepare and trigger
during the game. Each Conspiracy card has a unique name and effect on
the front, as well as a Preparation zone on the back.

Preparation
zone

Name
Effect

Front Back

Decree tokens
These tokens represent Decrees that are found in each of the Chambers
of the Senate. Each Decree token has a unique effect.

Face Back

3
Influence cubes
These cubes represent the influence you have in each Chamber of the
Senate. They come in two colors, one per player.

Senate board
This board represents the Senate. It is divided into 6 political Chambers,
organized as follows: 2 in the left section, 2 in the middle section, and 2
in the right section.
Left section Middle section Right section

Chamber Reminder of Senate actions

Each Chamber has an Influence zone, Decree zone, and Control zone.
Each Chamber also grants victory points at the end of the game.

Influence zone

Victory points

Control zone
Decree zone

4
Wonder cards
Curia Julia and Knossos are only used if playing with this expansion.
They are added to the Wonder cards from the base game.

Progress tokens
Corruption and Organized Crime are only used if playing with this
expansion. They are added to the Progress tokens from the base game.

Military tokens
These tokens add a new effect that is only used if playing with this expansion.
They replace the Military tokens from the base game.

Score pad
This score pad assists you in counting victory points gained through
the Agora and Pantheon expansions.

Player Aid card


This card reminds you of the layout of the card structure for each
Age when playing with this expansion, or if combining the Agora and
Pantheon expansions.

Wonder cards and Progress tokens from the Agora expansion have
a logo next to their name to help sort them after each game.

5
SETUP
Setup follows the normal 7 Wonders Duel rules, with the exception of
the following rules:
1 Fit the Senate board under the base game board.
2 Prepare the Age cards:
• Take all the Senator cards and shuffle them.
• Prepare each Age deck as in the base game (remember to
remove 3 cards from each deck).
Then randomly add:
- Age I : 5 Senator cards
- Age II : 5 Senator cards
- Age III : 3 Senator cards
Shuffle each deck of Age cards face down.
3 Prepare the card structure for Age I (see p. 8).
4 Shuffle the Decree tokens face down. Randomly take 6 of them
and place 1 on each Decree zone on the Senate board according to
the symbol shown:

Face up Face down

Put the remaining Decree tokens back in the box without looking
at them. They will not be used during the game.
5 Shuffle the Conspiracy cards to make a face down deck.
6 Put the new Military tokens on the corresponding zones of the
base game board.
7 Each player takes 12 Influence cubes of one color.
8 Shuffle all the Progress tokens and follow the rules from the base game.
9 Shuffle all the Wonder cards and follow the rules from the base game.

6
2
5

7
PREPARATION OF THE STRUCTURE

Age I

Age II

Age III

8
GAMEPLAY
Gameplay follows the normal 7 Wonders Duel rules, with the exception
of the following five points:
A. Recruit a Senator
B. Prepare a Conspiracy
C. Trigger a Conspiracy
D. Control a Chamber
E. Achieve Political Supremacy
A. RECRUIT A SENATOR
New cards are now available in the card structure: Senator cards.
You can play a Senator card to recruit a Senator, construct a Wonder,
or discard it to take Coins from the bank (like with any Age card).

To recruit a Senator (Politician or Conspirator), pay its Coin cost and


place it face up in your City.
S The cost of Senator cards is equal to the number of Senator cards
you already own in your City (the first Senator you recruit therefore costs
0 Coin, the second costs 1 Coin, the third 2 Coins…).

Then apply the effect of this Senator whether it is a Politician


or Conspirator.

Politician
When you recruit a Politician, you can take a number of Senate actions
according to the number of Blue cards in your City:

Number of Blue cards in your City 0-1 2-3 4+


Number of Senate actions 1 2 3

There are 2 possible Senate actions: Place Influence and Move


Influence. For each of your Senate actions, you can freely choose between
Placing and Moving.

9
• Place Influence : each Politician card is associated with
a section (left, middle, or right) that determines in which Chamber
of the Senate you can place your Influence.
Place 1 of your Influence cubes in the Chamber of your choice
within the indicated section.
When you place an Influence cube in a Chamber with a face-down
Decree, flip this token face up.

Clarifications:
- There is no limit to the number of Influence cubes that can be in the
same Chamber.
- Each player has a total of 12 Influence cubes. If you don’t have any
more Influence cubes in front of you, you can no longer take the
Place Influence action.
- If you Place Influence multiple times on the same turn, you can split
your Influence cubes between the 2 Chambers in the indicated section.

