
7 Wonders is a card drafting Eurogame created by Antoine Bauza. You play as the leader of an ancient civilization, and your goal is to make it the most successful one. To help you with this, you receive a random Wonder Board representing one of the original Seven Wonders of the World (at least if you're playing the base game). It has two sides — typically one of them is easier to build, while the other has stronger and more interesting effects.
The game is played over three ages: Ages I, II, and III. Each age uses its own decks of cards that are drafted: each player is dealt 7 random cards, picks one and passes the rest to the next player. This process is repeated until each player is left with only one card, at which point the remaining cards are discarded.
The cards represent structures, and you must pay their construction costs to build them. Missing resources can be bought from your direct neighbors. You can also discard the card for coins or use it to build one stage of your Wonder. The buildings have various effects, such as giving you resources, giving you coins, giving you points, increasing your military strength, or giving you scientific symbols that are scored in a unique way.
7 Wonders was originally released in 2010, and has received several Expansion Packs. A rebalanced Second Edition was released in 2020. The game is highly regarded, being one of the highest rated games on BoardGameGeek, having won more than 30 gaming awards, and being cited by leading designers as one of the most influential board games of its decade.
In 2015, 7 Wonders received a two-player spinoff titled 7 Wonders: Duel. The players draft from an overlapping pyramid of cards, and Science and Military have been turned into Instant-Win Conditions. Additionally, each player gets 4 Wonders, but in a game, only 7 of them can be built. This game has received two Expansion Packs.
In 2021, a more streamlined and family-friendly version titled 7 Wonders: Architects was released.
2024 saw the release of The Lord of the Rings: Duel for Middle-earth, a reimplementation of Duel that changes up a lot of things.
- 7 Wonders (2010)
- 7 Wonders: Leaders (2011)
- 7 Wonders: Cities (August 2012)
- 7 Wonders: Wonder Pack (May 2013)
- 7 Wonders: Babel (December 2014)
- 7 Wonders: Leaders Anniversary Pack (2017)
- 7 Wonders: Cities Anniversary Pack (2017)
- 7 Wonders: Armada (October 2018)
- 7 Wonders (Second Edition) (2020)
- 7 Wonders: Leaders (Second Edition) (2020)
- 7 Wonders: Cities (Second Edition) (2020)
- 7 Wonders: Armada (Second Edition) (2020)
- 7 Wonders: Edifice (2023) (A reworked version of the Great Projects module in Babel)
- 7 Wonders Duel (October 2015)
- 7 Wonders Duel: Pantheon (October 2016)
- 7 Wonders Duel: Agora (January 2021)
- 7 Wonders: Architects (2021)
- 7 Wonders: Architects – Medals (2024)
- The Lord of the Rings: Duel for Middle-earth (2024)
Compare Sushi Go!, a simpler drafting game.
7 Wonders and its expansions provide examples of the following:
- All Your Powers Combined: The "Palace" blue card requires exactly one of each type of resource, and one coin, to build.
- Leader Plato encourages multicoloured builds, giving you points for each set of 7 different-coloured buildings.
- Arc Number: The number 7 shows up a lot. The game supports up to 7 players representing the "7 greates cities of the ancient world", the Wonder boards depict the original Seven Wonders of the World, there are 7 types of resources, 7 card colours, each player is dealt 7 cards at the beginning of each Age, and each set of 3 different scientific symbols is worth 7 points.
- However, some Expansion Packs weaken the 7 theme by doing things like adding support for an 8th player, a 8th colour, an 8th card to each age or simply adding more Wonders.
- Awesome, but Impractical:
- Green will range between this and Difficult, but Awesome. A successful science build often scores the most points in the whole game, but Green cards are not always easy to obtain, and even minor competition in the field can quickly turn your build into a Crippling Overspecialization (only mitigated by the fact that Green often opens paths to cards in other fields).
- Red. A big scary army can score up to 18 points, further increased by inflicting minuses to your neighbours, but getting into an arms race can cost a lot of resources to everyone involved, for rather uncertain odds to score points with a relatively low ceiling. The point of maintaining a strong military is often as much in preventing your neighbours from scoring points than in scoring them yourself.
- Back from the Dead: Halikarnassos has the special ability of letting you construct buildings from the discard pile, evoking this.
