# 7 Wonders: Armada ## General Info - **Year Published**: 2018 - **BGG Rating**: 8.0 - **BGG Rank**: — - **Players**: 3-7 (Best with: 5) - **Duration**: 40 min - **Weight**: 2.73 / 5 - **Designers**: Antoine Bauza - **Artists**: Cyril Nouvel, Dimitri Chappuis, Etienne Hebinger - **Publishers**: Repos Production, Galápagos Jogos, Gémklub, Hobby Japan, Rebel Sp. z o.o. - **Categories**: Ancient, Card Game, City Building, Civilization, Expansion for Base-game - **Mechanics**: Closed Drafting, Hand Management, Set Collection, Simultaneous Action Selection, Team-Based Game, Tech Trees / Tech Tracks, Variable Player Powers ## Verdict Perfect for those who love the base game and want more strategic depth and global interaction.New layers of tactical decision-makingInteraction across all playersFun island exploration mechanicTeam variant refreshes the experienceIncreases setup complexityMore components to manageRECOMMENDED ## Description Get your oars ready and set sail, because your civilization is no longer bound to the mainland! 7 Wonders: Armada expands the horizons of the base game, moving the competition to the high seas. The biggest addition here is the Shipyard boards, where you'll manage your fleet and navigate color-coded tracks to gain strategic advantages. The mechanic is quite clever: whenever you build a card of a specific color (red, green, yellow, or blue), you can pay an additional cost to advance the corresponding ship on your shipyard board. Want more naval military power? Focus on the red track. Need more gold? Go for yellow. Looking for direct victory points? Blue is the way. If you invest in the green track, you can discover remote islands by drawing from the island decks, which provide various bonuses, from extra resources to boosts in other tracks. Beyond the new Age cards and exploration, the expansion introduces naval conflicts. Unlike land wars, where you only check your neighbors, naval strength is compared against everyone at the table, creating a much more intense global competition. If you enjoy long-term planning and want to add more layers of decision-making to your 7 Wonders experience, this expansion is a must-have. It also offers a cool team variant (for 4 or 6 players), completely changing the game's vibe. It is fully compatible with other expansions, allowing you to mix and match for the ultimate empire-building experience. ## How to Play Objective of the Game 7 Wonders: Armada is an expansion of the base 7 Wonders game that adds naval elements. Players still aim to build the most successful civilization, but now they also develop fleets on their Dockyard boards and compete in Naval Conflicts. The victory conditions are the same as in the base game: at the end of the third Age, the player with the highest total of Victory Points (from buildings, wonders, guilds, naval tokens, and island effects) wins. If a player’s total is lower than every other player’s, they lose. Preparation (Setup) Sort the base game cards by Age according to the number of players. Return any unused cards to the box. Sort the Armada cards by Age and shuffle each deck. For each Age, randomly take as many Armada cards as there are players, then shuffle those with the corresponding Age cards from the base game. For a 3‑player game, return the 5 Armada cards with the double‑arrow icon (Western Emporium, Eastern Emporium, Dock, Quay, and Jetty) to the box. Sort the Island cards by level (1, 2, 3). Shuffle each level and place the decks face‑down near the middle of the table. Place the Naval Conflict tokens, Incursion tokens, and the extra Ground Conflict tokens next to the base game’s Ground Conflict tokens. Combine the extra Coins with the base game’s bank. Each player starts with three 1‑coin tokens, which they place on their board. Place the game aids in the center of the table so everyone can access them. Give each player a Dockyard board (vertical, to the right of their Wonder board) and one Ship figure of each color (Red, Yellow, Blue, Green). Place each figure on the Start space of its color. Game Flow The game proceeds in the usual three Ages, but with a few new steps. Card Dealing: At the start of each Age, each player receives a hand of eight cards (instead of seven). Turn Sequence (for each player, in clockwise order): Pay all construction costs (card, Wonder stage, and any optional Naval Construction). Move the Ship corresponding to the Naval Construction, if any. Apply all card effects, except Coin losses. Resolve Island Exploration if a Green Ship reached an Exploration space. Resolve construction of cards from the Discard (no Naval Construction allowed). Resolve Coin losses (Taxes and Pirates). End of Age: