7 Ages
Does it deserve its 8.59 average rating (ranked
14th) on BGG? Or is it just the next overhyped game?
I figured the last thing I needed in my game
collection was another massive multi-player game. I finally got rid of ADG's
flawed masterpiece Empires in Arms, I disliked The Napoleonic Wars, hated
History of the World, despised Age of Renaissance ... 7 Ages wasn't anywhere
near to my buy list. But Milton got it, and I'm always game for these things.
Once anyway.
The first exposure to 7
Ages is the rules, and they are a terrible mess. This is actually a fairly
straightforward game, but you wouldn't know it from reading the rules. The
presentation order and lack of any overview makes them almost incoherent the
first time through. The second time through isn't so bad, though, and you start
to get a handle on it. While not complicated, it's still
very
fiddly. There is a lengthy sequence of play, lots of little non-interacting game
systems, and the combat system is not what you'd call quick-playing and clean
generally. Additionally, the rules are almost worthless as a
reference.
The next whammy is then the
lack of any reasonable player aids. There are tons of little details to
remember, like unit costs, what you can do in the Civilization phase, what
monuments do, leader functions, and so on, and there are basically no references
included in the game. For those of you who sense that pitching this game to
friends might be some work, get some player aids. If players have any doubts
about 7 Ages, this omission might well kill it
off.
And don't even get me started on
the layout of the counters. The units are fine, but the status counters are a
nightmare because they are back-printed on the leaders, which makes them
impossible to sort and access because you are always sifting through the leaders
when new Empires come on-line.
Once you
wade past these not-inconsiderable difficulties, what do you get? Basically, a
much more involved History of the World. However, instead of History of the
World's static empires which burst on the scene and then are frozen in time, in
7 Ages, empires can continue to grow and flourish, so my Egyptians were still a
major world power well into the 3rd Age. You can have a number of empires active
at any one time, and each turn you allocate action chits to each, indicating
whether they will expand, tax, trade, civilize, and such each turn. Each empire
can do only one, and each action can be done by only one empire, with a few
minor exceptions. This buys some interesting choices, but this is still a game
with a simulation value little beyond History of the
World.
The game is driven overall by a
deck of 110 cards. Each card has three functions - either an empire which can be
started in its historical time period; a take-that style event; or a monument,
government type, religion, technology, or disaster than can be
built/started/adopted/invented/inflicted. This deck is both the great strength
and great weakness of the game. On the one hand, every empire you've ever heard
of is in there, along with many you haven't and just a few totally generic ones.
Each empire generally has a well thought-out flavor and its own clear, simple
ways to get victory points, which give the game a nice
feel.
The weakness is that the deck
appears, on playing through once, to make Age of Renaissance's event deck look
like a paragon of game balance. The empires are ridiculously variable in
strength and potential, with the players who get the good ones being at a major
advantage with no balancing costs. Perhaps even more importantly, each empire is
playable in only a small selection of Ages, so players who simply draw a lot of
playable
empires are going to be a lot better off - you can have a number of empires in
play depending on the number of players, but only if you draw them. In longer
games, this will tend to balance as you can justify holding an empire that
starts in a later age for a longer period of time, but if you play only a few
ages (a 6-hour or so endeavor in and of itself), drawing well is a paramount
skill. And unfortunately the attention to detail that went into the Empire
portion of the card apparently exhausted the designer's creativity, because the
events on the bottom of the cards tend to be somewhat laughable (like a "wrinkle
in time", which allows a double
move).
There are quite a few very
powerful events in the deck. Some combinations can completely erase an empire in
a single blow. Some events are borderline worthless. This gives the game a very
uneven, random, take-that, whack the leader feel which I'm not sure is entirely
appropriate for a game of this length and with this level of
investment.
At this point you're
probably waiting for the bottom line where I pronounce this game DOA. But
despite its many and possibly quite serious flaws, I still kinda liked 7 Ages.
It does have nice historical flavor. The empires are well-done. Despite the
tremendous randomness,
most
of the time you feel you're in control and are making meaningful choices to
progress your empires (there are some exceptions, with the game occasionally
devolving into sheer frustration). And it really isn't that complicated. I think
7 Ages basically works on the level of a fun ambiance game, one where you run
the empires and do the best you can, but realize that the end is going to be
essentially a) random and b) decided by who gets picked on the
least.
The bottom line is that I'll
play 7 Ages again, as long as some decent player-aids can be found or produced.
As long as the game moves along, I think it'll be fun for long enough to justify
itself. But play it with your friends. With all the gratuitously violent
card-play going around, it's not a game to play with strangers. Especially given
the length.
Posted: Monday - January 10, 2005 at 08:48 PM