Alternate 7 Ages Manual

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7 Ages Rule Book Temporary Cover Sheet Table of Contents 1.0 INTRODUCTION 2.0 COMPONENTS 3.0 GAME SETUP 4.0 GAME SEQUENCE 5.0 ACTION PHASE #1: START EMPIRE 6.0 ACTION PHASE #2: PRODUCTION 7.0 ACTION PHASE #3: TRADE & PROGRESS 8.0 ACTION PHASE #4: MANEUVER 9.0 ACTION PHASE #5: DESTINY 10.0 ACTION PHASE #6: CIVILIZE 11.0 ACTION PHASE #7: DISCARD EMPIRE 12.0 END OF TURN 13.0 SPECIAL SITUATIONS

Transcript of Alternate 7 Ages Manual

7 Ages Rule Book

Temporary Cover Sheet

Table of Contents

1.0 INTRODUCTION

2.0 COMPONENTS

3.0 GAME SETUP

4.0 GAME SEQUENCE

5.0 ACTION PHASE #1: START EMPIRE

6.0 ACTION PHASE #2: PRODUCTION

7.0 ACTION PHASE #3: TRADE & PROGRESS

8.0 ACTION PHASE #4: MANEUVER

9.0 ACTION PHASE #5: DESTINY

10.0 ACTION PHASE #6: CIVILIZE

11.0 ACTION PHASE #7: DISCARD EMPIRE

12.0 END OF TURN

13.0 SPECIAL SITUATIONS

14.0 OPTIONAL RULES

15.0 TUTORIAL

7 Ages 1

1.0 INTRODUCTION“All the world’s a stage,And all men and women are merely players:They have their exits and their entrances;And one man in his time plays many parts,His acts being seven ages.”---Shakespeare, As You Like It

7 Ages is a game covering 6,000 years of human history from 4000 BC/E to 2000 AD/CE. Players lead dynasties that decide the fate of the world across epochs.

1.0.1 This manual was written to be a useful reference during play rather than being presented as a learning manual. It is divided into logical sections, covering the map and how it is used in the game, followed by the counters and special rules concerning some of them, and then the order of play. The manual is extensively cross-referenced. An index is provided as well.

1.0.2 For those of you who are just learning how to play 7 Ages, it is recommended that you skim each section of the rules. Each major section is divided into sub-sections with the most pertinent rules and information presented first, followed by lesser-used rules and exceptions. Don’t feel you have to memorize everything. Just keep the key aspects of the game in mind and then refer to the manual if necessary. If in doubt, just play the game logically, check the rule book later, and make adjustments for future play.

1.0.3 If you still feel a little lost, feel free to check out the Tutorial in Section 15. It is written in a more conversational style and presents an overview of the game.

1.0.4 This manual was written in response to some players’ disappointment in the original Australian Design Group manual. This is by no means meant to be an insult to the wonderful guys at ADG.

1.1 GAME OBJECTIVE1.1.1 The goal of the game is for each player to use his empires to generate glory points. Each empire has several ways of earning glory for a player, such as conquering the most land, having the most cities, having the largest navy, and so forth.

1.1.2 Throughout the game, empires advance through various stages of civilization. There are 49 progress levels divided across 7 ages. It is possible for an empire to regress to a previous progress level.

1.1.3 A game may begin in any age. It may end whenever players choose but only after completing the current turn. 7 Ages automatically ends at the completion of the turn where any empire passes the 49th progress level. The game ends immediately whenever an empire acquires the Internet (§x.x.x).

1.1.4 Whoever has the most glory points when the game ends is the winner.

1.1.5 If two or more players tie the game, the player with the most advanced empire wins. If more than one players’

empire has progressed past the 49th progress level (§x.x.x), whichever empire was first to do so, that player wins.

2.0 COMPONENTS2.0.1 A complete game of 7 Ages includes the following:

two 23.4” x 32.3” maps; six counter sheets totaling:

o 576 5/8” counters, and,o 300 ½” counters;

110 cards; and, rules & players’ guides.

2.1 THE GAME MAP2.1.1 The map is divided into 12 regions and subregions:

Africa Americas

o North Americao South America

Asiao Australasiao Chinao Indiao Northeast Asiao Southeast Asia

Europeo Britaino Italy

These regions are delineated on the map by thick blue lines. Regions automatically include any sea or ocean areas adjacent to its land areas.

2.1.2 Land Areas: Each region is divided into land areas each separated by red lines.

2.1.3 Each land area on the map is associated with a terrain type which is used when calculating unit movement costs (§x.x.x), harvesting glory (§x.x.x), and conflict (§x.x.x).

2.1.4 During conflict, all terrain modifiers are cumulative and always favor the defender. If these modifiers are dependent on the age of an empire, apply the age of the defending empire rather than the attacking empire.

2.1.5 Each land area may only contain one city and/or one fort.

2.1.6 Some areas may contain other features, such as oil (§x.x.x), wheat (§x.x.x), and elephants (§x.x.x).

2.1.7 Water Areas: Each water area can be either coastal (when it is adjacent to a land area), sea, or ocean. Some naval vessels are only permitted to travel through certain types of water areas (§x.x.x).

2.1.8 If a sea or ocean area is adjacent to more than one region, it is considered as belonging to each of them.

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2.1.9 Connected Areas: Certain areas are connected together by red arrows. These areas represent areas that, although separated by water, are considered to be adjacent (§x.x.x). Land and naval units may not cross this area if the sea area that the arrows are in is occupied by another empire’s units. If the crossing arrow is in two sea areas, land units can cross unless both areas are occupied by other empires’ units.

2.1.10 Islands connected by red arrows belong to the mainland’s region. Otherwise, islands belong to the region or sub-region indicated by the name in brackets on the map.

2.1.11 Controlling Areas: Each area on the map is considered to be uncontrolled, controlled, or neutral. If no empire has units in an area, that area is uncontrolled. If an empire has at least one unit in an area, that area is considered to be controlled by that empire. An area is neutral (§2.1.13) if it was previously occupied by units that have either retreated from or been destroyed by enemy units and those enemy units have also left the area.

2.1.12 An empire can only establish control in a new area if it has forces in a neighboring area. An area remains in control of an empire until the empire no longer has units in that area. This is true even if the empire no longer has units in any adjacent areas (e.g., units that have moved or been destroyed).

2.1.13 Neutral Areas: A controlled area that no longer has any units in it becomes neutral. When an area becomes neutral, remove all artifacts, fort, and disorder markers from that area. If the area also contained an empire’s capital, replace it with a city of equal level (§x.x.x).

2.1.14 Whenever a unit occupies a neutral area that contains a city, that city’s value is reduced by one level. A level 1 city is removed.

2.1.15 A neutral area with no city that has no units in it becomes uncontrolled.

2.1.16 Disordered Areas: An area becomes disordered when… An area can have more than one disordered marker. Disordered markers may be removed from an area in two ways: either through force or through wealth.

