The Ludarium · Teach sheet
Teach 7 Wonders and 7 Wonders Duel in ten minutes
3 to 7 (Duel: 2) players · About 30 minutes each · Ages 10 and up
The goal: 7 Wonders: most points after three Ages. Duel: win early by military or science, or on points.
On your turn
- 7 Wonders: everyone picks 1 card from their hand at the same time.
- Build it, tuck it under your next Wonder stage, or sell it for 3 coins.
- Missing a resource? Buy it from a neighbor for 2 coins.
- Pass the rest: left in Ages I and III, right in Age II.
- Sixth turn: play 1 of your last 2 cards and discard the other.
- Duel: take 1 uncovered card from the layout and use it the same three ways.
- Duel: buy from the bank; selling pays 2 coins plus 1 per yellow card.
Three tips for your first game
- Take resources in Age I; everything later costs them.
- Watch your neighbors: you trade with them, fight them, and feed them cards.
- Duel: before you take a card, check what it uncovers.
Setup
- 7 Wonders: each player takes a random Wonder board, Day side up for a first game.
- Put 3 coins on each board. Other coins and the Conflict tokens go in the middle.
- Keep only the Age cards marked for your player count or fewer.
- Shuffle random guilds into Age III: the number of players plus 2.
- Duel: Conflict pawn in the middle, 4 Military tokens out, 5 random Progress tokens face up.
- Duel: 7 coins each, draft 4 Wonders each, remove 3 cards per Age, add 3 guilds.
Scoring
- Military: beat a neighbor for 1, 3, or 5 by Age; lose for minus 1.
- Coins: 1 point per 3.
- Wonder stages, blue, yellow, and purple cards: as printed.
- Science: each symbol's count squared, plus 7 per set of three different.
- Duel: 0, 2, 5, or 10 for the pawn, plus cards, Wonders, Progress, and coins.
Game end: 7 Wonders ends after Age III's battles; most points wins, most coins breaks a tie. Duel ends at once on supremacy, or after Age III.