{"id":3753,"date":"2004-12-08T12:00:00","date_gmt":"2004-12-08T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2004\/12\/08\/7ages\/"},"modified":"2004-12-08T12:00:00","modified_gmt":"2004-12-08T11:00:00","slug":"7ages","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2004\/12\/08\/7ages\/","title":{"rendered":"7\nAges"},"content":{"rendered":"<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/16433\" target=\"_blank\">7<br \/>\nAges<\/a><\/h2>\n<p><i>reviewed by Moritz Eggert<\/i><\/p>\n<p>I have to admit something from the start: I love this game. It is great. Please buy it<br \/>\nand make Harry Rowland a rich man (or at least help him produce more games). If games<br \/>\nlike &#8220;History of the World&#8221; or &#8220;Civilization&#8221; have ever piqued your<br \/>\ninterest, this game is an absolute must-have. Believe me. You can trust me. Order it&#8230;.<br \/>\nNOW!<\/p>\n<p>Now come back to the screen or wherever you are reading this and let me explain<br \/>\nwhy:<\/p>\n<p>&#8220;7 Ages&#8221; has a bold approach &#8211; 6000 years of human history in a nutshell, or<br \/>\nrather, if you dare, in a weekend (although you can shorten the game in many ways, see<br \/>\nbelow). If you ever wanted to see the Babylonians make it into the 20th century and<br \/>\ndevelop nukes (possible in the game), if you ever wanted to see many of the historical<br \/>\ngreat empires rise and fall in a grand all-or-nothing game (possible), if you ever wanted<br \/>\nto build world wonders like the Colossus or the Hanging Gardens (possible), if you ever<br \/>\nwanted to see Native Americans force back a European invasion (possible), this is the<br \/>\ngame for you.<\/p>\n<p>The game is about gathering Glory points. Each of the empires you play (and you will<br \/>\nplay many different ones, rest assured) has different &#8220;goals&#8221;. Some want to<br \/>\ndominate a certain continent, some want to be the most technologically advanced, some<br \/>\nwant to have the most cities, etc. Achieving the goals gives an empire around 4 glory<br \/>\npoints average per turn; if you fall below that number, you might think about dumping an<br \/>\nempire and start a new one.<\/p>\n<p>Players can perform various actions, which are as follows:<\/p>\n<ol start=\"1\" type=\"1\">\n<li>Start Empire (if you have a &#8220;slot&#8221; free &#8211; depending on the total number of<br \/>\nplayers one can play from 1-7 empires simultaneously)<\/p>\n<\/li>\n<li>Production (count the territories and cities you have, earn money, spend money for<br \/>\nupkeep of your units, buy new units depending on which age you are in)<\/p>\n<\/li>\n<li>Trade and Progress (perform a trade action with either the board or another player &#8211;<br \/>\nif you are successful you advance 1-3 spaces on the age track)<\/p>\n<\/li>\n<li>Manoeuvre (move your units and fight if necessary)\n<\/li>\n<li>Destiny (draw new cards)\n<\/li>\n<li>Civilize (create artefacts, adopt religions or governments for various advantages,<br \/>\nplay mean cards against other players, get leaders, develop your cities)<\/p>\n<\/li>\n<li>Discard Empire (obvious)\n<\/li>\n<li>Wild Card (joker action= any of the above, but with negative effects if you double<br \/>\nany action that has been played before)<\/li>\n<\/ol>\n<p>The number of actions seems daunting at first, but with a very simple rule, downtime<br \/>\nis effectively negated: each empire can only perform ONE of these actions! (Harry Rowland<br \/>\nwrites in the rules that it took him several years to finally discover this solution to<br \/>\nthe problem of endless turns). At the beginning of a turn all players place action chits<br \/>\n(they have one of each the above) on their empires, the phases are then played one at a<br \/>\ntime and only the empires who have the action will be active in each phase.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/7ages\/7ages_b1.jpg\" align=\"left\" width=\"310\" height=\"395\" border=\"0\" alt=\"7 Ages board\"\/>This of course creates interesting dilemmas &#8211; on the one<br \/>\nhand, you have to guess the actions of your fellow players and play accordingly, on the<br \/>\nother hand, you have to develop your fruitful empires before they disappear from the<br \/>\ncentre stage of history. A common combo is to play production in one turn, then to play<br \/>\nmanoeuvre in the next. Two production rounds in a row rarely make sense as you have to<br \/>\nalways conquer new territory to earn more money than the upkeep for existing troops that<br \/>\namass in crowded spaces costs you. But spreading yourself thin makes you extremely<br \/>\nvulnerable to attacks, as your defence will be pitiable.<\/p>\n<p>&#8220;Civilize&#8221; is perhaps the most powerful action&#8230;if you have the right<br \/>\nartefact cards to play, and perhaps an evil event card or two to spare. However, to use<br \/>\nit effectively you MUST have played &#8220;Destiny&#8221; with some other empire, because<br \/>\ncards aren&#8217;t automatically drawn, they have to be acquired. &#8220;Trade and<br \/>\nProgress&#8221; seems boring at first, but many empires need to be advanced to gain glory<br \/>\npoints, and also many nifty units only become available in higher ages.<\/p>\n<p>This brings us to the &#8220;age track&#8221;, which is the heart of the game. Each<br \/>\nempire will have a position on this 7&#215;7 square track, which 1) shows in which age it is<br \/>\n(one of the 7 lines) and 2) which units it can build (certain spaces show units which can<br \/>\nbe bought if you are on or beyond this spaces).