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Gamehelpsevenwondersdice

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Game Summary

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.

The Table

The score section shows how many coins each player has, and any effects that the player has unlocked.

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.

On the top-left is the player's Wonder.

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.

On the left and right are the red Barracks for the neighboring players.

At the bottom-left of the board is the Warehouse, where the player accumulates resources that they will use to build. The player'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.

The bottom of the table shows other players' boards.

Turn Structure

Each turn has two phases: BGA rolls the dice; then each player takes an action.

Dice

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).

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.

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.

Actions

Every turn, each player chooses one of the three following actions, and all players take their actions simultaneously.

A. Construct a Building

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.

Each building has multiple actions for any given symbol on the die. Players must start at the die face and take actions in order.

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).

Players can only use the black, purple, and white dice if they have unlocked them by building the green University.

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.

B. Construct Your Wonder

The Wonder is the only building that players can construct without choosing a die.

C. Pass Your Turn

If a player cannot or does not want to cross of a space, they can pass the turn and gain 3 coins.

Buildings

Grey Warehouse

Resources are never spent; you have them until the end of the game.

Red Barracks

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.

Blue Agora

Constructing the Agora scores victory points.

Yellow Market

Constructing the Market scores victory points and gains coins and resources.

Green University

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.

Purple Guild Court

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.

White Gallery of Leaders

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.

Wonder

Each player has a different Wonder with unique actions.

Game End

When any player crosses off all three of their bonuses, everyone finishes the current turn and plays one final turn before scoring.

Scoring

BGA adds up the victory points for all buildings that the players have constructed. The player with the highest score wins.

If there is a tie, the player with the most unspent coins wins the game. If there's still a tie, the tied players share the victory.