geek
Recently Viewed
Hot Games
Dominion
Agricola
Titan
Axis & Allies Anniversary Edition
Battlestar Galactica
Pirate King
Race for the Galaxy
Le Havre
Pandemic
Settlers of Catan, The
Space Alert
Puerto Rico
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Red November
Ghost Stories
Playing Gods: The Board Game of Divine Domination
Power Grid
Arkham Horror
Twilight Struggle
Carcassonne
Androids and Belt Bums
Through the Ages: A Story of Civilization
Municipium
Race for the Galaxy: The Gathering Storm
Stone Age
Munchkin Quest
War of the Ring
Carcassonne - The Catapult
Last Night on Earth: The Zombie Game
Formula D
Wasabi!
Neuland
Risk
Tigris & Euphrates
Ticket to Ride
Apples to Apples
Descent: Journeys in the Dark
A Touch of Evil, The Supernatural Game
BattleLore
World of WarCraft Miniatures Game
Scrabble
Chicago Express
Galaxy Trucker
Caylus
Age of Empires III: The Age of Discovery
Kingsburg
StarCraft: The Board Game
Twilight Imperium 3rd Edition
Pictionary
Monsterpocalypse
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
4
23 Posts
Subject: User Review
New Thread | Printer Friendly | Subscribe | Bookmark
Your Tags: Login to Add Tags | View 
Popular Tags: [View All]
Moritz Eggert
flag
Avatar
04
7 Ages (ADG)

I have to admit something from the start: I love this game. It is great. Please buy it and make Harry Rowland a rich man (or at least help him produce more games). If games like “History of the World” or “Civilization” have ever piqued your interest, this game is an absolute must-have. Believe me. You can trust me. Order it....NOW! Now come back to the screen or wherever you are reading this...
And now I explain why:
“7 Ages” has a bold approach – 6000 years of human history in a nutshell, or rather, if you dare, in a weekend (although you can shorten the game in many ways, see below). If you ever wanted to see the Babylonians make it into the 20th century and develop nukes (possible in the game), if you ever wanted to see many of the historical great empires rise and fall in a grand all-or-nothing game (possible), if you ever wanted to build world wonders like the Colossus or the Hanging Gardens (possible), if you ever wanted to see Native Americans force back a European invasion (possible), this is the game for you.
The game is about gathering Glory points. Each of the empires you play (and you will play many different ones, rest assured) has different “goals” – some want to dominate a certain continent, some want to be most technologically advanced, some want to have the most cities, etc. - that give an empire around 4 glory points average per turn (if you fall below that number, you might think about dumping an empire and start a new one).
Players can perform various actions, which are as follows:
1) Start Empire (if you have a “slot” free – depending on the total number of players one can play from 1-7 empires simultaneously)
2) Production (count the territories and cities you have, earn money, spend money for upkeep of your units, buy new units depending on which age you are in)
3) Trade and Progress (perform a trade action either with the board or another player – if you’re succesful you advance 1-3 spaces on the age track)
4) Maneuver (move your units and fight if necessary)
5) Destiny (draw new cards)
6) Civilize (create artefacts, adopt religions or governments for various advantages, play mean cards against other players, get leaders, develop your cities)
7) Discard Empire (obvious)
8) Wild Card (joker action= any of the above, but with negative effects if you double any action that has been played before)


The number of actions seems daunting at first, but with a very simple rule downtime is effectively negated: each empire can only perform ONE of these actions! (Harry Rowland writes in the rules that it took him several years to finally discover this solution to the problem of endless turns). At the beginning of a turn all players place action chits (they have one of each the above) on their empires, the phases are then played one at a time and only the empires who have the action will be active in each phase.
This of course creates interesting dilemmas – on one hand you have to guess the actions of your fellow players and play accordingly, on the other hand you have to develop your fruitful empires before they disappear from the center stage of history. A common combo is to play production in one turn, then to play maneuver in the next. Two production rounds in a row rarely make sense as you have to always conquer new territory to earn more money than the upkeep for existing troups that amass in crowded spaces costs you. But spreading yourself thin makes you extremely vulnerable to attacks, as your defense will be pitiable.
“Civilize” is perhaps the most powerful action...if you have the right artefact cards to play, and perhaps an evil event card or two to spare. But to use it effectively you MUST have played “Destiny” with some other empire, because cards aren’t automatically drawn, they have to be acquired. “Trade and Progress” seems boring at first, but many empires need to be advanced to gain glory points, and also many nifty units only become available in higher ages.
Which brings us to the “age track”, which is the heart of the game. Each empire will have a position on this 7x7 square track, which 1) shows in which age it is (one of the 7 lines) and 2) what units it can build (certain spaces show units which can be bought if you are on or beyond this spaces). There are also “dark ages” spaces which can only be left via a “trade and progress” action. The game basically ends, when the final space of the track is reached (or “Internet” is invented – a very funny idea). This happens more or less automatically after a while (barring dark ages) as each empire normally gets a “free progress” at the end of a turn.
The “age track” can also be used to limit game length, one could to decide to just play one age for example.
The empire which is farthest ahead on the track denotes the current “age” of the game. There are over a hundred cards representing the cultures (they can also be used as event or artefact cards), but you can only start an empire if it’s age is “current”. You can even restart an empire (if still possible) that already appeared.

