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7 Wonders (7WS) Links Email GM Last updated May 17, 2019
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule GM: Philip Shea (4th Year)
Round Day Start Time Duration Location
Demo 1FSa171Exhibit Annex Table 1
Heat 1/3FSa142Seasons
Heat 2/3FSa182Seasons
Heat 3/3FSu92Seasons
2019 Tournament Format  HMW

Note: All players who own a copy of 7 Wonders are strongly encouraged to bring it as most games will be 4-player

7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, and then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways.
(Players have individual boards with special powers on which to organize their cards, and the boards are double-sided as in Bauza's Ghost Stories.) Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence, 7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Unlike Magic or Fairy Tale, however, each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

The first round will consist of three preliminary heats used to advance 64 players to the next round. Players may play in as many heats as they wish; only their best heat performance will be used to determine advancement. Each player will earn advancement points depending on their place in each game. After the Preliminary Round games, the 64 players with the most advancement points will advance to Round 2, with highest scores used to break ties. All games will be 4-player games where possible to provide for slightly faster, more strategic play. All play in subsequent rounds will consist of two games per round.

This year we will be adding bidding to our quarter-finals, semi-finals, and finals. The first player will pick any Wonder and begin the bidding by Indicating the points they will give up to use that City (0 is a legitimate number). Second player may bid higher on that Wonder or choose another.
Anytime a player is outbid they may bid higher or choose a new Wonder. So the third player may choose to bid on the first Wonder the second Wonder or start a 3rd Wonder. When the fourth Wonder is chosen bidding ends.

Additional Prizes: All quarter-final winners will receive a bidding sheet.