• Move Influence : move 1 of your Influence cubes from any


Chamber to an adjacent Chamber.

Clarifications:
- You can move an Influence cube that you just placed.
- You can move the same Influence cube multiple times.

Example: You recruit a Politician that indicates the left section and you
have 3 Blue cards in your City. You can therefore take 2 Senate actions.
You choose to Place 1 Influence and Move 1 Influence.

Place
Move

10
Conspirator
When you recruit a Conspirator, you can take only one of the following
actions:
• Place Influence : place only 1 of your Influence cubes in the
Chamber of your choice.
• Conspire : draw 2 Conspiracy cards. After looking at them,
choose 1 to place in front of you face down and put the other on
the top or bottom of the deck (your choice).

B. PREPARE A CONSPIRACY
When you take a card from the structure, you can
use it to prepare a Conspiracy in your possession.
To do so, place the chosen card face down on the
Preparation zone of this Conspiracy card, so that half
of it is covered. The Conspiracy is now prepared and
your turn ends. This action doesn’t cost anything. Prepare a
Conspiracy
Note: You can use any card available in the structure to prepare a Conspiracy.
This card has no other use than preparing the Conspiracy.

C. TRIGGER A CONSPIRACY
At the beginning of your turn, if you have a prepared Conspiracy, you
can trigger it. To do so, reveal the triggered Conspiracy card and apply
its effect. Keep the Conspiracy card face up in front of you and leave the
Age card you used to prepare it underneath.

Triggering a Conspiracy happens in addition to your turn. You can


therefore play your turn normally after resolving the effect of the Conspiracy.

Important: You can have multiple Conspiracy cards in front of you,


prepared or not, but you can only trigger a single Conspiracy per turn,
and always at the beginning of your turn.

11
OVERVIEW OF POSSIBLE ACTIONS
On your turn, you can:
1. Trigger a prepared Conspiracy (optional).
2. Use any card from the structure to take one of the 4 following
actions (mandatory):
• Construct a Building or Recruit a Senator
• Discard the card to gain Coins
• Construct a Wonder
• Prepare a Conspiracy

D. CONTROL A CHAMBER
When you have strictly more Influence cubes than your opponent in
a Chamber, you control this Chamber.
To represent your control, move 1 of your Influence cubes in this Chamber
to the Control zone (the cube still counts when calculating your majority).
You now benefit from the effect of the Decree (see Decrees p. 14).
Example: In one of the Chambers of the Senate, you have 1 Influence cube
and your opponent has none. You have the majority and therefore place your
Influence cube in the Control zone of this Chamber. You benefit from the effect
of the Decree in this Chamber.

In case the number of Influence cubes is tied, neither player controls the
Chamber and no one benefits from the Decree. In this case, no cube is
placed in the Control zone.
At the end of the game, each Chamber you control grants you victory
points (1, 2, or 3 points depending on the Chamber).

E. ACHIEVE POLITICAL SUPREMACY


At any point during the game, if you control all 6 Chambers of the Senate,
you immediately win the game via Political Supremacy.

12
END OF THE GAME
The game ends immediately if a player achieves Military, Scientific,
or Political Supremacy. If no player achieves Supremacy at the end
of Age III, proceed to scoring victory points using the score pad.

Indicate the total victory points from


Chambers you control on this line.

Indicate victory by Political Supremacy


on this line.

The player with the highest score wins the game.


In case of tie, the player with the most victory points from Blue cards wins.
If there is still a tie, players share the victory.

AGORA AND PANTHEON


EXPANSIONS
When combining the Agora and Pantheon expansions, refer to the Player
Aid card when setting up the card structure.
During the game, apply the following actions in this order:

1. Trigger a Conspiracy (optional).


2. Play a card from the structure OR activate a Pantheon card
(mandatory).

13
DESCRIPTION OF SYMBOLS
Senators

Take a number of Senate actions : Place according to the indicated


section and/or Move.

You can either place 1 Influence cube in the Chamber of your choice or
draw 2 Conspiracy cards and choose 1 to keep.

Decrees

Ignore 1 cost symbol (choose either a resource or Coins) when constructing


cards of this color.

Pay 1 resource less (of your choice) when constructing


Wonders.

Each time you or your opponent constructs a card of this color, take as
many Coins from the bank as the current Age (1, 2, or 3 Coins).

