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Manual — 7 Wonders (2ª Edição): Líderes

Repos Production, Galápagos Jogos, Hobby Japan · Jogo de tabuleiro · 2020
3–7 · melhor 4 40 min Peso 2.4/5 PDF oficial 4 páginas
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“Politics is the art of ruling free men.” (Aristotle)

CONTENTS
• 2 Wonder boards (Roma and Abu Simbel)
• 55 Leader cards separated into 3 decks:
• Standard (34 cards)
• Expert (15 cards)
• Cities (6 Bonus cards)
• 18 Coins worth 6
• 1 score pad
• 3 Description of New Effects sheets
• This rulebook

OVERVIEW
This expansion to 7 Wonders lets you put great figures at the helm of your civilization: Leaders.
Represented by 55 new cards, they will each influence the development of your City in their own way.
This expansion slightly changes the base rules to 7 Wonders, but the victory conditions remain the same.

ELEMENTS OF THE GAME

WONDER BOARDS
Roma and Abu Simbel are only used if playing with this expansion.

LEADER CARDS
Leader cards each represent a unique leader.
They are different than Age cards and show a new design on the back.
Their cost must always be paid in Coins.
Note: The 6 Bonus Cities cards can only be used if playing with both the Leaders and Cities expansions.

COINS
New Coins worth 6 are added to the reserve.
Note: In these rules, when you see “x Coins,” the “x” corresponds to the total value of your Coins. In other words, “Take x Coins” means you take coins worth a total of x.

SCORE PAD
This score pad assists you in counting victory points gained through the Leaders, Cities, and Armada expansions.

DESCRIPTION OF NEW EFFECTS SHEET
These sheets provide a complete explanation of all the new symbols in the game.

ANTOINE BAUZA

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SETUP
Setup follows the normal 7 Wonders rules with the single exception of players receiving 6 Coins at the beginning of the game (instead of 3 as in the base game).

GAMEPLAY
Gameplay follows the normal 7 Wonders rules with the exception of two new phases:
A. Selection Phase (at the beginning of the game)
B. Recruitment Phase (at the beginning of each Age)

A. SELECTION PHASE
Randomly and secretly deal 4 Leader cards to each player.
Remaining Leaders are put back in the box.
Note: For your first few games with the Leaders expansion, we recommend only using the Standard Leader cards.
When you are familiar with this expansion, shuffle the Expert cards with the other Leaders.
• Simultaneously and secretly choose 1 Leader card from those in your hand and put it face down in front of you.
• When all players have chosen their card, pass your hand of cards to the neighbor on your right, still keeping them face down.
• Repeat the previous two steps until you receive and keep a single card from your neighbor.
At the end of this phase, all players will have a hand of 4 Leaders.
Age I can now begin.

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3
B. RECRUITMENT PHASE
At the beginning of each Age, during this phase, simultaneously choose
1 of your Leaders and place them face down in front of you.
Leader cards can be played in 3 ways:
A. Recruit this Leader
B. Construct a stage of your Wonder
C. Sell this Leader
A. Recruit this Leader
To recruit this Leader, reveal your card and pay its cost in Coins (which are
then returned to the reserve). Place your recruited Leader face up next
to your Wonder board. From now on, you can benefit from its effect.
The cost of certain Leaders depends on the current Age.
Therefore you will pay 1 Coin in Age I, 2 Coins in Age II, and 3 Coins in Age III.
Note: To make things easier, we recommend putting Hannibal and Caesar with your
Red cards (military buildings), and Euclide, Ptolemy, and Pythagoras with your
Green cards (science buildings) with the corresponding symbol.
B. Construct a stage of your Wonder
You can use your Leader to construct a stage of your Wonder following the
normal 7 Wonders rules.
C. Sell this Leader
You can sell your Leader to take 3 Coins from the reserve and add them
to your Treasure following the normal 7 Wonders rules.
Once Recruitment is finished, the Age can begin following the normal
7 Wonders rules.
Keep your remaining Leaders face down in front of you; you’ll use them
during the next Recruitment phases.
RECRUITMENT IN AGE III
During Recruitment at the beginning of Age III, each player will have
2 Leader cards. Choose 1 that you will play normally and return
the unchosen Leader back in the box.
Note: If you’re playing with the Night side of the Roma Wonder, keep all
of your Leaders in front of you, even the unchosen Leader in Age III.

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END OF THE GAME
The game ends at the close of Age III, after the Resolution of Military Conflicts.
Proceed to scoring victory points following the normal base game rules.

PRODUCTION
REPOS
Cities Expansion
Total for team game
(Cities and/or Armada)
Armada Expansion

CLARIFICATION ON GREEN CARDS
In this expansion, it is possible to have more identical science symbols than in the base game.
Check how many identical symbols you have for each type of symbol and refer to the table below to calculate your victory points:

Number of identical symbols | Victory points
1 | 1
2 | 4
3 | 9
4 | 16
5 | 25
6 | 36
7 | 49
8 | 64
9 | 81

CREDITS
Designer: Antoine Bauza • Illustrators: Miguel Coimbra, Etienne Hebinger & Dimitri Chappuis
Development and publication: Cédrick Caumont & Thomas Provoost aka “Les Belges à Sombreros” and the Repos Production team. Complete credits online: www.7wonders.net/credits

© REPOS PRODUCTION 2011. ALL RIGHTS RESERVED.
Rue des Comédiens, 22 • 1000 Brussels - Belgium
+32 471 95 41 32 • www.rprod.com
The contents of this game can only be used for purposes of strictly personal and private entertainment.

On this line, note the total victory points provided by your Leaders.

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