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Author Topic: 7 Wonders II (Age III card 6(ish)) - Spectator QT is still empty :(.  (Read 41452 times)

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7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. 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 as in Bauza's Ghost Stories.) 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. Unlike Magic or Fairy Tale, however, 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.
BGG description

This is the second PBF of 7 Wonders. This will be a game for 7 players using both expansions

The rules for the game (along with expansion rules) can be found here I will however explain how the game will be played via forum. At the start of the game I will randomise player seating order and wonder boards (each wonder is different as you might expect!). Then each player will PM me their choice of side for that board, and I will reveal all choices simultaneously. After that each age will work the same way. Each player will be sent a hand of cards, from which they will choose one to build/discard/use on their wonder. They will send their choice to me, along with any choices involved in that card (this includes who to pay for resources, what they are doing with the card (build/discard etc.), whether to use special abilities the player may have). Once everyone has chosen these, all of the card builds will be resolved, and each player's hand will be sent on to the next player, and I will post an update of each player's civilisation.

At the end of 3 ages, I'll do a check of the scores, and a winner will be declared.

Information Dump

Wonders (This will be culled down to the 7 Wonders in play after selection)

The Colossus of Rhodes (A) - Produce Ore
(1) 3 VPs. Cost: 2 Wood
(2) 2 Shields. Cost: 3 Brick
(3) 7 VPs. Cost: 4 Ore

The Colossus of Rhodes (B) - Produce Ore
(1) 1 Shield, 3 VPs, 3 Coins. Cost: 3 Stone
(2) 1 Shield, 4 VPs, 4 Coins. Cost: 4 Ore

The Lighthouse of Alexandria (A) - Produce Glass
(1) 3 VPs. Cost: 2 Stone
(2) Produce one raw material. Cost: 2 Ore
(3) 7 VPs. Cost: 2 Glass

The Lighthouse of Alexandria (B) - Produce Glass
(1) Produce one raw material. Cost: 2 Brick
(2) Produce one manufactured good. Cost: 2 Wood
(3) 7 VPs. Cost: 3 Stone

The Temple of Artemis at Ephesos (A) - Produce Papyrus
(1) 3 VPs. Cost: 2 Stone
(2) 9 Coins. Cost: 2 Wood
(3) 7 VPs. Cost: 2 Papyrus

The Temple of Artemis at Ephesos (B) - Produce Papyrus
(1) 2 VPs, 4 Coins. Cost: 2 Stone
(2) 3 VPs, 4 Coins. Cost: 2 Wood
(3) 5 VPs, 4 Coins. Cost: Papyrus, Cloth, Glass

The Hanging Gardens of Babylon (A) - Produce Brick
(1) 3 VPs. Cost: 2 Brick
(2) Tablet/Compasses/Gear. Cost: 3 Wood
(3) 7 VPs. Cost: 4 Brick

The Hanging Gardens of Babylon (B) - Produce Brick
(1) 3 VPs. Cost: Cloth, Brick
(2) Can use 7th age card instead of discarding. Cost: Glass, 2 Wood
(3) Tablet/Compasses/Gear. Cost: Papyrus, 3 Brick

The Statue of Zeus at Olympia (A) - Produce Wood
(1) 3 VPs. Cost: 2 Wood
(2) 1 free build per age. Cost: 2 Stone
(3) 7 VPs. Cost: 2 Ore

The Statue of Zeus at Olympia (B) - Produce Wood
(1) Raw materials cost 1 to buy from both sides. Cost: 2 Wood
(2) 5 VPs. Cost: 2 Stone
(3) Copy 1 guild left or right. Cost: Cloth, 2 Ore

The Mausoleum of Halikarnassos (A) - Produce Cloth
(1) 3 VPs. Cost: 2 Brick
(2) Look through the discard pile and build a card for free. Cost: 3 Ore
(3) 7 VPs. Cost: 2 Cloth

The Mausoleum of Halikarnassos (B) - Produce Cloth
(1) 2 VPs, look through the discard pile and build a card for free. Cost: 2 Ore
(2) 1 VP, look through the discard pile and build a card for free. Cost: 3 Brick
(3) Look through the discard pile and build a card for free. Cost: Glass, Papyrus, Cloth

The Pyramids of Gizah (A) - Produce Stone
(1) 3 VPs. Cost: 2 Stone
(2) 5 VPs. Cost: 3 Wood
(3) 7 VPs. Cost: 4 Stone