14
Each time you or your opponent constructs a Wonder,
take as many Coins from the bank as the current Age
(1, 2, or 3 Coins).

Pay 1 Coin less for each resource (Brown or Grey) that you buy
from the bank.
Important: You cannot obtain resources for free from this effect;
the minimum cost you pay is always 1 Coin.

When determining the number of Senate actions you


have, add 2 to the total number of Blue cards you have.

Gain 1 shield and immediately move the Conflict pawn


one space towards your opponent’s capital.
Clarification: When you lose control of this Decree, you
lose this shield and move the Conflict pawn one space
towards your capital. If your opponent steals control
of this Decree from you, the Conflict pawn moves
2 spaces towards your capital.

When discarding a card to take Coins from the bank,


gain 2 extra Coins.

When constructing a Building, benefit from chains


on cards constructed by your opponent as if you
constructed them yourself.

When recruiting a Conspirator, immediately play


another turn.

15
Wonders
The two new Wonders have an effect (in the upper left corner) that is
applied immediately when they are chosen.

When you choose this Wonder, draw 2 Conspiracy cards.


Choose 1 to place in front of you face down and put the other one on
the top or bottom of the deck (you choose).

When you construct this Wonder, immediately:


• Trigger an unprepared Conspiracy in your possession (optional).
• Take 6 Coins from the bank.
• Play another turn.

When you choose this Wonder, place 1 of your Influence cubes in


a Chamber of your choice.

When you construct this Wonder:


• Place immediately 1 of your Influence cubes in a Chamber of your
choice.
• Move immediately 1 of your Influence cubes to an adjacent Chamber.
• Gain 3 victory points at the end of the game.

16
Progress tokens

From now on, you recruit all Senators (Politicians


and Conspirators) for free.

When you Conspire, keep both Conspiracy cards


drawn and place them face down in front of you.

Conspiracies and Military tokens

Place 1 of your Influence cubes in a Chamber of your choice.

You can move 1 of your Influence cubes to an adjacent


Chamber.

Remove 1 of your opponent’s Influence cubes of your


choice from the Senate.

Gain as many Coins as Influence cubes you have in the


Senate.

Your opponent loses as many Coins as Influence cubes


they have in the Senate.

17
Choose 1 Progress on the board or that your opponent
has or out of game and place it face down on this
Conspiracy. No one can use it during this game.

Place 1 Blue card of your choice constructed by your


opponent in the discard.

Place 1 Yellow card of your choice constructed by your


opponent in the discard.

Place 1 available card in the structure in the discard.


You can immediately repeat this action a second time.

Choose 1 Wonder constructed by your opponent and


return it to the box. It will no longer be used for this
game and the effects of this Wonder are lost.

Take 1 Building card placed at the end of the structure


and build it for free. Senator cards cannot be chosen.

• In Age I, take the 3 cards removed from Age I.


• In Age II, take the 6 cards removed from Ages I
and II (3 per Age).
• In Age III, take the 9 cards removed from Ages I, II
and III (3 per Age).

From these cards, choose 1 to play for free.

18
Take all the Progress tokens removed at the beginning
of the game and choose 1 to play.

Take 1 unconstructed Wonder card of your choice


from your opponent and add it to your City.

Take half of your opponent’s Coins (rounded up) and


add them to your Treasure.

Take 1 Brown or Grey card of your choice from your


opponent and add it to your City.

Take 1 Blue or Green card of your choice from your


opponent and add it to your City. In exchange, give
them 1 of your cards of the same color.

Choose 1 Decree in the Senate and place it in a Chamber


of your choice, under the existing Decree.

Clarifications:
- For the remainder of the game, one Chamber will have no Decree and
another will have 2.
- The Chamber without a Decree will still grant victory points at the end
of the game and will aid in achieving Political Supremacy.

19
Need clarifications on this expansion?
Simply look up our FAQ,
www.7wondersduel.com/faq
or scan this code:

CREDITS
Designer: Antoine Bauza & Bruno Cathala
Illustrator: Miguel Coimbra
Development and publication: Cédrick Caumont & Thomas Provoost
aka « Les Belges à Sombreros »
and the Repos Production team

Complete credits online: www.7wondersduel.com/credits

© REPOS PRODUCTION 2020.


ALL RIGHTS RESERVED.
Rue des Comédiens, 22 - 1000 Bruxelles - Belgium
www.rprod.com - Tél. +32 471 95 41 32
The contents of this game can only be used
for purposes of strictly personal
and private entertainment.

20

You might also like