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7 Wonders (7WS) Last updated June 26,2022
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 (5th Year)
Round Day Start Time Duration Location
Demo 1FSa161Exhibit Hall Annex Table #1
Heat 1/3FSa142Grand Ballroom
Heat 2/3FSa182Grand Ballroom
Heat 3/3FSu102Grand Ballroom
QuarterfinalFSu132Grand Ballroom
SemifinalFSu152Grand Ballroom
FinalMo92Grand Ballroom
2022 Tournament Format  HMW-P

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. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions. (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. 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.

The 2nd edition of 7 Wonders was released in 2020. 2nd edition will be the preferred game, but most games will still be in the first edition. There is one slight rule change that will apply to all games that comes from the 2nd edition. Players may now construct a stage of their Wonder “at any moment” in Step 2 of a turn (the card playing phase). Step 1 everyone chooses a card. Step 2 You may construct your wonder. Then if it is the 6th turn discard the last card. Next everyone who wishes to flip their card. If you chose not to flip your card you may now Construct your Wonder with your card or sell your card. Then step 3 pass your hand to the right or left depending on which age you are in.

This is what the rules change means in the game:

  1. Babylon may now tuck their Wonder for what would have been their last card and then use the card they would have thrown out.
  2. All players may now decide not to flip their card, see if they receive any money, and then use that money to construct their Wonder. If they do not have the money or decide not to construct their Wonder their only option will be to discard their card for the three coins, it is too late to flip it.

Wonders are drawn simultaneously to start and then, due to its statistically poor showing of Babylon if drawn in any first edition game, you may choose to draw again. If you draw the same Wonder in a second game in the same round you may also discard and receive a new Wonder. It is highly recommended to rerandomize the seating order between the 2 games.

The first round will consist of three preliminary heats used to advance 64 players to the next round. Each player will earn advancement points depending on their place in each game. In the first game of a round the points will be 1st 7, 2nd 6, 3rd 4, and 4th 1. In the second game, the points will be 1st 7.7, 2nd 6.6, 3rd 4.4, and 4th 1.1. If in a 5 player game all players will receive one additional point in each game. After the Preliminary Round games, the top 64 players based on the Standard Heats Mot Wins – Points criteria will advance to Round 2.

All games will be 4-player games where possible to provide for slightly faster, more strategic play. All play in subsequent rounds will also consist of two games per round.

This year we will be having bidding in our quarterfinals, semi-finals, and finals. The first player will pick any Wonder and begin the bidding by Indicating the points they will give up for using that City (0 is a legitimate number). The 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.

HEATS: MOST WINS - POINTS (HMW-P):Tie-breakers are:

  1. Most Wins (e.g., total in all heats entered)
  2. Most Second Places
  3. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  4. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  5. Fewest Heats
  6. High dice roll.

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