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7 Wonders (7WS) Updated January 8, 2025
Type:Century
GM:Shea, Elizabeth (1st)
GM Contact:N/A
Event Website:N/A
Class:B - Beginning Players Welcome
Style:Scheduled
Format:HMW - P: Heats Most Wins - Points
Rounds:3 Heats, Quarterfinal, Semifinal, Final
Round Length:2 Hours
Advancement:Quarterfinal 64,Semifinal 16, Final 4
Prize Level:3

7 Wonders description:

A card based resource collection and management game. With a plethora of different types of cards and strategy, it’s likely you’ll enjoy it. It has simultaneous card placement and goes for three rounds. Each round the cards increase in points and in cost, begging the question of how you’ll pay for them, whether through your own resources, following set card choices, and/or buying from your neighbors. As with most Euro’s the ultimate goal of this game will be high point cards for high point scores.

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

Edition modification

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 come from the 2nd edition. Players may now construct a stage of your 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.

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 2nd 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

Wonder Rules

Wonders are drawn simultaneously to start, and then, due to its statistically poor showing of Babylon, if Babylon is drawn in any game, you may choose to draw again. If you draw the same Wonder twice in a round, you may also discard it and receive a new Wonder. It is highly recommended that the seating order be rerandomized between the 2 games. Also to help Babylon someone playing first edition Babylon may skip the first stage of their Wonder, once skipped you cannot go back and construct it later.

Advancement

Players will play two games per round. All games will be 4-player (where possible) to provide for slightly faster, more strategic play.

Advancement will be determined by the Heats Most Wins – Points stadard tiebreakers with a gm specific tiebreaker listed below.

Bidding

We will be bidding in the Quarterfinal, Semifinal, and Final for Wonders. There will be 4 randomly selected Wonders to bid on. Do not throw back Babylon; just bid less on it/more on the others. The first player will pick from the 4 randomly chosen Wonders and begin the bidding by Indicating the points they will give up to use that Wonder (0 or any larger integer is a legitimate number). The second player may bid higher on that Wonder or choose another from the three remaining. Anytime a player is outbid, they may bid higher or choose a new Wonder. So, the third player may bid on the 1st Wonder, the 2nd Wonder, or start a 3rd Wonder from the remaining two. When the fourth Wonder is chosen, bidding ends.

HEATS: MOST WINS - POINTS (HMW-P):

  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker - Most in-game points
  4. High dice roll.

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