2.1.17 An empire may remove a disordered marker from an area by force during a Maneuver phase (§x.x.x) by deploying units to the disordered area. The empire must deploy at least one unit plus a number of additional units equal to:

the defender’s modifier for the terrain in the disordered area (§x.x.x); plus,

the value of any city in the area (unless the empire attempting to restore order moves or already has a non-archer missile in the area).

2.1.18 An empire may remove a disordered marker from an area with wealth during a Civilize phase (§x.x.x) by spending 7 wealth points.

2.1.19 More than one disordered marker may be removed per turn.

2.1.20 The Glory Track: The glory track is used to track a player’s current total glory points. It is also used to track each empire’s current wealth.

2.1.21 A player may never have fewer than zero glory points. An empire may never have less than zero wealth points or more than 199.

2.1.22 The Progress Track: The progress track is used to track how advanced each empire in play is (§1.1.2).

2.1.23 When an empire reaches the 49th progress level, it is still considered to be in the 7th age but can no longer go backward in progress. If two or more empires have reached the 49th progress level, they are considered to be in the same progress level when harvesting glory (§x.x.x). The game is over at the end of the turn when an empire enters the 49 th

progress level (§x.x.x).

2.1.24 The Go Slow Track: The ‘Go Slow’ track on the map is used specifically for the Cadenced Progress optional rule (§x.x.x).

2.1.25 The boxes in the ‘Go Slow’ track are color-coded with each empire’s trade number (§x.x.x) to simplify who is going slow this turn.

2.2 CARDS2.2.1 There are 110 cards used in the game. Each card contains a numerical value from 0-9, an empire and its details and features, an artifact, and an event.

2.2.2 Each card can be played in one of four ways: for its value (§x.x.x), to start a new empire (§x.x.x), as an artifact (§x.x.x), or as an event (§x.x.x).

2.2.3 Special rules on cards overrule this manual.

2.2.4 Cards Played for Value: A card’s value reflects the overall effectiveness of the card’s empire, artifact, or event. Cards are played for their values during conflict (§x.x.x) and trade (§x.x.x) as well as when bidding to see which player goes first (§x.x.x). When a card is played for its value, it is compared to another card or cards with the higher value always winning.

2.2.5 A card’s value is color-coded but this is only currently used for the Cadenced Progress optional rule (§x.x.x).

2.2.6 Cards Played as Empires: Each empire has a number of features that define when the empire can be played, how it is set up initially, and how it gains glory:

Age: The ages in which the empire may be started (§x.x.x).

Set-Up: This value determines where on the progress track an empire begins (§x.x.x).

Starting Areas: The areas on the map where a newly started empire may place units. Cross reference the letter and number combinations on the map to locate these areas (§x.x.x).

Initial Money: The amount of money with which an empire begins (§x.x.x).

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Trade: An empire’s skill in trading effectively with other empires (§x.x.x).

Leaders: An empire may have a number of leaders on the map equal to this number (§x.x.x).

Special: Details any unique features of an empire. ‘Initial’ effects are only in play each time the empire is being started. Any special actions occur after the empire has been completely set up (including any conflicts). Other special effects apply as long as the empire is in play.

Glory Icons: These icons, most with a number superimposed, represent how the empire earns glory (§x.x.x).

2.2.7 An empire may be played more than once during a game.

2.2.8 Cards Played as Events: An event is something major that happens to an empire that affects the course of the game. These can be catastrophes or great wonders.

2.2.9 An event card can only be played during a Civilize action (§x.x.x) or during conflict (§x.x.x) unless the card’s event states otherwise.

2.2.10 Cards Played as Artifacts: Artifacts assume many forms: technological wonders, forms of government, newly founded religions, and so forth.

2.2.11 Artifact cards can only be played during the Civilize action phase (§x.x.x).

2.2.12 Artifacts are red, green, or blue. Red artifacts have negative effects and green artifacts have positive effects. Green and red artifacts are tied to specific empires, not on areas on the map or specific players.

2.2.13 Some artifacts have pre-requisites that must be met before they can be played, indicated by an asterisk after the artifact’s name and described fully in that card’s description in the Players’ Guide.

2.2.14 The target empire of an artifact must be within the age range stated on the artifact card. Some artifacts have conditions that allow it to be played in earlier ages, indicated by a ‘†’ after the artifact’s name. These conditions are detailed under that artifact’s description in the Players’ Guide.

2.2.15 When a red or green artifact is played, place the matching artifact marker on the target empire’s card if instructed by the Players’ Guide or in one of the empire’s land areas if not.

2.2.16 An artifact cannot be placed in a land area that already contains an artifact.

2.2.17 An artifact cannot be played if its marker is already on the map or the progress track.

2.2.18 If the artifact marker is green, the player who controls the target empire immediately gains 1 glory. If the artifact marker is red, the player loses 1 glory.

2.2.19 Blue Artifacts: Blue artifacts are played on a target empire as well as the progress track. Unlike red and green artifacts, all other empires (even those that have yet to be played) are eligible to receive a blue artifact’s benefit once they reach the blue artifact’s progress level (§x.x.x).

2.2.20 When a blue artifact is played, place one of the artifact’s markers on the target empire’s card and the other on the progress track 7 spaces ahead of the target empire’s current progress level less the age the empire is in (i.e., an artifact played on an empire in the 7th age would have the blue artifact placed 1 progress level ahead, an empire in the 6th age would place the blue artifact 2 progress levels ahead, and so forth).

2.2.21 Any empire that reaches a progress level that contains a blue artifact automatically acquires that artifact. They gain all of the benefits and penalties of that artifact. It is not necessary to place that artifact’s marker on the empire that now also has it. An empire that moves backward on the progress track to a level before the blue artifact does not lose the benefit of that artifact.

2.2.22 Blue artifacts on the progress track are never removed from the game even if the empire that the blue artifact had been originally played on is discarded.

2.2.23 Green and red artifacts remain in play until:

the empire loses control of the artifact’s area; the empire controlling the area advances past the

latest age stated on the marker; or, the artifact is removed by an event card.

2.2.24 Cards that have been played but are no longer in play (such as cards used for events) are placed face-up in a discard pile. When the players run out of fresh cards to draw, the discard pile is reshuffled and returned to play.

2.3 COUNTERS2.3.1 There are 876 counters used in the game.

2.3.2 There are 15 possible empires that can be active on the map at one time, each with a unique color. A player may play more than one empire at the same time (§x.x.x).

2.3.3 With the exception of the black counters, all counters come in paired in light and dark color sets. When setting up the game, players must choose one of these color pairs. These counters belong to that player for the duration of the game. The sets are (in pairs of light and dark): blue, brown, gray, green, purple, red, and yellow.

