https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=Zoomboom&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T10:03:02ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoodcopbadcop&diff=17924Gamehelpgoodcopbadcop2023-08-31T22:01:56Z<p>Zoomboom: /* GETTING SHOT */ Clarified that you are "wounded" when shot once if you are Agent or Kingpin.</p>
<hr />
<div>==TEAM==<br />
You are on the HONEST team if you have the Agent card or if the majority of your cards are Honest.<br />
<br />
You are on the CROOKED team if you have the Kingpin card or if the majority of your cards are Crooked.<br />
<br />
==ON YOUR TURN==<br />
Your turn consists of 3 phases:<br />
<br />
====1) Take Action====<br />
Choose 1 of these actions to take:<br />
* '''Investigate''' - View one hidden Integrity Card.<br />
* '''Arm''' - Take a Gun. Reveal 1 of your hidden Integrity Cards if you have any.<br />
* '''Equip''' - Draw an Equipment Card. Discard down to 1. Reveal 1 of your hidden Integrity Cards if you have any.<br />
* '''Shoot''' - Shoot your Gun at the player at whom you are aiming. Drop your gun.<br />
<br />
====2) Take Aim====<br />
If you are holding a Gun, aim it at any living player other than yourself.<br />
<br />
====3) End Turn====<br />
Play proceeds clockwise.<br />
<br />
==GETTING SHOT==<br />
If you are shot, you must reveal all of your Integrity Cards.<br />
<br />
'''If you are NOT the Agent or Kingpin:'''<br />
* You are eliminated from the game.<br />
* Return any Equipment Cards in your hand to the bottom of the deck.<br />
* Return your Gun to the center of the table.<br />
<br />
'''If you ARE the Agent or Kingpin:'''<br />
* You are NOT eliminated the first time you are shot; you are wounded. If you are shot while wounded, the game ends and the opposing team wins.<br />
* Draw an Equipment Card.<br />
* Put a Wounded Token on your Agent or Kingpin card.<br />
<br />
==GUN RULES==<br />
* You may only hold one Gun at a time.<br />
* Any time you get a Gun, immediately aim it. Otherwise you may only change where you are aiming at the end of your turn during the Take Aim phase.<br />
<br />
==EQUIPMENT RULES==<br />
* Equipment Cards may be used in reaction to Shoot actions, during your turn, or at the end of any player's turn.<br />
* When you use an Equipment Card, place it at the bottom of the deck.<br />
* When you use an Equipment Card, no other Equipment Cards may be played until yours is resolved.<br />
* The hand limit of Equipment is 1.<br />
* Multiple Equipment Cards may be played before an action is resolved.<br />
<br />
==WINNING THE GAME==<br />
The HONEST team wins if the Kingpin is eliminated. <br />
<br />
The CROOKED team wins if the Agent is eliminated. <br />
<br />
If, at any time, a player has both the Agent and the Kingpin, that player wins alone.<br />
<br />
==TABLE TALK==<br />
You are encouraged to use the chat to give truthful or false information about what you have seen or accuse players of being on a team or having a specific role.<br />
<br />
<br /><br />
<br /><br />
<br />
=ZOMBIES EXPANSION=<br />
==ZOMBIE TEAM==<br />
In addition to the Honest and Crooked teams, there is a third team: Zombies. If you are on the Zombie team, you do not win with the Honest or Crooked team. Instead, '''your team wins if you can bite a wounded Agent or Kingpin'''.<br />
<br />
'''Note:''' If you are playing with the Bombers & Traitors expansion, you would need to eliminate any Traitors before biting a wounded Agent or Kingpin to win.<br />
<br />
==GETTING SHOT/BITTEN==<br />
'''If you are already a Zombie,''' you aim your Arms at yourself. If you were shot with a Gun, the player who shot you keeps their Gun.<br />
<br />
'''If you are NOT a Zombie,''' flip over all of your Integrity Cards. Then:<br />
* '''If you are a Leader,''' follow the same rules as getting shot in the base game.<br />
* '''If you are NOT a Leader,''' you become a zombie (see Becoming a Zombie).<br />
<br />
==BECOMING A ZOMBIE==<br />
You become a zombie when you are a non-Leader, non-Zombie and you are shot.<br />
<br />
'''When that happens, do the following:'''<br />
* Reveal all of your hidden cards.<br />
* Take zombie Arms and aim them at yourself.<br />
* You are no longer on the Honest or Crooked team but instead you are now on the Zombie team.<br />
* '''You Keep:'''<br />
** Any Equipment you had.<br />
* '''You Lose:'''<br />
** Any Gun you were holding.<br />
<br />
==ZOMBIE ACTIONS==<br />
When you are a zombie and you take your turn, instead of the usual turn actions, you can take one of these:<br />
<br />
'''Bite:''' Bite the player you are targeting with your Arms. You must choose a new target in the Aim phase.<br />
<br />
'''Equip:''' Draw an Equipment card.<br />
<br />
