Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Friday, 10 April 2026

Friday Filler: 7 Wonders Dice

It is surprising to realise that 7 Wonders is over fifteen years old. Published by Repos Production, it was the 2011 winner and the very first winner of the Spiel des Jahres Kenner spiel des Jahres, the award for the Connoisseur’s Game of the Year. This is not the only award it would win, though its is the most prestigious. It is a civilisation-themed, card-drafting, card development, and hand management game in which each player controls the fate of one the great cities of the Ancient World. Their aim, over the course of three acts, is to create a high scoring city, including building the Ancient Wonder that the city is famous for. The seven are, of course, the Great Pyramid of Giza, the Colossus of Rhodes, the Lighthouse of Alexandria, the Mausoleum at Halicarnassus, the Temple of Artemis at Ephesus, the Statue of Zeus at Olympia, and the Hanging Gardens of Babylon, each stage of which provides a mix of bonuses in game and points at the end of the game. 7 Wonders offered multiple ways to score and thus win. Defeat your neighbours with the largest military, being the richest city with the most gold, develop the most advanced science, spread the most culture, and so on. What is particularly notable about 7 Wonders is that because it concerns the Seven Wonders of the Ancient World, it supports seven players, which is a rarity for most board games. Unlike most civilisation board games, it also plays without a map, and it can be played in thirty minutes—even less with some familiarity. It is also played simultaneously. Lastly, when you play, it feels like you are telling the story of the city; whether you were invaded by a neighbour or retaliated later on, if you built a temple, developed a market, established important and powerful guilds, and so on. Of course, since its original publication, 7 Wonders has had numerous expansions and even a two-player version, but now it has a dice game.

7 Wonders Dice plays both exactly like 7 Wonders and exactly unlike 7 Wonders. Like 7 Wonders, it is designed to played by up to seven players, is played simultaneously, can be played in thirty minutes or less, and player controls the fate of a city home to one of the Wonders of the Ancient World. Unlike 7 Wonders, the game play of 7 Wonders Dice revolves around dice—as the game’s title suggests—and the results are not tracked by cards drafted and played, but by results of dice shaken that are recorded on player city boards. 7 Wonders Dice is actually a ‘Roll & Write’ rather than a straight dice game.

The game consists of ten dice, seven boards, seven dry-erase pencils, seven cloths, one box, scoreboard, three player aids, and a rulebook. All ten dice have different symbols on their faces, matching resources in the game. Seven of the dice—three grey and one each of blue, red, yellow, and green—are the starter dice. The colours match the colour of the cards in 7 Wonders. Thus, blue for culture, red for military, yellow for merchants, and green for science, whilst the grey cards are basic resource cards like the brown cards in 7 Wonders. The black, white, and purple dice are special dice. These only come into play when tracks on the University are completed and actually replace the base dice. The black die is the Spy and enables a player to cross off spaces in the buildings on his board; the white die grants access to the Gallery of Leaders and will help speed up construction; and the purple die allows access to Guild Court.

Each board is divided into two parts. The bottom part represents the city’s economy and is where a player tracks what resources he has access to in the city’s Warehouse and how much money he has in the Gold Reserve. The upper part is the city itself and here there are seven areas. These are the city’s blue-coloured Agora where culture is tracked; yellow-coloured Market where gold is generated; red-coloured Eastern Barracks and Western Barracks from where a player launch attacks against his neighbours and defend against attacks from his neighbours; green University where the special dice are unlocked; and purple Guild Court where a player can gain Victory Points from progress made by his neighbours. In addition, each board for its city’s Wonder and a set of three bonuses that can be gained by completing buildings.

At the start of the game, each player receives a board and a dry-erase pencil. A random player places the starting seven dice in the box. This box is the cleverest part of the game. It comes with a lid and when the lid is on, it looks like, and is called, the Forum. The bottom of the box is divided into four quadrants. These are priced from zero to three and separated by raised ridges. The Forum is shaken in a circular direction and the lid removed. The dice will now be distributed between the four quadrants. The face up symbols on the dice are what is available to buy at the Forum that turn and the value of the quadrant they are in determines how much they will cost to purchase that turn. A player can purchase only one die per turn and more than one player can purchase the same die.

Once each player has decided on the die he wants to purchase, he can one of three things with it. First, he can use it construct a building. Each building has one more or tracks showing what can be built next as well as the cost that has to be paid in addition to the price at the Forum. Construction cost can be offset by resources, but these need to be purchased and marked off in the Warehouse. Once done though, they are permanent and a player will not need to keep purchasing their resource over and over. Second, he can build a stage of his city’s Wonder and gain its benefits. This does not require a die to do so, but simply resources and gold. Third and last, a player can pass instead of selecting a die and receive three coins.

When a player completely fills in a single building and gained its benefits, there is an extra bonus to be gained. Once a player has filled in a total of three buildings and gained all three bonuses, the players are allowed one more turn before the game ends. At the end of the game, each player totals up the number of Victory Points earned from filled in spaces in the buildings across his city. The player with the most Victory Points is the winner. In comparison to 7 Wonders, determining which neighbouring cities defeated each other is slightly more complex, but otherwise scoring is a lot simpler in 7 Wonders Dice.

7 Wonders Dice faces the same problems as 7 Wonders in that it is not easy to teach or learn its nuances. The basics are fine—shake the dice, spend a die, and so on, but initially there is likely to be a lot of hand holding. Further, , the adaptation of 7 Wonders into the ‘Roll & Write’ 7 Wonders Dice has come at a cost. Gone is the interaction between neighbouring players in terms of purchasing resources, and instead, there is the ability of neighbouring players to invest in military defence that reduces the Victory Points gained by neighbour in his military offence. Gone is the ability to tell a story. There is no sense of a city being built, features being added, and it being developed along side the efforts to build the Wonder. This is not helped by the fact that the differences between one city and another are slight. They are there, but nowhere as distinctive as they are in 7 Wonders.

This is not to say that there is sense of progress to the game, more so when one or more of the special dice is purchased and they replace the base game, representing the city needing more sophisticated resources as they do in 7 Wonders. It is relatively slight though. On the plus side, 7 Wonders Dice is compact compared to 7 Wonders and has fewer components, making it easier to set up and play, as well as teach.

Physically, 7 Wonders Dice is a well presented. Everything is of good quality and bright and breezy and the rulebook is well written. Care will be needed to ensure that the boards—both the city boards and the scoreboards—are wiped clean after each play lest they mark permanently.

7 Wonders Dice plays fast and it plays simultaneously, both great features it shares with 7 Wonders. Yet it lacks nuance and the differences between the Seven Wonders of the Ancient World that made 7 Wonders so good in the first place, that of developing a civilisation, of attempting to win with different civilisations, of trying out their differing strategies, and ultimately telling a story. 7 Wonders Dice ultimately feels like 7 Wonders-themed game than an actual 7 Wonders game. 7 Wonders Dice is likeable, but not likeable enough to warrant coming back to too often.

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