The new Armada expansion to 7 Wonders has been released! Now you can take your empire building to the high seas. Armada promises to increase the strategic nature of your 7 Wonders games while also adding more fun.
Does Armada live up to the hype? We gave Armada a spin, so read on my faithful followers and find out what we thought about it!
What Does Armada Add?
Armada adds a brand near board for each player that tracks their naval accomplishments. True to 7 Wonders game play, the new naval board tracks a player’s fleet in the four areas of development: military (red), commerce (yellow), diplomacy (blue) and science/exploration (green).
— the new naval board. Note the four columns, each devoted to progress in a different color.
Each time a player plays a card, they can in addition pay the cost on the naval board–in the same color as the card played (ie play a yellow card, you can pay the next cost in the yellow naval column)–in order to move the corresponding boat up one space. In the photo above, all boats start on the bottom space of each column. If the player plays a yellow card, they can in addition to paying for the card, pay one wood to move the yellow boat to the next space up the yellow column. Also, each board has one column that has a pyramid symbol. When the player builds a stage of their wonder, they can also build in the column with the pyramid.
— in this photo, the player has advanced three boats one space, and the yellow boat two spaces
As the boats advance, the player gets a bonus. Red advancement gains naval shields (which work like land warfare but are a separate naval warfare at the end of each Age). Yellow gains coins. Blue gains victory points. Green leads to exploration of islands, which produce bonuses (eg resources) on special island cards.
The basic idea is that players can choose to use resources as they build normal cards to also advance their naval fleets. As such, the Armada expansion adds a second “play” each turn, if a player has the resources to pay for it. The naval board goes next to the player’s Wonder so that it is easy for each player to see what naval advancements are available.
— the naval board next to my wonder
Another twist is that at the end of each Age, there is naval combat. The naval board generates naval shields. Combat is global, so players are ranked from strongest to weakest. The weakest player gets a marker with negative victory points, and the stronger players get positive victory points based on order and Age (ie the strongest player gets more points, points are greater as the Ages move from I to II to III).
Armada also includes cards for each age that are themed to the new Armada expansion. This increases the fun as players must now contend with new and different cards with some unique twists (I won’t give any of it away, you need to buy Armada to find out).
The Armada expansion significantly lengthens game play. Each turn, players can effectively make two “plays”: a card and naval advancement. The effect of this is multiple-fold (is that a real word? I don’t know, but I will use it anyway): 1) each turn takes almost twice as long, 2) players will be buying more resources from each other, and 3) you gotta watch each other because honest mistakes (or dishonest ones) are much more likely to happen (especially in Age III).
— here is what the table looked like at the end of our game!
More ships, more strategies!
We discovered that the Armada naval boards now allowed for more strategies. In the game in the photo above, I went for naval shields and domination of both ground/naval warfare (I am in the bottom left); Lee (top right) went for a Boston Harbour (his term for it) strategy of advancing all his boats; Stew (bottom right) went for scientific achievement and advancing his green boat to explore; and Bob (top left) went for diplomatic/governmental victory points.
These differing strategies led to all of us scoring lots and lots of points.
— the score sheet at the end of the game. I won by 6 points!
Armada turns 7 Wonders from a quick, simple game into a much longer highly strategic contest. We had a good time with it and would play it again. The downside is that the game was twice as long and man, we needed Bob’s entire dining room table PLUS the extra leaf we put into the table!
As such, this expansion seems like a welcome addition to those who want more complexity and a longer, more strategic game. If you are looking for a short, enjoyable game of 7 Wonders, Armada might not be for you.
Oh….and Armada is much, much better than Babel. We played the Babel expansion about a dozen times and nobody ever really liked it. I can tell you hands down that Armada is way better than Babel. The naval boards, plastic ships, naval combat, and island exploration both add a good deal of strategy and also are themed very well. It does feel like you are sailing ships and building ships. Armada fits the 7 Wonders theme very well in a way that Babel never did. In fact, I am thinking of listing Babel on Boardgamegeek to get rid of it.
Okay you landlubbers, get out your sailors and set sail!