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7
Ages
# 2 on my "Top 10 Games
from 2004" list. # 20 on my "Top 100 Games
- 2005 Edition" list # 1 on my "Top Ten Games
in which you can surprise attack your opponents" list
7 Ages (Australian Design Group, 2004 - Harry Rowland), is one of the
few games I’ve ever purchased knowing nothing about the game. I’m not even
sure why I asked someone to pick it up from Essen; I think it might have
been that I thought the name was cool, or some stupid reason. After I
heard that my friend was successful in getting me a copy, I went online to
see what the game was about. To my surprise, 7 Ages was a civilization
building type game, full of tiny counters, a huge map, and a playing time
of seven hours plus. This to me is anathema in a game, and I kicked myself
mentally for buying it. At the same time, I was intrigued, as I do enjoy
civilization-type games; after reading great comments online, I wondered
just what to expect.
I must say that the game has some flaws. For
one, it lasts a LONG time, more than any other game I own (I’m not a war
gamer). Also, there were a few component problems, such as a lack of
player aids. Yet even with all these concerns, I really enjoyed the game
and was totally immersed into it during the lengthy playing sessions. I
found myself reflecting on the game long after I played it and wanting
desperately to play it once again. If it weren’t for the fact that the
game takes forever, I would play this game quite often. As it is, I’ll
make time to play it at least several times a year - it’s just a fun,
involving game. And as much as I don’t like fiddly war game rules, etc.
- this game (with a few player aids), was extremely
approachable and has definitely paid for itself in terms of game
play. With this review I’ll once again skip a description of the
game rules (they are described in great detail elsewhere) and focus on
different parts of the game.
1.) Counters: I much prefer
miniatures to counters, but I understand the usefulness of counters. What
I liked about the counters was how the information was quite useful and
how the pictures of each army unit were listed on the progress track,
making it a snap to determine if you were allowed to build each type. The
differences of the units made decisions on which ones to buy a hard choice
sometimes, but it was a simplistic process over all. What I didn’t enjoy
about the counters was the sheer amount and the double-sidedness of them.
I solved the problem of the number of counters by bagging them all
separately and placing all the leader counters on a specially made player
aid at the beginning of the game. Yes, it takes about five minutes to set
up this aid; but considering how long the game takes, the investment was
worth it. I did not appreciate the fact that many important counters
(forts, elite markers, and disorder) were on the back of the leaders, but
I solved that by adding wooden blocks to the game to use for the forts
(adds a nice visual effect) and different colored tokens for disorder and
elite markers. I did enjoy the counter colors and the way that each color
had a different mix of units - a rather clever idea.
2.) Leaders:
I really like the ideas of leaders being involved in the game, even though
I’m sure it’s going to spark endless debates over who was involved and who
was not. (And I find it quite odd to find Jesus as a Roman leader. Just
where are the Jews anyway in this game?) Still, for those favorite leaders
that weren’t involved in the game, there are plenty of generic leaders
included, and we found it enjoyable to name ours the leaders of our
respective countries. Leaders are quite powerful and influential in the
game and really add a bit of personality to the countries.
3.)
Map: The map is simply gorgeous and huge. Yes, it’s paper (something I’m
not terribly fond of); but with a sheet of plexiglass the whole thing
really stands out on the table. There is enough room in the territories to
move the pieces, as well as several of the important charts for players to
keep track of everything. The methods of keeping track of Progress, money,
and glory points worked quite well - I always enjoy keeping track of money
like this rather than using paper money.
4.) Box and storage: It
took me forever to cut out the counters (they weren’t very easy to punch),
and I certainly needed to bag all of them, or everything would just be
cluttered and confused. There are 876 double-sided counters, so bagging
everything is a necessity to avoid insanity. The box is gorgeous, with
terrific artwork, and is a nice addition to my shelf.
5.) Cards:
Looking over everything else I’ve said about the game, it seems like I’ve
stated more negative than positive. So why do I like the game so much? The
reason is quite simple - it’s the deck of cards. One hundred and ten cards
form a deck of cards that is used for four different things: - 110
different civilizations that can be started throughout the game, - A
“destiny” number, used in trading and battles, - An artifact that can
be added to civilizations, - Event cards that can be played during the
course of the game. Knowing what feature of the card to play can be a
very strenuous task sometimes. Occasionally I would get a civilization
that I was dying to play (like the Modern Chinese, or the ancient
Egyptians) but also saw that the event part of the card was also quite
good. Which to choose? Besides the multi-versatility of the cards, they
were of tremendous quality; which is good, since they are used so
frequently during the game.