After you take your action, you may aim your Arms at any player.<br />
<br />
===Zombie Equipment and Arms===<br />
* Zombie players may use Equipment just like non-Zombie players.<br />
* Any Equipment that affects or targets a Gun or those holding a Gun affects or targets zombie Arms or those with zombie Arms.<br />
* Any Equipment that affects or targets Shoot or shooting affects or targets Bite or biting.<br />
* Any Equipment that would make a zombie drop their Gun instead makes them aim their Arms at themself.<br />
* Any Equipment that affects or targets an eliminated player may target a zombie player.<br />
* Bringing a player back to life (like with Defibrillator) unzombifies them.<br />
* A zombie cannot steal a Gun.<br />
* A zombie cannot take the Grab a Gun action.<br />
<br />
<br /><br />
<br /><br />
<br />
=BOMBERS AND TRAITORS EXPANSION=<br />
This expansion adds the possibility that there will be Traitors and/or Bombers in the game.<br />
<br />
==BOMBER TEAM==<br />
You are a Bomber if all 3 of your Integrity cards have a BOMB icon. If you are a Bomber, you are not on the Honest nor Crooked team. You are on the Bomber team.<br />
<br />
'''Win Condition:''' You and all other Bombers win if you are shot by another player or if you eliminate the Agent or Kingpin with a Gun. <br />
<br />
'''Note:''' If you eliminate the Agent or Kingpin and there is at least one surviving Traitor, all Traitors also win.<br />
<br />
==TRAITOR TEAM==<br />
You are a Traitor if all 3 of your Integrity cards have a KNIFE icon. If you are a Traitor, you are not on the Honest nor Crooked team. You are on the Traitor team.<br />
<br />
'''Win Condition:''' You and all other Traitors win if you are alive when the Agent or Kingpin is eliminated. <br />
<br />
'''Note:''' If the Agent or Kingpin was eliminated by being shot by a Gun held by a Bomber, all Bombers also win.</div>Zoomboomhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpexitstrategy&diff=17912Gamehelpexitstrategy2023-08-29T01:04:21Z<p>Zoomboom: added- you can optionally skip placing a wall in fast mode</p>
<hr />
<div>Be the first to reach the opposite corner of your color.<br />
<br />
On your turn, you can either move your character 1 space or place a wall anywhere on the board to block off two edges.<br />
<br />
If playing in fast mode, you can do both on your turn- move 1 space and place a wall- or you can skip placing a wall.<br />
<br />
== Moving ==<br />
You can move to an adjacent hex, as long as there is no wall between the two hexes.<br />
<br />
You cannot enter a colored hex that isn't of your color.<br />
<br />
You can enter an hex already occupied with another character. In this case, you have to make a second move action, to an adjacent hex that isn't occupied by a character (meaning you cannot ''jump'' over multiple characters in a turn).<br />
<br />
== Walling ==<br />
You have a limited personal supply for walls.<br />
<br />
The 2 parts of your walls must be between hexes (you can't place walls that would be half out of the board).<br />
<br />
You can never place a wall that would completely prevent a character from reaching its goal (you must always leave a legal path for every character).</div>Zoomboomhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpexitstrategy&diff=17672Gamehelpexitstrategy2023-07-27T19:42:18Z<p>Zoomboom: Described fast mode.</p>
<hr />
<div>Be the first to reach the opposite corner of your color.<br />
<br />
On your turn, you can either move your character 1 space or place a wall anywhere on the board to block off two edges.<br />
<br />
If playing in fast mode, you do both on your turn- move 1 space and place a wall.<br />
<br />
== Moving ==<br />
You can move to an adjacent hex, as long as there is no wall between the two hexes.<br />
<br />
You cannot enter a colored hex that isn't of your color.<br />
<br />
You can enter an hex already occupied with another character. In this case, you have to make a second move action, to an adjacent hex that isn't occupied by a character (meaning you cannot ''jump'' over multiple characters in a turn).<br />
<br />
== Walling ==<br />
You have a limited personal supply for walls.<br />
<br />
The 2 parts of your walls must be between hexes (you can't place walls that would be half out of the board).<br />
<br />
You can never place a wall that would completely prevent a character from reaching its goal (you must always leave a legal path for every character).</div>Zoomboomhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&diff=17342Gamehelpcantstop2023-06-30T00:49:19Z<p>Zoomboom: I made some grammar / word choice updates, for clarification.</p>
<hr />
<div>Can't Stop is a game of rolling dice and knowing when to stop pushing one's luck.<br />
<br />
==Rules==<br />
