Our Verdict
FOR GENRE FANS
If you love 7 Wonders and want a card that shakes up the end of the Age, this Cédrick & Thomas promo is a gem! It adds a cool tactical decision without overcomplicating things.
Highlights
- Changes military conflict
- Adds tactical decision
- Easy to integrate
- Low text on card
Keep in mind
- Requires base game
- Just one card
Rules manual not indexed yet
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About the game
What you do in a play session
Hey there, board game enthusiasts! If you're a fan of 7 Wonders and looking to spice up your gameplay, this Cédrick & Thomas promo card is just for you! This little gem adds an interesting strategic twist at the end of each Age, completely changing how military conflict is resolved. Think about it: you can choose to simply skip the conflict phase, preventing anyone from gaining or losing military points, or you can double down and make everyone face the conflict twice! This can completely turn the game around, especially if you're in a tricky spot or aiming to secure an advantage. It's a card that doesn't overcomplicate the rules but demands an important tactical decision. Perfect for those who already master the base game and are looking for that variation that makes a difference without adding too much complexity. With very little text, it's easy to integrate into any game, ensuring each Age ends with a 'what now?' feeling. If you're a 7 Wonders fan who enjoys unexpected twists, this card is a real find!
Expansion for
Published additional content
Gallery
Box and component photos
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Best player count
BGG community vote
1
OK
2
OK
Soundtrack
Ambience suggested by Melodice
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Where to Buy
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Mechanics, categories, families and credits
Categories
Families
Publisher
Repos Production
Designer
Antoine Bauza
Artist
Miguel Coimbra
Community
Data from BoardGameGeek
221owners
46wishlist
14want to play
Frequently Asked Questions
Quick answers before you buy
Which version of 7 Wonders does this card work with?
This card is a promotional expansion for 7 Wonders Leaders, but it can be used in any game of the base 7 Wonders, as it affects the military conflict phase.
How many players does it support?
The card itself doesn't change the player count, so it works with the same player count as your base 7 Wonders game (2 to 7 players).
What is the approximate playtime with this card?
The playtime doesn't change significantly, as the card only adds a quick tactical decision at the end of each Age.
Do I need to know 7 Wonders really well to use this card?
No, the card has very little text and its options are clear. However, you do need to be familiar with the basic rules of military conflict in 7 Wonders.
Is this card hard to get?
As a promotional item, it might be a bit harder to find. They are usually distributed at events or sold separately.
Is it worth buying just for this card?
If you're a collector or an avid 7 Wonders fan who enjoys tactical variations, it might be worth it. For casual players, it might not be essential.
What happens if I choose not to resolve the military conflict?
If you choose that option, the military conflict phase simply doesn't happen in that Age. No one gains or loses military victory or defeat tokens.