(En) 7-Wonders-Cities-Rulebook
(En) 7-Wonders-Cities-Rulebook
(En) 7-Wonders-Cities-Rulebook
TM
RULES
“ It’s not the walls that make the City, but men.”
(Plato)
Contents
- 2 Wonder boards - 6 Leader cards
- 2 Wonder cards - 27 Debt token -1 value
- 9 Age I City cards - 4 Debt token -5 value
- 9 Age II City cards - 3 Diplomacy tokens
- 9 Age III City cards - 1 score booklet
- 3 Guild cards - 1 rulebook
In short
This expansion for 7 Wonders gives you the chance to discover another aspect of the great cities
of Antiquity. 27 new cards offer you brand new buildings with never before-seen effects. 3 Guilds,
6 Leaders and 2 Wonders complete this expansion. 7 Wonders Cities allows up to 8 players at once
and also offers a team variant.
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Game elements
Wonder Boards
The Al-Khazneh of Petra and the Cathedral of Byzantium are added to the Wonder boards already
available.
Their effects are detailed on page 9.
City Cards
The City cards, which are black in color, are a new category of cards.
During each game, some will be randomly added to the Age I, II and III cards.
Diplomacy Tokens
The Diplomacy tokens are used to show the new “Diplomacy” effect.
Score Booklet
A new booklet of scorecards is present in the box : it will allow you to add the victory points earned
by some City cards to your scoring, as well as team scores.
Setup
Add to each of the three Age decks as many black cards
(of the corresponding Age) as there are players.
Clarification : choose these cards randomly and
without looking at them. The remaining cards are
set aside and will remain hidden; they are not
going to be used during the game.
The new Guilds are added to the old ones but the
number of guilds to be used in play remains the same
(number of Guilds = number of players + 2).
The Debt and Diplomacy tokens are placed in
the middle of the table, with the coins and
the Conflict tokens.
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Game Overview
At the beginning of each Age, the players each get a hand of 8 cards (instead of 7 as in the base game).
During each Age, the players will thus get to each play one extra card.
The other rules regarding the proceedings of the game remain unchanged.
The effects of the new cards are detailed in the following pages, but 2 new mechanics require
detailed explanation : debt and diplomacy.
Debts
A card with the symbol causes a loss of coins to all of the opponents of the player who has
put this card in play.
Each opponent must pay the corresponding amount to the bank or take a Debt token for each
unpaid coin. It’s possible to split this up, meaning pay part of it in coins and take Debt tokens for
the remainder.
At the end of the game, each Debt token causes a loss of victory points for the player who has them.
Clarification :
- the player who puts a card that causes a monetary loss in play is never affected by that card.
- the coins lost by the players are paid to the bank.
- the debts incurred cannot be paid back.
Important : monetary losses are always resolved at the end of a turn, after players
have played their cards, possibly having paid for trade and/or obtained money...
Example : the Lair card has just been played by Kurt. Each
other player must pay 2 coins at the end of the current
turn. Joan decides to pay the 2 coins : she hands them
to the bank. Cyril only has one coin in his treasury
but decides to pay it in order to only gain one Debt
token. Tina has the required coins but decides to
keep them for later in the game : she therefore
takes 2 Debt tokens.
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Diplomacy
A player who puts into play a card with the symbol takes a Diplomacy token from the bank and
places it on their board.
PLAY FAIR
It is proper to announce to your opponents the fact that you’re taking
a Diplomacy Token, in order to have avoid getting a bad surprise during
the next conflict.
During the next Conflict, the player will not take part in the resolution and then MUST discard this
Diplomacy token.
The player is considered absent during the resolution, and does not take any Conflict tokens (vic-
tory or defeat).
The player’s two neighboring cities are considered adjacent (for this Conflict only) and face off
militarily according to the usual rules.
Example : During the Age I of a game, Tina puts the Residence card into play. At the end of that
Age, Tina doesn’t take part in the conflict resolution. Her two neighbors, Cyril and Kurt, compare
their military forces and take the Conflict tokens as if their cities were neighboring.
Clarifications :
- A player can take multiple Diplomacy tokens but MUST discard one during each Conflict resolution.
- A player who has a Diplomacy token MUST use it during the next conflict phase (even if that player
is militarily stronger than the neighboring players).
If there are ever only 2 players left during a conflict resolution, they only face
each other once and each take a single token.
Example : During the Conflict resolution of Age II, Kurt and Alex aren’t participating (they each
discard a Diplomacy token previously acquired). Tina doesn’t have any Diplomacy tokens left and
must thus wage war. Tina and Cyril compare their military might as per the usual rules. Tina wins
but only takes a single Age II Conflict token as she only had one opponent during the conflict
phase.
Comments :
- for more simplicity, include the Debts in the “coin” line of the
scorecard.
- the points for the black cards are totaled together
with those of the white cards (Leaders).