<br />
There are 11 routes to the top of the board, represented by columns 2 to 12. At the start of the game, all routes are open and players may overtake one another. Once a player has reached the top of the board, that route is closed and other players lose their progress. The winner is the first player that reaches the top of the board by three different routes.<br />
<br />
Can't Stop is played with a board consisting of 11 columns, numbered from 2 to 12, four dice, and three black circles as temporary markers. Each player has a progress marker in their color for each column.<br />
<br />
===Splitting Dice===<br />
<br />
On a player's turn, they roll the four dice, split them into two groups of two dice however they like, then advance a step on each column whose sum is equal to some group of the dice.<br />
<br />
Examples:<br />
<br />
* Roll: 3,3,4,4. The player can split them to 3,3 and 4,4, advancing a step on each of columns 6 and 8, or the player can split them to 3,4 and 3,4, advancing two steps on column 7.<br />
* Roll: 2,3,4,5. The player can split them in three ways: 2,3 and 4,5 (columns 5 and 9), or split them to 2,4 and 3,5 (columns 6 and 8), or or split them to 2,5 and 3,4 (columns 7 and 7).<br />
* Roll: 4,4,4,6. There is only one way to split it: 4,4 and 4,6, which means columns 8 and 10.<br />
* Roll: 1,1,1,1. There is only one way to split it: 1,1 and 1,1, which means columns 2 and 2.<br />
<br />
===Temporary Markers===<br />
<br />
In a turn, a player may only advance in three columns. (This is pivotally important to understanding what moves are allowed or disallowed.) The temporary markers are to help the player in keeping track of their progress. However, one must make as many moves as possible.<br />
<br />
Examples:<br />
<br />
* The player hasn't moved at all and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9. They may not choose to advance only on column 5 or only on column 9 because they must perform all moves possible.<br />
* The player has moved on columns 4 and 5 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9.<br />
* The player has moved on columns 2 and 3 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, and so should have advanced on columns 5 and 9. But this is not allowed; it makes them advance on four columns. They must pick either 5 or 9 to advance from.<br />
* The player has moved on columns 2, 3, and 12 and rolled 2,3,4,5. No matter how they split the dice, they cannot advance.<br />
<br />
===Stopping One's Turn===<br />
<br />
A player keeps their turn until they choose to stop or they cannot advance (like the last of the examples above). In the former case, the progress markers for the columns advanced are moved up to the locations of the temporary markers. In the latter case, the temporary markers are removed; the progress markers are not moved.<br />
<br />
Examples:<br />
* The player decides to stop after advancing 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. Now their position is 4 steps on column 6, 3 steps on column 7, 2 steps on column 8, and 4 steps on column 9.<br />
* The player advanced 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. They roll the dice and cannot advance. The temporary markers are removed, and the progress markers remain at 4 steps on column 6, and 3 steps on column 9.<br />
<br />
===Completing A Column===<br />
<br />
When the player decides to stop and they have reached the end of a column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and the player splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.<br />
<br />
===Winning Condition===<br />
<br />
When a player completes three columns, they win.<br />
<br />
==Strategy==<br />
<br />
The strategy of the game is based on knowing when to stop. As one keeps playing, they still have the risk of losing all progress on the turn; stopping will save the progress but gives the other players a turn each. Knowing which is more beneficial helps.<br />
<br />
Columns with more extreme numbers are less probable (a 2 is only scored by a 1,1 and a 12 is only scored by a 6,6, while a 7 is scored by six pairs of dice), so they have fewer steps to work on. One's strategy can also revolve on choosing whether to aim for middle columns or extreme columns.<br />
<br />
One more element of strategy consists of pursuing the same columns as your opponent(s), as scoring the column before they do can deprive them of their advantage, esp. if they are only ahead in a few columns including this.</div>Zoomboomhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&diff=7301Gamehelpyatzy2021-02-08T22:03:20Z<p>Zoomboom: /* Lower section */</p>
<hr />
<div>==Yahtzee==<br />
<br />