The Pyramids of Gizah (B) - Produce Stone
(1) 3 VPs. Cost: 2 Wood
(2) 5 VPs. Cost: 3 Stone
(3) 5 VPs. Cost: 3 Brick
(4) 7 VPs. Cost: Papyrus, 4 Stone

The Colloseum of Rome (A) - Free leaders
(1) 4 VPs. Cost: Brick, Wood, Stone
(2) 6 VPs. Cost: Cloth, 2 Stone, Brick

The Colloseum of Rome (B) - Leaders cost 2 less. Neighbours leaders cost 1 less.
(1) 5 coins, draw 4 new leaders. Cost: Brick, Wood
(2) 3 VPs, you may play a leader. Cost: Cloth, Stone, Brick
(3) 3 VPs, you may play a leader. Cost: Papyrus, 2 Stone

The Al-Khazneh of Petra (A) - Produce Brick
(1) 3 VPs. Cost: Wood, Stone
(2) 7 VPs. Cost: 7 Coins
(3) 7 VPs. Cost: Papyrus, Wood, 2 Stone

The Al-Khazneh of Petra (B) - Produce Brick
(1) 3 VPs, everyone elses loses 2 coins. Cost: 2 Brick, 2 Stone
(2) 14 VPs. Cost: 14 Coins

The Hagia Sophia of Byzantium (A) - Produce Stone
(1) 3 VPs. Cost: Ore, Brick
(2) 2 VPs, diplomacy. Cost: Papyrus, 2 Wood
(3) 7 VPs. Cost: Cloth, Glass, 2 Brick

The Hagia Sophia of Byzantium (B) - Produce Stone
(1) 3 VPs, diplomacy. Cost: Paper, Glass, Wood, Ore
(2) 4 VPs, diplomacy. Cost: Cloth, Brick, 2 Ore

Age I cards

Normal cards - all 49 of these will be used.
Lumber Yard: Produce Wood.
Lumber Yard: Produce Wood.
Stone Pit: Produce Stone.
Stone Pit: Produce Stone.
Clay Pool: Produce Brick.
Clay Pool: Produce Brick.
Ore Vein: Produce Ore.
Ore Vein: Produce Ore.
Tree Farm: Produce Wood/Brick. Cost: 1 Coin.
Excavation: Produce Stone/Brick. Cost: 1 Coin.
Clay Pit: Produce Brick/Ore. Cost: 1 Coin.
Timber Yard: Produce Stone/Wood. Cost: 1 Coin.
Forest Cave: Produce Wood/Ore. Cost: 1 Coin.
Mine: Produce Ore/Stone. Cost: 1 Coin.
Loom: Produce Cloth.
Loom: Produce Cloth.
Glassworks: Produce Glass.
Glassworks: Produce Glass.
Press: Produce Payrus.
Press: Produce Payrus.
Pawnshop: 3 VPs.
Pawnshop: 3 VPs.
Baths: 3 VPs. Chain to: Aqueduct. Cost: Stone.
Baths: 3 VPs. Chain to: Aqueduct. Cost: Stone.
Altar: 2 VPs. Chain to: Temple.
Altar: 2 VPs. Chain to: Temple.
Theater: 2 VPs. Chain to: Statue.
Theater: 2 VPs. Chain to: Statue.
Tavern: 5 Coins.
Tavern: 5 Coins.
Tavern: 5 Coins.
East Trading Post: Raw materials cost 1 to buy from the right. Chain to: Forum.
East Trading Post: Raw materials cost 1 to buy from the right. Chain to: Forum.
West Trading Post: Raw materials cost 1 to buy from the left. Chain to: Forum.
West Trading Post: Raw materials cost 1 to buy from the left. Chain to: Forum.
Marketplace: Manufactured Goods cost 1 to buy from both sides. Chain to: Caravansery.
Marketplace: Manufactured Goods cost 1 to buy from both sides. Chain to: Caravansery.
Stockade: 1 Shield. Cost: Wood.
Stockade: 1 Shield. Cost: Wood.
Barracks: 1 Shield. Cost: Ore.
Barracks: 1 Shield. Cost: Ore.
Guard Tower: 1 Shield. Cost: Brick.
Guard Tower: 1 Shield. Cost: Brick.
Apothecary: Compasses. Chain to: Stables & Dispensary. Cost: Cloth.
Apothecary: Compasses. Chain to: Stables & Dispensary. Cost: Cloth.
Workshop: Gear. Chain to: Archery Range & Laboratory. Cost: Glass.
Workshop: Gear. Chain to: Archery Range & Laboratory. Cost: Glass.
Scriptorium: Tablet. Chain to: Courthouse & Library. Cost: Papyrus.
Scriptorium: Tablet. Chain to: Courthouse & Library. Cost: Papyrus.

