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Gamehelpsevenwondersarchitects
Overview
The game plays over several turns. On your turn, choose one card from the deck to your left, the deck to your right, or the middle deck (above you). The cards represent resources, science symbols, victory points, or military shields. The game ends as soon as one player's Wonder is entirely constructed. The person with the most victory points at the end of the game is the winner.
Cards
Resource cards are either grey or yellow. Grey cards represent the resources to construct each level of your Wonder. Yellow cards represent coins that serve as wild cards to replace any resource you need.
Science cards are green. There are 3 different science symbols available. If you collect 2 identical symbols or 1 of each symbol, you can take a Progress Token.
Victory point cards are blue. Each victory point card is worth either 2 or 3 victory points. The 2 victory point cards also have a cat symbol, allowing you to claim the cat pawn. Having the cat pawn allows you to see the top card of the middle deck at the start of your turn.
Shield cards are red. Each military shield card contains a shield and either 0, 1, or 2 horns. Collecting shield cards with horns trigger conflict tokens and once all conflict tokens are triggered a battle commences. You gain 3 victory points if you have more shields than each of your neighbors, 0 victory points if they are equal or less. Discard all shield cards with horns after the battle. For 2 player games battles see the rulebook.
Special Effects
Each Wonder and each Progress Token has special effects:
End of Game
The game ends as soon as one Wonder is constructed and the winner is the player with the most victory points. Victory points are gained through each constructed level of your Wonder, the cat pawn (2 points), blue cards, military victory tokens, and progress tokens. If there is a tie, the winner is the player who has the most levels of their Wonder constructed.