7 Wonders: Building Civilizations and Friendships (Sometimes)

7 Wonders: Building Civilizations and Friendships (Sometimes)

7 Wonders: Building Civilizations and Friendships (Sometimes)

Ladies, gentlemen, and wonder architects of all ages, let's talk about a game that lets you rewrite history without the hassle of inventing a time machine: 7 Wonders. Now, if you're not familiar with this modern classic in the board gaming world, let me enlighten you. 7 Wonders is what happens when you mix ancient civilizations with a dose of healthy competition and sprinkle in just enough complexity to make you feel like a strategic genius or a completely lost tourist in Rome—on the same turn.

 

How Dies the 7 Wonders This Work?

 

The premise is simple: each player leads one of seven great cities of the ancient world. You'll gather resources, develop commercial routes, and assert your military might (which is just a fancy way of saying you'll be giving the stink eye to the person sitting next to you). The aim is to plop down buildings, construct your wonder, and accrue points like they're going out of style—which, in ancient times, they often did.

 

The game plays out over three ages, each representing time passing, or as I like to think of it, the gradual escalation of envy and greed among neighbors. It begins all civilized, with players taking turns picking cards (drafting) that represent various structures to add to their burgeoning city. This might sound educational and even slightly bureaucratic, but it's as cutthroat as a toga party hosted by Julius Caesar.

 

And speaking of togas, let's talk about the drafting mechanic. If you've never experienced the joy of drafting, it's like going to a buffet with your friends and being forced to choose your meal one dish at a time, all the while knowing your buddy Bob is eyeing the last slice of pepperoni pizza you so desperately want. This mechanic is the heart of 7 Wonders, and it will test friendships. After all, nothing says "I love you, man" like stealing the card your friend needs to complete their world wonder.

 

Moving on to wonders—each player gets one, and they're as balanced as a unicycle-riding elephant. Some are straightforward, like the Pyramids of Giza, which are easy to build unless you're playing with that one friend who hogs all the stone (you know who you are, Sharon). Others, like the Hanging Gardens, are like the botanical equivalent of a flex, because nothing says "I've got agriculture and culture" like a floating flower bed.

 

But the game isn't just about building wonders; it's about subtly nudging your empire to greatness through science, culture, commerce, and those awkward military conflicts. Science is like the dark horse of winning strategies—ignored at first but then swooping in for victory when people least expect it. It’s the nerdy kid at prom who turns out to be a great dancer.

 

Military might, on the other hand, is about as subtle as a brick. You gather your shields, and at the end of each age, you compare your military with your neighbors'. It's kind of like a prehistoric version of "my dad can beat up your dad," but with more consequences and less bragging at the schoolyard.

 

Commerce is where the game gets as tricky as trying to untangle headphones that have been in your pocket for more than five minutes. You trade resources with neighbors, manage coins, and build trading posts. It's like playing Monopoly but with actual historical relevance and without the soul-crushing despair of landing on Boardwalk with four houses.

 

Now, let's talk strategy. Everyone has their own method to the madness. Some hoard resources like squirrels with a nut surplus problem. Others focus on civic buildings because nothing says “winner” like infrastructure. Or you could just be that person who builds their strategy on making everyone else’s life difficult, “accidentally” forgetting to pass along that card with the glass resource they needed. Oops.

 

Then there's the endgame scoring, which requires a Ph.D. in mathematics to calculate quickly. You'll tally up points from your buildings, your wonder, your coins, and about seventeen other categories. Winning can sometimes feel less like a triumph and more like a surprise party you didn't know was for you.

 

Let's not forget the expansions, which are like adding extra hot sauce to an already zesty game. Leaders add notable personalities from Cleopatra to Caesar, who bring their own brand of swagger to the table. Cities add black cards, which are like the wild cards of the ancient world, throwing in new ways to score points or mess with your neighbors. And the Tower of Babel expansion, which is essentially building a game of Jenga on top of your already teetering strategy.

 

Playing 7 Wonders is a social experience, a mix of laughter, strategic murmurs, and the occasional outburst of, “I was going to use that card!” It's a game that says, "Yes, let's build civilizations, but let's also see who can be the sneakiest bricklayer of ancient times." It’s about looking at your wonder at the end of the game and feeling like Michelangelo must have felt upon completing the Sistine Chapel—if Michelangelo had to paint with a bunch of other artists elbowing him for space.

 

Wrapping It Up

 

In conclusion, 7 Wonders is not just a game; it's a journey through history with a side of personality clashes and the ever-present chance to shout, "I made a world wonder with a victory point total that crushes your pitiful buildings!" So gather your friends, or soon-to-be ex-friends, and settle in for a night of civilization-building. Who knows, you might just make history. Or at least, a night to remember!