<\/p>\n<p>There are also &#8220;dark ages&#8221; spaces which can only be left via a &#8220;trade<br \/>\nand progress&#8221; action. The game ends, when the final space of the track is reached<br \/>\n(or &#8220;Internet&#8221; is invented &#8211; a very funny idea). This happens more or less<br \/>\nautomatically after a while (barring dark ages) as each empire normally gets a &#8220;free<br \/>\nprogress&#8221; at the end of a turn.<\/p>\n<p>The &#8220;age track&#8221; can also be used to limit game length; one could decide to<br \/>\njust play one age for example.<\/p>\n<p>The empire that is farthest ahead on the track denotes the current &#8220;age&#8221; of<br \/>\nthe game. There are over a hundred cards representing the cultures (they can also be used<br \/>\nas event or artifact cards), but you can only start an empire if it&#8217;s age is<br \/>\n&#8220;current&#8221;. You can even restart an empire (if still possible) that already<br \/>\nappeared.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/7ages\/7ages_b3.jpg\" align=\"right\" width=\"310\" height=\"306\" border=\"0\" alt=\"7 Ages counters\"\/>The amount of units available in the game is impressive<br \/>\n&#8211; any possible military unit you can think of is represented, there are even Elephant and<br \/>\nStar Wars counters that would make Ronny Reagan proud (or ashamed, as he should be). In<br \/>\naddition each playable colour (15 empire &#8220;colours&#8221; are available) has a<br \/>\ncompletely different counter mix, even different strengths for various units. Therefore,<br \/>\nyou better think twice when selecting a colour for an empire that tries to conquer the<br \/>\nseas (for which you need ships) &#8211; some colours have more but weaker ships, some less but<br \/>\nmore powerful ships.<\/p>\n<p>The combat system (diceless) looks daunting at first, but turns out to be very<br \/>\ningenious and logical. Each player divides their troops in a front and back row, adding<br \/>\nsupport, frontline value, defensive bonuses, bonuses for being in a higher age etc., all<br \/>\nthis added to a random card that you can look at BEFORE deploying your troops. If you<br \/>\nburn up your troops quickly at the front you will have to reuse them and gain disorder<br \/>\nmarkers (which makes you weaker), on the other hand some units are stronger in frontline<br \/>\nvalue than in support and vice versa. The ancient battles at the beginning of the game<br \/>\nare usually tense affairs, as the card drawn (valued 0-7) really can make a difference.<br \/>\nAs technology advances units become more and more powerful and fortifications and cards<br \/>\n(luck) play a much lesser role (which reflects the real evolution of military<br \/>\ntechnology). There are some cards that mess around with this, but usually you win a<br \/>\nbattle that you really commit yourself to with the necessary force, which is nice.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/7ages\/7ages_b2.jpg\" align=\"left\" width=\"250\" height=\"349\" border=\"0\" alt=\"7 Ages card\"\/>The best thing though is that war is not the best way to win<br \/>\n&#8211; in fact, there are very few cultures, which profit from all-out conquest like the<br \/>\nMongols or the Huns (following their real-life counterparts). The vast majority of<br \/>\ncultures profits from other things. In our current game, I play the Phoenicians under the<br \/>\nrule of an able artist. Since starting their empire, the Phoenicians have never left<br \/>\ntheir homeland, instead concentrating on building artefacts. So far, they have a record<br \/>\nnumber of eight artefacts in their homespace, gaining double as many points through the<br \/>\nartist present. I actually got many more points through peaceful play than if I had tried<br \/>\nto attack my neighbours!<\/p>\n<p>All out war never pays off in the game &#8211; the more you fight the more you lose<br \/>\nopportunities to get glory points. In fact artists (to my great joy the game actually has<br \/>\ncounters for personalities like Mozart and Shakespeare) can be deemed the most powerful<br \/>\npoint-garnering leaders in the whole game, much more effective than tacticians and<br \/>\nstrategists. The most often used tactic is to select an empire that is far away from any<br \/>\n&#8220;action&#8221; or &#8220;conflict&#8221; and let it thrive as long as you can, of<br \/>\ncourse, but sometimes it also makes sense to start empires close to or even IN other<br \/>\nplayers&#8217; lands to limit their progress.<\/p>\n<p>Conflict is therefore sometimes a necessity (and fun to play), but it is nice to see<br \/>\nthat the game is not solely dependent on it (like &#8220;History of the World&#8221;).<br \/>\nGlory points are forever &#8211; once you gain them you don&#8217;t lose them, so in effect it is<br \/>\nnot important if you are the big boss on the board &#8211; gaining glory points in any way<br \/>\npossible is the main incentive.