A player rolls five dice to begin a turn. They are then allowed to take up to two rerolls, each reroll being any number of those dice. (In BGA, you click on the dice that you want to reroll.)<br />
<br />
After those rerolls, or when the player chooses to stop rolling, the player must choose which category to score the final result. There are 13 scoring categories, and each must be used for one of the 14 rounds. This can often force a player to take a zero score for some categories. <br />
<br />
Scoring for Yahtzee are as follows<br />
<br />
===Upper section===<br />
<br />
1-6: One category for each number on the die. In these categories, the score is the sum of the pips on the dice of that number.<br />
<br />
''For example, a roll of 1-1-2-5-5 could be scored as 2 points in the "ones" category, 2 points in the "twos" category, 10 points in the "fives" category, or 0 points in the "threes," "fours," or "sixes."''<br />
<br />
If a player scores a total of at least 63 points across these six boxes combined, a bonus of 35 points is added to their final score.<br />
<br />
===Lower section===<br />
<br />
* '''Three-Of-A-Kind''' At least three dice showing the same face -- Points equal the sum of all 5 dice (not just the 3 of a kind)<br />
* '''Four-Of-A-Kind''' At least four dice showing the same face -- Points equal the sum of all 5 dice (not just the 4 of a kind)<br />
* '''Full House''' A three-of-a-kind and a pair -- 25 points<br />
* '''Small Straight''' Four dice having sequential numbers 1-2-3-4, 2-3-4-5, or 3-4-5-6) -- 30 points<br />
* '''Large Straight''' Five dice having sequential numbers (1-2-3-4-5 or 2-3-4-5-6) -- 40 points<br />
* '''Yahtzee''' All five dice showing the same face -- 50 points. If you get a 2nd yahtzee, you automatically get 100 bonus points, and can use it as a "joker" to score maximum points in another category in the bottom section.<br />
* '''Chance''' Any combination -- points equal the sum of all 5 dice<br />
<br />
==Yams==<br />
<br />
In the game of Yams, the categories and calculations are slightly different. Scores are generally higher.<br />
<br />
===Upper section===<br />
<br />
This is similar to Yahtzee but the bonus is calculated differently. The bonus threshold is 60 points, and is 30 points + the difference between the score achieved and 60.<br />
For example: When you complete your upper with 63, you would score 63 + 30 + (63-60) = 96 points.<br />
<br />
===Middle section===<br />
<br />
This is a higher and lower section which are similar to Chance in Yahtzee and a bonus that is the difference between them.<br />
* '''Plus''' - scores the sum of all dice<br />
* '''Minus''' - scores the sum of all dice<br />
* '''Delta''' - automatically calculated - scores the '''Plus''' score minus the '''Minus''' score<br />
<br />
So if the Plus score was 22 and the Minus score was 13, the Delta score would be nine. Like subtraction.<br />
<br />
===Lower section===<br />
<br />
Scoring is different here for four of a kind and there is no three of a kind. There is no chance. Yams is more generous: four 1s will net you 40+ points in four of a kind, whereas in Yahtzee it would net you a maximum of 10 points. <br />
* '''Four of a Kind''' - 40 points plus the sum of the dice<br />
* '''Full House''' - 30 points plus the sum of all dice<br />
* '''Small Straight''' - 45 points<br />
* '''Large Straight''' - 50 points<br />
* '''Yahtzee (Yams)''' - 50 points plus sum of dice<br />
* '''Rigole''' - four matching dice and one which has the inverse pip configuration on it. So, for example: 4-4-4-4-3, 5-5-5-5-2, 1-1-1-1-6</div>Zoomboomhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&diff=7253Gamehelpsevenwonders2021-02-07T05:39:01Z<p>Zoomboom: /* Gameplay */</p>
<hr />
<div>== Overview ==<br />
<br />
In [https://boardgamegeek.com/boardgame/68448/7-wonders 7 Wonders] your aim is to make your civilization thrive over three ''ages'', by ramping up your production of raw and/or manufactured goods, building different types of constructions, and taking care of your relations with your neighbors. During the game, you can also build and upgrade your ''wonder'', which gives you additional advantages (points or capabilities).<br />
<br />
The player with the most points at the end of the game wins.<br />
<br />
== Table setup ==<br />
<br />
Number of players:<br />
* it is possible to play with 3 to 7 players on BoardGameArena.<br />
* BoardGameArena suggests 4 players<br />
* [https://boardgamegeek.com/boardgame/68448/7-wonders BoardGameGeek community] suggests 4-5 players.<br />
<br />
Choices:<br />
* ''Game mode'': normal and training<br />
* ''Game speed'': as any other game<br />
* ''Wonder board side'': allow players to choose their preferred side of their Wonder board, or set it randomly<br />
<br />
== Preparation ==<br />
<br />
