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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nibblenoevil</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-19T07:33:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=28806</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=28806"/>
		<updated>2026-03-09T01:53:51Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Update tiebreaker rule (a tiebreaker is not listed in the PDF rules and is not currently implemented on BGA)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
The deck consists of 94 cards: &lt;br /&gt;
&lt;br /&gt;
* Number cards: Twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s, and so on... down to one 1. There is also one 0.&lt;br /&gt;
* Action cards: Three each of &amp;quot;Flip Three&amp;quot;, &amp;quot;Freeze&amp;quot;, and &amp;quot;Second Chance&amp;quot;&lt;br /&gt;
* Modifier cards: One each of +2, +4, +6, +8, +10, and a multiplier &amp;quot;X2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Each round, if you do not bust, you will score and bank points equal to the total of card values in front of you. However, if you ever hit and draw a second card with the same number as one already in your line, you bust and are out of the round, scoring zero. (Note that the more valuable a card is, the more copies of it there are in the deck.) &lt;br /&gt;
&lt;br /&gt;
When at least one player reaches 200 points and does not bust, the game will end that round, and the player with the most points wins. &lt;br /&gt;
&lt;br /&gt;
If you Flip 7 unique number cards in a round, you automatically end the round and score 15 bonus points.  &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player.  Then, each player in turn announces &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
* If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, you are dealt a card. Number cards go in a line in your player area, and modifier and action cards are placed above your number cards.&lt;br /&gt;
* If you &#039;&#039;&#039;Stay&#039;&#039;&#039;, the round is over for you, but you have locked in your score for the round. You now wait until everyone else has either stayed or busted.&lt;br /&gt;
&lt;br /&gt;
The round continues until everyone has chosen to stay or has busted. It also ends immediately if one player can Flip 7 unique number cards, and that player scores 15 bonus points. (Modifier and action cards do not count towards this limit.)&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; forces a chosen player out of the round, though they still score their current cards.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces a chosen player to draw three cards. Action cards drawn this way are resolved after all three have been drawn. If the chosen player goes bust before the final card is drawn, they skip drawing any more cards.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting if they draw a duplicate number card. If this happens, the number card and the Second Chance card are both discarded, and the player&#039;s turn ends (they do not get to draw another card until their next turn.) A player may hold only one Second Chance card. If they draw another, it must be given to another player.&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of number cards 3, 4, and 12 and a modifier card of +10, gives the player 3+4+12+10 = 29 points.&lt;br /&gt;
&lt;br /&gt;
Note that the x2 multiplier applies only to the base score, not the score after modification. (E.g. 3+4+12 = 19, X2 = 38, +10 modifier = 48.)&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
At the end of the round when one or more players has 200 points or more, the player with the most points is the winner. In the case of a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelp7wondersdice&amp;diff=27284</id>
		<title>Gamehelp7wondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelp7wondersdice&amp;diff=27284"/>
		<updated>2025-11-11T20:20:33Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Fix the redirect link, but for real this time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gamehelpsevenwondersdice]]&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelp7wondersdice&amp;diff=27283</id>
		<title>Gamehelp7wondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelp7wondersdice&amp;diff=27283"/>
		<updated>2025-11-11T20:19:00Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Fix the redirect link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;REDIRECT [[[[Gamehelpsevenwondersdice]]]]&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelp7wondersdice&amp;diff=27282</id>
		<title>Gamehelp7wondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelp7wondersdice&amp;diff=27282"/>
		<updated>2025-11-11T20:18:22Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Redirect to Gamehelpsevenwondersdice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;#REDIRECT [[Gamehelpsevenwondersdice]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27281</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27281"/>
		<updated>2025-11-11T20:17:18Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* Buildings */ Add 3-point bonus for crossing off all Agora spaces.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Summary ===&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. Each die rolls into one of the four sections of the game box, which determines how much that die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the other buildings.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;text-align:center&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Die&lt;br /&gt;
!Building&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#DCCDC6&amp;quot; | Grey (x3)&lt;br /&gt;
| Warehouse&lt;br /&gt;
| rowspan=5 | starts in play&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#D14450&amp;quot; | Red&lt;br /&gt;
| Barracks&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#4C98C0&amp;quot; | Blue&lt;br /&gt;
| Agora&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FDCC00&amp;quot; | Yellow&lt;br /&gt;
| Market&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#79A358&amp;quot; | Green&lt;br /&gt;
| University&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#9B71B1&amp;quot; | Purple&lt;br /&gt;
| Guild Court&lt;br /&gt;
| rowspan=3 | can be added via the University&lt;br /&gt;
replaces a grey die&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFFFFD&amp;quot; | White&lt;br /&gt;
| Gallery of Leaders&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#000000;color:#FFFFFF&amp;quot; | Black&lt;br /&gt;
| various&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost of an action is the cost in the box below the action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
Constructing a Wonder does not use a die (so the cost is only determined by the action space). Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross off a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Building&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#DCCDC6&amp;quot; | Warehouse&lt;br /&gt;