- Boring, but Practical: Blue simply grants points, but they grow at a solid rate and are not subjected to a condition at the end of the game. Picking a blue card is not always the best choice, but unless it costs you a fortune in resources you lack, it's seldom a poor choice.
- Most wonders have at least one stage that is this : no gimmick, just points, but potentially a lot of them. Gizah both Day and Night is essentially this philosophy made into a Wonder: all stages grant nothing but points, with Gizah B having the highest ceiling of raw points you can get out of your wonder alone (20).
- Diplomacy lets you disregard warfare partially or completely and focus on other things, and might also give unpleasant surprises to warmongering neighbours who expected easy victories against your weak army and find themselves pitted against one another.
- Bowdlerise: The Manneken Pis started as a promotional Wonder whose B side has a single, very expensive stage that gives you all sorts of stuff, including the right to get a well-chilled beer from whoever ends up winning. When it was re-released in the Wonder Pack, the beer reference was removed.
- Color-Coded for Your Convenience: Resources are Brown (raw) or Grey (refined), Architecture is Blue, Trade is Yellow, Military is Red, and Science is Green. Cities adds Black cards which refer to various "underhanded" or unsavoury tactics and aspects of city life such as smuggling, gambling dens, espionnage or private armies. "Leaders" adds white Leader cards, but they aren't drafted the same way.
- Comeback Mechanic: If you can't build anything at your turn for lack of resources and/or money to buy them from your neighbours, you can just sacrifice a card in exchange for coins. This is a letdown in the long run since 3 coins only net you 1 point, but once or twice in the game it can get you out of a tight spot, and also lets you remove a card you don't want an opponent to build from the game as a bonus.
- Leader Sémiramis helps you come back from a military-challenged build, by turning each military defeat you suffer into a shield for the subsequent ages.
- Crippling Overspecialization: Since there is a hard limit to how many points a player can score with a particular colour, betting everything on one type of buildings is generally not a good idea. However, the opposite strategy can be equally damaging – see Master of None below.
- Difficult, but Awesome:
- Green builds. Green scoring's exponential natures gives it both a very high ceiling and a lot of swing, as even moderate competition in the field can quickly render the build useless. When successful however, they can yield truly insane amounts of points and even give you access to some high-end buildings in other fields, for added flexibility.
- The (B) "Night" side of each wonder is typically trickier to play, but can grant really nifty effects that may turn the whole game around. Examples include:
- Halikarnassos' B side, which grants a pitiful amount of points but where each stage lets you build any one card that was rejected from the beginning of the game… without paying its cost. In a game where discarding a powerful card that you can't build so another player who could, will not either, is a perfectly valid tactic, a power that exploits it and even bypasses that pesky matter of construction costs is a serious Wild Card.
- High-end Age III buildings and guilds can get real expensive, but they make it up in points. The Palace in particular requires one of each type of resource plus a coin, but yields the highest raw amount of points (8) out of any buildingnote
- Digital Tabletop Game Adaptation: The game has a Board Game Arena implementation, as well as a paid, dedicated app for Android and iOS devices.
- Drafting Mechanic:
- At the start of each Age, you are dealt a hand of seven building cards. On each turn, you take a card and do one of three things with it: (1) paying its cost to add it to your city, (2) discarding it for coins, and (3) using to build a wonder step by paying the costs of the wonder step.
- The Leaders Expansion Pack has players draft leaders at the start of the game. They get a hand of four leaders, choose one to keep and pass the rest.
- Euro Game: A staple of the genre.
- Expansion Pack:
- Leaders (which adds leaders to the game)
- Cities (which adds a new card type, support for an 8th player and team rules, and a few other things)
- Wonder Pack (which just adds four new Wonders)
- Babel (essentially two expansions — one based around building the Tower of Babel, and one based around building great structures)
- Armada (which brings naval combat and exploration to the game)
- Gameplay and Story Segregation:
- The resource system takes some liberties with the game's theme to keep the game running smoothly. You can't save up unused resources even though you're presumably still able to produce them. And while a single stone icon only provides one stone towards the cost of structures for your city, somehow you can still build a 1-stone structure and sell stone to both of your neighbours on the same turn.
- For balance reasons, every building is subject to a Uniqueness Rule. While it makes sense that you can't have duplicate town halls or senates, you can't have multiple schools or taverns either.
- Jack of All Trades: Alexandria and Ephesos, particularly their B side, don't have a clearly set trajectory. Alexandria gets more resources while Ephesos gets more money, making them viable for any type of build and more importantly, more flexible if they need to change course in the middle of a game.