2.3.4 When starting new empires, a player must use one of these initially chosen empire sets if they are not already in play. Only after both of his paired color empires are in play may a player choose an unclaimed color. Only a player’s initially chosen light and dark set remains with him through the game. Other counters used to start empires that are later discarded become available for any player to use.

2.3.5 Each color has a different mix of units. In the paired colors, the lighter color has a greater number of weaker units. The darker color has a smaller number of

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stronger units. Use the darker sets for empires that gain glory through conquest and war.

2.3.6 A counter is considered in play if it is in an area on the map, on an empire card, on the glory track, or on the progress track.

2.3.7 As soon as an empire has no counters on the map, it is discarded immediately (§x.x.x).

2.3.8 Each military unit can only be built during a particular progress level or earlier. This progress level is marked on the counters themselves, in a circle. It can also be found in the table on the map.

2.3.9 On the reverse of each military unit is that unit’s upgrade. A player may upgrade his units, without cost, during an empire’s Civilize action phase (§x.x.x), as soon as the empire enters that upgrade’s progress level.

2.3.10 When an empire is in play, its counters that are not currently on the map are considered to be in its force pool. Counters removed from the map are returned to this pool unless noted otherwise (i.e., elephants).

2.3.11 Cities: Cities may either be regular cities or capital cities. Each city has a level which represents its size and value. A city may be level 1, 3, 5, or 7.

2.3.12 Each empire may only have one capital city but may have a number of regular cities equal to the number of areas that it controls.

2.3.13 Newly-built cities always begin at level 1 unless specified otherwise.

2.3.14 A city’s possible maximum level is determined by its controlling empire’s age:

Empire Age City Level

2 3

4 5

7 7

2.3.15 Leaders: Each leader has one or two effects on the game while that leader is in play. These effects are described in the Player’s Guide. Multiple leaders of the same type have a cumulative effect for their controlling empire.

2.3.16 When an empire moves into a different age, either forward or backward, all of that empire’s leaders are discarded.

2.3.17 Named leaders may be played in the game only once. When a named leader is removed from play, it is removed permanently. Unnamed leaders are returned to the leader cup (§x.x.x).

2.3.18 Elephants: Elephants only come into play if an empire at progress level 10 or higher takes control of an area that contains elephants (§x.x.x). It then adds one elephant to its force pool.

2.3.19 If there are no available elephant markers, a player may take an elephant from one of his own other empires or, if none of his empires has an elephant, he may take it from another player. When taking an elephant from another player, choose a player who has an elephant not in play. Otherwise, remove an elephant from the map.

2.3.20 If an empire at progress level 10 or higher wins a trade with another empire that has control of an elephant area, it may add an elephant to its force pool if there are any unclaimed ones available.

2.3.21 When an elephant dies or is not maintained (§x.x.x), it is placed back into the common force pool rather than its empire’s force pool.

2.3.22 After the first empire reaches the age 7, remove all elephants from the game.

2.3.23 Nukes: A nuke may only be used once and then it is destroyed. An empire that uses a nuke (§x.x.x) automatically moves back 1 progress level and the player loses 5 glory points. A nuke that gets used is returned to that empire’s force pool.

2.3.24 The cadenced progress counters are only used when the Cadenced Progress optional rule (§x.x.x) is in play.

3.0 GAME SETUP3.0.1 Lay out the maps so that they form a map of the world.

3.0.2 Place the unnamed leaders and ‘no leader’ counters into a cup.

3.0.3 Shuffle the cards and deal 7 cards to each player, face down. Place the remaining cards faced down next to the map.

3.0.4 Determining which player goes first: Each player secretly chooses one of his cards for its value (§x.x.x). These cards are revealed at the same time. The player who holds the card with the highest value goes first, followed by the remaining players in clockwise order.

3.0.5 If more than one player ties for first play, the tied players repeat the process again. If tied players run out of cards from their hands, they take turns drawing from the deck until the tie is broken.

3.0.6 All cards used while bidding for first play are discarded.

3.0.7 Each player, beginning with the first player and then continuing in first play bid order chooses a matching pair of empire counters (§x.x.x). These two empires belong to that player for the remainder of the game and cannot be exchanged with other players and must both be in play as active empires before that player can choose another available empire color. Each pair has a two-tone glory marker that is placed on the ‘0’ space on the glory track.

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3.0.8 If two or more players played the cards with the same value, then the player closest to the left of the first player chooses empire colors first.

3.0.9 As long as there are available empire colors, new players may join the game at any time. Deal the new player 7 cards and place their glory marker on the same space as the player who currently has the least glory. The new player may join play at the start of the next turn.

3.0.10 If available, a newly joining player should choose any available matching set of counters. If no complete sets are available, the player may choose one color and then, when its matching color becomes available, it becomes his for the duration of the game.

3.0.11 A newly joining player may only select the black empire counters if no other colors are available. The black counters do not remain with the player for the duration of the game.

3.0.12 A newly joining player that had to take the black empire counters must begin building a matching set as soon as an unclaimed counter set become available (§x.x.x).

4.0 GAME SEQUENCE4.0.1 Each turn in 7 Ages is divided into a seven action phases that always occur in the same order:

Start Empire (§5.0) Production (§6.0)

o Maintain Unitso Build New Units

Trade and Progress (§7.0) Maneuver (§8.0)

o Move unitso Resolve conflict

Destiny (§9.0) Civilize (§10.0)

o Build and/or upgrade citieso Demote and/or promote leaderso Adopt a religion or government

Discard Empire (§11.0)

4.0.2 At the beginning of each turn, pass the turn marker one player to the left. The player with the turn marker is called the acting player.

4.1 ACTION MARKERS4.1.1 Each player has a set of seven action markers, one for each of the action phases, plus one wild card marker. A player may take a number of actions equal to the number of empires he currently has in play plus one extra conditional action (§x.x.x).

4.1.2 A player must place an action marker face down on each empire he has in play. Each player should keep any unused action markers faced down.

4.1.3 An empire can only have one action marker on it per turn. An action marker can only be used once per turn.

Action markers cannot be moved between empires once the turn has begun.

4.1.4 If a player has fewer than his maximum number of empires in play (§x.x.x), he may play one additional action marker that is not associated with any empire in play. The only action markers that can played as non-empire actions are: Start Empire (§x.x.x), Destiny (§x.x.x), and Civilize (§x.x.x).

4.1.5 If a player forgets to turn over an action marker for an empire and that phase has ended, that empire is unable to act.

4.1.6 Wild Card Action: Each player has a Wild Card action marker that can be played on any empire or as a non-empire action. At any time, a player may convert the Wild Card action marker into the current action phase.

4.1.7 If a player uses his Wild Card action marker on an empire, that empire is not eligible for a free progress (§x.x.x) at the end of the turn.

4.1.8 If a player converts a Wild Card action marker into an action that another one of his empires is also taking, that player loses one glory point.