Cities - 7 of these cards will be randomly added to the deck.
Clandestine Dock West: Once per turn, pay one less coin to buy resources from your left. Cost: 1 Coin.
Clandestine Dock East: Once per turn, pay one less coin to buy resources from your right. Cost: 1 Coin.
Militia: 2 Shields. Cost: 3 Coins.
Hideout: 2 VPs, everyone elses loses 1 coin.
Pigeon Loft: Copy a science symbol on a green card on your left or right.. Cost: 1 Coin, Ore.
Gambling Den: 6 Coins. Each neighbour gets 1 coin..
Residence: 1 VP, diplomacy. Cost: Brick.
Secret Warehouse: Produce any one resource that you already produce.. Cost: 2 Coins.
Gates of the City: 4 VPs. Cost: 1 Coin, Wood.

Age II cards

Normal cards - all 49 of these will be used.
Sawmill: Produce two Wood. Cost: 1 Coin.
Sawmill: Produce two Wood. Cost: 1 Coin.
Quarry: Produce two Stone. Cost: 1 Coin.
Quarry: Produce two Stone. Cost: 1 Coin.
Brickyard: Produce two Brick. Cost: 1 Coin.
Brickyard: Produce two Brick. Cost: 1 Coin.
Foundry: Produce two Ore. Cost: 1 Coin.
Foundry: Produce two Ore. Cost: 1 Coin.
Loom: Produce Cloth.
Loom: Produce Cloth.
Glassworks: Produce Glass.
Glassworks: Produce Glass.
Press: Produce Payrus.
Press: Produce Payrus.
Aqueduct: 5 VPs. Chain from: Baths. Cost: 3 Stone.
Aqueduct: 5 VPs. Chain from: Baths. Cost: 3 Stone.
Temple: 3 VPs. Chain from: Altar. Chain to: Pantheon. Cost: Wood, Brick, Glass.
Temple: 3 VPs. Chain from: Altar. Chain to: Pantheon. Cost: Wood, Brick, Glass.
Statue: 4 VPs. Chain from: Theater. Chain to: Gardens. Cost: Wood, 2 Ore.
Statue: 4 VPs. Chain from: Theater. Chain to: Gardens. Cost: Wood, 2 Ore.
Courthouse: 4 VPs. Chain from: Scriptorium. Cost: 2 Brick, Cloth.
Courthouse: 4 VPs. Chain from: Scriptorium. Cost: 2 Brick, Cloth.
Forum: Produce Cloth/Glass/Paper. Chain from: West/East Trading Post. Chain to: Haven. Cost: 2 Brick.
Forum: Produce Cloth/Glass/Paper. Chain from: West/East Trading Post. Chain to: Haven. Cost: 2 Brick.
Forum: Produce Cloth/Glass/Paper. Chain from: West/East Trading Post. Chain to: Haven. Cost: 2 Brick.
Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.
Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.
Caravansery: Produce Brick/Stone/Ore/Wood. Chain from: Marketplace. Chain to: Lighthouse. Cost: 2 Wood.
Vineyard: 1 Coin per brown card in yours+neighbours cities.
Vineyard: 1 Coin per brown card in yours+neighbours cities.
Bazaar: 2 Coins per gray card in yours+neighbours cities.
Bazaar: 2 Coins per gray card in yours+neighbours cities.
Walls: 2 Shields. Chain to: Fortifications. Cost: 3 Stone.
Walls: 2 Shields. Chain to: Fortifications. Cost: 3 Stone.
Training Ground: 2 Shields. Chain to: Circus. Cost: Wood, 2 Ore.
Training Ground: 2 Shields. Chain to: Circus. Cost: Wood, 2 Ore.
Training Ground: 2 Shields. Chain to: Circus. Cost: Wood, 2 Ore.
Stables: 2 Shields. Chain from: Apothecary. Cost: Ore, Brick. Wood.
Stables: 2 Shields. Chain from: Apothecary. Cost: Ore, Brick. Wood.
Archery Range: 2 Shields. Chain from: Workshop. Cost: 2 Wood, Ore.
Archery Range: 2 Shields. Chain from: Workshop. Cost: 2 Wood, Ore.
Dispensary: Compasses. Chain from: Apothecary. Chain to: Arena & Lodge. Cost: 2 Ore, Glass.
Dispensary: Compasses. Chain from: Apothecary. Chain to: Arena & Lodge. Cost: 2 Ore, Glass.
Laboratory: Gear. Chain from: Workshop. Chain to: Siege Workshop & Observatory. Cost: 2 Brick, Papyrus.
Laboratory: Gear. Chain from: Workshop. Chain to: Siege Workshop & Observatory. Cost: 2 Brick, Papyrus.
Library: Tablet. Chain from: Scriptorium. Chain to: Senate & University. Cost: 2 Stone, Cloth.
Library: Tablet. Chain from: Scriptorium. Chain to: Senate & University. Cost: 2 Stone, Cloth.
School: Tablet. Chain to: Academy & Study. Cost: Wood, Papyrus.
School: Tablet. Chain to: Academy & Study. Cost: Wood, Papyrus.

