Saturday, 14 February 2026

7 Wonders Dice


7 Wonders, first published in 2010, has now become a juggernaut of a franchise. The series has multiple expansions and spin offs. Some of the spin offs have different core mechanisms. They are different games, but they use the same theme and art style. The 2 player version of 7 Wonders has now been turned into a Lord of the Rings game. For the dice game version to get released only in 2025, 15 years after the original, is a little surprising. For many other successful franchises, the dice game version or the card game version would have been out much earlier. 


7 Wonders Dice is a roll-and-write game. Multiple dice are rolled every round, and you pick one to use. Everyone does this at the same time. Your choice does not affect other players. The same die can be used by multiple players. You normally use a die to tick one box on your player sheet, which represents constructing one section of a building. The game ends after any one player completes three buildings. The player sheets are the same, with two exceptions, your wonder of the world, and your university. Your wonder is in the top left corner, and it can be completed in only three steps. It is actually pretty easy to complete. You are not relying very much on other buildings to help you complete your wonder. Instead, it is your wonder which will help you complete other buildings or gain specific benefits. 


You roll the dice in a flat and wide box with a cover on, and you shake that box in a circular motion. This is because the box is divided into four sections, and depending on where a die is, the cost to use the die differs. The cost can be between 0 to 3 gold. If you can't afford any die, or if you are not willing to spend the money on what you can afford, you can choose to not use any die and collect 3 gold instead. 


The green building is the university. All the spaces on your sheet has a number below it. This number means how many resource types your nation needs to produce for you to be able to tick the space. If your nation does not produce enough, you can make up for the shortage by paying gold. This is why you need gold. At this particular university, the first spaces of the three rows mean (from top to bottom) the blue die becomes free for you, you earn 2 gold whenever you use the red die, and you get to tick your yellow building. Every player's university is different, and this nudges players in different directions. When you reach the third spaces at the three rows, they unlock an additional die - black, purple or white. The black die has faces for multiple buildings, so it gives you more flexibility. The purple and white dice are for two specific advanced buildings. 


You have two red buildings - garrisons - on the two sides of your sheet. You tick boxes representing offence and defence. Your garrisons are compared against those of your neighbours. If you tick offence boxes before your neighbours have any defences, you score more points. So here you have some player interaction. There isn't a lot in this game. You don't steal points from your opponents. It's just that they will be letting you score more if they don't put up defences. 

I played on BGA, and the convenience of doing so is a problem. It's not the website's fault. It's mine. Every turn the system highlights all the valid spots I can tick and indicates the cost. As a result I don't think much and just click. This is not a good thing. In the first game I played, I decided to be thrifty. I mostly chose to use dice which were free. Sometimes I chose to increase resource production even when it wasn't free, because having more resource types would help reduce costs in future. I later realised that this wasn't a good policy. I was reactive and I didn't really have a clear strategy. I wasn't building up any strong advantage. 


Those coin icons along the bottom of the player sheet are for recording your gold. When you earn gold, you circle coins. When you spend gold, you fill in the circles. A game starts with 7 coins circled, which means you start with 7 gold. If you look at the screenshot above (I'm at the top), I rarely earn or spend gold, much less than all my opponents. 

Being insistent on saving money greatly constrained me. I had little consistency when constructing buildings. I had no coherent strategy. Well, other than being thrifty, which I later realised was not a good strategy. I should have been more deliberate in planning which buildings and which strengths to leverage. I needed to focus on specific areas. Only with focus you can gain a stronger advantage. 

In my second game, I chose to focus first on completing my wonder. My wonder helped me with resource production, and when I completed my wonder (which was also considered a building), I gained the bonus for a completed building. I realise that there is a sense of urgency in this game. You really should not waste any turn. You want to watch your opponents' progress so that you don't get caught unprepared when the game ends. Or look at it this way, if you are quicker in completing buildings, you have the advantage of being able to end the game when the time best fits you. That's a powerful thing. The decision you make every turn looks simple, but you actually need to put some thought into it if you want to play well and play more strategically. 


Player interaction is low in 7 Wonders Dice. It almost feels like a solo game. Among roll-and-write games, it's about mid-weight. Although the player sheets do differ, so far it doesn't seem to make a huge difference. Maybe I have not grasped this aspect well yet. For me the game is decent but not spectacular. However there is something instinctive that I enjoy about it which I can't fully explain. I think I enjoy the options I am given, and I enjoy the sense of progress. 

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