Go To Games: 7 Wonders
Brant Guillory, 7 August 2013
For a lot of people, their “go-to” game is the game they boot up on the computer when they have time to kill in the evenings, or over a weekend when they’ve got the game on TV and want to safely ignore commercials. And while I have a few casual “go-to” games in the digital world, I would be remiss if I failed to extoll the virtues of my tabletop “go-to” game for multi-player gatherings: 7 Wonders.
For most wargamers, 7 Wonders barely registered on their radar. A fast-playing European production, 7 Wonders has an abstract combat mechanic, and one that can be safely ignored and still result in a resounding victory. With so little battlefield relevance, it’s not wonder that many grogs steered clear of 7 Wonders when it was released. Their loss. Seriously.
The core schtick of 7 Wonders is a play-a-card city-building mechanic where players use resources to build parts of their cities, including attempting to build one of the Wonders of the Ancient World. The original game came with players’ boards for the widely-acknowledged 7 Wonders of the Ancient World, but subsequent expansions (including a brand-new pack of boards) give players almost 20 options around which to build their cities, including the Colosseum, The Great Wall, and Stonehenge.