Cities - 7 of these cards will be randomly added to the deck.
Mercenaries: 3 Shields. Cost: 4 Coins, Papyrus.
Lair: 3 VPs, everyone else loses 2 coins. Cost: Wood, Glass.
Black Market: Produce one resource you currently do not produce. Cost: Ore, Cloth.
Gambling House: 9 Coins. Each neighbour gets 2 coins.. Cost: 1 Coin.
Architect Cabinet: 2 VPs. Your wonder stages no longer cost resources (but may still cost money). Cost: 1 Coin, Papyrus.
Spy Ring: Copy a science symbol on a green card on your left or right.. Cost: 2 Coins, Stone, Brick.
Consulate: 2 VPs, diplomacy. Cost: Brick, Papyrus.
Sepulcher: 4 VPs, everyone else loses 1 coin per military victory. Cost: Stone, Glass, Cloth.
Tabularium: 6 VPs. Cost: 2 Coins, Ore, Wood, Cloth.

Age III cards

Normal cards - all 40 of these will be used.
Pantheon: 7 VPs. Chain from: Temple. Cost: 2 Brick, Ore, Papyrus, Cloth, Glass.
Pantheon: 7 VPs. Chain from: Temple. Cost: 2 Brick, Ore, Papyrus, Cloth, Glass.
Gardens: 5 VPs. Chain from: Statue. Cost: Wood, 2 Brick.
Gardens: 5 VPs. Chain from: Statue. Cost: Wood, 2 Brick.
Town Hall: 6 VPs. Cost: Glass, Ore, 2 Stone.
Town Hall: 6 VPs. Cost: Glass, Ore, 2 Stone.
Town Hall: 6 VPs. Cost: Glass, Ore, 2 Stone.
Palace: 8 VPs. Cost: Glass, Papyrus, Cloth, Brick, Wood, Ore, Stone.
Palace: 8 VPs. Cost: Glass, Papyrus, Cloth, Brick, Wood, Ore, Stone.
Senate: 6 VPs. Chain from: Library. Cost: Ore, Stone, 2 Wood.
Senate: 6 VPs. Chain from: Library. Cost: Ore, Stone, 2 Wood.
Haven: 1 Coin & 1 VP per brown card. Chain from: Forum. Cost: Cloth, Ore, Wood.
Haven: 1 Coin & 1 VP per brown card. Chain from: Forum. Cost: Cloth, Ore, Wood.
Lighthouse: 1 Coin & 1 VP per yellow card (including this). Chain from: Caravansery. Cost: Glass, Stone.
Lighthouse: 1 Coin & 1 VP per yellow card (including this). Chain from: Caravansery. Cost: Glass, Stone.
Chamber of Commerce: 2 Coins & 2 VPs per gray card. Cost: 2 Brick, Papyrus.
Chamber of Commerce: 2 Coins & 2 VPs per gray card. Cost: 2 Brick, Papyrus.
Arena: 3 Coins & 1 VP per wonder stage completed. Chain from: Dispensary. Cost: Ore, 2 Stone.
Arena: 3 Coins & 1 VP per wonder stage completed. Chain from: Dispensary. Cost: Ore, 2 Stone.
Arena: 3 Coins & 1 VP per wonder stage completed. Chain from: Dispensary. Cost: Ore, 2 Stone.
Fortifications: 3 Shields. Chain from: Walls. Cost: Stone, 3 Ore.
Fortifications: 3 Shields. Chain from: Walls. Cost: Stone, 3 Ore.
Circus: 3 Shields. Chain from: Training Ground. Cost: 3 Stone, Ore.
Circus: 3 Shields. Chain from: Training Ground. Cost: 3 Stone, Ore.
Circus: 3 Shields. Chain from: Training Ground. Cost: 3 Stone, Ore.
Arsenal: 3 Shields. Cost: Ore, 2 Wood, Cloth.
Arsenal: 3 Shields. Cost: Ore, 2 Wood, Cloth.
Arsenal: 3 Shields. Cost: Ore, 2 Wood, Cloth.
Siege Workshop: 3 Shields. Chain from: Laboratory. Cost: Wood, 3 Brick.
Siege Workshop: 3 Shields. Chain from: Laboratory. Cost: Wood, 3 Brick.
Lodge: Compasses. Chain from: Dispensary. Cost: 2 Brick, Cloth, Papyrus.
Lodge: Compasses. Chain from: Dispensary. Cost: 2 Brick, Cloth, Papyrus.
Observatory: Gear. Chain from: Laboratory. Cost: 2 Ore, Glass, Cloth.
Observatory: Gear. Chain from: Laboratory. Cost: 2 Ore, Glass, Cloth.
University: Tablet. Chain from: Library. Cost: 2 Wood, Papyrus, Glass.
University: Tablet. Chain from: Library. Cost: 2 Wood, Papyrus, Glass.
Academy: Compasses. Chain from: School. Cost: 3 Stone, Glass.
Academy: Compasses. Chain from: School. Cost: 3 Stone, Glass.
Study: Gear. Chain from: School. Cost: Wood, Papyrus, Cloth.
Study: Gear. Chain from: School. Cost: Wood, Papyrus, Cloth.

