# 7 Wonders: Wonder Pack ## General Info - **Year Published**: 2013 - **BGG Rating**: 7.6 - **BGG Rank**: — - **Players**: 2-7 (Best with: 4) - **Duration**: 30 min - **Weight**: 2.26 / 5 - **Designers**: Antoine Bauza - **Artists**: Miguel Coimbra - **Publishers**: Repos Production, Asterion Press, Lautapelit.fi, Rebel Sp. z o.o. - **Categories**: Ancient, Card Game, City Building, Civilization, Expansion for Base-game - **Mechanics**: Closed Drafting, Set Collection, Simultaneous Action Selection, Variable Player Powers ## Verdict If you love 7 Wonders, you’ll enjoy this pack that adds four distinct wonders to spice up your strategy.New wonder varietyFlexible Wall constructionAdditional scoring routesNo extra components beyond cardsRequires base gameHIGHLY RECOMMENDED ## Description 7 Wonders: Wonder Pack arrives as an expansion that adds four fresh wonders to the beloved 7 Wonders base game, preserving the same flow and strategic depth. Players can now pick from the Great Wall of China, Stonehenge, Abu Simbel, and the revamped Manneken Pis. Each wonder brings its own twist: the Wall lets you build its stages in any order, reflecting its horizontal nature; Stonehenge scores based on the amount of stone you own; Abu Simbel allows leaders to be buried and mummified for bonus points; and Manneken Pis brings back the quirky promotional wonder from 2010 with a more balanced design. The new wonder cards slot seamlessly into the closed drafting rounds, where everyone picks a card and passes the rest, keeping the tension over who gets what. Set collection remains crucial, as many scoring conditions still rely on having complete groups of resources or symbols. Simultaneous action selection keeps the game brisk, while variable player powers give each wonder a distinct identity. The expansion adds no extra physical components beyond the wonder cards, but it injects a lot of strategic variety, especially in games with five or more players where competition for specific stages tightens. If you already love 7 Wonders, Wonder Pack is the easiest way to broaden the experience without complicating setup, keeping playtime around 30 minutes and the complexity light. Perfect for those seeking more victory paths and a dash of extra history without altering the core feel of the game. ## How to Play Game Objective Refer to the manual for details on this section. Preparation (Setup) Refer to the manual for details on this section. Game Flow Refer to the manual for details on this section. Actions and How to Play Wonder Construction The construction phases of a Wonder can be developed, and some have special rules: The Great Wall: The construction phases of the Great Wall can be developed in any order by the player. The player must choose the phase to develop before other players reveal their action. Manneken Pis: The player applies the effects of the construction phases of their neighbors' Wonders. The construction costs of the Manneken Pis phases are identical to those of the copied phases. It is not necessary for the copied phases to be developed for the Manneken Pis to develop them. If the Great Wall is a neighbor of the Manneken Pis, the owner of the Manneken Pis can choose which phase they wish to copy. Effects of Wonder Construction Phases The Great Wall Phase 1: The player receives 8 coins from the bank and adds them to their treasury. In addition, neighboring players each gain 2 coins from the bank. Phase 2: At the end of the game, the player receives an extra science symbol of their choice. The mask copies a science symbol from a green card present in one of the two neighboring cities. A player can copy the symbol from a card in a neighboring city, even if the player's city has a copy of the same card. Phase 3: The player gains 2 Shields to add to their total in the Conflict Resolution phase. At the end of the current Age, the player does not participate in the Conflict Resolution phase. Instead, the city to their left faces the city to their right. Additionally, every player, except the owner of this Wonder, will have to pay 2 coins to the bank. If you are not playing with the "Cities" expansion, a player who only has one coin simply pays that coin to the bank. If a player has no coins, they will not suffer this penalty. In the event that only two players remain in the Conflict Resolution phase, they will fight only once, giving each of them only one combat token. Phase 4: The player can, at the end of the developing turn, choose a card from the discard pile of the Age and place it into play without cost. This phase allows the player to benefit, each turn, from a resource of their choice, which they do not produce in their city through a brown, gray card, or starting resource from their Wonder board. Resources produced by yellow, white, or black cards are not taken into account. Abu Simbel (requires Leaders expansion) Phase 1: When this Wonder construction phase is developed, the player must choose one of their