Board Game Reviews

Board Game Reviews

Board Game Reviews

A quick review of the games we have played, how they work, ease of learning and any key points you should be aware of.

May contain spoilers.....

I will also note the date we played them so you can view actual play reports.

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Seven Wonders

CardPosted by Sir Keith Fri, May 18, 2012 17:15:19

Asmodee Board/card game for 3-7 players, ages 10+, duration approx 30 minutes.

7 wonder boards; 7 wonder cards; 49 Age I ''foundation'' cards; 49 Age II ''Growth'' cards; 49 Age III ''Apogee'' cards; 42 Flag tokens; 20 Gold coins; 40 Silver coins; 1 score pad; 1 rulebook

In this game by Asomdee, you are the leader of one of the 7 great cities of the Ancient World. You gather ressources, develop your economy and build up your military supremacy. As your civilisation advances throughout the ages, you can also erect an architectural wonder which will transcend future times!

7 wonders is a simple yet has some great hidden depths. In 40 minutes you can raise a complete civilization and build the greatest Wonders of the ancient world. 7 Wonders play lasts through three ages of the ancient world. Each age is subtley more advanced than the previous, but require more resource to build up. Players receive seven cards from that ages deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. Players have individual boards with special powers on which to organize their cards, and the boards are double-sided with an A or B side that have some striking differences. Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence 7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

The game itself is very easy to learn. The most important aspect is the changes of direction during play, especially the direction of choosing the Leaders (if using the expansion). However the cards have direction arrows on them for ease of reference. Apart from that, the other important thing is the actual scoring. Remembering how the science is scored does mean some initial checking though there is a scoring pad included. Overall, this is a fun evening that can be played by family and game groups due to the level of complexities within the game.

Play Report - 2nd Febrary 2012; 17th May 2012

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