Guilds - 9 of these will be randomly added to the deck.
Workers Guild: 1 VP per brown card in each of your neighbours cities. Cost: 2 Ore, Brick, Stone, Wood.
Craftsmens Guild: 2 VPs per gray card in each of your neighbours cities. Cost: 2 Ore, 2 Stone.
Traders Guild: 1 VP per yellow card in each of your neighbours cities. Cost: Glass, Cloth, Papyrus.
Philosophers Guild: 1 VP per green card in each of your neighbours cities. Cost: 3 Brick, Cloth, Papyrus.
Spies Guild: 1 VP per red card in each of your neighbours cities. Cost: 3 Brick, Glass.
Strategists Guild: 1 VP per defeat token in each of your neighbours cities. Cost: 2 Ore, Stone, Cloth.
Shipowners Guild: 1 VP per brown, gray and purple card in your city. Cost: 3 Wood, Papyrus, Glass.
Scientists Guild: Compasses/Gear/Tablet. Cost: 2 Wood, 2 Ore, Papyrus.
Magistrates Guild: 1 VP per blue card in each of your neighbours cities. Cost: 3 Wood, Stone, Cloth.
Builders Guild: 1 VP per wonder stage constructed by you and each of your neighbours. Cost: 2 Stone, 2 Brick, Glass.
Gamer's Guild: 1 VP per three coins owned.. Cost: Stone, Brick, Wood, Ore.
Courtesan's Guild: Choose a leader in an adjacent city. You gain the effect of that leader. Cost: Wood, Brick, Glass, Cloth.
Diplomat's Guild: 1 VP per leader in each of your neighbours cities. Cost: Brick, Wood, Glass, Papyrus.
Architect's Guild: 3 VPs per purple card in each of your neighbours cities. Cost: 3 Ore, Brick, Papyrus, Cloth.
Counterfeiter's Guild: 5 VPs, Everyone else loses 3 coins.. Cost: 3 Ore, Glass, Cloth.
Guild of Shadows: 1 VP per black card in each of your neighbours cities. Cost: 2 Brick, Wood, Papyrus.
Mouner's Guild: 1 VP per victory token in each of your neighbours cities. Cost: 2 Brick, Wood, Glass, Cloth.