4.1.9 If an empire is discarded before reaching its action phase, that action may still be played (if applicable).

5.0 ACTION PHASE #1:START EMPIRE

5.0.1 Each player may have a number of empires in play based on the number of current players:

2 players: 7 empires per player; 3 players: 5 empires; 4 players: 4 empires; and, 5 or more players: 3 empires each.

5.0.2 A new empire can only be started if there is an unclaimed set of empire counters available. Furthermore, some empires can only be established if other empires are or are not currently in play.

5.0.3 If an empire has conflicting start-up dependencies, having an empire in play that prevents it from starting up, that empire may not be played regardless of any other empires currently in play.

5.0.4 To start an empire, a player places the chosen empire’s card face up next to the game map and chooses a color to represent that empire’s units. Remember that a player’s two primary empire colors must be in play first before choosing any of the unclaimed empire colors (§x.x.x).

5.0.5 The first empire played in a new game of 7 Ages determines the starting age for the entire game. Its starting age will be the lowest non-conditional age listed on its card (§x.x.x) in that age’s lowest progress level. Otherwise, place the empire’s progress marker on the progress track at the progress level dictated by the card’s Set-Up (§x.x.x).

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5.0.6 If an empire has any set-up choices, the player chooses them now.

5.0.7 Place the empire’s money counter in the appropriate place on the glory track (§x.x.x).

5.0.8 Place a level 1 capital (§x.x.x) in one of the empire’s starting areas unless the empire is nomadic.

5.0.9 Some empires begin play with named leaders (§x.x.x). When setting up an empire, a player may choose one named leader and place him in a starting area.

5.0.10 Building Initial Units: This is done in the same manner as the Production action phase (§x.x.x) except that any number of units may be placed in the empire’s starting areas.

5.0.11 If an empire has an Administrator (§x.x.x), he may reduce the cost of all initial units except infantry.

5.0.12 Place any elite markers (§x.x.x) the empire gets, if any (as described by the Special section of the card).

5.0.13 Non-nomadic empires may also establish forts (§x.x.x) either by purchasing them (§x.x.x) or through the empire’s Special section.

5.0.14 Converting Starting Areas: Sometimes there is already an empire in a new empire’s start-up areas. The new empire’s Special section may allow it to ‘convert’ the existing empire, usually meaning that the new empire is an evolution of the previous one. When this occurs:

all existing cities remain, at their current levels; if a city exists where a player wishes to place an

empire’s capital, the existing city becomes the capital; and

all leaders are converted to the new empire.

5.0.15 If there is an existing empire in a new empire’s starting areas, and the new empire is unable to convert the previous empire, then the new empire must conquer the existing empire’s cities and units (§x.x.x). A captured city that would be the new empire’s capital has its level decreased by 1 (§x.x.x).

6.0 ACTION PHASE #2:PRODUCTION

6.0.1 Empires earn income during the Production action phase based on the areas that they control (§x.x.x). This income is measured in wealth points on the progress track on the map.

6.0.2 Each area of the map produces an amount of income based on its terrain (§x.x.x); the value of its city, if any; and any special features, such as wheat (§x.x.x), if applicable.

6.0.3 Disordered areas (§x.x.x) earn no income.

6.0.4 An empire gains income from areas with wheat only if that empire is in age 5 or later. An empire gains income from areas with oil only if that empire is in age 7.

6.0.5 Empires with no capital earn only one-half the income from areas it controls.

6.1 MAINTAINING UNITS6.1.1 During the Production phase, an empire must pay income toward maintaining all of its units in play.

6.1.2 An empire must pay 1 wealth point per unit in play regardless of what type of unit it is. Failure to do so removes that unit from the map and returns it to that empire’s force pool (§x.x.x).

6.1.3 If some, but not all units, in an area are not maintained, that area becomes disordered (§x.x.x). If all units in an area are not maintained, then that area becomes neutral (§x.x.x).

6.1.3 Cities, artifacts, and leaders do not require maintenance.

6.1.4 Nomadic empires (§x.x.x) are not required to maintain any of their units.

6.2 BUILDING NEW UNITS6.2.1 Empires may only build units that are available in that empire’s current progress level or earlier.

6.2.2 Empires may not build any units that are restricted to them based on the symbols on that empire’s card. This restriction lasts until the empire has traded with an empire that is allowed to build that type of unit (§x.x.x).

6.2.3 The cost for each unit is listed on the on the map (§x.x.x).

6.2.4 After all modifications, a unit’s cost can never be lower than 1.

6.2.5 Newly built land units can only be placed in areas that the empire already controls.

6.2.6 New naval units can only be built in coastal land areas and sea areas that the empire controls.

6.2.7 If an area controlled by the empire contains a city, a player may place a number of new units in that area equal to the level of the city. If there is no city, a player may only place one new unit in that area.

6.2.8 Building Forts: A player may fortify any of his empire’s areas by building a fort there. Each area may only have one fort in it and each fort costs 5 wealth points.

6.2.9 Nomadic empires may not build forts.

6.2.10 Building Elite Markers: An empire may buy any number of elite markers for 10 wealth points each. These newly built elite markers are placed on the empire’s card.

6.2.11 A player may also choose to build elephants (§x.x.x), nukes (§x.x.x), or star wars (§x.x.x) if available.

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7.0 ACTION PHASE #3:TRADE & PROGRESS

7.0.1 This action can be used to swap cards with neighboring empires, provide or receive financial aid, and/or try and advance along the progress track.

7.0.2 A player may not trade amongst his own empires. He must trade with another player’s empire that is in range. If no other players’ empires are in range, a player may trade with the deck.

7.0.3 When choosing another empire with which to trade, a player must choose an empire that has not yet traded this turn. If all eligible empires have already traded, a player may choose any of them.

7.0.4 If a player chooses an empire whose action was also to trade, then the trade will complete the Trade & Progress action for both empires.

7.0.3 Determining Empire Range: An empire is within range of another empire if the number of areas between the two empires, including the target empire’s nearest area, is equal to or less than the trading empire’s age.

7.0.4 An empire may not trade with another empire that is across an ocean until after the trading empire has reached age 4.

7.0.5 An empire may not trade with another empire if there are any areas between the two empires that are controlled by another player without that player’s permission.

7.0.6 The range is always determined based on the trading empire’s age and not the target empire’s age. Thus, it is possible for a more advanced empire to initiate a trade with an empire that would not be able to initiate a trade itself.

7.1 TRADING7.1.1 In any trade, one empire is going to get the better deal. This is determined by calculating a number of factors and comparing the results. The empire with the highest final number is considered to be the winner of the trade.

7.1.2 Each trading player secretly picks a card from his hand to trade, adds to its value his empire’s Trade number (§x.x.x), and subtracts 1 if his empire controls any disordered areas (§x.x.x). Reveal the cards simultaneously.

7.1.3 If a player is trading against the deck rather than another player, he will play against the next drawn card with no modifications.

