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- 7548Sentinels of the Multiverse
- 046Fluxx
- 9256Operation: Maccabee
- 534Dominion
- 52767 Wonders
- 1021LOTR: The Fellowship of the Ring Deck-Building Game
- 1558The Resistance: 3rd Edition
- 062Magic: The Gathering
- 314Love Letter
- 2532King of Tokyo
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- 1650 Caylus
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- 180 Through the Ages
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- 152 Magic: The Gathering
- 151 Arkham Horror
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- 417 Magic: The Gathering
- 334 7 Wonders
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- 176 Fluxx
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- 155 Mice and Mystics
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- 146 Android: Netrunner
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- 130 Axis & Allies 50th Anniversary Edition
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This variant makes the game much more fluid and shorter.
SETUP:
Take all cards needed to play in 3 players game set up
At the beginning of each phase, give 10 cards to each player (one card is discarded without knowing what it was)
Each player selects four cards and gives the other ones (6) to his opponent.
Each player selects 3 cards and discards the other, making a starting hand of 7 cards for each player.
GAMEPLAY CHANGES:
All the cards with two arrows on the side applied to your opponent but also to yourself
Each player can buy from the bank the resource of his choice for 3 coins (one coin reduction made by yellow cards is also applied to purchasing from bank)
The fighting phase at the end of each phase is considered as a one to one fight. During the last fight the winner recovers 5 points of victory but the loser takes as many -1 taken than the difference of shields during this battle (for example, if you win with five shields against 1 shield, the loser takes four -1 tokens)
Military points can be great, but don’t spend too many cards on military if your opponents are going for it as well. If it costs many cards, there are other options which are higher scoring in value. The penalty is also at worst -6 points, so the harm is minimal. Now, if your opponents aren’t taking military, it is quick and easy points to acquire some military.
Even though I highly recommend not focusing too much on one thing… you don’t want to let your opponent have it too easy. For instance, with the military, you might only win one round (maybe none), but you don’t want to let anyone just take the points. So, buy a military card here and there to force them to work for the win.
This may not seem important, but if you let the opponent off easy, not only will they win at the military strategy they are focused on, but have more cards to work with in their other areas of focus.
Don’t let them off easy!
Happy Gaming!
If your neighbors end up getting the gray resource cards, play a yellow card that lets you use theirs at a discount.
From the very start, look at what resources your neighbors’ wonders require, because that will very likely tell you what resource cards your neighbors are going to want. Then, you can also have a good idea what cards you won’t necessarily need to play (because you can buy from them).
The yellow cards that let you choose from a selection of resources can be vital if neither you nor your neighbors have the resources you need.
Although military can be a source of points if you manage to win by a narrow margin, there will come times when your neighbors get into arms races and you can tell fairly early on that they’re going to be building large militaries regardless. In these cases, a better option is to simply accept your negative points and focus on using the situation to your advantage.
Since your neighbors are building militaries, they are using opportunities they could have used to produce resources. So what’s a good neighbor to do? Do it for them! Build resources they don’t have, and profit when they both turn to you to purchase what they need.
War may be a dirty job, but since someone’s going to use it anyway, you may as well make the best of it.
A lot of 7 Wonders players will advise you that going after military victories is a waste of time. However, a perusal of the results from the World Championship of Boardgames shows that all the finalists made the military a key part of their civilization. While you certainly don’t want to get bogged down in an arms race, military victories do offer you the potential of 18 points while allowing you to drop both of your neighbors 6 points – in other words, nothing to sneeze at.
My favorite approach to military in 7 Wonders borrows a page from modern American military tactics: Shock & Awe. With Shock & Awe you try to win military victories on the cheap by yes, shocking and awing your neighbors. To do this, wait on buying military in the First Age until the last couple of hands; in other words, lull your neighbors into thinking they don’t have to worry about military and then “shock” them at the last moment by laying down a military card.
In the Second Age, you reverse the strategy by playing down a military card as quickly as possible in order to “awe” your neighbors. By playing a military card quickly, you show your opponents that they are going to have to commit serious attention to pass your military capabilities. This situation encourages your neighbors just to give up on the military and concentrate their efforts elsewhere. Typically, you will even be labeled a military tyrant – something you should encourage. Once labeled this way, your neighbors are even less likely to bother challenging your supremacy. Thereby, you get all the military points without actually committing much to the effort. At this point, just one military card in the Third Age will likely assure you a complete military victory through sheer intimidation and numerical supremacy.
Of course military prowess alone will not assure you of victory; nevertheless, you just might be shocked at how often it will lead to an awesome civilization that wins you the game.
Don’t forget to get a variety of resources early on because you’ll need all or most of them later and buying from your neighbors is expensive. Some people try to use the gold cards to compensate, but if you don’t have resources, then you don’t have income, so you will need more gold cards to get money. Gold cards don’t give you points, and that’s a lot of gold cards when you could have been getting resources and point cards.
You might think this game is about choosing which cards to play. You are only half-right. This game is also about choosing which cards to pass on to your neighbors. Crucial cards here are the red, the green and the purple ones. If you think that a card can be a great help to your opponent, check if he can build it. If he can, consider building it yourself, discarding it, or using it for your wonder. In other words, deny it from him.
Forum and Caravansery are two great cards (of Phase 2) that can help you beat your enemies. For example: having a Caravansery allows me to get all complex resources, and deny my neighbors to buying them from me!
Since most players love them, you will most likely only have one chance to build it. For that I recommend you have the resources to build either. For that plan to have either 2 wood & 2 bricks (or save the money to buy the resources) or trading post/marketplace (that allows you to build them for free). My favorite is planting the trading post and making sure that I can buy the resources, but it depends on the game.
Good Luck!!
When both of your neighbors have the resources you need, you have the option of who to pay money to. Consider this when deciding who to pay.
In the early game, money is scarce. Think about how whoever you pay money to, will then have more money to buy resources themselves. If one of your neighbors is rich in money and/or resources, paying them will not help improve their position, while it may help a neighbor who is poor and/or lacking resources. Let that player lacking money and resources starve and pay the person who doesn’t need the money. At the worst, it’ll be a couple extra points for that player, but at the best, it will prevent the starved neighbor from building good cards.
Second of all, money is worth points. Every three coins is a point. Generally, points awarded for money is miniscule, but late in the game, if you can pay one person and avoid them getting an extra point for it, that is worth your while.