|Crossing off spaces in the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game. Unlike other buildings, completing the Warehouse does not earn a bonus.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#D14450&amp;quot; | Barracks&lt;br /&gt;
|Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#4C98C0&amp;quot; | Agora&lt;br /&gt;
|Constructing the Agora scores victory points. The first player to cross off every space scores 3 extra victory points.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FDCC00&amp;quot; | Market&lt;br /&gt;
|Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#79A358&amp;quot; | University&lt;br /&gt;
|Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#9B71B1&amp;quot; | Guild Court&lt;br /&gt;
|Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces crossed off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFFFFD&amp;quot; | Gallery of Leaders&lt;br /&gt;
|Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F6EFED&amp;quot; | Wonder&lt;br /&gt;
|Each player has a different Wonder with unique actions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27244</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27244"/>
		<updated>2025-11-09T04:11:42Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* Dice */ Convert some dice information to a table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. Each die rolls into one of the four sections of the game box, which determines how much that die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the other buildings.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;text-align:center&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Die&lt;br /&gt;
!Building&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#DCCDC6&amp;quot; | Grey (x3)&lt;br /&gt;
| Warehouse&lt;br /&gt;
| rowspan=5 | starts in play&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#D14450&amp;quot; | Red&lt;br /&gt;
| Barracks&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#4C98C0&amp;quot; | Blue&lt;br /&gt;
| Agora&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FDCC00&amp;quot; | Yellow&lt;br /&gt;
| Market&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#79A358&amp;quot; | Green&lt;br /&gt;
| University&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#9B71B1&amp;quot; | Purple&lt;br /&gt;
| Guild Court&lt;br /&gt;
| rowspan=3 | can be added via the University&lt;br /&gt;
replaces a grey die&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFFFFD&amp;quot; | White&lt;br /&gt;
| Gallery of Leaders&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#000000;color:#FFFFFF&amp;quot; | Black&lt;br /&gt;
| various&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost of an action is the cost in the box below the action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
Constructing a Wonder does not use a die (so the cost is only determined by the action space). Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross off a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Building&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#DCCDC6&amp;quot; | Warehouse&lt;br /&gt;
|Crossing off spaces in the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game. Unlike other buildings, completing the Warehouse does not earn a bonus.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#D14450&amp;quot; | Barracks&lt;br /&gt;
|Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#4C98C0&amp;quot; | Agora&lt;br /&gt;
|Constructing the Agora scores victory points.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FDCC00&amp;quot; | Market&lt;br /&gt;
|Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#79A358&amp;quot; | University&lt;br /&gt;
|Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#9B71B1&amp;quot; | Guild Court&lt;br /&gt;
|Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces crossed off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFFFFD&amp;quot; | Gallery of Leaders&lt;br /&gt;
|Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F6EFED&amp;quot; | Wonder&lt;br /&gt;
|Each player has a different Wonder with unique actions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27243</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27243"/>
		<updated>2025-11-09T03:43:04Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* Buildings */ Convert section to table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost of an action is the cost in the box below the action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
Constructing a Wonder does not use a die (so the cost is only determined by the action space). Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross off a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Building&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#DCCDC6&amp;quot; | Warehouse&lt;br /&gt;
|Crossing off spaces in the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game. Unlike other buildings, completing the Warehouse does not earn a bonus.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#D14450&amp;quot; | Barracks&lt;br /&gt;
|Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#4C98C0&amp;quot; | Agora&lt;br /&gt;
|Constructing the Agora scores victory points.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FDCC00&amp;quot; | Market&lt;br /&gt;
|Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#79A358&amp;quot; | University&lt;br /&gt;
|Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#9B71B1&amp;quot; | Guild Court&lt;br /&gt;
|Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces crossed off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFFFFD&amp;quot; | Gallery of Leaders&lt;br /&gt;
|Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F6EFED&amp;quot; | Wonder&lt;br /&gt;
|Each player has a different Wonder with unique actions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27242</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27242"/>
		<updated>2025-11-09T00:35:31Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Rework /* B. Construct Your Wonder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost of an action is the cost in the box below the action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
Constructing a Wonder does not use a die (so the cost is only determined by the action space). Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross off a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Crossing off spaces in the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game. Unlike other buildings, completing the Warehouse does not earn a bonus.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces crossed off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27241</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27241"/>
		<updated>2025-11-09T00:33:06Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* Purple Guild Court */ Correct a typo &amp;quot;cross&amp;quot; &amp;gt; &amp;quot;crossed.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost of an action is the cost in the box below the action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross off a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Crossing off spaces in the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game. Unlike other buildings, completing the Warehouse does not earn a bonus.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces crossed off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27240</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27240"/>
