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7 Wonders: Leaders

4.7 out of 5 stars 144 customer reviews
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  • Paper
  • Imported
  • For 2 to 7 players
  • 40 minutes of playtime
  • 7 Wonders, leaders will add 40 new cards to the base game of 7 Wonders, comprising four new guilds and 36 new, white "Leader" cards
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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Description

Product Description

7 Wonders: Leaders will add 40 new cards to the base game of 7 Wonders comprising four new guilds and 36 new white Leader cards...

From the Manufacturer

In 7 Wonders, players get hands of cards, pick those that will help them build their City and pass the rest to their neighbor. Their goal build commercial ties, strengthen their military might and build their Wonders. Leaders introduces in the game notable personalities, who offer various advantages. At the beginning of the game, players create a Leader hand from which they will be able to play a leader at the beginning of every age or use him to get money or help build your Wonder. The recruited Leaders will allow you to build certain structures at a cheaper cost, even maybe for free or will be worth victory points or well, with Leaders, the Wonders never cease.

Product Information

Product Dimensions 5 x 1.2 x 6 inches
Item Weight 14.4 ounces
Shipping Weight 15.5 ounces
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item is not eligible for international shipping. Learn More
Origin China
ASIN B0055CAF6M
Item model number SEVUS02ASM
Manufacturer recommended age 12 - 16 years
Best Sellers Rank #66,564 in Toys & Games (See Top 100 in Toys & Games)
#2,178 in Toys & Games > Games > Board Games
Customer Reviews
4.7 out of 5 stars 144 customer reviews

4.7 out of 5 stars

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Customer Reviews

Top Customer Reviews

By J. Slayton on August 14, 2011
I was taken with the 7 Wonders game from the first time I played it. I really enjoyed the progression of the game and the fact that all players play simultaneously makes the pace wonderfully fast without sacrificing any depth. However, after playing a couple of dozen times the base game can become a little stale because the available options are more or less the same from game to game, with the exception of randomly selected Guilds in the third age.

The Leaders expansion addresses this problem head-on. In addition to increasing the number of available guilds, at the start of the game the players are dealt 4 cards each from a deck of historical leaders such as Julius Caesar, Leonidas, and Plato - each with their own unique benefits. Players draft these cards and keep their set of 4 leaders hidden. At the start of each age, a player can either play play a Leader for its coin cost at the beginning of each age, discard one of them for 3 coins, or play a stage of their wonder. The number of starting coins has been increased to account for the new costs. A good set of Leaders can be the foundation for an optimal strategy that can result in some magnificent scores, but playing those leaders can advertise your intention and result in the other players harrying your efforts before they come to fruition. It's more important than ever to watch your opponents.

7 Wonders hits the table very frequently in my game group. With the addition of the Leaders expansion, I expect that to continue for a good long time.
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This expansion adds a whole new dimension to the 7 Wonders game. Adding 'Leader' cards that have different functions (buy science cards for one less resource, 'deflect' negative battle points back to neighbors, bonus points for sets of certain cards, etc.) can cause you to completely reevaluate your strategy. It does add a little complexity to the game, but that's fun of 7 Wonders, trying to figure out which of many options on each turn will be the best!
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Leaders makes the game much tougher to play, in that now your Leaders as well as your Wonder will guide your strategy. Sometimes they don't mesh well together, and you'll find it tough to determine what the most efficient course of action is.

This expansion adds a little more chance to the game, as some Leaders are much more powerful than others. Granted, they do have drawbacks (e.g. Ramses allows you to ignore build cost of Guilds, but is expensive to get out and is only helpful in the last age). After playing a few games, it does seem being lucky enough to have the right leaders with the right wonder might spell victory before the game begins. Still, if you want to add more depth to the game (at the cost of making game time run longer) its a great buy.

Rome is added as a playable Wonder, which focuses entirely on capitalizing on the new Leaders mechanic as much as possible. It's very balanced though a bit unorthodox compared to the other wonders - but the important thing is its fun to play as.
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Excellent expansion that you can use to add a little more variety to the base 7 wonders game.

Four leaders are distributed at random to each player, at the very beginning of the game. Prior to each age, one of the leaders is selected by each player and the powers of that leader are applied to the players city. These powers vary widely, usually focusing on one aspect of the game (military, research, commerce, etc.), enhancing a player's city towards that end. This means a greater variance in how the overall game is handled by each player, creating more randomness in the overall play.

Overall, the leaders seem to balance each other out, but there was some concern among my group that the new city of Rome with the Colosseum Wonder might have been a bit too powerful. The building of that wonder allowed for the deployment of additional leaders, creating a potential imbalance compared with the other cities. If you find this to be the case as well, you can easily choose to keep Rome out of the game, and play with the rest of the Leaders expansion as it is.
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7 Wonders is a great game and this expansion pack makes it better. We can play it in about 40 minutes. This is a great family game and our 12 and 15 year old sons really like it. The Leaders is an expansion pack and you must already have the base game in order to use this product. Each player is dealt four leader cards. Each player selects one card and passes the remaining three to the next player. This continues until there are no cards to pass. Then you begin the first stage of 7 Wonders. Each player gets to begin with six coins instead of the usual three. At the beginning of each stage, you can recruit a leader by paying the price on the card. Each leader provides a different advantage in the game. Some game boards also interact with the leaders to help the player earn more Victory points.
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This expansion adds an extra pre round to each age. In a small way it gives players another avenue to score points. This allows for a slight improvement to the randomness of the draft system that the game relies on, but doesn't completely fix all the issues. If you play the game on a regular basis I would buy this, I wouldn't play it with newcomers to the game, as it would just add a bit to much information
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