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Description o
PIGEON LOFT, SPY RING,
TORTURE CHAMBER MILITIA, MERCENARIES, CONTINGENT
These three cards grant a symbol. These three cards offer more shields than the
At the end of the game, each mask allows the red cards of the corresponding Age (respecti-
controlling player to copy the scientific sym- vely 2/3/5 Shields).
bol of a green card present in one of the two
neighboring cities.
HIDEOUT, LAIR, BROTHERHOOD
Clarifications :
- If a player possesses multiple sym-
bols, he or she can only copy a given card once,
and must thus copy as many different cards as
they have symbols.
- It is possible to copy the symbol of a card even
if a player already has a copy of that card in
their own city. These three cards earn victory points and
- A player can copy two identical cards (if they have cause monetary loss : every other player must
enough masks) if both neighboring cities have a pay 1/2/3 coins (respectively) to the bank at
copy (copy a Workshop card in the left city and a the end of the turn in which the card is played.
second Workshop card in the right city).
Example : At the end of the game, Alex has 2 RESIDENCE, CONSULATE, EMBASSY
cards with the symbol. The player to
his left only has one green card, with the com-
pass symbol. The player to his right has played
no green cards. Alex’s first therefore
counts as a symbol, but his second
is useless as there are no other
symbols to copy. If the player to the left of Alex
had had 2 green cards with a symbol each, These three cards earn victory points and each
Alex’s 2 masks could’ve counted as . grants a Diplomacy token.
Note : the effect of Diplomacy
tokens changes when using team
rules.
The player takes 6 coins from the bank. The The player takes 9 coins from the bank. The
player’s two neighbors each take 1 coin from player’s two neighbors each take 2 coins from
the bank. the bank.
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of the Cards
CLANDESTINE DOCK (EAST / WEST) SECRET WAREHOUSE
Each turn, the player has a commercial rebate Each turn, the card produces a resource of the
of one coin on the first resource (brown or player’s choice from among those that their
gray) they buy from the neighboring city (left city already produces through its brown and
or right depending on the symbol). This rebate gray cards or the initial resource of their board.
is cumulative with that of a Market or a Coun- Clarification : the Secret Warehouse doesn’t
ter : the first resource bought can thus be free. allow players to double the production on yel-
low, white, or black cards (Forum, Caravansary,
Example : Alex own a Market and a Clandes- Bilkis and Black Market).
tine Dock (East). He buys a Textile resource
and a Stone resource from the neighboring to BLACK MARKET
his right (East) : the Textile costs him 0 coins
(1 coin rebate for the Market and 1 coin rebate
for the Clandestine Dock), the stone costs
him 2 coins. OR, the stone costs him 1 coin (1
coin rebate for the Clandestine Dock) and the
textile costs him 1 coin (1 coin rebate for the
Market).
Each turn, the card produces one resource
SEPULCHER, CENOTAPH of the player’s choice from among those that
their city doesn’t produce through the use of
its brown and gray cards or the initial resource
of their board.
Clarification : the resources produced by the
yellow, white and black cards aren’t taken into
account.
These cards earn victory points and the other BUILDERS’ UNION
players must pay 1 coin to the bank for each
Victory Conflict token (no matter its value) in
their possession.
ARCHITECT CABINET
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Description of the Leaders
The Leaders and Cities expansion are compatible and you can play 7 Wonders by combining them.
However, we suggest that you discover Cities by setting Leaders aside at first.
BERENICE DARIUS
From the moment she enters play, each amount Each black card is worth 1 victory point at the
of coins taken from the bank is increased by 1. end of the game.
This increase is limited to one coin per turn. Persian Emperor. Born to discord and revolts, his rule
Example : discarding a card earns 4 coins, a was marked by a fortification of the empire’s borders.
Remembered mostly for having an entire city built :
tavern 6, ...
Persepolis.
Clarification : coins given by neighbors through
the purchase of resources isn’t considered
ASPASIA
coming from the bank.
Queen of Egypt. Two things are remembered about this
ancestor of Cleopatra : the constellation named in her
honor and the coin stamped in her image, the first in
history to bear the portrait of a woman.
CALIGULA
DIOCLETIAN
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Description of the Guilds
COUNTERFEITERS GUILD GUILD OF SHADOWS
The card earns 5 victory points and causes the The card earns 1 victory point for each black
loss of 3 coins from all the other players. card present in the two neighboring cities.
MOURNERS GUILD
The card is worth 1 victory point for each Victory Conflict token present in each
of the two neighboring cities.
Clarification : the value of Victory Conflict tokens (1, 3, or 5 points) isn’t taken
into account. Each token is worth 1 point to the owner of the Guild.
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Rules for 2 players
The rules for 2 players remain unchanged; however, they require some clarifications :
Monetary Losses
- If the Free City must discard coins, the player who is playing the City this turn decides if it
pays or if it contracts Debts.
- If the Free City puts a card in play which causes monetary losses, both players are affected
(the player who has chosen the card for the Free City isn’t exempt).