If ''Wonder board side'' has been set to ''Choose Wonder side'', at the very beginning the players can choose between two sides of their Wonder board. Side A is usually easier to accomplish.<br />
<br />
== Gameplay ==<br />
<br />
The game proceeds over 3 ''ages'', each comprising 6 rounds.<br />
<br />
=== Card drafting rounds ===<br />
<br />
A round is simple: you are shown a hand of cards, you take one of them and perform one action with it, then the hand is moved on to the ''next'' player (shown by the ''hands rotation'' arrow). All players do this at the same time.<br />
<br />
Each age starts with 7 cards in each hand. The last round happens when the player has two cards in the hand: one is selected, the other is discarded.<br />
<br />
For each card, there can be three to four actions that you can take, shown when you hover on the card:<br />
<br />
* Construct (arrow pointing to card thumbnails): add the specific card to your capabilities, paying its associated cost if any. The cost is shown on the top left of the card; a symbol over it shows if you are allowed to do this move:<br />
** a red cross indicates that you don't have and can't gather the necessary resources to construct<br />
** a yellow check mark with a number indicates how much you have to pay your neighbors to gather the necessary resources.<br />
*** You can only buy resources from a neighbor if they have that resource available. <br />
*** You pay 2 coins per resource, unless you have played a yellow card allowing you to buy that resource from that neighbor for only 1 coin.<br />
** a green check mark shows that you can construct with your own resources only<br />
<br />
* Build wonder stage (arrow pointing to a layered pyramid): use this card as a marker on the lower side of the Wonder board, gaining the shown advantages (e.g. victory points, or capabilities). The Wonder plan can only be deployed passing through the stages in order, from left to right. A symbol below the next stage you can build shows you if it's possible to build it or not, with the same convention as explained above for constructing a card;<br />
<br />
* Sell the card for three coins (arrow pointing to a coin with a 3 inside)<br />
<br />
* Construct a card (arrow pointing to a blank card with a red cross on the top-left corner): this is optionally shown to players who have this capability, provided by one of their wonder stage. Once per age, it's possible to construct a card without paying its cost.<br />
<br />
Some wonder stages provide additional capabilities:<br />
<br />
* Construct a card for free in each age: as described above<br />
* Play last card (two blank cards with a green check mark): the last card in each age is usually discarded, but the player with this capability can play it (with the usual rules regarding the cost)<br />
* Construct a discarded card for free (many blank cards, the bigger with a red cross on it): the player can look through all discarded cards so far and build it for free<br />
* Copy neighboring guilds (purple card with two triangles on the sides): the player will get additional points depending on the cards equipped by the neighbors at the end of the match.<br />
<br />
=== Fighting ===<br />
<br />
After the last card-drafting round, the age is ended and the fighting phase begins. Military capabilities are compared to award victory or lose points. This is done automatically, but you get too see how you score with an animation.<br />
<br />
== End of game Scoring ==<br />
<br />
The game ends at the end of the third Age, after the Conflict tokens have been handed out.<br />
Each player totals their civilization points and the player with the highest total is declared the winner.<br />
In case of a tie, the player with the most coins in his or her treasury is the winner. A tie on coins is not broken further<br />
<br />
Points are counted from 7 categories in the following order:<br />
=== Military Conflicts ===<br />
<br />
Each player adds their Victory and Defeat tokens (this total can be negative!).<br />
=== Treasury Contents ===<br />
<br />
For every 3 coins in their possession at the end of the game, players score 1 victory point. Leftover coins score no points.<br />
<br />
=== Wonders ===<br />
<br />
Each player then adds to their score the victory points from their wonder.<br />
<br />
=== Civilian Structures ===<br />
<br />
Each player adds the victory points of their Civilian structures. This amount is indicated on each Civilian structure.<br />
<br />
=== Scientific Structures ===<br />
<br />
The scientific cards earn victory points in two very different ways: from sets of identical symbols and from sets of 3 different symbols.<br />
Be careful : the victory points earned by both methods are cumulative.<br />
<br />
