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From my understanding, they rebalanced some of the Wonders (some were MUCH better than others) by rearranging some of the rewards and changing the material requirements for some of the better ones. Some cards were also changed to rebalance but not as significantly.
And the entire game got a visual overhaul. Cards are laid out similar to how they look in 7 Wonders Duel (which I actually prefer the new design), card artwork has all been changed but it doesn't look too different from the original, links now have a symbol like in Duel instead of the name of the card, Wonders have "day/night" artwork now instead of an "A/B" side with the same artwork on both sides, and the backs of the cards now have this really nice shiny foil.
As far as expansions, they made a second edition of the main 3 expansions too to make them fit in aesthetically with the base set. I'm not sure if some of those were rebalanced as well but I'm sure they were.
If you already have the first edition and the expansions, I don't think you need to pick up the new version, but if you don't have it then the second edition is probably a better way to start.
Great game! One of the top 100 games on BGG. Very easy to teach and gameplay moves fast once everyone gets the hang of it. Has a few expansions that really change up the game I'd suggest getting once the game starts feeling predictable.
A nice aspect of 7 Wonders is that it is very scalable, from 3 to 7 players (or even up to 9 if you have all the expansion content.) Turns are simultaneous, and in most instances* you only interact with the players to your immediate left/right, so it doesn't bog down.
I recommend getting one of the free Android/iPhone scoring apps and putting in the players' names before the game starts. It makes scoring at the end way faster. "Okay, around the table, how many point in Blue did you have?" "Tell me how many of each Green symbol you had." Then it tabulates scores and who did best in what.
I picked up several copies of the game one year at Target on Christmas clearance for $10 each and give them away to people interested in getting into board-gaming.
*some of the expansion content affects everyone at the table, or skips a player next to you, etc. Generally, we play with the Cites, Leaders, and mini-pack expansions, as well as the extra Wonder boards, but don't really care for the Babel expansion. Armada looks interesting, but again, it looks like something that would significantly slow down a relatively quick game.
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To me, the game is insanely complex. You have to balance a lot of aspects, focus on resources you have, what your neighbors have and try to build up your strength while at the same time weaken your neighbors. Not to mention the complex math each player had to do in the end of the game. Miscalculated is common.
Someone who play the game regularly will have an unfair advantage on knowing what cards are available in each stage. I guess it is "easy to teach someone to lose". I own the game. I don't like it.
In comparison, "Sushi Go" is a lot easier to learn and it is basically a simplified 7 wonders.
To me, the game is insanely complex. You have to balance a lot of aspects, focus on resources you have, what your neighbors have and try to build up your strength while at the same time weaken your neighbors. Not to mention the complex math each player had to do in the end of the game. Miscalculated is common.
Someone who play the game regularly will have an unfair advantage on knowing what cards are available in each stage. I guess it is "easy to teach someone to lose". I own the game. I don't like it.
In comparison, "Sushi Go" is a lot easier to learn and it is basically a simplified 7 wonders.
The way I teach is by saying the goal is to rack up the most points. You get points from blue cards (self-explanatory), points from Wonders (self-explanatory), combinations of green cards (explain science scoring system), combat tokens (explain military tokens/red cards), and purple cards (requires some explaining). To build these things, you need either materials (brown and grey cards explained), a card link (explain symbols), or money (explain yellow cards, trading, and discarding cards). Then I just go over how turns and ages actually work and some missing details about building Wonders and some of their effects.
The hardest aspects people usually have a problem wrapping their heads around are the purple cards and trading so I'll usually have to go over those again in more detail. People seem to understand the game by the end of the second age. Sure, there are some things they need to figure out by playing but by the second or third game, almost everyone has a good understanding of what their strategy should be and which cards they should be trying to get.
Sushi Go is definitely a lot easier to teach though since everything is explained on the cards themselves. And it is similar to 7 Wonders but I still think they're very different in terms of strategy. In Sushi Go, you're focused on the cards and what combinations will give you the most points based on what other players already have. While in 7 Wonders, you're just slowly working towards building up something you need and taking cards you can afford. Both are fun but in their own unique way.
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And the entire game got a visual overhaul. Cards are laid out similar to how they look in 7 Wonders Duel (which I actually prefer the new design), card artwork has all been changed but it doesn't look too different from the original, links now have a symbol like in Duel instead of the name of the card, Wonders have "day/night" artwork now instead of an "A/B" side with the same artwork on both sides, and the backs of the cards now have this really nice shiny foil.
As far as expansions, they made a second edition of the main 3 expansions too to make them fit in aesthetically with the base set. I'm not sure if some of those were rebalanced as well but I'm sure they were.
If you already have the first edition and the expansions, I don't think you need to pick up the new version, but if you don't have it then the second edition is probably a better way to start.
I recommend getting one of the free Android/iPhone scoring apps and putting in the players' names before the game starts. It makes scoring at the end way faster. "Okay, around the table, how many point in Blue did you have?" "Tell me how many of each Green symbol you had." Then it tabulates scores and who did best in what.
I picked up several copies of the game one year at Target on Christmas clearance for $10 each and give them away to people interested in getting into board-gaming.
*some of the expansion content affects everyone at the table, or skips a player next to you, etc. Generally, we play with the Cites, Leaders, and mini-pack expansions, as well as the extra Wonder boards, but don't really care for the Babel expansion. Armada looks interesting, but again, it looks like something that would significantly slow down a relatively quick game.
Sign up for a Slickdeals account to remove this ad.
To me, the game is insanely complex. You have to balance a lot of aspects, focus on resources you have, what your neighbors have and try to build up your strength while at the same time weaken your neighbors. Not to mention the complex math each player had to do in the end of the game. Miscalculated is common.
Someone who play the game regularly will have an unfair advantage on knowing what cards are available in each stage. I guess it is "easy to teach someone to lose". I own the game. I don't like it.
In comparison, "Sushi Go" is a lot easier to learn and it is basically a simplified 7 wonders.
To me, the game is insanely complex. You have to balance a lot of aspects, focus on resources you have, what your neighbors have and try to build up your strength while at the same time weaken your neighbors. Not to mention the complex math each player had to do in the end of the game. Miscalculated is common.
Someone who play the game regularly will have an unfair advantage on knowing what cards are available in each stage. I guess it is "easy to teach someone to lose". I own the game. I don't like it.
In comparison, "Sushi Go" is a lot easier to learn and it is basically a simplified 7 wonders.
The hardest aspects people usually have a problem wrapping their heads around are the purple cards and trading so I'll usually have to go over those again in more detail. People seem to understand the game by the end of the second age. Sure, there are some things they need to figure out by playing but by the second or third game, almost everyone has a good understanding of what their strategy should be and which cards they should be trying to get.
Sushi Go is definitely a lot easier to teach though since everything is explained on the cards themselves. And it is similar to 7 Wonders but I still think they're very different in terms of strategy. In Sushi Go, you're focused on the cards and what combinations will give you the most points based on what other players already have. While in 7 Wonders, you're just slowly working towards building up something you need and taking cards you can afford. Both are fun but in their own unique way.