Cities - 7 of these will be randomly added to the deck
Contingent: 5 Shields. Cost: 5 Coins, Cloth.
Brotherhood: 4 VPs, everyone else loses 3 coins. Cost: 2 Wood, Ore, Cloth.
Secret Society: 1 Coin & 1 VP per black card. Cost: Stone, Papyrus.
Slave Market: 1 Coin & 1 VP per victory token. Cost: 2 Ore, 2 Wood.
Torture Chamber: Copy a science symbol on a green card on your left or right.. Cost: 3 Coins, 2 Ore, Glass.
Builder's Union: 4 VPs, everyone elses loses 1 coin per wonder stage built. Cost: Brick, Wood, Papyrus, Glass.
Embassy: 3 VPs, diplomacy. Cost: Stone, Cloth, Papyrus.
Capitol: 8 VPs. Cost: 2 Coins, 2 Brick, 2 Stone, Glass, Papyrus.
Cenotaph: 5 VPs, everyon else loses 1 coin per victory token. Cost: 2 Brick, Stone, Cloth, Glass.

Leaders - 4 of these will be dealt to every player, then they will be drafted.

Amytis: 2 VPs per Wonder stage built.. Cost: 4 Coins.
Alexander: 1 VP per Victory token.. Cost: 3 Coins.
Aristotle: 3 VPs per science set.. Cost: 3 Coins.
Justinian: 3 VPs per set of green, red and blue cards.. Cost: 3 Coins.
Plato: 7 VPs per set of brown, gray, blue, red, green, yellow and purple cards.. Cost: 4 Coins.
Midas: 1 VP per three coins owned.. Cost: 3 Coins.
Bilkis: Once per turn, may pay 1 coin to the bank to generate any one resource. Cost: 4 Coins.
Macenas: All future leaders can be played for free. Cost: 1 Coin.
Ramses: All purple cards can be played for free. Cost: 3 Coins.
Tomyris: During conflict, defeat tokens you would earn are instead given to the city which beats you . Cost: 4 Coins.
Hannibal: 1 Shield. Cost: 2 Coins.
Ceaser: 2 Shields. Cost: 5 Coins.
Hatshepsut: Once per turn per neighbour, earn one coin after buying a resource from a neighbour.. Cost: 2 Coins.
Nero: Gain 2 coins for each victory token you earn.. Cost: 1 Coin.
Xenophon: Gain 2 coins for each yellow card you play.. Cost: 2 Coins.
Vitruvius: Gain 2 coins each time you build a card through chaining.. Cost: 1 Coin.
Solomon: Look through the discard pile and build a card for free.. Cost: 3 Coins.
Croseus: Take 6 coins. Cost: 1 Coin.
Hypatia: 1 VP per green card.. Cost: 4 Coins.
Nebuchadnezzar: 1 VP per blue card.. Cost: 4 Coins.
Phidias: 1 VP per brown card.. Cost: 3 Coins.
Varro: 1 VP per yellow card. Cost: 3 Coins.
Pericles: 2 VPs per red card. Cost: 6 Coins.
Praxiteles: 2 VPs per gray card. Cost: 3 Coins.
Hiram: 2 VPs per purple card. Cost: 3 Coins.
Sappo: 2 VPs. Cost: 1 Coin.
Zenobia: 3 VPs. Cost: 2 Coins.
Nefertiti: 4 VPs. Cost: 3 Coins.
Cleopatra: 5 VPs. Cost: 4 Coins.
Archimedes: Green cards cost 1 resource less. Cost: 4 Coins.
Leonidas: Red cards cost 1 resource less. Cost: 2 Coins.
Hammurabi: Blue cards cost 1 resource less. Cost: 2 Coins.
Imhotep: Wonder stages cost 1 resource less. Cost: 3 Coins.
Euclid: Compasses. Cost: 5 Coins.
Ptolemy: Tablet. Cost: 5 Coins.
Pythagoras: Gear. Cost: 5 Coins.
Berenice: Once per turn, earn 1 coin whenever you earn coins. Cost: 2 Coins.
Darius: 1 VP per black card.. Cost: 4 Coins.
Aspasia: 2 VPs, diplomacy. Cost: 3 Coins.
Caligua: Once per age, build a black card for free.. Cost: 3 Coins.
Semiramis: 1 Shiled per defeat token.. Cost: 2 Coins.
Diocletian: Gain 2 coins for each black card you play.. Cost: 2 Coins.

Player order
This is the order the players are sitting around the table. The player above you is the one on your left, and below you is the one on your right (wrapping around at the top/bottom).