The amount of units available in the game is impressive – any possible military unit you can think of is represented, there are even Elephant and Star Wars counters that would make Ronny Reagan proud (or ashamed, as he should be). In addition each playable colour (15 empire “colours” are available) has a totally different counter mix, even different strengths for various units. So you better think twice when selecting a colour for an empire that tries to conquer the seas (for which you need ships) –some colours have more but weaker ships, some less but more powerful ships.
The combat system (diceless) looks daunting at first, but turns out to be very ingenious and logical. Basically each player divides their troops in a front and back row, adding support, frontline value, defensive bonusses, bonusses for being in a higher age etc., all this added to a random card that you can look at BEFORE deploying your troops. If you burn up your troops quickly at the front you will have to reuse them and gain disorder markers (which makes you weaker), on the other hand some units are stronger in frontline value than in support and vice versa. The ancient battles at the beginning of the game are usually tense affairs, as the card drawn (valued 0-7) really can make a difference. As technology advances units become more and more powerful and fortifications and cards (luck) play a much lesser role (which reflects the real evolution of military technology). There are some cards that mess up with this, but usually you win a battle that you really commit yourself to win with the necessary force, which is nice.
The best thing though is that war isn’t the best way to win – in fact there are very few cultures which profit from all-out conquest like the Mongols or the Huns (following their real-life countrparts). The vast majority of cultures profits from other things. In our current game I play the Phoenicians under the rule of an able artist. Since starting their empire the Phoenicians have never left their homeland, instead concentrating on building artefacts. So far they have a record number of 8 artefacts in their homespace, gaining double as many points through the artist present. I actually got many more points through peaceful play than if I had tried to attack my neighbours!
All out war never pays off in the game – the more you fight the more you lose opportunities to get glory points. In fact artists (to my great joy the game actually has counters for personalities like Mozart and Shakespeare) can be deemed the most powerful point-garnering leaders in the whole game, much more effective than tacticians and strategists. The most often used tactic is to select an empire which is far away from any “action” or “conflict” and let it thrive as long as you can, of course, but sometimes it also makes sense to start empires close to or even IN other players lands to limit their progress.
Conflict is therefore sometimes a necessity (and fun to play), but it is nice to see that the game is not solely dependent on it (like “History of the World”). Glory points are forever – once you gain them you don’t lose them, so in effect it is not important if you are the big boss on the board – gaining glory points in any way possible is the main incentive.
I have alreday noted that event cards can be very powerful – in fact this is the only gripe one could have with the game. Some events are so powerful that they literally can erase a complete huge empire with the play of one card. In the long run things equal out, though, as at the moment players oppose a certain empire it is mostly best to give it up anyway, and by having it destroyed one even saves an otherwise necessary time-consuming action (“discard empire”). The events have clearly been introduced to create flavour (of course there are earthquakes and even the dreaded civil wars which play similar like in “Civilization”) and to satisfy players who want to have a “historic” or epic game with no regard to game balance. The rules suggest a “Mike Siggins” variant in which events can only be played on empires “in range” (range is determined by the age an empire is in). I would certainly recommend that variant, but it is also easily possible to leave away the events altogether, especially if you want to play a shorter game. As I already said events will equal out in the long run, but if you only play a couple of rounds they can be very unfair.

“7 Ages” is not, as many would expect, a complicated game. In fact the rules are only slightly more complicated than “History of the World”. One can tell that a lot of streamlining work has gone into the rules – although some concepts need getting a little used to them the rules basically only need to be consulted for looking up the various artefact and leader abilities (a handout would have been handy, but isn’t existent). They also contain a long and fun article covering the whole world history and extensive and interesting designer notes. There is even a quite beautiful and poignant poem by Harry Rowland’s father in it, to top things off.

The amount of counters needed for the game is immense. ADG provides 6 heavily cluttered countersheets (the graphic design is excellent, by the way), but even then many counters can only be found on the back of counters that are needed somewhere else, which makes it hellish to find some particular counter. Some event cards ask for counters that aren’t even existent (or at least we couldn’t find them). The amount of named leaders and artefacts is staggering, and if you don’t put them in some kind of order before the game you might spend a couple of minutes to find Genghis Khan for example.
I recommend using different, out-of-the-game markers for fortresses (we use small wooden blocks) and unrest (we use the “gem stones”used for Magic the Gathering-type card games). The huge board (two A1 paper sheets) is cluttered with counters as it is, so some different looking, easy-to-spot counters are a nice change. Are all these (minor) gripes damaging the game as it is? Definitely no, you will find your own solutions, and play it nonetheless.