- Know When to Fold 'Em: A big part of the game is evaluating whether or not it's worth it to get ahead of another player in this or that category; if one category gets "overcrowded", everyone will just stifle each other's development, while you can have free rein to get ahead in other categories.
- Getting into a military arms race with your neighbours can be costly, for a very uncertain outcome. When your neighbour/s is/are far too strong, it can be best to endure defeats and divert your resources to more profitable strategies.
- The same applies to Scientific builds, which are very costly unless you manage to chain buildings together, and can lose value quickly with just a little competition. Thus it can be more profitable to abandon a "scientific arms race" once you've made sure you built enough buildings to cripple your rival, while you'll divert your resources elsewhere.
- Let's You and Him Fight: Diplomacy tokens (introduced in expansion packs) automatically remove you from the war phase of the Age during which the token is obtained. Your immediate neighbours will wage war against each other instead (except in 3-players games).
- Literal Wild Card:
- Both the original game and 7 Wonders Duel have resource symbols that can be used as any raw resource, and symbols that can be used as any refined resource. 7 Wonders also has brown cards that can provide one of two resources per turn.
- The Scientists Guild and both sides of the Babylon wonder feature a symbol that can count as any one of the three scientific symbols at the end of the game. This means that you're free to choose whichever gives you the most points, which varies depending on which symbols you already have.
- The third stage of Olympia's B side lets you copy one guild card from any of your neighbours. Much more situational, but still very flexible.
- Master of None: Trying to score points in every domain is not recommended because it makes it harder to efficiently build the higher-scoring endgame buildings, and some categories (typically green) require specialisation for their exponential scoring. This can be a problem if you get too greedy with Plato, who rewards you 7 VP for each set of 7 buildings of different colours.
- Mechanically Unusual Fighter:
- Rhodos and Gizah used to be this in the base game, having respectively 2 and 4 stages instead of the usual 3.
- The Manneken Pis is the most gimmicky Wonder. Its A side has no effects on its own, instead copying effects from your neighbours' Wonders. Its B side stands out by only having one stage, which costs one of each resource and gives you 7 coins, 7 points and a shield.
- The Great Wall has the unique property that its stages can be built in any order.
- Money for Nothing: Actively discouraged. Obtaining money is not hard, but it's worth next to nothing in points at the end of the game, which means you'd better spend them on something useful.
- Pain and Gain: Choosing Sémiramis turns every military defeat into an additional shield for the subsequent ages.
- Painting the Medium: Science points take a little more math to calculate.
- Rate-Limited Perpetual Resource: Once a resource card is acquired, it will provide the same amount of resources (one or two) at every turn. However, if these resources aren't used in the current turn, they don't carry over to the next turn, nor can they be sold or otherwise "stored".
- Bypassed when it comes to trade, however. Your neighbours can buy resources from you regardless of whether or not you use them in the same turn, which means a given set of resources may inexplicably yield up to thrice its theoretical maximum output in a given turn.
- Reduced Resource Cost:
- Many buildings are "chained" together across multiple ages — you can play a building without paying its resource cost if you already have the previous building in the chain.
- You can buy extra resources from opponents at 2 coins apiece. Somcards or effects reduce the cost to 1 coin.
- Some black cards let you build your Wonder stages without paying the cost.
- Conversely, Olympia's A side lets you build one card per Age without paying its resource cost.
- Exaggerated with Halikarnassos' B side, which lets you build any card that was rejected in the previous turns, without paying its cost – you only pay to build the wonder's stage, which effectively replaces the card's cost. In some rare occurences, this can also be an inversion if the stage cost more to build than the card you choose.
- Rule of Seven: See Arc Number above.
- Set Bonus: The value of each scientific symbol increases if you gather several copies of one symbol (1/4/9/16/... points for 1/2/3/4/... copies) or sets of three different ones (7 points per set).
- Skill Gate Characters: Typically, the Day/A sides of Wonders are better for new players — they have weaker benefits than the Night/B sides, but are easier to build. Experienced players tend to prefer Night/B sides.
- Symmetric Effect: In the Tower of Babel expansion, you can build Babel tiles that change the rules for all players until they're covered by another Babel tile.