7.1.4 It is possible for a player to have no empires within range and have no cards in his hand. In this case, he draws one card to be his empire’s trade and then draws another card against which it is compared.

7.1.5 The empire that won the trade:

may advance its progress marker by 1; may choose to advance its progress by another level

if it had chosen a Trade & Progress action this turn; and,

may choose to advance its progress by another level if the empire with which it traded has a higher progress level.

Thus it is possible for an empire to advance up to three progress levels at once.

7.1.6 The trading players swap the cards they used in the trade. If trading against the deck, the player discards the card he used and keeps the card from the deck.

7.1.7 If the trade is tied, the empire that chose a Trade & Progress action this turn may advance its progress by 1 level. If both empires chose Trade & Progress, the empire with the lower progress level may advance its progress by 1 level. Otherwise, neither empire advances.

7.1.8 After a trade is complete, empires may also ask for or give money. The details of this exchange are up to the players to determine (e.g., is it a gift? a loan? if it’s a loan, what are the terms of the loan?).

8.0 ACTION PHASE #4:MANEUVER

8.0.1 A player chooses the Maneuver action when he wants to move an empire’s units on the map either within its controlled areas or to expand and conquer neutral and foreign areas.

8.0.2 Each unit gets a number of movement points each turn (§x.x.x). Each area has a movement cost based on its terrain (§x.x.x).

8.0.3 To enter a new area, a unit must have enough movement points to cover that area’s movement cost. A unit may continue to move into new areas as long as it has enough movement points left. Stacked units may only move as far as the unit with the fewest movement points.

8.0.4 Units may only move into adjacent areas.

8.0.5 Units accompanied by an Explorer (§x.x.x) get one bonus movement point.

8.0.6 Leaders may only travel with other units and must do so for the transporting unit’s entire move. A leader may not travel with star wars or nuke units.

8.0.7 A leader stranded in an area without other friendly units is immediately discarded (§x.x.x).

8.1 LAND MOVEMENT8.1.1 Land units may only move through adjacent land areas unless boarding a naval transport (§x.x.x).

8.1.2 Land units must stop when entering an area occupied by another empire’s units unless that unit’s empire has amassed at least twice as many units in that area as the other empire.

8.1.3 Any land area that no longer contains at least one land or naval unit becomes neutral (§x.x.x).

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8.2 NAVAL MOVEMENT8.2.1 Naval units may only move through coastal land, ocean, and sea areas.

8.2.1 Naval units only pay one movement point per area that they enter, regardless of the area’s terrain.

8.2.2 Naval units must stop when entering an area occupied by another empire’s units unless that unit’s empire has amassed at least twice as many units in that area as the other empire.

8.2.3 Transporting Other Units: Each naval unit may transport one land unit or one aircraft unit plus any number of leaders.

8.2.4 When transporting other units, the naval unit and any units it is transporting must begin in the same area. The units being transported remain with the naval unit for the duration of that unit’s move.

8.2.5 When transporting other units, the naval unit must end its move in a coastal land area.

8.2.5 Using Canals: The Suez and Panama canals are only available during certain ages. The Suez becomes available after Age 6. The Panama Canal opens in Age 7.

8.2.6 A naval unit wishing to move through the Suez or Panama canals must receive permission from every empire that controls adjacent land.

8.2.7 Galleys: Galleys cannot enter ocean areas.

8.2.8 Galleys are destroyed immediately if they enter a sea area that is not adjacent to an area that the galley’s empire controls.

8.3 AIRBORNE MOVEMENT8.3.1 Airborne units (excluding star wars & nuke units) must stop when entering an area occupied by another empire’s units unless that unit’s empire has amassed at least twice as many units in that area as the other empire.

8.3.2 Airborne units (excluding star wars units) may not end their maneuver in a sea or ocean area unless that area or any adjacent area is occupied by at least one of its empire’s naval units.

8.3.3 Star wars units have unlimited movement. Once per Maneuver phase, a player may move a star wars unit to any area on the map, ignoring other empires’ units.

8.3.5 Nuke units may enter any area except areas occupied by other empires’ star wars units. All other units in that area are ignored.

8.4 CONFLICT8.4.1 Once an empire has finished moving all of its units, conflict is resolved in any area that contains its units and those of another empire (even another empire that the player controls).

8.4.2 If there is more than conflict to be resolved, the player who initiated the Maneuver decides the order in which they are addressed.

8.4.3 A unit may only be involved in a conflict if it occupies the same area as the conflict. Units in adjacent areas cannot be used.

8.4.4 Only players with units in the area may participate directly in the conflict. However, any player may play event cards to affect the conflict.

8.4.5 Units in a conflict are either committed or uncommitted. Once a unit has been committed, it remains committed and unavailable for use again until all that empire’s involved units have become committed. Then all of that empire’s involved units become uncommitted and are available again.

8.4.6 Each time an empire’s units have all become committed then uncommitted again, that empire gains a disorder marker. This is different from when an area becomes disordered (§x.x.x). The more disorder an empire’s units have during a conflict, the more advantage the opposing empire has (§x.x.x).

8.4.7 A player may never examine another player’s units.

8.4.8 Conducting Conflict: Conflicts occur over a number of rounds until one side is declared the victor (usually be destroying all of the enemy’s units).

8.4.9 At the beginning of each round, both players involved in the conflict draw a card from the deck that is kept secret.

8.4.10 A player with an empire that has a Tactician (§x.x.x) in the area may choose to discard his initial card and draw another one. The second card must be kept.

8.4.11 Each player then secretly determines which units to commit and how many.

8.4.12 Each conflict round, the players determine their empire’s conflict total. The empire with the lower conflict total loses all units and leaders committed that round. The winning empire loses nothing.

8.4.13 If the totals are equal, both empires lose all units committed that round. If a Tactician (§x.x.x) was also committed, that empire loses nothing.

8.4.14 Each empire’s conflict total is determined by:

the value of the drawn card; plus, the front line value of half the units committed

(player’s choice); plus, the support value of the remaining units; plus, 1 for each elite marker the empire has (maximum of

+3); plus, 1 for each age the empire is ahead of the other; plus, the best front line and support values for committed

units for each disorder marker the opposing empire has acquired; and,

for the defending empire only add:o the area’s terrain modifiers (§x.x.x); plus,o 2 for a fort, if any; plus,o the city value, if any.

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8.4.15 Committing an elephant cancels the front line values for all opposing chariot, light horse, and horse archer units.

8.4.16 An empire that commits an elephant that is killed must retreat all remaining surviving units.

8.4.17 Nukes: If a player’s only remaining uncommitted unit in an area is a nuke, he has the choice of either committing it or destroying it. If the player destroys it, then the controlling empire automatically gains a disorder marker for having all units committed (§x.x.x).

8.4.18 If nuke and star wars units are committed during the same round, the nuke is automatically destroyed and has no effect on the rest of the round.