		<updated>2025-11-09T00:31:19Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* Grey Warehouse */ Note that completing the Warehouse does not earn a bonus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost of an action is the cost in the box below the action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross off a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Crossing off spaces in the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game. Unlike other buildings, completing the Warehouse does not earn a bonus.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27239</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27239"/>
		<updated>2025-11-09T00:28:51Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* C. Pass Your Turn */ Correct a typo &amp;quot;of&amp;quot; &amp;gt; &amp;quot;off.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost of an action is the cost in the box below the action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross off a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Constructing the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27238</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27238"/>
		<updated>2025-11-09T00:27:44Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* A. Construct a Building */ Clarify action costs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost of an action is the cost in the box below the action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross of a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Constructing the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27237</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27237"/>
		<updated>2025-11-09T00:26:55Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* A. Construct a Building */ Clarify the order in which spaces are crossed off.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the next available space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost the cost in the box below the chosen action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross of a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Constructing the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27236</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27236"/>
		<updated>2025-11-09T00:25:19Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Clarifications to /* The Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that the player can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost the cost in the box below the chosen action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross of a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Constructing the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27234</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27234"/>
		<updated>2025-11-08T21:51:34Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: /* Red Barracks */ &amp;quot;Points&amp;quot; changed to &amp;quot;victory points.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
On the top-left is the player&#039;s Wonder.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that players can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost the cost in the box below the chosen action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross of a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Constructing the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores victory points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27233</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27233"/>
		<updated>2025-11-08T21:50:49Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Expanded the Grey Warehouse section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
On the top-left is the player&#039;s Wonder.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that players can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost the cost in the box below the chosen action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross of a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Constructing the Warehouse lets the player accumulate resources that will reduce the cost of future buildings. Resources are never spent; once they are unlocked, they are available until the end of the game.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27232</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27232"/>
		<updated>2025-11-08T21:47:37Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Clarified the Game End section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
&lt;br /&gt;
The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
&lt;br /&gt;
On the top-left is the player&#039;s Wonder.&lt;br /&gt;
&lt;br /&gt;
In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
&lt;br /&gt;
On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
&lt;br /&gt;
At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that players can trigger.&lt;br /&gt;
&lt;br /&gt;
The bottom of the table shows other players&#039; boards.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
&lt;br /&gt;
==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
&lt;br /&gt;
Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
&lt;br /&gt;
The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
&lt;br /&gt;
====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
&lt;br /&gt;
Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
&lt;br /&gt;
The total cost the cost in the box below the chosen action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
&lt;br /&gt;
Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
&lt;br /&gt;
When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
&lt;br /&gt;
====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
&lt;br /&gt;
====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross of a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Resources are never spent; you have them until the end of the game.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
&lt;br /&gt;
====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
&lt;br /&gt;
====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
&lt;br /&gt;
====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
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====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
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====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
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==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, all players take one more turn before scoring.&lt;br /&gt;
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====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27231</id>
		<title>Gamehelpsevenwondersdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersdice&amp;diff=27231"/>
		<updated>2025-11-08T21:45:46Z</updated>