- Uniqueness Rule: The game doesn't allow you to build two buildings with the same name. This keeps players from monopolizing resources too much and keeps science balanced (as you'd otherwise be able to get absurd Set Bonuses).
- Unstable Equilibrium: Green again. A strong Green basis early in the game makes the whole build much easier to develop, and even lets you access some powerful Blue, Yellow or Red cards in the second and third age that will dampen risks of overspecialization. Lacking just a few cards, however, can cripple your whole city's build for the remainder of the game – and your opponents may very well choose to build/discard some green cards just so you can't get them.
- An arms race with your neighbours is costly for everyone involved, but successfully staying ahead means they wasted a lot of resources for nothing. Trying and failing to catch up when you fall behind means the same for you.
- Vanilla Unit:
- Most buildings have some kind of effect, but the blue ones just give you a flat sum of points (and may only chain into another blue building).
- Gizah. Each stage gives you a raw amount of points, disregarding any gimmick which typically activate when other Wonders build a stage.
- Ephesos's stages give you points and/or money.
- The Leaders Expansion Pack features some Leaders with no effect other than giving a fixed number of Victory Points.
- Worthless Currency: Downplayed. Having a comfortable stack of cash is useful during the game in case you lack a resource or simply must pay to build. However, they are much better spent than kept, because at the end of the game they are worth very little in terms of victory points (one every 3 coins).
7 Wonders Duel and its expansions provide examples of the following:
- Adam Smith Hates Your Guts:
- If you lack any resources you need for a building, you can purchase the missing ones from the bank. The cost of each missing resource increases as your opponent collects brown and grey cards that produce the resource you're missing.
- In Agora, each politician you recruit costs one coin more than the previous one.
- Arc Number: While not as prevalent as in the original game, the number 7 still likes to show up. Each player starts with 7 coins, the most valuable civic buildings as well as one of the Progress Tokens are worth 7 Victory Points, there are 7 scientific symbols, and only 7 Wonders can be built.
- Back from the Dead: The Mausoleum has the special ability of letting you construct a building from the discard pile. In Pantheon, Hades has the same ability.
- Back-to-Back Poster: The box represents the game with two characters back-to-back, facing their respective civilizations, as though they were about to duel. Similarly, the Expansion Pack boxes show two recruitable characters back-to-back (Minerva and Anubis for Pantheon; a Senator and a Conspirator for Agora).
- Balance Buff: Agora buffs blue and red cards, which makes players more willing to draft these colors in age 1, where they were often treated as discard fodder before.
- Blue cards got a direct buff: in addition to their old effect of giving you points at the end of the game, they also let you get more Senate Actions whenever you draft a Senator. If you let your opponent grab too many of these, they will not only be able to take Senate chambers quickly, but you will struggle to fight back because your Senators have a weaker effect.
- Red cards got an indirect buff, as the original coin loss military tokens are replaced with ones that manipulate the Senate. This can be dangerous if you're going for Political Supremacy.
- Boring, but Practical: Downplayed. Some effects do nothing but give you Victory Points when most of the other game pieces of that type have cooler effects like giving Extra Turns or destroying your opponent's resources. This is one of the least situational effects in the game, as they're beneficial unless you're going all-in on an Instant-Win Condition or scrambling to prevent your opponent from reaching one. However, the power level of the VP-granting effects is not that high, and you're often better off picking something else.
- Comeback Mechanic: Downplayed. The Progress Tokens "Architecture" and "Masonry" give you a resource discount on, respectively, your future Wonders and your future civic buildings. These abilities make the biggest difference if you're behind on resources.
- The Conspiracy: Agora features Conspiracies that can help you and/or screw over your opponent. They are typically obtained by recruiting Conspirators, which lets you draw two Conspiracies and keep one. There's also the "Organized Crime" Progress Token, which lets you keep both of the Conspiracies you draw.
- Corrupt Politician: Agora features the Progress Token "Corruption", which lets you recruit politicians for free.
- Digital Tabletop Game Adaptation: The game has a Board Game Arena implementation, as well as a paid, dedicated app for Android and iOS devices.
- Drafting Mechanic: The game starts with two open drafts of wonders. Then the main game consists of players taking turns drafting building cards from the structures in each Age. Some of the cards are hidden until all cards covering them have been taken.
- Expansion Pack:
- Pantheon, which adds gods who can help you or hinder your opponent.
- Agora, which adds a Senate mechanic.
