Thursday Nights

These are my reports of the games we play and our views of the weaknesses and strengths of the games. I will be blunt, truthful and not always kind (except about my D&D Campaign!)

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22nd - Bring on the City

November 2012Posted by Sir Keith Thu, December 06, 2012 12:01:11

Seven Wonders with City & Leaders Expansion

So tonight we finally got out the city expansion to Seven Wonders. This is a real change to the game, with additonal wonders, leaders, guilds and new black cards added to the deck. The black cards now add 8 cards to the hand, so more choice and another round each age! Also there are new actions to take, as a diplomacy action allows the player to remove itself from combat, making you move attack the next person along. So it is more important to watch what others in the game are doing.

The black cards themselves seem to be very powerful. They can unbalance some hands but to be honest I found them to more reward those doing well while further penalising those struggling. The debt tokens seemed particularly harsh to those without coins, especially as they cannot be removed further in the game. The diplomacy however I liked and to be able to remove from combat at a key time did add some strategy to the game.

However like in most games, the science really won it! Especially in the first game where the squire was the only one to go the science route. Blocking this off in the second game meant a much closer game, though resource did seem very scarce for some players, especially where the leader expansion wonders were in play....

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