By Age II, every city has a shape. You can see who is collecting shields, who has three green cards, and who is sitting on a pile of coins. The opening was about your own economy. The midgame is about reading everyone else’s, and both games reward the player who looks up from their own cards.
7 Wonders: the pass flips
In Age I, hands moved left, so your right neighbor fed you. In Age II, hands move right. Now you feed your right neighbor, and your left neighbor feeds you.
That changes what to watch. In Age I you cared about what your left neighbor needed. In Age II, look right. Anything you pass that completes their plan is a gift.
7 Wonders: read two cities, not one
Before each pick, glance at both neighbors’ cities and ask:
- What are they collecting? Three green cards means science. A row of red means military. A thick stack of blue means points.
- What do they lack? A neighbor without glass will pay you for yours, or will struggle with cards that need it.
- What will they get from me? Look at the cards you are about to pass.
When a card in your hand would be worth a lot to the neighbor you pass to and little to you, you have three ways to keep it from them: build it, tuck it under a Wonder stage, or sell it. When you can pay for the stage, tucking is usually best, because you get the stage too. This is often called hate-drafting, and it is a normal, friendly part of the game. Our explainer on card drafting covers the idea across many games.
7 Wonders: chains pay off
Age II is where the chains you started in Age I come due. A free build saves both resources and coins, and Age II and III cards are expensive. Many Age II cards also chain forward into Age III.
When choosing between two similar cards, prefer the one that chains. A blue card that makes a bigger blue card free later is worth more than its printed points.
7 Wonders: trading as income
Every coin a neighbor pays you for a resource is a coin you can spend next turn. A resource that you make and both neighbors lack can earn you 2 coins a turn from each side. That is a quiet engine, and it is one reason to build a rare resource even when you only need it once.
Yellow cards that cut your trading costs to 1 coin pay off most in the midgame, when card costs climb and you buy every turn.
7 Wonders: military in Age II
An Age II win is worth 3 points, and shields carry into Age III, where a win is worth 5. Before you add shields, count both neighbors’ totals:
- One shield ahead of a neighbor is as good as five.
- Tying a neighbor gives neither of you anything. That is often enough: you dodge the minus 1 and deny them 3.
- Far behind a neighbor who loves red? Let that side go. Spend your cards on the other side, or on points.
Duel: tempo in the layout
Duel’s Age II is the Age I pyramid flipped over. It starts with just 2 accessible cards at the bottom, and each one you take opens more. Early in Age II, choices are narrow, and the player who must open the next row is often the one handing over good cards.
Count ahead. If you can see that the next three picks go you, them, you, think about which cards each pick opens. A play-again Wonder breaks that rhythm: take two cards in a row, and you change who opens what for the rest of the Age.
Duel: science pairs and the race for six
Every matching pair of science symbols earns a Progress token, and some tokens are worth a lot: 7 points, cheaper Wonders, an extra shield on each new red card. In the midgame, a green card can be worth more than its symbol.
Watch your opponent’s symbols too. Four different symbols means they are two away from a sudden win. Sell or tuck a green card they need before it reaches them.
Duel: military pressure
Every shield moves the pawn. Entering a zone with a Military token costs your opponent coins, which can wreck their next purchase. More than that, a pawn deep on their side forces them to spend picks on red cards just to stay alive. Pressure is often worth more than the points it scores.
Duel: prices change as cities grow
Your costs depend on your opponent’s city. Each brown or grey card they build raises your price for that resource. Yellow cards such as the Stone Reserve or Customs House fix certain prices at 1 coin, starting the turn after you build them. If you are buying the same resource every turn, one of those cards pays for itself quickly.
The 7 Wonders strategy guide has a table on when to fight and when to let a military side go.
Next lesson
7 Wonders Track: Coins, Trading, and Yellow Cards
Next, the 7 Wonders track: coins, trading, and yellow cards, and how to turn your neighbors into a source of income.
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