6.) Civilizations: I really enjoyed
the civilization mix of the game (except the exclusion of Israel) and
liked how even a few mythical nations were included (Amazons). When
playing the game, it’s interesting how many of the civilizations follow
the paths of their real-world counterparts fairly well, yet players still
have the choice to do what they want. I enjoyed the game quite a bit
because players control at least two different civilizations, and having
one fizzle out wasn’t that big of a deal. In the games I played, rare it
was that a player hung onto any of their nations too long. It was usually
in a player’s best interest to start up a fresh, new civilization. And
quite often, other players will “encourage” a player to give up on an
attacked, event card targeted civilization. The civilizations are all
interesting, with different goals, money amounts, leaders, and abilities.
The nations alone cause the replayability of the game to skyrocket.
7.) Event cards: Some of the events are extremely powerful. At
first, I had a hard time understanding this - some of them seemed frankly
overpowered. But then, when we played the game, we saw how a player could
get a little too comfortable with an out-of-the-way, powerful empire.
Event cards were some of the best ways to deal with these point-bearing
civilizations. And besides, using up a good event usually means losing a
good civilization and a nice destiny number.
8.) Artifacts:
Wonders of the worlds, religions, governments - I didn’t find these to
have as great of an effect on the game as in other civilization games, but
they certainly did add spice and flavor to an empire. I especially enjoyed
how religions could be adopted by neighboring empires, and how many of
them were tied to specific regions.
9.) Trading: The trading
aspect of the game was a lot of fun. The progression of nations often got
bogged down in Dark Ages, and the only way for them to progress is to
trade with other players. Since the trading involves the cards, it can be
a tense time for both players involved. Do I give a good card to my
opponent to insure my win, or do I give them a less useful card in hopes
of getting a great one? The entire trading mechanic is very smooth,
simple, and adds a lot to the game.
10.) Action Markers: This
mechanic isn’t new; it’s being used in many games today, even the new
Twilight Imperium. But that doesn’t mean that it isn’t effective. Since
players can only play one action marker on each empire they control, they
must sometimes agonize over their choices? Do you build more troops or
expand your borders? Do you attack your neighbor, or try to grow your
cities? Do you trade with a neighbor, or do you try to increase your
empire’s money? Hard choices have to be made each turn over what action
marker to use, but it helps keep empires from running away with the game.
11.) Glory Points: The glory points for each nation are different.
If a player enters the game, assuming that they’ll just try to build their
civilizations to become huge empires, they’ll probably lose the game. Each
civilization has different glory requirements, and a player has to adjust
their style to meet it. For example, the Poles get points for spreading
Christianity, the Pirate States get points for winning sea battles, the
Plains Americans get points for controlling areas in the Americas, and the
Chams get points for having the most money. An inexperienced player can
lose the game if they don’t watch their victory conditions.
12.)
Time: The game is L-O-N-G. Even playing only one Age can take quite a bit
of time, but the downtime is minimal. A player will find himself watching
the board at all times, constantly scheming how they will increase the
glory of their empires. Players can even enter and exit the game, and it
doesn’t affect playing much at all. I’m certainly not a fan of long games,
but this one is one that I don’t mind the length.
13.) Battles:
Battles are a unique affair, and I’m not quite sure what to make of them
yet. They involve a decent amount of modifiers, and I had to print out a
conflict resolution aid to help understand them; but I thought that they
were clever and interesting. It is quite possible that an army, through
bad maneuvering, can lose a battle without any attrition to the enemy - an
odd thing, but most battles seem to work out fairly well. Combat isn’t as
common as you’d think, so fortunately the lengthy battles don’t slow the
already long game down too much.
14.) Fun Factor: 7 Ages is FUN. I
don’t think it will appeal to everyone. If you don’t like involved,
lengthy empire-building games, this isn’t going to be your cup of tea. I
have a select group that I will gladly play this game with - and it’s an
event requiring specific planning- we plan to play it. It’s a fun time,
but it’s most probably the only game we’ll play
afternoon/evening/night/morning/ afternoon, etc. At no time during the
game was I bored, however. While it was long, I was extremely involved.
This doesn’t mean that I’m turning into a war gamer - I just think
that 7 Ages isn’t really a war game, being rather a game about the rise
and fall of civilizations. Some have compared it to History of the World,
and I can see the similarities; but I think 7 Ages is massively superior.
Player aids are a must, and I had some small quibbles; but the total
experience just blew me away. I had a great time with the game, and I’m
really glad that I accidentally got it, as it will keep me happy for many
years to come. I truly believe that it is THE
definitive civilization game.
Tom Vasel "Real men play board games"
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