8.4.19 If a nuke is committed and not countered by star wars, all the units in the area from both sides are destroyed.

8.4.20 Other consequences of using nukes are covered in section x.x.x.

8.4.21 Retreating: Before cards are drawn for the next conflict round, a player may attempt to retreat his empire if the opposing empire has accrued at least one conflict disorder marker (§x.x.x).

8.4.22 An empire with a Tactician (§x.x.x) may attempt to retreat if either side has accrued at least one conflict disorder marker.

8.4.23 If both sides are eligible for retreat and both sides are choosing to do so, the acting player determines which side may retreat first.

8.4.24 Units may only retreat to eligible adjacent areas that are controlled by their empire or that are neutral. Units are not required to retreat to the same adjacent area if more than one are eligible.

8.4.25 Units that have no eligible adjacent area to retreat into are destroyed.

8.4.26 An empire loses one elite marker, if it has any, if it is defeated in a conflict where two or more of its units were involved.

8.4.27 If both empires lose all of their units in an area, that area becomes neutral (§x.x.x).

8.4.28 If an area becomes controlled by another empire, all artifacts and fortifications in that area are removed. A city in that area has its level reduced by 1 (a level 1 city is removed entirely). A capital city in that area becomes a regular city of equal level.

8.4.29 An empire that loses its capital (or an empire without a capital that loses a leader) during a conflict also loses all of its wealth. Half of that amount is transferred to the conquering empire’s wealth.

9.0 ACTION PHASE #5:DESTINY

9.0.1 A Destiny action allows the player to discard unwanted cards and replace them with new ones.

9.0.2 A player may discard every card in his hand.

9.0.3 After choosing which cards to discard, the player draws a number of cards from the deck until he has a total of 6 cards in his hand.

10.0 ACTION PHASE #6:CIVILIZE

10.0.1 This action allows a player to add improvements to an empire, such as building cities and artifacts, upgrading units, adopting a new religion or government, acquiring a new leader, and so on. A player may also play event cards in this phase.

10.0.2 If a player used his Civilize action marker as his non-empire action (§x.x.x), he may only play event cards.

10.0.3 A player may play as many cards as he wishes during a Civilize action. A player may not start an empire during this phase.

10.0.4 An empire may choose to spend wealth to remove disorder markers in areas that it controls (§x.x.x).

10.1 LEADERS10.1.0 An empire may demote one of its leaders. A demoted leader is discarded (§x.x.x).

10.1.1 After demoting leaders, if any, a player may choose to promote a new leader if the number of leaders is less than the empire’s maximum (§x.x.x).

10.1.2 If the new leader is a named leader, the player simply places that leader’s counter on the map. If the new leader is an unnamed leader, the player must randomly draw an unnamed leader from the leader cup. He may discard a unsatisfactory unnamed leader and draw another one up to the number of times specified on the empire card (§x.x.x). He must keep the last drawn leader. If a player draws a ‘no leader’ marker, he returns it to the cup and draws again if allowed by the card.

10.1.3 A promoted leader must be placed in one of its empire’s controlled areas.

10.2 RELIGION & GOVERNMENT10.2.1 If an empire that has a religion or government is within range, the acting empire may choose to adopt the other empire’s religion or its government.

10.2.2 An empire may not adopt a religion and a government in the same turn.

10.2.3 An empire that already has a religion or government may not adopt a new religion or government if it has any disordered areas. An empire that currently does not have a

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religion or a government may choose to adopt one or the other regardless of whether it controls any disordered areas or not.

10.2.4 When a religion or government is adopted, the player places the religion or government’s counter on the adopting empire’s card, removing any previous religion or government counters that it is replacing.

10.2.5 The player automatically receives 1 glory point due to the fact that religions and governments are green artifacts (§x.x.x).

10.2.6 All benefits and penalties of that religion or government take place immediately.

10.2.7 An empire that is changing religions or governments rather than adopting its first religion or government must place a disorder marker (§x.x.x) in each of its areas that contains a city or a leader marker.

10.3 MODERNIZING10.3.1 Once an empire reaches a progress level that allows a new unit to be built, the empire may choose to upgrade any eligible existing units to the new type (§x.x.x) at no cost.

10.3.2 The player may choose to ‘downgrade’ a unit to its more primitive type at no cost.

10.4 URBANIZING10.4.1 A non-nomadic empire may choose to build or improve cities. There is no cost involved.

10.4.2 An empire may build and/or improve cities in two fertile areas or in one non-fertile area (§x.x.x) that it controls.

10.4.3 Building Cities: To build a new city, place a level 1 city in any area that the empire controls.

10.4.4 If an empire currently has no cities, the first city the empire builds is automatically its capital city (§x.x.x).

10.4.5 To improve an existing city, increase the city’s level by 1 (§x.x.x).

10.4.6 A player may not build a city and then improve it in the same turn. An existing city can only be improved once per turn.

10.4.7 An empire with a Builder (§x.x.x) may build or improve an extra city per turn. The newly-built or improved city must be in the same area as the Builder.

10.4.8 If an empire has cities but no capital city, the player may choose to convert one of those cities to a capital. Replace the converted city with a capital city counter. This does not count against the number of cities an empire may build and improve this turn (10.4.2).

11.0 ACTION PHASE:DISCARD EMPIRE

11.0.1 This action allows a player to discard an empire and all of its units.

11.0.2 When an empire is discarded, remove all of its units, including leaders (§x.x.x), from the map. Place the empire’s card in the discard pile.

11.0.3 Replace its capital city with a regular city of equal value. All other cities remain as they are.

12.0 END OF TURN12.0.1 After each action phase has been completed, the current turn ends where players advance their empires along the progress track and harvest glory points.

12.0.2 All empires are eligible for one free advance on the progress track unless that empire took a Wild Card action (§x.x.x) or if that empire is in a dark age (§x.x.x).

12.1 HARVESTING GLORY12.1.1 A player earns a number of glory points based on which glory categories his empires have on their cards (§x.x.x). The numbers superimposed on each category icon show the amount of glory an empire earns if it has the most of that category out of all other empires with that category currently in play.

12.1.2 To determine how much glory empires generate from a category, players compare all empires in play which also earn glory from the same category to see which empire has the most, the second most, and so forth (with one exception, see x.x.x).

12.1.3 The maximum glory an empire may earn from one category is 3 points. This is reduced to 2 points if there is one empire that has more of that category, 1 point if there are two empires with more, and no points if there are three empires with more.

12.1.4 If several empires tie in a category, determine the order by starting with the player whose turn it is and then count players to the left with eligible empires.

12.1.5 If a player has two empires that tie in a category, that player decides which empire wins the tie.

12.1.6 If an empire is the only one in play that earns glory from a particular category but that empire does not have any of that category, that empire earns no glory for it.