==== Sets of identical symbols ====<br />
For each of the 3 existing scientific symbols, the player wins the following<br />
points:<br />
* only 1 symbol : 1 victory point<br />
* 2 identical symbols: 4 victory points<br />
* 3 identical symbols: 9 victory points<br />
* 4 identical symbols: 16 victory points<br />
<br />
Note:<br />
* the number of points gained is equal to the number of symbols squared.<br />
* there are 4 green cards for each symbol, for a maximum of 16 victory points per family of symbols.<br />
* this maximum can be increased with the Scientific Guild and the Wonder of Babylon: 5 identical symbols earn 25 victory points and 6 identical symbols earn 36 victory points.<br />
<br />
==== Sets of 3 different symbols ====<br />
<br />
For each group of 3 different symbols, each player scores 7 victory points.<br />
<br />
=== Commercial Structures ===<br />
<br />
Some commercial structures from Age III grant victory points.<br />
<br />
=== Guilds ===<br />
<br />
Each Guild is worth a number of victory points depending on the configuration of the player’s city and/or that of the two neighboring cities (see description of the structures)</div>Zoomboomhttps://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&diff=7252Gamehelpsevenwonders2021-02-07T05:36:50Z<p>Zoomboom: /* Card drafting rounds */</p>
<hr />
<div>== Overview ==<br />
<br />
In [https://boardgamegeek.com/boardgame/68448/7-wonders 7 Wonders] your aim is to make your civilization thrive over three ''ages'', by ramping up your production of raw and/or manufactured goods, building different types of constructions, and taking care of your relations with your neighbors. During the game, you can also build and upgrade your ''wonder'', which gives you additional advantages (points or capabilities).<br />
<br />
The player with the most points at the end of the game wins.<br />
<br />
== Table setup ==<br />
<br />
Number of players:<br />
* it is possible to play with 3 to 7 players on BoardGameArena.<br />
* BoardGameArena suggests 4 players<br />
* [https://boardgamegeek.com/boardgame/68448/7-wonders BoardGameGeek community] suggests 4-5 players.<br />
<br />
Choices:<br />
* ''Game mode'': normal and training<br />
* ''Game speed'': as any other game<br />
* ''Wonder board side'': allow players to choose their preferred side of their Wonder board, or set it randomly<br />
<br />
== Preparation ==<br />
<br />
If ''Wonder board side'' has been set to ''Choose Wonder side'', at the very beginning the players can choose between two sides of their Wonder board. Side A is usually easier to accomplish.<br />
<br />
== Gameplay ==<br />
<br />
The game proceeds over 3 ''ages'', each comprising 6 rounds.<br />
<br />
=== Card drafting rounds ===<br />
<br />
A round is simple: you are shown a hand of cards, you take one of them and perform one action with it, then the hand is moved on to the ''next'' player (shown by the ''hands rotation'' arrow). All players do this at the same time.<br />
<br />
Each age starts with 7 cards in each hand. The last round happens when the player has two cards in the hand: one is selected, the other is discarded.<br />
<br />
For each card, there can be three to four actions that you can take, shown when you hover on the card:<br />
<br />
* Construct (arrow pointing to card thumbnails): add the specific card to your capabilities, paying its associated cost if any. The cost is shown on the top left of the card; a symbol over it shows if you are allowed to do this move:<br />
** a red cross indicates that you don't have and can't gather the necessary resources to construct<br />
** a yellow check mark with a number indicates how much you have to pay your neighbors to gather the necessary resources.<br />
(You can only buy resources from a neighbor if they have that resource available. You pay 2 coins per resource, unless you have played a yellow card allowing you to<br />
buy that resource from that neighbor for only 1 coin.)<br />
** a green check mark shows that you can construct with your own resources only<br />
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* Build wonder stage (arrow pointing to a layered pyramid): use this card as a marker on the lower side of the Wonder board, gaining the shown advantages (e.g. victory points, or capabilities). The Wonder plan can only be deployed passing through the stages in order, from left to right. A symbol below the next stage you can build shows you if it's possible to build it or not, with the same convention as explained above for constructing a card;<br />
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* Sell the card for three coins (arrow pointing to a coin with a 3 inside)<br />
