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7 Wonders (Second Edition)
30m
2 - 5 Players
Ages 10+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Ancient
44.00
€
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Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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aaj94
[I]37 imported plays from 7 wonders, first edition.[/I] These days, 7 Wonders is about the longest sort of game that gets played at our groups (about an hour and a half is as much time as we get before one or all of the toddlers rampage). As an evergreen in the collection, most game night attendees are familiar with it, which reduces the time investment (this is an annoying one to teach -- I try not to play it with new players unless they've played [thing=133473][/thing] at some time previously). With experienced players, game times can decrease, but really, this is a game with a lot going on, and semi-experienced players will play pretty slowly unless it hits the table an awful lot. Like [thing=312618][/thing], player seating order will have an impact on your game. Woe to the science player who ends up sat between two military powerhouses, or the resource-poor player who ends up between two similarly resource-poor players. This is part of the ebb and flow of the game, but for a game of this length, it's annoying that large chunks of your strategy may be determined by what wonders you're adjacent to, and which players are your neighbors. Even with all that, 7 Wonders is close to an ideal medium-weight game. Few other games play as smoothly, accommodate such a flexible player count, and provide such a satisfying experience. It offers more flexibility beyond Sushi Go and is a nice +1 step to it. Of the three drafting games in my collection, I would pick Sushi Go to play with new players, and then 7 Wonders would probably beat out [thing=312618][/thing], most days. But, it's nice to have a little variety in a weird mechanic that isn't my absolute favorite.
bmarcell
Luck has a big role and that is not a good idea when you want to build a strategy based on your wonder.
anomalyinflow
This grew on me after playing in person. It smartly encourages some interaction via trading, war, and the science scoring. The fact that you care most about your neighbors is a neat thematic touch, as it puts a sense of locality in the game despite that lack of a board.