7 Wonders

7 Wonders

#116BGG7.7RATING
Updated Apr 27
2–7
PLAYERS
30
MINUTES
4
BEST WITH
2.3
MEDIUM
Ask Mira about 7 Wonders
ERRATA1
  • Lighthouse card text error: counts itself for both coins and VPdesigner
    RULING
    "I checked with the publisher and there is a mistake in the rules! The lighthouse counts itself for both coins and VP, so the text is wrong."
    AUTHOR: toinito (Antoine Bauza, designer)SOURCE: boardgamegeek.comDATE: 2010-11-08
DESIGNER CLARIFICATIONS4
  • Gold is not spent before checking the tie-breakerdesigner
    CONTEXT
    Some players assumed gold must be converted to VP at 3:1 before the tie-breaker is evaluated, leaving each player with 0–2 coins for comparison.
    RULING
    "Nope, keep your gold!"
    AUTHOR: toinito (Antoine Bauza, designer)SOURCE: boardgamegeek.comDATE: 2010-11-29
  • Simultaneous commerce has no formal timing ruledesigner
    CONTEXT
    Players asked whether there is an official resolution order when multiple players have simultaneous commerce transactions involving the same neighbor.
    RULING
    "Well, most players can make it with the honour system, I hope (It's a none formal rule, I agree...) If not, a verbal statement or a simultaneous gesture could do the work."
    AUTHOR: toinito (Antoine Bauza, designer)SOURCE: boardgamegeek.comDATE: 2010-11-11
  • Yellow commerce card resources cannot be purchased by neighborspublisher
    CONTEXT
    Players were confused by the rulebook wording "some yellow commerce cards can't share their resource(s)," wondering whether "some" implied others could.
    RULING
    "any resources produced by yellow cards are available to the owner only and cannot be purchased"
    AUTHOR: sfglbkf (Steve Yates, publisher)SOURCE: boardgamegeek.comDATE: 2011-04-08
  • Wonder stage resources cannot be purchased; base starting resource canpublisher
    CONTEXT
    The same rulebook passage covered both yellow cards and Wonders ambiguously. Players asked whether the Wonder's starting resource (upper-left corner of the board) is also unpurchasable.
    RULING
    "I believe [the rule] refers to the resources produced by some Wonder stages, and not the base resource of the Wonder." Resources produced by completed wonder stages cannot be purchased by neighbors; the base starting resource shown on the wonder board is purchasable.
    AUTHOR: sfglbkf (Steve Yates, publisher)SOURCE: boardgamegeek.comDATE: 2011-04-08
Q&A2
  • Science scoring: complete sets and individual groups both apply simultaneouslycommunity high-engagement
    QUESTION
    Do complete sets of all three science symbols (worth 7 VP each) score separately from individual symbol groups (each group squared)? Does a card count for both?
    ANSWER
    Yes. Score 7 VP per complete set of all three symbols, then additionally score the square of each individual symbol group's count. Every science card counts toward both calculations simultaneously; there is no restriction on using a card for one or the other.
    AUTHOR: gamesgrandpa (Designer badge on BGG; not confirmed as 7 Wonders designer)SOURCE: boardgamegeek.comDATE: 2010-12-19
  • "Age card" in the science symbol means any card, not Age I cardscommunity high-engagement
    QUESTION
    The science symbol reads "may construct the first age card in each color for free." Does "age card" mean Age I cards only?
    ANSWER
    "Age card" is the general card type name (as distinct from Leader cards or other card types) — it is not limited to Age I. The symbol lets you build the first card of each color you add to your empire for free, across all three ages.
    AUTHOR: Painkeeper (Erik Burigo; Designer badge on BGG, not confirmed as 7 Wonders designer)SOURCE: boardgamegeek.comDATE: 2021-06-22
EDGE CASES3
  • Hanging Gardens stage 2: 6th and 7th cards are separate turnscommunity high-engagementlinked official source
    SITUATION
    A player has Hanging Gardens Stage 2 (build the 7th card instead of discarding). In Age III, does the 7th card become available in the same action as the 6th, or is it a separate turn?
    RULING
    They are separate turns. The 6th card is played normally — resources and coins from that play are fully resolved — and then the 7th card turn begins. Resources and coins gained from playing the 6th card are available when playing the 7th.
    AUTHOR: asmiles (community; cites @toinito ruling from thread 583751)SOURCE: boardgamegeek.comDATE: 2010-12-15
  • Newly built resource cards do not produce resources the turn they are builtcommunity high-engagement
    SITUATION
    A player builds a raw or manufactured goods card this turn. Can they or a neighbor immediately use that resource for production in the same turn?
    RULING
    No. Resource cards just built do not produce resources that turn and may not be used by the owner or neighbors for production. They do count toward special cards that reward the total number of resource cards (Bazaar and Vineyard).
    AUTHOR: Nikoms (Greg Gresik)SOURCE: boardgamegeek.comDATE: 2013-01-05
  • Coins earned this turn cannot be spent in the same turncommunity high-engagement
    SITUATION
    A player earns coins this turn (e.g., from selling a card or a commerce card's income). Can those newly earned coins be immediately spent to buy resources or build a card in the same turn?
    RULING
    No. You may only spend coins you had at the beginning of the round. Coins earned during the current turn are not available for spending until the next turn.
    AUTHOR: Nikoms (Greg Gresik)SOURCE: boardgamegeek.comDATE: 2013-01-05

Last researched: 2026-04-27

CATEGORIES

Ancient·Card Game·City Building·Civilization·Economic

MECHANICS

Closed DraftingEnd Game BonusesHand ManagementMelding and SplayingMulti-Use CardsNeighbor ScopeOnce-Per-Game AbilitiesScore-and-Reset GameSet Collection

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.

Wingspan — End of Round, p. 11

Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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