7 Wonders Architects Review by Aurore
7 Wonders Architects is a simple game with surprising depth and competitive potential. At first glance it seems incredibly random, but upon reaching a certain level of understanding the depth of your decisions become apparent.
Aurore’s Score: 8/10
What is interesting is that the value of the same card can also change throughout the game. A shield is worth a lot if your opponents have none, but becomes completely worthless if it is late in the game and your opponents have much more than you. To explore the decision space of 7 wonders, I’d like to go over some of the elements in the game and see how they affect the decision space.
Blue Cards
There are two blue cards in the game, one grants 3 points and the other grants 2 points and control over the cat. The 3 points card is a very strong card. If you look at the average points value of resource cards it is quite a bit lower and can even be as low as 1 point for some wonders. An action worth 3 points can be a great boon, increasing your average points per turn. Whether to take them depends on your strategy, stage of the game, and your ability to build an engine.
I can say that a 3 point card is a tempo loss. You’re giving up an opportunity to close out the game faster, build an engine, or take something else that could provide ongoing value.
The cat is below average points for a turn, but the information it grants is invaluable. Knowing which card is available in the middle of the deck allows you to pass on it to take something more valuable from a side deck. It can also allow you to avoid taking cards you don’t want. A shield with horns when you’re losing is bad, so is a resource you can’t use. Even a 3 point card can be a detriment when you’re trying to close out the game fast before your opponents build an engine.
Lastly, the cat allows you to “trap” opponents, leaving a card the next opponent cannot use, or even harm them. If you take a card from a side deck that appears to be valuable for you, they may fall for it and it feels great when they do. You can also use this information to stop a player from ending the game, giving you more time to build an engine and score points, and maybe even finish your wonder first.
The technology that grants an additional card when building a stage in your wonder can be deceptively powerful for wonders that have stages that allow grabbing additional cards. Especially ones that take those cards from side piles, as it mitigates the problem of giving your opponent a first pick opportunity at a powerful card.
Shields
I already lightly touched on the subject, but wars in 7 wonders architects are an interesting problem. If there are a lot of horns in the game, then having shields without horns can be a massive advantage. But sometimes the horns just don’t show up and you’re left investing in shields that provide little to no value. Generally speaking, if you get 3 points per card you’re doing well, but ideally you could get far more.
There is also the potential of creating situations where if your opponent draws a shield with horns from the center deck they get nothing and lose a card. Likewise, your opponent may put you in that situation, which makes choosing cards from the side decks appealing, as the risk is minimized.
Summary
7 Wonders Architects has a high luck factor that makes it a wonderful game to play with kids and family, but it is not a mindless game. A discerning player will have ample opportunities to improve their play.
This article was written by Aurore of Timeshapers.com. Join the Decision Space discord to discuss the article and let me know if you’d like to see more Decision Space in written form.