12.1.7 Before harvesting glory, a player may purchase glory points at the cost of 50 wealth for each point of glory. If a player has an empire with the Renaissance artifact, he may buy glory points at 20 wealth each.

12.1.8 There are 6 glory categories: cities, units, artifacts, resources, areas, and homeland.

12.1.9 When counting cities, total the value of all cities each empire controls.

12.1.10 When counting units, total the number of all military units each empire controls.

12.1.11 When counting artifacts, only count green artifacts.

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12.1.12 Empires in the homeland category do not compare against each other. Instead, each earns 1 glory point if it controls all of its starting areas and loses 1 glory point if it controls none of them.

12.1.13 Glory from Resources: Resource category icons never have a number. Instead, each empire earns 1 glory point for each resource of that type that it controls.

12.1.14 Wheat in non-fertile areas (§x.x.x) is counted only for empires that have reached age 5.

12.1.15 Elephant areas are counted only if no empire in play is in age 7.

12.1.16 Oil areas are counted only for empires that are in age 7.

12.1.17 Glory from Areas: An empire may gain glory for each area that it controls.

12.1.18 The category icon determines whether an empire earns glory from land areas (green icon), sea and ocean areas (blue icon), or both (green and blue).

12.1.19 When counting areas, do not include any disordered areas.

12.1.20 Desert or tundra areas are only counted for empires that have it specified in the Special section of their cards.

12.1.21 Some empires only count areas that are in certain regions (§x.x.x).

12.1.22 Some European empires earn glory for controlling the most non-European areas. To qualify, the empire must have a capital in Europe and, in this case, only compare their total areas with other empires that have European capitals (even if those empires do not earn glory for this particular glory category).

12.1.23 After all glory has been totaled (whether purchased or harvested), any event cards that affect the amount of glory each player may get are applied.

12.1.24 Glory icons that are square, rather than round, earn glory immediately when that condition is achieved. The player does not have to wait for the end of the turn. The player earns glory for this icon each time the condition occurs. The player does not earn glory for this icon during the glory harvest.

Tip: Instead of waiting until the end of each turn to tally up your empires’ glory, keep track of it on a piece of paper throughout the turn. Thus, if one of your empires that gains glory from areas, for example, began controlling two new areas during a turn, go ahead and write down how much extra glory those areas generate immediately.

13.0 SPECIAL SITUATIONS13.0.1 When playing the Empire Fragments (card 28) or Civil War (card 57) events, the empire with the capital (or

leader if there is no capital) gains the saved wealth. If there is no capital (or the leaders are not all on the same side) then the money is split equally.

13.0.2 Assassin Events: This event allows a player to attempt an assassination of another empire’s leader. The target empire must be within range (§x.x.x) of the acting empire.

13.0.3 The acting player draws a card from the deck and keeps it hidden. If the card is not satisfactory, the player may draw another card. This may be repeated as many times as the event specifies but the final card must be kept.

13.0.4 The target empire draws cards in the same way, with the number of possible draws being limited instead by the leader value on the target empire’s card.

13.0.5 The cards are compared and if the acting empire’s card has a higher value than the target empire, that leader has been successfully assassinated.

14.0 OPTIONAL RULES14.0.1 Total History: The first empire played during a game must an empire that begins in age 1.

14.0.2 Pursuit: If an empire’s units are retreating from a conflict, they may acquire additional casualties as the enemy units chase them down. This occurs only as the empire is retreating from the conflicted area; the enemy units do not actually pursue the retreating units into adjacent areas.

14.0.3 The retreating empire loses 2 units for each aircraft unit the enemy has in the area.

14.0.4 The retreating empire loses 1 unit for each armor unit the enemy has in the area.

14.0.5 The retreating empire loses 1 unit for each 2 cavalry units the enemy has in the area.

14.0.6 The retreating empire may choose to lose a cavalry unit, which counts for 2 lost units.

14.0.7 If the retreating empire is in a higher age, each unit lost costs for 2 units or 3 units if it is a cavalry unit. Thus, in the case in 14.0.3, the retreating empire would only lose 1 unit. In the case in 14.0.4, it would require the enemy to have 2 armor units for each retreating unit lost.

14.0.8 The retreating empire determines which units are lost.

14.0.9 Cadenced Progress: This optional rule is designed to make progress in 7 Ages more even.

14.0.10 At the beginning of each turn, after the players have placed their action markers, the acting player chooses up to 3 of the cadence markers and places them faced down in the ‘Go Slow’ track on the map (§x.x.x).

14.0.11 There must always be a cadence marker in the ‘No Advance’ box. If there are two cadence markers in play this turn, the second goes in the ‘Advance If Trade +1 or More’

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box. If there are three, the third goes in the ‘Advance If Trade 0 or More’ box.

14.0.12 The remaining cadence markers are kept hidden.

14.0.13 After all the action phases have been completed, the acting player turns over each marker on the ‘Go Slow’ track.

14.0.14 Empires that chose the same action as the marker in the ‘No Advance’ box does not get the free progress advance this turn.

14.0.15 If an empire affected by the ‘No Advance’ box is being discarded, none of that player’s empires advance this turn. If one of this player’s other empires are also affected by the ‘No Advance’ box, that empire loses a progress level.

14.0.16 Empires that chose the same action as the marker in the ‘Advance If Trade +1 or More’ box only get the free progress advance if their modified trade number is +1 or higher (§x.x.x).

14.0.17 Empires that chose the same action as the marker in the ‘Advance If Trade 0 or More’ box only get the free progress advance if their modified trade number is 0 or higher.

14.0.18 Technology: If an empire that chooses a Destiny action is also the most advanced empire currently in play, that player may draw up to 7 cards.

14.0.19 If an empire that chooses a Destiny action is also the least advanced empire currently in play, that player only draws up to 5 cards.

14.0.20 Redemption: After all initial hands have been dealt (§x.x.x), each player in clockwise order starting from the acting player has the option to discard any number of cards from their hands and draw cards to fill their hand back to 6 cards.

14.0.21 Faster History: The game ends immediately when an empire advances to the next age of the first empire played (even if that first empire was discarded).

14.0.22 Take That: During the Civilize phase, a player may only may artifact and event cards on empires within range of the empire taking the action.

14.0.23 If no empire is taking a Civilize action, then the card may be played on any empire within range of any empire controlled by player wishing to play an event or artifact card but the player receives no glory for any of his empires at the end of this turn.

14.0.24 To play event cards at other times (e.g., during conflict), the player playing the card must have an empire within range of the target area or empire.

14.0.25 If the card targets a player rather than an empire, any empire the target player controls must be within the range of any empire that the player playing the event controls.

14.0.26 Take That II: An event card can only be played by an empire during a Civilize action phase (e.g., it cannot be

played as a non-empire action). The empire taking the action must be in range of the target empire and the empire taking the action must be in the same age as the target empire.