- Extra Turn: Some of the Wonders make you take an extra turn when you build them. There's also the Theology Progress Token, which gives all of your unbuilt Wonders this ability (though the ones that inherently have it don't gain another instance of it).
- Gameplay and Story Segregation: The Progress Tokens in the base game represent research leading to progress, such as cultural development and increases in efficiency. Pantheon adds the "Mysticism" token, whose scientific value is questionable, though it's somewhat defensible in a setting where the gods are real. Agora completely throws out the "progress" theme by making "Corruption" and "Organized Crime" into Progress Tokens.
- Highly Specific Counterplay: The coins on Astarte's card can No-Sell coin loss effects. If you play with the Agora expansion too, the only such effects in the game come from The Appian Way and a couple of Conspiracies. (In the base game, the military track can lead to coin losses, which is a potential threat in every game.)
- Instant-Win Condition: The game normally ends when the players complete all 3 Ages, and the winner is decided by the total number of Victory Points accumulated in multiple ways. However, two win conditions instantly end the game: Military Supremacy (the Conflict Token reaches the opponent's capital, which means you've conquered it) and Scientific Supremacy (collecting 6 of the 7 scientific symbols). The Agora expansion adds another instant-win condition with the Senate — take control of the majority its chambers, and you win. Note that partial credit is awarded and progressing all three yields immediate benefits, so it's not all-or-nothing.
- Morton's Fork:
- The base game always forces you to remove a card from the structure when it's your turn. So if it's your turn, you can't build an Extra Turn Wonder, and taking the only available card will let your opponent access something they really want (and you really don't want them to have), they will usually get access to the card no matter what you do. why "usually"?
- A lack of Extra Turns can also hurt you if you have two available cards with similar effects that you want to deny your opponent. No matter which card you buy/discard/use to build a Wonder, your opponent gets the desired effect from the other one.
- No-Sell: In the Pantheon expansion, the coins on Astarte's card are immune to coin loss effects.
- Power Copying:
- In Pantheon, placing the Nisaba token on an opponent's green card lets you benefit from its scientific symbol too.
- Agora has a decree that lets you benefit from your opponent's chaining symbols.
- Reduced Resource Cost:
- Many buildings are "chained" — you can play a building without paying its resource cost if you have the previous building in the chain.
- Extra resources are bought from the bank and cost 2 + (how many of it your opponent has) each. However, there are yellow buildings that set their cost to a flat 1 coin. The Expansion Pack Agora also has two decrees that decrease the cost of extra resources by 1 (but does not stack with the yellow buildings) — one affects raw resources and one affects refined resources.
- Duel's Expansion Pack Agora has a series of decrees that take card of one color and decrease their costs by any 1 symbol. This includes coin costs.
- The Progress Tokens "Masonry" and "Architecture" gives you a 2-resource discount on respectively blue buildings and Wonders. The "Corruption" Progress Token in Agora lets you play politicians for free.
- Rule of Seven: 7 is an Arc Number in the game.
- Set Bonus:
- Scientific symbols are useless on their own, but getting a matching pair lets you take a Progress Token, and collecting 6 different ones is an Instant-Win Condition.
- In Agora, each pair of 2 blue buildings gives you an additional Senate action whenever you take a Senator. This maxes out at 3 actions.
- Three Approach System: There are three ways to win the game: having the most Victory Points once all three Ages are over, Military Supremacy and Scientific Supremacy. The latter two are Instant-Win Conditions. The Agora expansion adds a fourth win condition, however.
- Unstable Equilibrium: Downplayed. The Progress Token "Economy" gives you the money spent by your opponent when they buy missing resources. This gets more powerful the farther you are ahead on resources, which already gives you an advantage.
- Vanilla Unit:
- Each Wonder has a unique effect upon being built, with the exception of the Pyramids, which just give you nine Victory Points.
- Blue buildings do nothing but give you points and possibly chaining into another blue building. Defied by the Agora Expansion Pack, which gives these buildings the additional effect of boosting the Senators you recruit.
- Violation of Common Sense: In the Pantheon expansion, Anubis has the ability to destroy a Wonder belonging to either player. You play as a leader who wants to make their city as successful as possible, and building Wonders is an important part of the game, so you might assume that you should destroy one of your opponent's. However, since almost all of the Wonders have useful effects that trigger when they're built, it's often more beneficial to destroy one of your own Wonders to rebuild it and get its effect again. Anubis's role as the god of mummification, embalming and the afterlife suggests that this is the intended use.