Kuildeous - Rhodes
eHalcyon - Gizah
Galzria - Babylon
mith - Petra
Qvist - Halikarnassos
Davio - Byzantium
Insomniac - Rome
« Last Edit: February 19, 2013, 07:56:22 pm by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

shraeye

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Re: 7 Wonders II
« Reply #1 on: January 29, 2013, 11:01:00 am »

seems highly interesting.  My availability depends on when you start.
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mith

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Re: 7 Wonders II
« Reply #2 on: January 29, 2013, 11:16:10 am »

/in, and fine with whatever you want to throw in.
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Galzria

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Re: 7 Wonders II
« Reply #3 on: January 29, 2013, 11:19:43 am »

I'll give it another shot. Maybe I'll even read each turn closer and not make a major mistake at least twice every Age (which is hard to do considering you only get 6 choices - but somehow I managed it so far in 7W-I ;D).
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Qvist

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Re: 7 Wonders II
« Reply #4 on: January 29, 2013, 11:27:36 am »

Like I said: /in and I have no idea about the expansions. So do whatever you feel what might be best.

Tables

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Re: 7 Wonders II
« Reply #5 on: January 29, 2013, 11:31:49 am »

shraeye, it'll probably be pretty soon. That's already 3 people who've said they're in, you'd be 4 and 7 is the limit.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

eHalcyon

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Re: 7 Wonders II
« Reply #6 on: January 29, 2013, 11:37:37 am »

In. It will take less time to play than to spectate like I've been doing.

Will play anything. You should consider throwing in the new unreleased wonders; their details have all leaked, I think!  ;)
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Insomniac

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Re: 7 Wonders II
« Reply #7 on: January 29, 2013, 11:44:05 am »

/in please!
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Re: 7 Wonders II
« Reply #8 on: January 29, 2013, 11:44:51 am »

shraeye, it'll probably be pretty soon. That's already 3 people who've said they're in, you'd be 4 and 7 is the limit.

8 is the limit with cities
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eHalcyon

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Re: 7 Wonders II
« Reply #9 on: January 29, 2013, 11:46:00 am »

shraeye, it'll probably be pretty soon. That's already 3 people who've said they're in, you'd be 4 and 7 is the limit.

8 is the limit with cities

But that's for team play, isn't it?
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Re: 7 Wonders II
« Reply #10 on: January 29, 2013, 11:47:12 am »

I'll have to be out if it starts too soon.
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Re: 7 Wonders II
« Reply #11 on: January 29, 2013, 11:50:10 am »

shraeye, it'll probably be pretty soon. That's already 3 people who've said they're in, you'd be 4 and 7 is the limit.

8 is the limit with cities

But that's for team play, isn't it?

Haven't read the team rules or 8 player rules sections of the rulebook (don't even know if they're the same section) I just know the box says 8 :P (I only read the parts that were relevant to me firing up a 2 player game ie the new rules.
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Re: 7 Wonders II
« Reply #12 on: January 29, 2013, 11:52:01 am »

Ah, yes, you're right that you can do 8. I'd be equally fine with that, but if anything I was hoping to go smaller rather than larger this time.

Anyway I count... 5 in so far. Okay.
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eHalcyon

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Re: 7 Wonders II
« Reply #13 on: January 29, 2013, 12:14:09 pm »

I'd be against having 8 players unless we are playing the team variant.
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eHalcyon

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Re: 7 Wonders II
« Reply #14 on: January 29, 2013, 12:49:35 pm »

From here:

http://boardgamegeek.com/thread/913345/this-is-the-great-wall-and-more


The new wonders are:

The Great Wall of China
Base resource: cloth

Wonder stages can be built in any order!

Side A:
1: $8 (cost: 2 wood)
2: any one scientific symbol (cost: paper, glass, clay)
3: 2 shields (cost: 3 stone)
4: build a card from the discard for free (cost: 3 ore)

Side B:
(not certain about the costs; leaked images are blurry)
1: $8, neighbours get $2 (cost: 1 paper, 1 wood?)
2: Mask symbol from cities, i.e. copy a neighbour's Science symbol (cost: 1 ore, 2 clay?)
3: Diplomacy token, other players lose $2 (cost: 2 wood, paper?)
4: "Black Market", produces any 1 resource that the player doesn't already produce (cost: 2 stone?)


Abu Simbel
Base resource: paper

This wonder lets you entomb one of your played leaders for VP equal to 2 times its price.  You lose the leader's benefits though.

Side A:
1: 3VP (cost: stone, clay)
2: 5VP (cost: wood, ore)
3: entomb a leader (cost: 2 stone, glass, cloth)

Side B:
(the symbol on these two stages is missing the Leader card that is on the symbol in side A stage 3, so it probably works slightly different)
1: entomb? (cost: 1 cloth, 2 clay)
2: entomb? (cost: 1 glass, 2 wood)

Stonehenge
Base resource: Wood

This wonder gives you VP based on how much Stone you produce.  It isn't clear whether it only works with brown cards or if it counts Stone produced by yellow cards or leaders as well.