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* Construct a card (arrow pointing to a blank card with a red cross on the top-left corner): this is optionally shown to players who have this capability, provided by one of their wonder stage. Once per age, it's possible to construct a card without paying its cost.<br />
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Some wonder stages provide additional capabilities:<br />
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* Construct a card for free in each age: as described above<br />
* Play last card (two blank cards with a green check mark): the last card in each age is usually discarded, but the player with this capability can play it (with the usual rules regarding the cost)<br />
* Construct a discarded card for free (many blank cards, the bigger with a red cross on it): the player can look through all discarded cards so far and build it for free<br />
* Copy neighboring guilds (purple card with two triangles on the sides): the player will get additional points depending on the cards equipped by the neighbors at the end of the match.<br />
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=== Fighting ===<br />
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After the last card-drafting round, the age is ended and the fighting phase begins. Military capabilities are compared to award victory or lose points. This is done automatically, but you get too see how you score with an animation.<br />
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== End of game Scoring ==<br />
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The game ends at the end of the third Age, after the Conflict tokens have been handed out.<br />
Each player totals their civilization points and the player with the highest total is declared the winner.<br />
In case of a tie, the player with the most coins in his or her treasury is the winner. A tie on coins is not broken further<br />
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Points are counted from 7 categories in the following order:<br />
=== Military Conflicts ===<br />
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Each player adds their Victory and Defeat tokens (this total can be negative!).<br />
=== Treasury Contents ===<br />
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For every 3 coins in their possession at the end of the game, players score 1 victory point. Leftover coins score no points.<br />
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=== Wonders ===<br />
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Each player then adds to their score the victory points from their wonder.<br />
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=== Civilian Structures ===<br />
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Each player adds the victory points of their Civilian structures. This amount is indicated on each Civilian structure.<br />
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=== Scientific Structures ===<br />
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The scientific cards earn victory points in two very different ways: from sets of identical symbols and from sets of 3 different symbols.<br />
Be careful : the victory points earned by both methods are cumulative.<br />
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==== Sets of identical symbols ====<br />
For each of the 3 existing scientific symbols, the player wins the following<br />
points:<br />
* only 1 symbol : 1 victory point<br />
* 2 identical symbols: 4 victory points<br />
* 3 identical symbols: 9 victory points<br />
* 4 identical symbols: 16 victory points<br />
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Note:<br />
* the number of points gained is equal to the number of symbols squared.<br />
* there are 4 green cards for each symbol, for a maximum of 16 victory points per family of symbols.<br />
* this maximum can be increased with the Scientific Guild and the Wonder of Babylon: 5 identical symbols earn 25 victory points and 6 identical symbols earn 36 victory points.<br />
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==== Sets of 3 different symbols ====<br />
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For each group of 3 different symbols, each player scores 7 victory points.<br />
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=== Commercial Structures ===<br />
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Some commercial structures from Age III grant victory points.<br />
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=== Guilds ===<br />
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Each Guild is worth a number of victory points depending on the configuration of the player’s city and/or that of the two neighboring cities (see description of the structures)</div>Zoomboom