previously recruited leaders and place it face down in the reserved space on the Wonder board. The player cannot benefit from the effects of the chosen leader. At the end of the game, the player has a number of points corresponding to double the cost of the mummified leader. Phase 2: Same as Phase 3 of side (A). Phase 3: Same as Phase 3 of side (A). Stonehenge Phase 1: This phase gives the player one coin for each Stone present on their developed brown cards. At the end of the game, the player gains one victory point for each Stone resource present on their brown cards. Phase 2: At the end of the game, the player places the face-up card used to mark the progression of the construction phase. Then, the player receives one victory point for each card of that color present in the two neighboring cities. Phase 3: At the end of the game, the player gains 2 victory points for each stone resource present on their brown cards. Manneken Pis The Manneken Pis does not produce resources, but the player starts the game with four extra coins. Phase 1: The player applies the effects of the first construction phase of the Wonder (neighboring city) to their left. Phase 2: The player applies the effects of the second construction phase of the Wonder (neighboring city) to their right. Phase 3: The player applies the effects of the last construction phase of the Wonder (neighboring city) to their left. Halikarnassos Phase 1: The player receives 7 coins from the bank. Additionally, the player receives an extra shield for the conflict resolution phase and 7 Victory Points. Resolution Order of Discard Pile Cards If multiple players take cards from the discard pile during a given turn, the resolution order is as follows: Halikarnassos, The Great Wall, Manneken Pis, Salomon, and finally, the Courtesan’s Guild. End of Game and Scoring Wonder Scoring Abu Simbel (requires Leaders expansion): At the end of the game, the player has a number of points corresponding to double the cost of the mummified leader. Stonehenge - Phase 1: At the end of the game, the player gains one victory point for each Stone resource present on their brown cards. Stonehenge - Phase 2: At the end of the game, the player places the face-up card used to mark the progression of the construction phase. Then, the player receives one victory point for each card of that color present in the two neighboring cities. Stonehenge - Phase 3: At the end of the game, the player gains 2 victory points for each stone resource present on their brown cards. Halikarnassos - Phase 1: The player receives 7 Victory Points. Tips for Winning When playing with the Great Wall, plan the development order of your construction phases, as you can choose any order, but you must decide before other players reveal their actions. If you own the Manneken Pis and a neighbor has the Great Wall, take advantage of the special rule to choose which phase of the Great Wall you wish to copy, adapting to your strategy. With Abu Simbel, carefully evaluate which leader to "mummify." Although you lose the immediate benefit of the leader, double the cost in victory points at the end of the game can be a powerful strategy. ## FAQ ### How many players can use the expansion? It works with the same player range as the base game: 2 to 7. ### How long does a game last with the Wonder Pack? Average playing time stays around 30 minutes, just like the base game. ### Do I need the base game to use the Wonder Pack? Yes, the pack is a supplement and cannot be played standalone. ### What new mechanics does it introduce? No brand‑new mechanics, but the wonders give each player variable powers that affect scoring. ### Does the pack include any physical components besides cards? No, it only adds the four wonder cards. ### Is it suitable for beginners? Absolutely; the weight remains low (2.2), making it great for newcomers to 7 Wonders. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 8.18 (https://boardgameprices.com/item/go?source=A&storeitemid=3433050&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 9.17 (https://boardgameprices.com/item/go?source=A&storeitemid=318653&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 9.55 (https://boardgameprices.com/item/go?source=A&storeitemid=152756&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 9.93 (https://boardgameprices.com/item/go?source=A&storeitemid=489228&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 10.15 (https://boardgameprices.com/item/go?source=A&storeitemid=6912405&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 10.27 (https://boardgameprices.com/item/go?source=A&storeitemid=1080087&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 10.49 (https://boardgameprices.com/item/go?source=A&storeitemid=5044204&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 11.99 (https://boardgameprices.com/item/go?source=A&storeitemid=4885042&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/3547/7-wonders-wonder-pack?utm_source=boardgamesbot.com