Side A:
1: 3VP (cost: ore, clay)
2: 5VP (cost: paper, 2 clay)
3: 2VP per stone (cost: cloth, 3 wood)

Side B:
1: $1 and 1VP per stone (cost: 3 ore)
2: 1VP per card* in neighbouring cities (cost: 3 clay, 1 paper)

* it is not clear what cards it looks for.  The image is white, but it is missing the Leaders logo.  Speculation is that it uses the colour of the card that you use to build the wonder (since the card image goes off the bottom of the board).  Alternatively, it might let the player choose the colour.


Mannekin Pis (remake):
Base resource: +$4

Side A:
1: copy first stage wonder to the left (cost: ?)
2: copy second stage wonder to the right (cost: ?)
3: copy last stage wonder to the left (cost: ?)

Note that this is different from the original Mannekin Pis in that the costs are not set (speculation is that it copies the costs too) and you don't get a choice of neighbour for stage 3.

Side B:
presumably similar to the existing Mannekin Pis side B?  Personal speculation though, maybe it will be like Side A but with the arrows reversed. :P 






Great Wall A is definitely playable now.  Great Wall B probably, though I'm not sure I have the costs correct for the stages.  Abu Simbel A is playable.  Stonehenge A is playable too, though we'd have to make an assumption about how the Stone counting works exactly.  Mannekin Pis A is playable, though we could just stick with the original promo.

I think it would be really fun to try out the Great Wall.
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Insomniac

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Re: 7 Wonders II
« Reply #15 on: January 29, 2013, 12:55:01 pm »

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Re: 7 Wonders II
« Reply #16 on: January 29, 2013, 01:02:06 pm »

I'd rather not add in the Wonder Pack until all the rules/costs are known.
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Re: 7 Wonders II
« Reply #17 on: January 29, 2013, 01:04:22 pm »

I'd rather not add in the Wonder Pack until all the rules/costs are known.

I respect that.  Request withdrawn. :)

Edit: but all the rules and costs ARE known for Great Wall A. ;)
« Last Edit: January 29, 2013, 01:05:24 pm by eHalcyon »
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Re: 7 Wonders II
« Reply #18 on: January 29, 2013, 02:03:30 pm »

/in, but willing to /out to let new players have a chance.
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Re: 7 Wonders II
« Reply #19 on: January 29, 2013, 05:57:44 pm »

I'm in agreement with mith - I'd love to add them, but until there's clean information, I'd rather not. Besides, is 12 wonders too few for you eHalc ;)?
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...spin-offs are still better for all of the previously cited reasons.
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Re: 7 Wonders II
« Reply #20 on: January 30, 2013, 03:14:49 am »

Must have more!

Can I make a case for not including the current Mannekin Pis promo, since for some reason it warranted a remake in the upcoming Wonder pack?
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Re: 7 Wonders II
« Reply #21 on: January 30, 2013, 03:20:43 am »

Must have more!

Can I make a case for not including the current Mannekin Pis promo, since for some reason it warranted a remake in the upcoming Wonder pack?
Well, the B side for the promo is pretty funny since it meant getting a beer from the winner. Maybe that's the only thing they removed. :)
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eHalcyon

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Re: 7 Wonders II
« Reply #22 on: January 30, 2013, 03:25:26 am »

Must have more!

Can I make a case for not including the current Mannekin Pis promo, since for some reason it warranted a remake in the upcoming Wonder pack?
Well, the B side for the promo is pretty funny since it meant getting a beer from the winner. Maybe that's the only thing they removed. :)

No, the new Mannekin Pis has been partially revealed.  I posted it above!  They changed the costs of the wonders to question marks, probably meaning that it copies costs as well as effects.  And the third stage no longer lets you choose which neighbour to copy.
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Re: 7 Wonders II
« Reply #23 on: January 30, 2013, 08:17:07 am »

I'll give this a shot.

And I'm fine with all expansions. I need to read up on Cities.

/in
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Re: 7 Wonders II
« Reply #24 on: January 30, 2013, 08:22:36 am »

Okay, that's 7, so I start probably this evening. Might not be until tomorrow, lots of extra setup to do.

Judging by the comments most people are pretty neutral on promos, so I'll make things a little easier and go for just the two expansions.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.
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