Resolve Ground Conflicts as in the base game. Resolve a single Naval Conflict by comparing each player’s total Naval Strength (Naval Shields from the Red fleet, islands, and any other sources). Tokens are awarded according to the chart on page 8: the weakest player receives a Naval Defeat token, the strongest receives a Naval Victory token, the second‑strongest receives a smaller Victory token, and the third‑strongest may receive a 3‑point Victory token in Age III. Actions and How to Play Naval Construction After building a Red, Yellow, Blue, or Green card or a Wonder stage, a player may pay the Naval Construction cost listed on their Dockyard board for that color and move the corresponding Ship one space up. The cost is paid in addition to the card’s normal cost. If the card is built for free (e.g., via chaining or a Babel token), the Naval Construction cost still applies. Cards built for free from the Discard do not allow a Naval Construction. Naval Conflicts At the end of each Age, after Ground Conflicts, compare all players’ Naval Strength. The weakest player receives a Naval Defeat token (-1, -2, or -3 depending on the Age). The strongest receives a Naval Victory token (3, 5, or 7). The second‑strongest receives a smaller Victory token (1, 3, or 5). The third‑strongest may receive a 3‑point Victory token only in Age III. Ties are resolved as described in the rulebook (all tied players receive the appropriate token for the rank they occupy). Discarding a Card When a player discards a card, they may either gain 3 Coins or move their Yellow Ship one space upward for free (no Naval Construction cost). Scoring Guilds At game end, each Guild card is capped at a maximum of 10 Victory Points, regardless of the number of matching colors a player has. Other Actions All other actions (building cards, constructing Wonder stages, using special effects of Armada or Island cards) follow the standard 7 Wonders rules, with the additional effects described in the expansion’s card texts. End of Game and Scoring The game ends after the third Age. Each player tallies Victory Points from: Buildings and Wonder stages (base game). Guild cards (capped at 10 VP each). Naval Victory tokens earned in Naval Conflicts. Island cards that grant Victory Points at game end. Blue fleet Victory Points (based on the final position of the Blue Ship). Any additional Victory Points from Island effects (e.g., Wondrous Harbor, Rainbow Archipelago). Subtract any Naval Defeat tokens (negative values). The player with the highest total wins. If a player’s total is lower than every other player’s, they lose. Tips for Winning Prioritize upgrading your Red fleet early to boost Naval Strength and secure Naval Victory tokens. Use Yellow fleet upgrades to collect Coins and levy Taxes, which can cripple opponents’ economies. Explore Islands strategically: solitary exploration gives you a full choice of four cards, while group exploration forces you to settle for the best of the shared pool. ## FAQ ### Do I need the base game to play? Yes! Armada is an expansion, so you'll need the original 7 Wonders to play. ### Is it compatible with other expansions? Absolutely. It is fully compatible with all other 7 Wonders expansions. ### Does it make the game much harder? The complexity increases slightly due to the shipyard boards and new rules, but it's nothing a casual player can't learn quickly. ### How many players can play? From 3 to 7 players, maintaining the base game's scalability. ### What's inside the box? It includes shipyard boards, fleet miniatures, Age and Island cards, conflict tokens, and player aids. ## Price Comparison ### Best Offers in Brazil - **Amazon**: R$ 349,99 (https://www.amazon.com.br/dp/B07ZHT58DC?tag=bgbot26-20) - **Tschüss**: R$ 159,71 (https://www.tschuss.com.br/expansoes-e-boosters/7-wonders-armada?utm_source=boardgamesbot.com) - **Ludostation**: R$ 179,99 (https://ludostation.com.br/produtos/7-wonders-2-edicao-armada-vw7l3/?utm_source=boardgamesbot.com) - **Paladins Games**: R$ 195,21 (http://paladinsgames.com.br/produto/235843/7-wonders-armada?utm_source=boardgamesbot.com) - **Cangaia Jogos**: R$ 199,01 (https://www.cangaiajogos.com.br/todos-os-jogos/jogos-para-familia/7-wonders-armada?utm_source=boardgamesbot.com) - **Dalaran Games**: R$ 208,90 (https://www.dalaran.com.br/7-wonders-armada-expansao?utm_source=boardgamesbot.com) - See all on Compara Jogos: https://www.comparajogos.com.br/item/7-wonders-armada ### Best International Offers - **BoardGamePrices.com**: $ 39.99 (https://boardgameprices.com/item/go?source=A&storeitemid=4915218&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/25437/7-wonders-armada?utm_source=boardgamesbot.com