7 Wonders Game

Description

This intriguing game is designed around several unique factors. First of all, each player begins with a different board featuring one of the Seven Ancient Wonders the Hanging Gardens of Babylon, The Great Pyramid of Giza, etc. The boards share similar features although each one has distinctive characteristics. Each board has 2-3 benefits (+coins, + points, etc.) as well as one resource it produces. There are three rounds in the game, referred to as ages. Each age has its own deck of cards, and at the beginning of an age players are dealt seven cards. They pick a card to play and then pass the remaining cards to their neighbor, strategically choosing cards from each hand that will benefit them the most. There are seven different types of cards, including resource cards, which are needed to buy most of the other cards. In the first age, the cards are inexpensive and players build up their resources and lay the foundation for the game. By the third age the cards are fairly expensive and it's crucial to make the best decisions in which cards you build, and which ones you allow to be passed on to your neighbors! At the end of the third age, players tally their points to reveal who got the most victory points to win the game. With a lot of variation between games due to the differing boards, randomness of the card decks, variety of winning strategies, and even the difference of whoever you happen to be sitting by, this one offers a lot of re-playability. 2-7 players. Please note that some cards such as "the Baths" and "the Temple"  show partial nudity and you may wish to alter these before playing.

Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.