Don’t be deluded, though: “7 Ages” is not a game for the casual gamer or for the family gathering. It demands some attention, and especially time. You would need a weekend to play a full game from age 1 (which is actually not necessary after the rules, as any age empire can be used to start a game) with 4-5 players. But in contrast to some other monster games in your cabinet this game won’t gather dust. It is a game that you will want to store somehow and continue playing again and again. Because there is little downtime every player is constantly involved in the game, and the fascination of seeing empires rise and fall in a truly epic but totally playable game is payoff enough for me. It is even easily possible to join a game already in progress, or to leave a game and come back later. The Internet will be another medium in which this game will thrive – there is already an experimental cyberboard version around, and the game lends itself easily to an online or computer version – Harry should recommend it to the excellent Matrix Games who are already working on computer versions of “Empires in Arms” and “World in Flames”.

If you have any love for grand historical games (AND call yourself a non-casual gamer) this game will become a classic for you, to be visited again and again, for countless hours of pleasure. Don’t wait, do Harry a favour and order a game, I promise you won’t be disappointed.

Moritz Eggert
Explanation of rules: 30 minutes
playing time: variable
www.westpark-gamers.de
Michael Longdin
flag
Avatar
0405060708
Re:User Review
Eggo (#71125),
Excellent review. Thanks. Do you have a view on how well the game scales between 2 & 7 players?
Michael
Kevin Moody
flag
Avatar
050607
Re:User Review
Eggo (#71125),

It sound like games such as 7 Days is just another reason why I wish the Playstation, X-Box, etc had never been invented.

Because it's so difficult to find fact-to-fact players who can afford to spend so much time together on a game, 7 Days looks like something that would only work for me (and for most of us, I suspect) if it could be "ported" onto a PBeM interface, such as Cyberboard, ADC2, or VASSAL.

Does anyone know if there are plans for something like this?
Kevin Moody
flag
Avatar
050607
Re:User Review
Kevin Moody (#71314),

Oops. I meant to type "face to face".
Kasper Christiansen
flag
Re:User Review
Kevin Moody (#71318),

It's 7 ages NOT 7 days :p
DeBoardGamer
flag
Avatar
0405060708
Re:User Review
I have to agree!!! This is an absolutely incredible game!! I've played it for over 30 hours combined on four different occasions already with 2-5 players so far and it has worked for each group!!

I bought two copies so I would always have a spare when I "wear out" my first one. The destiny cards are incredibly flexible and when you get a new hand it is like getting a new lease on life or starting over with a whole new fate...incredible fun...rules are on 12 pages only so very simple actually!!

Thank you Harry for this game. The best yet!!

Bill Koens
flag
Avatar
0405060708
Re:User Review
I'm working on a pretty polished Cyberboard 3.0 version as I type. Literally. I'm here at BGG to download the named leader summary.

I've got the map, about half the units, the unnamed leaders, and the age 1 and 2 leaders imported. Lots of work, but its should be nice when its done.
Devon Harmon
flag
Avatar
04
Re:User Review
Ditto what Moritz and Jeff have already said. This here is one great game which I too have purchased an additional copy of. The longest I've played has been for two ages. I'm looking forward to playing all seven at some point (Origins 2005 anyone?). I do not consider myself a wargamer at all, and this game has tremendous appeal to me and my regular group, who are also not wargamers (we're actually a bunch of reformed Magic players).
Joseph Acker
flag
Re:User Review
Kevin Moody (#71314),

I believe John Boone is working on a VASSAL module for 7 Ages.
Derek Croxton
flag
Re:User Review
Eggo wrote:
7 Ages (ADG)

All out war never pays off in the game – the more you fight the more you lose opportunities to get glory points. In fact


I am puzzled by this statement. Maybe I haven't played enough, but it seems from my experience that empires get more points, on the whole, from controlling territory than from other things. Most empires get points at least for their own region. Admittedly this can lead to peaceful play, since there are enough regions that different empires may not conflict, but ultimately it does create conflict.

Sincerely,
Derek
Moritz Eggert
flag
Avatar
04
Re:User Review
100%Blade (#71307),
Regarding your question about scaling with different numbers of players -I think basically the game will pretty much be equally long with 2 to 7 players. The reason for this is that the number of players determines the number of possible empires that they can play. So if there are more players they will simply have less empires to take care of. Right now I'm playing a 2 player game where each player has to lead 7 empires (2x7=14). Turns are quite long because of this, but of course each player is always busy. If there were 7 players each would play only 2 empires, meaning that the total numbers of active empires is still 14. But of course more players means more rules questions and waiting for decisions, so all in all it would probably be slightly longer. For shorter games leave away event card effects and limit the ages to be played. 3 ages played to completion can make for a satisfying game already.
Best,
Moritz
Alan Montgomery
flag