Diplomacy
- If the Free City puts a Diplomacy card in play, it doesn’t take part in the military conflict of
the corresponding Age and the two players only face each other once.
In the team game, the conflict resolution and Diplomacy differ from the classic game.
Team resolution of conflicts
In the team game, the teammates do not wage war against each other. Each player will have to face
the opposing city which neighbors them.
Note : during the Conflict resolution, the amount of tokens given is doubled :
- a victory during Age I is worth 2 Conflict (Victory) tokens each worth 1 victory point,
- a victory during Age II is worth 2 Conflict (Victory) tokens each worth 3 victory points,
- a victory during Age III is worth 2 Conflict (Victory) tokens each worth 5 victory points.
- defeats are each worth 2 Conflict (Defeat) tokens with a value of -1 victory point.
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Team diplomacy
A player who puts a card with the symbol in play takes a Diplomacy token from the bank and
places it on their board.
During the next conflict, the player still takes part in the resolution, but they and their opponent
only take a single Conflict token instead of two. The use of the Diplomacy token is mandatory; it
is then discarded.
Clarifications :
- The use of a Diplomacy token by a player doesn’t affect their teammate.
- It is possible for a player to win the conflict even if that player has played a Diplomacy token.
- If the 2 members of a team have each played a Diplomacy token, they each take a single copy of
the Conflict token, as do their respective opponents.
Example : Cyril and Tina are teammates. During the Age III Conflict resolution, Cyril uses a
Diplomacy token. He loses the conflict (his opponent has a superior military force) : he takes only
1 Defeat (-1) token and his opponent a single Victory (+5) token. Independently, Tina wins the
conflict, she takes 2 Victory (+5) tokens and her opponent 2 Defeat (-1) tokens.
End of the game
Each player totals his or her victory points and then the two teammates total up their score to get
their team’s score. The team with the highest score wins.
F.A.Q
Q : If through Halicarnassus (or Solomon), a Q : Is Berenice’s effect cumulative with the
player puts a Diplomacy card into play Leaders who earn coins (Hatsheput,
from a finished Age, what happens? Diocletian, Vitruvius, etc.)?
A : The player takes a Diplomacy token and A : Yes, any intake of coins from the bank
will have to use it during the next Conflict gets a bonus of 1 coin, but that bonus is
resolution. limited to 1 coin per turn (for Hatshepsut
Q : During a Conflict resolution, if Nero grants for example).
me 2 coins twice for my victories, does
Berenice grant me 1 or 2 extra coins? Q : Does Imhotep allow me to reduce the coin
A : Only one coin (Conflict resolution is cost of the Petra stages?
considered a separate turn). A : No, his reduction only works on resources.
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Description of the Symbols
Each player, other than the one who has put this card in play (or built the Wonder stage), must pay
the number of coins indicated to the bank.
For each coin the player does not or cannot pay, the player takes a Debt token.
The player takes a Diplomacy token.
At the end of the current Age, the player discards this token and doesn’t take part in the Conflict
resolution. The city to the player’s left therefore fights against the one to the player’s right.
Note : the effect of Diplomacy tokens changes when using team rules.
At the end of the game, the mask copies the scientific symbol of a green card present in one
of the two neighboring cities.
-1 1
Each turn, the player has a commercial rebate of one coin on the first resource he or she pur-
chases from the neighboring city (left or right depending on the symbol).
1 -1
Each turn, the card produces a resource of the player’s choice from among
A 1
A A those that their city already produces through its brown and gray cards or the
initial resource of their board.
Each turn, the card produces a resource of the player’s choice from among those not
A 1
A produced by their city through its brown and gray cards, as well as a possible initial
resource from their board.
Each player, other than the one who has put this card in play, must pay 1 coin to the bank for each
Victory token in their possession.
Each player, other than the one who has put this card in play, must discard 1 coin for each stage
of his or her Wonder that’s already been built.
The card earns 1 coin for each black card present in the player’s city at the moment when it is
put into play (itself included). At the end of the game, this card earns 1 victory point for each
1 black card present in the player’s city (itself included).
The card earns 1 coin for each Victory token present in the player’s city at the moment when
it is put into play. At the end of the game, this card earns 1 victory point for each Victory token
1 present in the player’s city.
1 6 1 The player takes 6 coins from the bank. The player’s two neighbors each take 1
coin from the bank.
The player takes 9 coins from the bank. The player’s two neighbors each take 2
2 9 2 coins from the bank.
Starting from the moment this card enters play, the player can build his or her Wonder stages
without having to pay their resource costs.
The card is worth 1 victory point for each Victory Conflict token present in each of
1 the two neighboring cities.
LEADERS
From the moment this enters play, each amount of coins taken from the bank is increased
1 by 1. This increase is limited to one coin per turn.
The player can build one black card per Age for free.
From the moment this enters play, earn 2 coins for each black card that the player builds.
1 Each black card is worth 1 victory point at the end of the game.
From the moment this enters play, each defeat conflict token counts as a
Shield symbol for all future conflict phases.
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