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7 Wonders Dice

7 Wonders Dice Rulebook

Table of Contents

Table of Contents

  • Setup
    • Buildings in your city
    • Exterior buildings
  • Gameplay Overview
    • 1. Mix up the dice
    • 2. Take an action
      • A. Construct a Building
      • B. Construct your Wonder
      • C. Pass your turn
    • Bonus spaces
  • End of Game
  • Board Overview
    • Warehouse
    • Gold Reserve
    • Wonder
    • Agora
    • Market
    • Barracks
    • University
    • Spy
    • Gallery of Leaders
    • Guild Court
  • Final Scoring

Setup

  1. Give each player a random board and pencil.
  2. Place the small box, called the Forum, in the center of the table.
  3. Place, inside this box, the 7 starting dice: 3 grey, 1 blue, 1 red, 1 yellow, and 1 green.
  4. Keep the 3 special dice nearby: 1 black, 1 white, and 1 purple. They will be used later on in the game.

Buildings in your city

  • A Wonder
  • B Guild Court
  • C Gallery of Leaders
  • D Western Barracks
  • E Agora
  • F Market
  • G University
  • H Eastern Barracks

Exterior buildings

  • I Warehouse
  • J Gold Reserve

Gameplay Overview

A game of 7 Wonders Dice plays over a series of turns, each with 2 phases.

1. Mix up the dice

A random player places the lid on the Forum and makes circular movements on the table to mix up the dice. They then remove the lid to reveal the dice and their cost.

The Forum is divided into 4 sections, each associated with a cost: 0, 1, 2, or 3 Coins.

2. Take an action

Simultaneously, each player must take 1 of the 3 following actions:

  • A. Construct a Building
  • B. Construct Your Wonder
  • C. Pass Your Turn

A. Construct a Building

  • Choose one of the 7 dice available in the Forum. The symbol on the top side of the die is associated with a Building on your board. Depending on its section in the Forum, pay the cost of the die you chose using Coins from your Gold Reserve (see Warehouse and Gold Reserve).

    Note: Do not remove dice from the Forum; multiple players may choose the same die.

  • On your board, the arrow attached to the symbol shows the order of construction, which you must follow when crossing off spaces. Pay the construction cost shown in the space using Resources from your Warehouse and/or Coins from your Gold Reserve (see Warehouse and Gold Reserve).

  • Finally, cross off the concerned space. You benefit from its effect from now on (see Player Aid).

B. Construct your Wonder

Your Wonder is the only Building in your city that you can construct without choosing a die. You must cross off its spaces in the order shown by the arrow.

Pay the construction cost shown in the space using Resources from your Warehouse and/or Coins from your Gold Reserve (see Warehouse and Gold Reserve).

Finally, cross off the concerned space. You benefit from its effect from now on (see Player Aid).

C. Pass your turn

If you cannot or don't want to cross off a space, pass your turn and gain 3 Coins (see Gold Reserve).

Bonus spaces

When you've crossed off all the spaces of a Building in your city, announce it out loud and cross off one available bonus of your choice. Immediately benefit from its effect (see Player Aid).

After everyone has taken an action, begin a new turn, and so on until the end of the game is triggered.

End of Game

When one player has crossed off 3 bonuses, the end of the game is triggered. Finish the current turn and play one final turn before continuing to final scoring (see Final Scoring).

Board Overview

Your board is divided into two parts: the bottom corresponds to your economy and the top represents your city. Each Building has specific features and different effects: the features are explained below and all effects are described on the Player Aid.

Warehouse

Each space crossed off in the Warehouse shows that you produce one Resource. Resources are never spent; you have them until the end of the game.

To cross them off, all spaces on your board require from 0 to 6 Resources, no matter which kind. If you don't produce enough Resources to pay the construction cost of a space, you must spend 1 Coin per missing Resource.

Gold Reserve

Coins let you pay the die cost. They also let you pay the construction cost of a space if you don't produce enough Resources.

When you gain Coins, circle them in your Gold Reserve. You start the game with a row of 7 Coins pre-circled.

When you spend Coins, fill in your circled Coins.

Note: If you gain Coins and your Gold Reserve is full, erase Coins you previously filled in to use them again.

Example: The space you want to cross off requires 3 Resources. Since you only have 2 Resources, you must spend 1 Coin by filling it in.

Wonder

Each city has a Wonder, made of 3 construction steps. Each Wonder lets you benefit from unique effects (see Player Aid).

Reminder: Do not choose a die to construct your Wonder.

Agora

Each space of the Agora can be crossed off with 2 different symbols on the blue die.

The first player to cross off all the spaces of their Agora gains 3 extra Victory Points. They show this by crossing off the space in the top-right of their Agora.

Market

In your Market, multiple arrows are attached to coin and goods symbols. These spaces can be crossed off in any order.

Barracks

The Western Barracks represents your military strength (attack and defense) against the city to your left. And the Eastern Barracks represents your military strength (attack and defense) against the city to your right.

When you cross off an attack space, gain Victory Points depending on the defense spaces the defending city has crossed off, on previous turns:

  • If the city has no defense, gain the indicated Victory Points.
  • If the city has 1 defense, gain 1 Victory Point less than the indicated points.
  • If the city has 2 defense, gain 2 Victory Points less than the indicated points.

Important: Immediately write the Victory Points gained in the laurel symbol on the space you just crossed off.

Note: During 2-player games, your Western Barracks is adjacent to your opponent's Eastern Barracks. Conversely, your Eastern Barracks is adjacent to their Western Barracks.

Example: You attack the city to your right for the first time: since they already have 1 defense, you gain 2 Victory Points (3-1=2) that you write directly between the laurels.

University

The University lets you, among other things, unlock the 3 special dice:

  • The black die lets you cross off spaces of different Buildings on your board.
  • The white die grants you access to the Gallery of Leaders.
  • The purple die grants you access to the Guild Court.

When a player unlocks a special die for the first time, they must replace (at the end of the turn) a grey die in the Forum, chosen randomly, with the special die.

Important: You cannot choose a special die in the Forum until you have unlocked it yourself.

Spy

There is no black Building in your city, but each face of the black die lets you directly cross off a space of a Building (see Player Aid).

Gallery of Leaders

The Gallery of Leaders doesn't have specific features, but it lets you, among other things, speed up the construction of your city using its effects (see Player Aid).

Guild Court

To cross off a space of the Guild Court, you must fulfill the following condition: have at least as many spaces crossed off in the Building shown by the purple die as each of your 2 neighboring cities.

During a 2-player game, you must have strictly more crossed-off spaces of the Building shown than your opponent.

Note: Spaces crossed off during the current turn do not count.

Example: The purple die shows the Market symbol. You have 2 spaces crossed off in your Market. The city to your right also has 2. The city to your left has 1. You may therefore cross off a space of your Guild Court.

Final Scoring

Using the score board, add up the Victory Points for Buildings in your city. The player with the highest score wins the game. In case of tie, the player with the most unspent circled Coins wins the game. If there's still a tie, tied players share the victory.

Designer: Antoine Bauza Illustrator: Agnès Ripoche Credits and thanks: www.rprod.com/en/7-wonders-dice/credits

© REPOS PRODUCTION 2025. ALL RIGHTS RESERVED. Repos Production SA • Rue des Comédiens, 22 • 1000 Brussels – Belgium • www.rprod.com This material may only be used for private entertainment.