7 Wonders!

My copy has now been played over 10 times with various groups, and I think I can declare this the best game since Dominion, at least.

For a summary of what the game is about and how it works, I'll refer you to the above link to BGG; here's my review of what I like and don't like about the game, which is not on BGG.

Pros:
- Mix of strategy, tactics, and luck; more strategic players are likely to do well, but aren't assured of a win
- Wide group size range (3-7, with a 2-player variant)
- Short play time (~45 minutes, including setup and cleanup)
- Moderate player interaction, with no directly destructive interaction
- Very nice artwork
- Quite easy to learn
- Good replayability (setup factors and card shuffles make each game quite different)
- Basic version is good, advanced version adds factors once basic is mastered
- Rules are clear and coverage seems complete
- Box stores components well; 4 rubber bands are useful additions
- Excellent pacing, even with maximum players; downtime is not a problem

Cons (all minor, in my opinion):
- Setup and cleanup takes a little time because of card sorting
- Hard to see how there can be a lot of good expansions for this one
- A rules gotcha that catches most people at least once: players aren't allowed to build a duplicate of a building they already have
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From: [identity profile] ironphoenix.livejournal.com


We'll see how it lasts... I figure it's got a fair bit more life in it for me, especially given my last point below.

Issues:

Railroading--Yes on the one hand, but... the influence on others generated by one's monument ability can be useful. I've found that perhaps the least useful ability is the 9-coin one, because played right, just about any of the others have the potential to be worth considerably more.

Monument Balance--I think that with the possible exception of the 9-coin monument, most of the monuments balance well on average, if you include the cost. The Pyramids (5 VP) cost more, as I recall, because the VP are "ironclad". I can't comment yet on how well-balanced the B-sides are, either among each other or against the A-sides.

Randomness--I know you aren't as much a fan of it as many; I'm actually very much a fan of having a good number of games in which the best strategy can be overcome at least occasionally by luck. I want the folks I game with to enjoy themselves, and because skill levels aren't always well-balanced, games like this give the less skilled gamers a chance at the win.

From: [identity profile] dagibbs.livejournal.com


Yeah, the nine-coin one does seem the weakest. Of course, that money can be spent on goods to build other stuff -- which is, I think, the idea of its value. But, still.

I think the two military one would be more valuable in a small game (3-4 players) than large, because your military will have an impact on a far larger percent of the players -- either by taking VP from them, or by triggering them to spend actions on military. But in a large game, that effect is much more difuse.

Yeah, the randomness does have its place. It isn't that I won't play it -- I do like it well enough to play it when it comes out, I just don't think I'm going to be the one suggesting we bring it out. And, yeah, lots of people do enjoy it, which is cool, too.
.

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