Disclaimer: This review is based on plays of 7 Wonders Dice on Board Game Arena.
Ah, the roll and write. First comes a successful board game. Then comes the card game version. Then comes the roll and write cash in. 7 Wonders is no different, albeit it’s taken quite a bit longer to get here than some of the other examples I’m referencing, *cough Castles of Burgundy cough*.
In 7 Wonders Dice, you’re competing with your neighbours to earn the most points by managing your resources and utilizing the whims of the dice most effectively. If you’ve played a roll and write before, you’ll recognize the scorepad fairly well. Half a dozen coloured sections for you to scratch off, half a dozen different ways to score, and dozens of tiny symbols that promise synergy and cascading combos, which is my favourite part of a roll and write, if I’m being honest.

Image Credit: Oriol Farre @oriolfb via BGG
The player boards, much like in the full game of 7 Wonders, are slightly asymmetric. Each one is themed around a different wonder, and will offer players different rewards when they progress their wonder. Some of the symbols on the main mat are slightly different too, making different coloured dice more valuable to some players than others.
The dice part of 7 Wonders Dice is the more interesting system. At the top of each round, 7 dice are put into a box, and the box gets shaken, Boggle style. The box is slammed down, the lid lifted, and inside will be the dice sitting in one of the four quadrants. Each player gets to select one die, pay the cost based on which quadrant it’s sitting in, and do the action depicted on the die, paying any resource costs listed on the space they want to action on. Following similar themes from its big brother, the blue are straight points, the yellow focuses on economy, the reds have you competing against your opponents, and the greens give you special abilities.
7 Wonders Dice comes to an end when someone has completed 3 sections of their board, and that may happen sooner than you think. The wonder itself only has 3 stages and can be taken at any time by any dice. The yellow and white sections only have 6 spaces, and that white dice can let you take 2 actions in a specific colour, potentially ending the game faster than you’d think was possible (although you do need to unlock the white, black, and purple dice before you can do any of their actions).

Image Credit: W. Eric Martin @W Eric Martin via BGG
At the core of your decision process is going to be money. Every space costs resources, but you can always buy a resource for 1 dollar. You can spend a turn to earn a resource, giving you a permanent discount of 1 for the rest of the game, but how many turns do you want to burn taking resources? Inevitably, you’ll find yourself a coin short at the most inopportune times. I’m not a big fan of this system, as all 6 of the resources are completely arbitrary. Every resource offers a discount of 1 to every other space, and because this is so powerful, pretty much everyone’s first 3 rounds are going to be just taking resources, which is less than interesting.
Speaking of inopportune timing, you’ll probably also curse the dice a lot. Once you exhaust all the options of a particular dice face, that die face is now useless to you. The yellow die offers 3 spaces for both camels and treasure boxes. If you take that camel 3 times in a row and exhaust that half of the pavilion, any future camels that get rolled are functionally a dead die for you. Conversely, you might be waiting round after round for a specific symbol, only for it to finally show up, but in the 3 coin quadrant and your purse only has 2 coins remaining. Bad luck.
7 Wonders Dice lacks the universal appeal and strategic depth that launched the original to its stardom. It also doesn’t have the endless replayability that makes 7 Wonders Duel a top 10 game for me. I would never say there’s anything wrong with 7 Wonders Dice, it’s a perfectly serviceable roll and write game, but it’s not very interesting on repeat plays. The first time, you’ll be tickled in seeing the familiar icons and systems with a fresh coat of paint and some novel reworkings. But after a couple plays, I never felt like any game was particularly different from the others. I don’t think there is a particularly high skill ceiling, as in most games, you’ll be able to achieve most of each section in each game. It lacks the trade-offs and branching paths of bigger roll and writes, such as Hadrian’s Wall.
I will say that I enjoy 7 Wonders Dice a lot more as an “easier 7 Wonders” than the completely arbitrary 7 Wonders Architects, but that was a very low bar to clear. The simultaneous action selection does make this game flow quickly, letting you knock out a 4 player game in under 20 minutes. Sometimes you’ll earn a bonus that lets you do a bit more on your turn, but those are a far cry from the bombastic cascading turns of something like That’s So Clever or Draft & Write Records.
7 Wonders Dice is an enjoyable, but pretty unremarkable roll and write game at the end of the day. You aren’t building a civilization, drafting cards and watching your empire slowly grow. You’re ticking off boxes, watching your decision space shrink over time. I wouldn’t ever say no to playing it, but I’d be hard-pressed to choose it over either of the first two 7 Wonders games, let alone any other roll and write that I already have sitting in my closet. If you’re new to roll and writes or want a lightweight 7 Wonders appetizer, this game might land for you. But If you already own a few entries in the genre, there’s very little here you haven’t seen before.







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