- Worthless Currency: Downplayed. Having a comfortable stack of cash is useful during the game in case you lack a resource or must pay to build. However, they are much better spent than kept, because at the end of the game they are worth very little in terms of victory points.
7 Wonders Architects provides examples of:
- Junior Variant: It's a simplified, more family-friendly variant of 7 Wonders. Changes include removing the three-age structure in favour of playing a single round, making every building free to take (meaning resources are only spent on Wonder stages), making the non-wildcard resources largely interchangeablenote and simplifying decisions by only giving you 2-3 simple cards to choose from during your turn. Another clear sign that this was made for kids is that the manual tells you to make a horn sound when you take a red card with 1 or 2 horn icons on it and have to flip over that number of conflict tokens.
- Literal Wildcard: While the resources are already largely interchangeable, with Wonder stage costs always asking for something like "2 identical resources" or "3 different ones" instead of specific ones, coins stand out because they can substitute for any missing resource needed to construct a stage of your wonder (so 2 Wood and a Coin meet a "3 identical" requirement). Since constructing a wonder stage is mandatory if you have the resources for it, you can't hoard coins for later, harder-to-build stages.
The Lord of the Rings: Duel for Middle-earth provides examples of:
- Adam Smith Hates Your Guts: Averted. The streamlined resource system means you only pay one Coin per missing Skill (resource), no matter how much of it your opponent has.
- Back from the Dead: One of the Wizards' race effects immediately lets you take a card from the discard pile and play it for free. Playing Barad-Dûr has the same effect on top of letting you place a fortress in Mordor.
- Back-to-Back Poster: The box art features Sam and Sauron back-to-back, reflecting their conflict in the game.
- Extra Turn: While extra turn Wonders are gone (no Landmark lets you take an extra turn), three race effects let you take extra turns:
- One of the Dwarves' Alliance Tokens lets you take an extra turn immediately after playing a Landmark. Similarly, an Alliance Tokens from the Elves lets you take an extra turn immediately after playing a yellow card.
- One of the Ents' race effects lets you take an extra turn immediately.
- First-Player Advantage Mitigation: Sauron always goes first, but starts with one fewer Coin to compensate for this advantage.
- Jack of All Trades: One of the Ents' Alliance Tokens is very flexible: it lets you choose three times between removing 1 enemy Unit, making your opponent lose 1 Coin, and making 1 movement on the central board.
- Literal Wildcard:
- When you want to build a card, you can pay any number of Coins to substitute for missing Skills. There's no Adam Smith Hates Your Guts element to the resources in this game, which makes the Coins into straight wildcards.
- One of the Elves' Alliance Tokens lets you benefit from any Skill once per turn, effectively making it a wild resource.
- One of the Elves' Alliance Tokens lets you place all the concerned units anywhere whenever you play a red card. (Normally, the card would dictate where you can place them.)
- Reduced Resource Cost: One of the Dwarves' Alliance Tokens lets you ignore the additional Coin cost whenever you play a Landmark.
- Set Bonus: Race symbols are useless on their own, but getting a matching pair grants you an Alliance token. So does getting a set of three different ones for the first time in the game. And collecting 6 different symbols is an Instant-Win Condition.
- Three Approach System: There are three ways to win the game:
- Support of the Races: If you collect 6 different Race symbols, you rally the support of the Races of Middle-earth and immediately win the game. (Replaces scientific victory.)
- Conquering Middle-earth: If you are present in all 7 regions (with a Fortress and/or at least 1 Unit), you dominate Middle-earth and immediately win the game. (Replaces military victory, and uses an area control mechanic instead of just a tracker. Also note that this game's tie-breaker is the number of regions you are present in.)
- Quest of the Ring: If you play as Frodo and Sam, you win by reaching Mount Doom, destroying the One Ring and immediately winning the game. If you play as Sauron, you win if the Nazgûl catch Frodo and Sam, seizing the One Ring and immediately winning you the game. (Replaces civic victory, though it's a loose fit: it amounts to a race where first player to collect 14 ring symbols wins.)
- Worthless Currency: Downplayed. While coins are useful as Literal Wildcards and for paying costs that specifically ask for coins, they're only good for buying stuff. Any excess cash you have is completely worthless. It doesn't even factor into the game's tiebreaker.