<\/p>\n<p>I already noted that event cards can be very powerful &#8211; in fact, this is the only<br \/>\ngripe one could have with the game. Some events are so powerful that they literally can<br \/>\nerase a complete huge empire with the play of one card. In the long run things equal out,<br \/>\nthough, as at the moment players oppose a certain empire it is best to give it up anyway,<br \/>\nand by having it destroyed one even saves an otherwise necessary time-consuming action<br \/>\n(&#8220;discard empire&#8221;). The events have clearly been introduced to create flavour<br \/>\n(of course, there are earthquakes and even the dreaded civil wars which play similar like<br \/>\nin &#8220;Civilization&#8221;) and to satisfy players who want to have a<br \/>\n&#8220;historic&#8221; or epic game with no regard to game balance. The rules suggest a<br \/>\n&#8220;Mike Siggins&#8221; variant in which events can only be played on empires &#8220;in<br \/>\nrange&#8221; (range is determined by the age an empire is in). I would certainly recommend<br \/>\nthat variant, but it is also easily possible to leave away the events altogether,<br \/>\nespecially if you want to play a shorter game. As I already said, events will equal out<br \/>\nin the long run, but if you only play a couple of rounds, they can be very unfair.<\/p>\n<p>&#8220;7 Ages&#8221; is not, as many would expect, a complicated game. In fact the rules<br \/>\nare only slightly more complicated than &#8220;History of the World&#8221;. One can tell<br \/>\nthat a lot of streamlining work has gone into the rules &#8211; although some concepts need<br \/>\ngetting a little used to; the rules only need to be consulted for looking up the various<br \/>\nartefact and leader abilities (a handout would have been handy, but isn&#8217;t existent).<br \/>\nThey also contain a long fun article covering the whole world history and extensive and<br \/>\ninteresting designer notes. There is even a quite beautiful and poignant poem by Harry<br \/>\nRowland&#8217;s father in it, to top things off.<\/p>\n<p>The amount of counters needed for the game is immense. ADG provides six heavily<br \/>\ncluttered countersheets (the graphic design is excellent, by the way), but even then many<br \/>\ncounters can only be found on the back of counters that are needed somewhere else, which<br \/>\nmakes it hellish to find some particular counter. Some event cards ask for counters that<br \/>\nare not existent (or at least we couldn&#8217;t find them). The amount of named leaders and<br \/>\nartefacts is staggering, and if you don&#8217;t put them in some kind of order before the<br \/>\ngame you might spend a couple of minutes to find Genghis Khan for example.<\/p>\n<p>I recommend using different, out-of-the-game markers for fortresses (we use small<br \/>\nwooden blocks) and unrest (we use the &#8220;gem stones&#8221; used for Magic the<br \/>\nGathering-type card games). The huge board (two A1 paper sheets) is cluttered with<br \/>\ncounters as it is, so some different looking, easy-to-spot counters are a nice change.<br \/>\nAre all these (minor) gripes damaging the game as it is? Definitely no, you will find<br \/>\nyour own solutions, and play it nonetheless.<\/p>\n<p>Don&#8217;t be deluded, though: &#8220;7 Ages&#8221; is not a game for the casual gamer or<br \/>\nfor the family gathering. It demands some attention, and especially time. You would need<br \/>\na weekend to play a full game from age 1 (which is actually not necessary, as any age can<br \/>\nbe used to start a game) with 4-5 players. In contrast to some other monster games in<br \/>\nyour cabinet this game won&#8217;t gather dust. It is a game that you will want to store<br \/>\nsomehow and continue playing again and again. Because there is little downtime every<br \/>\nplayer is constantly involved in the game, and the fascination of seeing empires rise and<br \/>\nfall in a truly epic but totally playable game is payoff enough for me. It is even easily<br \/>\npossible to join a game already in progress, or to leave a game and come back later. The<br \/>\nInternet will be another medium in which this game will thrive &#8211; there is already an<br \/>\nexperimental cyberboard version around, and the game lends itself easily to an online or<br \/>\ncomputer version &#8211; Harry should recommend it to the excellent Matrix Games who are<br \/>\nalready working on computer versions of &#8220;Empires in Arms&#8221; and &#8220;World in<br \/>\nFlames&#8221;.<\/p>\n<p>If you have any love for grand historical games (AND call yourself a non-casual gamer)<br \/>\nthis game will become a classic for you, to be visited again and again, for countless<br \/>\nhours of pleasure. Don&#8217;t wait, do Harry a favour and order a game, I promise you<br \/>\nwon&#8217;t be disappointed.<\/p>\n<div align=\"right\">\n<form><input style=\"font-weight:bold\" type=\"button\" value=\"discuss in our forum\" onclick=\"location.replace('..\/PBLang\/index.php')\"\/><\/form>\n<\/div>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>7 Ages reviewed by Moritz Eggert 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 &#8220;History of the World&#8221; or &#8220;Civilization&#8221; have ever piqued your interest, this game &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2004\/12\/08\/7ages\/\" class=\"more-link\"><span class=\"screen-reader-text\">7<br \/>\nAges<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3753","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":4,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3753","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3753"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3753\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3753"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3753"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3753"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}