		<summary type="html">&lt;p&gt;Nibblenoevil: Created the page with all the basic rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Summary==&lt;br /&gt;
A game plays over a series of roll-and-write turns during which players use dice to construct their cities. The game ends when one player has crossed off 3 bonuses. The player with the highest score wins the game.&lt;br /&gt;
&lt;br /&gt;
==The Table==&lt;br /&gt;
The score section shows how many coins each player has, and any effects that the player has unlocked.&lt;br /&gt;
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The top of the table shows the dice that are available for that turn, rolled inside the game box. The button on the top-right collapses or expands the dice view.&lt;br /&gt;
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On the top-left is the player&#039;s Wonder.&lt;br /&gt;
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In the center of the table is the main player board. It shows the buildings that the player can construct over the course of the game: the Wonder, the red Barracks (split into east and west), purple Guild Court, blue Agora, yellow Market, white Gallery of Leaders, and green University.&lt;br /&gt;
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On the left and right are the red Barracks for the neighboring players.&lt;br /&gt;
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At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player&#039;s coins are tracked in the Gold Reserve in the bottom-center. On the bottom-right are the three hourglass-shaped bonuses that players can trigger.&lt;br /&gt;
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The bottom of the table shows other players&#039; boards.&lt;br /&gt;
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==Turn Structure==&lt;br /&gt;
Each turn has two phases: BGA rolls the dice; then each player takes an action.&lt;br /&gt;
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==Dice==&lt;br /&gt;
BGA rolls the dice at the beginning of each turn. The dice roll into one of the four sections of the game box, which determines how much each die will cost for that turn (0, 1, 2, or 3 coins).&lt;br /&gt;
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Each die has a color and a corresponding symbol for colorblind accessibility. Each die (except for black) matches a building on the player boards, and allows the players to take actions in that building. The black die does not match a building. Instead, it allows players to take actions in the various other buildings.&lt;br /&gt;
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The game starts with 7 dice: 3 grey, and 1 each of blue, green, red, and yellow. During the game, players might replace the gray dice with special white, black, and/or purple dice.&lt;br /&gt;
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==Actions==&lt;br /&gt;
Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.&lt;br /&gt;
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====A. Construct a Building====&lt;br /&gt;
Constructing a building is the most common action. The player chooses a die and crosses off the space with the matching symbol by paying the cost in coins. BGA shows a mouseover summary for each action.&lt;br /&gt;
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Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.&lt;br /&gt;
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The total cost the cost in the box below the chosen action, minus the number of resources that the player has available (to a minimum of 0), plus the cost of the die itself. For example: to take an action in the red Barracks, if the red die has a cost of 2, and the player has 3 resources available, and the red die costs 1, then the player pays 1 coin ([2-3=0]+1=1).&lt;br /&gt;
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Players can only use the black, purple, and white dice if they have unlocked them by building the green University.&lt;br /&gt;
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When a player crosses off the last space in one of their buildings, they also cross off one of their three bonus spaces, and immediately take the bonus effect. When a player crosses off all three bonuses, they trigger the end of the game.&lt;br /&gt;
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====B. Construct Your Wonder====&lt;br /&gt;
The Wonder is the only building that players can construct without choosing a die.&lt;br /&gt;
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====C. Pass Your Turn====&lt;br /&gt;
If a player cannot or does not want to cross of a space, they can pass the turn and gain 3 coins.&lt;br /&gt;
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==Buildings==&lt;br /&gt;
====Grey Warehouse====&lt;br /&gt;
Resources are never spent; you have them until the end of the game.&lt;br /&gt;
&lt;br /&gt;
====Red Barracks====&lt;br /&gt;
Constructing the Barracks scores points by attacking neighboring cities, or defending against attacks. When a player crosses off a sword or axe space, they score the number of points shown in that space, minus the number of shields that are crossed off in the neighboring city.&lt;br /&gt;
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====Blue Agora====&lt;br /&gt;
Constructing the Agora scores victory points.&lt;br /&gt;
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====Yellow Market====&lt;br /&gt;
Constructing the Market scores victory points and gains coins and resources.&lt;br /&gt;
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====Green University====&lt;br /&gt;
Constructing the University gives various ongoing effects, and lets the player use the special dice. When a player crosses off the black, purple, or white die spaces, if they are the first to do so, they replace a random gray die with the new die color. Players can only use a special die to build if they have unlocked it.&lt;br /&gt;
&lt;br /&gt;
====Purple Guild Court====&lt;br /&gt;
Constructing the Guild Court scores victory points. In order to cross off a Guild Court space, the player must have at least as many spaces cross off in the building shown by the purple die as each of their neighbors. (Or strictly more than the opponent, in a 2-player game.) Players must unlock the purple die in the University before building the Guild Court.&lt;br /&gt;
&lt;br /&gt;
====White Gallery of Leaders====&lt;br /&gt;
Constructing the Gallery of Leaders scores victory points and crosses off spaces in other buildings. Players must unlock the white die in the University before building the Gallery of Leaders.&lt;br /&gt;
&lt;br /&gt;
====Wonder====&lt;br /&gt;
Each player has a different Wonder with unique actions.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
When any player crosses off all three of their bonuses, everyone finishes the current turn and plays one final turn before scoring.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the player with the most unspent coins wins the game. If there&#039;s still a tie, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Nibblenoevil</name></author>
	</entry>
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