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KEYWORDS

A register of every movement, attack and action in the Seven Wonders series.
Each game is unique, yet many keywords carry across titles.

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General

Name Description Game
Stone Game piece in four colors. Pyramid, Gardens, Temple, Mausoleum, Colossus, Pharos, Great Wall, Cathedral
Die A game piece whose value indicates the number of fields for movement. Statue
Reservoir Game pieces not yet on the field. A player may place one when wished. Statue, Great Wall, Palace

Movements

Name Description Game
Run A stone runs to any accessible field on the same or on lower levels. Pyramid, Colossus
Jump A piece jumps to an adjacent unoccupied field one level above. Pyramid, Palace
Push An adjacent stone on the same level is pushed one field. Pyramid, Colossus
Stack Single stones of the same color stack to form a tower. Gardens
Trail Stones are moved with at least one stone from the bottom being placed per field. Gardens
Walk Movement equals one field. Temple
Leap Adjacent stones are leaped over if next field in line is free. Temple
Place Stone or die is placed on an unoccupied field from the reservoir (out of game). In Palace each reserve sphere is locked to its own entrance column. Statue, Great Wall, Palace
Stride Movement equals die. Statue
Glide A stone moves in one line until an object stops the movement. Mausoleum
Beam Stones in an unbroken horizontal or vertical line of sight may send one move to a stone of their color. Pharos
Light A field is lit up in the player's color, requiring an unbroken line of sight through the structure and no higher than the elevator. Skyscraper
Procession A stone moves up to as many fields in a straight line as the longest unbroken line of friendly stones directly adjacent to it, at least one. Cathedral
Convert A stone steps toward an unbroken enemy line, converting the stones it approaches to its own color. Cathedral
Roll A committed slide in a straight line: a flat runs on, a step down keeps rolling, a step up or a wall stops it. A sphere's only way to move. Palace
Carom Rolling into a sphere on the same tier shoves it exactly one pane on and the striker takes its place — momentum passed through like a struck ball. Palace
No Return A piece may not end a move on the position it held the previous round in the same state. Pyramid, Temple, Colossus, Library, Palace

Attacks & Actions

Name Description Game
Smash Stone from higher level falls on stone from lower level through a run. Smashed stone is removed. Pyramid, Palace
Fall A stone rolled or shoved clean off the building's edge is removed. In Palace the two side edges are lethal, while the entrance (pool-side) edges hold a low lip. Pyramid, Palace
Osiris Stones of the same color get surrounded by the opposing color on the same level and in one line. These stones get removed. Pyramid
Hades A connected group of same-color stones with no adjacent empty field is removed — sealed on every orthogonal side by the opposing color or by an impassable boundary (the game's edge, or in Palace a heightened wall two-plus levels up). Diagonals never count, and the capture is not limited to a single stone. Colossus, Palace
Hit Stone or die of the opposing color enters an occupied field. Hit game piece is removed. Statue, Pharos
Diminish Lower die by 1 to force opponents invincible die to move. Statue
Circle A fully encircled stone is removed if the number of opponent's stones exceeds the number of player's stones. Mausoleum
Collapse A captured stone's field collapses into a permanent pit. The pit blocks movement and counts as a wall when encircling. Mausoleum
Trap If a stone has only 1 liberty left, it is unable to move. Mausoleum
Tilting If a stone ends its move on a direction field, the board tilts that way and all stones slide until blocked. A new direction field reached during the slide tilts the board again. Colossus
Row Completing a full sequence of 5 windows (horizontally or vertically) on the same block initiates a Row. The player holding the majority of illuminated fields within that sequence secures the entire line. Skyscraper
Shoot A warrior looses an arrow along its facing, felling the first unshielded enemy in line — the arrow then flies on in the fallen warrior's facing. Shields reflect a head-on shot and deflect an angled one. Great Wall
Spin A warrior strikes all eight surrounding fields at once. Any neighbour whose shield does not face the blow is removed. Great Wall
Shield A warrior carries its shield across its back, guarding the three rear directions. An arrow striking the shield dead-on reflects straight back at the shooter; one striking at an angle deflects 90° and flies onward. Only hits from the front or open flanks are lethal. Great Wall
Convert Converted stones change to the converting player's color instead of being removed. A stone may keep converting in one turn, never re-entering a field it has touched. Cathedral