14.0.27 Lady Luck: All cards with a value of 7 may also be played as a Bad Augury (cards 5 & 41) card except that they may not be played to counteract actual Bad Augury cards.

14.0.28 Supply Chain: If an empire has units in an area without a city or a fort that is not adjacent to any other area that is controlled by that empire, those units are immediately destroyed.

15.0 TUTORIALWelcome to 7 Ages! In this game, your goal is to amass more glory than the other players. You do this by starting and guiding empires through history. Each empire has a few ways of earning glory for you such as taking over as much land as possible, building the most powerful cities, and so forth (§x.x.x).

At the heart of a game of 7 Ages are the cards. Each card can be played in a few ways: you can start an empire, play an artifact, or cause an event (§x.x.x). Each card also has a value on it which is used like dice except that you control how high or low the ‘dice roll’ is by choosing which card to bid. But, beware: the higher the value of the card, the more potent the empire, artifact, and event are on that card so to get that high number to win a war or a trade with another empire, you have to sacrifice what could be a valuable empire, strong artifact, or devastating event that you might wish you had later. Don’t worry though; you’ll probably see that card again either through trade or through the luck of the draw once the deck is exhausted and reshuffled.

Each turn of play proceeds through seven ordered action phases (§4.0.1) and you have a set of markers one for each those phases. Each empire you control can take only one action per turn. So, to get one of your empires to take a particular action, you place that action phase’s marker on that empire’s card (but you place it face down so your opponents don’t know what your empire is up to). Also, you can also usually place one extra action marker that isn’t tied to any empire (§4.1.4). How else could you start new empires if you could only place action markers on existing empires?

The game always begins the same way: with an empty map. After determining which player goes first (§3.0.4), each player selects a matching set of light and dark counters. Each set of counters has a different mix of units. The darker counters are always better for more war-like empires (i.e., empires that get glory through conquest). After a number of plays, you’ll figure out which sets best match your play style. At first, don’t worry too much about it.

In the game’s very first turn, you’ll only be able to play one action and you’ll probably want to start a new empire. You can’t even begin to win the game otherwise. The age of the first empire played sets the starting age for the entire game.

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If the first player starts an Age 4 empire, then that’s where the game begins.

When you start an empire, you’ll want to buy some initial units (§5.0.10) and set them up in your empire’s starting areas. You need to protect your capital and you’ll probably want to explore some nearby regions.

Some empires also start with special features. For example, some empires start with one or more leaders. Each leader has special abilities which affect your empire: one leader might allow you to buy military units at a cheaper rate and another may give your empire an edge when trading with another empire. Choosing the best leaders for your empire is always important; choose ones that will help your empire achieve its glory goals. Of course, you don’t always get to choose your empire’s leaders and are at the mercy of luck (§10.0.2).

Once you get empires on the map, you’ll mostly want to take turns maneuvering (§8.0) so that they can conquer more land and get more resources, trading with other empires (§6.0) so that your empire can possibly become more advanced, and production (§7.0), which allows your empire to gain more wealth and build new units. Remember, it’s always a strategic choice because your empire can only do one thing per turn. Thus, if you have one empire doing production, your other empires can’t do production… or can they? You also have a wild card action marker that you can place on any empire and then, when the action phase you want comes up, you can ‘convert’ it to that action phase.

You can do a lot in most action phases, such as promoting new leaders, upgrading units when your empire advances technologically, and so forth. Section 4.0.1 shows the order of the phases as well as what you can do each phase.

Also, don’t forget about events and artifacts. Use your extra action marker, the one that’s not played on a specific empire, to start another empire, play an event on one of your empires or another player’s empire, or play an artifact. Events and artifacts have a huge influence on the game so don’t forget them.

At the end of each turn, you’ll see how much glory your empires have gotten you. It doesn’t matter whether your empires are allies or enemies; all of their glory earned goes to one place: you. However, the amounts of glory your empires earn are compared to every other empire on the map. If other empires are out-performing your empire in a particular glory category, then you won’t earn as much glory and you may find yourself earning no glory at all! For example, if one of your empires earns glory for having the most powerful cities in the world, yet another player’s empire has more, larger cities, that player will earn more glory than you for that glory category.

When it comes to tallying up glory, you should keep track of your empires’ glory conditions throughout the turn on a scorecard. That way, at the end of the turn, you can just refer to your scorecard rather than spending time counting things on the map while the other players wait. For example, if one of your empires earns glory by occupying the most land, and

that empire conquers two new areas during the turn, then add it to your count of land so you immediately know how many areas your empire controls.

At the end of each turn, your empires usually get to automatically advance a little technologically. As your empires advance, they get access to newer, better units. Later, they get access to extra wheat resources and oil, which helps make them richer when doing production. Keep in mind, though, that when your empire advances into a new age, all of its leaders automatically die and will need to be replaced by new ones. Leaders don’t live forever, after all. And, if you have a named leader, such as Shakespeare or Napoleon, he’s gone from the game forever: no reincarnation here even if Buddhism is your empire’s national religion.

You should also remember that just like you have to start empires, sometimes you’ll have to discard them. Although you may become attached to a particular empire, just because you put an empire down on the map doesn’t mean you need to feel obligated to keep that empire going. If an empire isn’t earning much glory for you, or if you draw a much better empire but are at the maximum number of empires you’re allowed to have in play at once (§5.0.1), you should discard it to make room for newer, better empires. Also, as the game progresses through the ages, older empires will often lose their effectiveness as new glory possibilities open up (e.g., glory from having land with oil).

At the same time, don’t be surprised if a minor empire from our own history outperforms and outlasts a major empire. The Roman Empire may rise and fall quickly while a relatively unknown empire, such as …, becomes a world super power.

Furthermore, the later the age of the game, the more likely you’ll find your empires progressing and growing through trade rather than conquest and war. When choosing which empires to play in the later ages, keep that in mind. Early on in the game, however, you’re likely to find yourself wanting empires that earn glory through expansion especially if that empire is far away from everyone else’s empires.

The game can continue until either a player’s empire passes the highest level of progress (§1.1.2) thus effectively leaving the 7th age, until a pre-determined event happens (such as the first empire to advance to the next age from which the game started), or at the end of any turn the players decide. Whichever player has the most glory at that point is considered the winner.

If there is any one thing to remember about 7 Ages is that it isn’t necessarily a game you play to win. In fact, to play a complete game using the Total History option (§14.0.1), from Age 1 until Age 7, can take up to 16 hours. An average game lasts at least a few hours. So, although you should always be playing to amass glory, the true joy of 7 Ages is the experience of watching history play out, watching empires rise and fall through wars and catastrophes, witnessing the spread of new religions, governments, and technologies, and how it all falls together. Sure, one player is going to be

© 1997-2006 Australian Design Group

14 7 Ages

declared the winner when the game ends but just participating in the game is all the glory 7 Ages players need!

© 1997-2006 Australian Design Group