In the dark alleys of your city, gold changes hands, alliances are formed, and secrets are revealed... Now your influence stretches into the heart of rival cities. But beware, they are not afraid to retaliate in kind!
In addition to two new wonders and the option to play in teams, this expansion offers you a new type of card: City cards. Mercenaries, thieves, spies, and diplomats will give your games a new sense of interaction.
This is an expansion and can not be played without the base game 7 Wonders (2nd edition).
See our full range of 7 Wonders games and expansions here
In 7 Wonders, each player controls a civilization and must build buildings and
wonders. A game lasts three ages, and each age uses one of the three stacks of cards (first Age I cards, then Age II, and finally Age III). Each Age card represents
a building.
In 7 Wonders, there are three ways to win: military dominance, scientific
dominance, and civil victory. Military or scientific dominance can occur at any time during the game and ends the game immediately. If, when the third Age ends, no one has yet won the game, the players calculate their points, and the player with the most points
is declared the winner.
In 7 Wonders, players take turns. The starting player begins in Age I.
When it is your turn, you must choose an “available” card in the card structure and play
it. An available card is a card that is not partially covered by other cards.
You can play the card you have chosen in one of three ways:
Once you have played your card, you must turn over all cards that are now available and
lie face down. The game ends immediately if a player achieves military or scientific dominance, or when Age III ends.
New additions with Cities:
Do you want to protect your cards with sleeves? Then you will need the following:
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