
7 Wonders
Card drafting across three ages: build your city, trade with your neighbours and raise a wonder.
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Card drafting across three ages: build your city, trade with your neighbours and raise a wonder.

Build your deck, sail the Fractured Sea, defeat monsters and bank more honor than anyone else.

Merlin knows the traitors and has to hide it: three quests for Good, three failures for Evil and the Assassin's last bullet.

Build industries, connect towns and sell your goods in industrial England.

Lay tiles, claim roads and cities with meeples, and close a feature with more meeples than anyone else.

Explore, trade and build on the island: gather resources with every roll, raise settlements and cities, and reach 10 victory points before anyone else.

Blind bidding and colourful houses: buy, build and shift the value of each colour to become the village's best builder.

Four factions, five turns and a storm that sweeps the spice: hold three strongholds or end up richest.

Cooperative story adventure: resolve encounters against the clock, piece the plot together and close each chapter with a report.

Worker placement and deck building on Arrakis: send agents, fight conflicts and win alliances before the conflict deck runs out.

Eight cards, eight rounds and reverse scoring: explore Alula and cash your quests by looking at what you played later.

A motorized getaway of dice and gunfire: cross the bridge with the most money and never finish last.

Co-op campaign: pick two cards per round, fight monsters and complete the scenario's objective.

A party of heroes and dice: slay three monsters or gather all six classes while your rivals sabotage you.

Classic dungeon crawling with one player as Zargon: four heroes, fourteen quests and a door that hides anything.

A duel for two: destroy the Ring, rally six races or dominate all seven regions of Middle-earth.

Two starter decks, a hacker and a megacorp: steal agendas, protect servers and reach seven points before your rival.

One player is the nosy doorman: talk about the secret word without knowing it and catch Baldomero before he overhears you.

One poker deck, twelve corrupted monarchs and a team: spend the right suits to topple the king without emptying your hand.

A duel of two principalities: produce resources, build settlements and cities, and reach the victory point target first.

Nine co-op chapters on a flipping map of Nottingham: move your outlaws, talk to people and keep hope alive.

Two-outlaw duel: grab loot tiles with a knight's move, sell them for gold and race your bard round the fame track.

Seven tiles, a 15x15 grid and premium squares: build crossword words and squeeze every turn for points.

Three rounds of drafting: pick a card, pass the hand and build the best sushi set before the cards run out.

One clue-giver, one forbidden word and a buzzer: describe without saying the obvious and beat the other team.

Ticket to Ride in miniature: fifteen minutes of routes, contracts and merchandise in 17th-century Amsterdam.

A bag of coins, medieval units and six control markers: hold more locations than your rival.
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