7 Ages

Feb. 20th, 2011 07:55 pm
cellio: (gaming)
Yesterday we played in a five-player game of 7 Ages. We have not played this game a lot because it is long (and has lots of fiddly bits), but I enjoy it when we do play.

7 Ages isn't exactly a civilization-building game (like Advanced Civilization) or a world-conquest game (like Age of Renaissance, Diplomacy, and many others). It's a little closer to History of the World, maybe -- instead of playing one civilization through the entire game you will, in theory, play several different civilizations, discarding and replacing them as they start to decline. (But no, not really like Vinci either, though maybe a little.)

That's the theory, but yesterday we only saw a few replacements, with people mostly playing their starting civilizations all the way through. In a game with an uneven distribution of possible civilizations I expect that more, but in a five-player game each person is guaranteed access to three at a time and that can't be taken away from you. I can't speak for anybody else, but what deterred me was the combination of my current civilizations doing OK score-wise and the cost -- in time and in conquering a new board position -- of starting a new one. Perhaps I do not play aggressively enough.

An aspect of the game that makes it fun, though also harder to track, is that each civilization has different victory conditions. I watched another civilization sprawl out next to mine and thought the player was setting his sights on my territories -- but his victory conditions weren't helped by conquering me, so he didn't. (And mine were only tangentially helped by conquering him, and I had other options, so I didn't.) I was playing the Assyrians (points for most land units on the board, among things), the Siamese (points for money, dominating southeast Asia, and others), and some guys in India who got points for India and world domination. ("Domination" means having the most territories.) That last seemed doomed until late in the game -- civilizations in China and elsewhere in Asia had gotten very big and I couldn't compete -- but then I realized that "world" could be anywhere, so my Indians started building boats to colonize Australia. If the game had gone two more turns we would have seen Rajeesh Columbus sail east hoping to discover Europe. :-) (There were unclaimed spaces in the Americas.)

The game ended up being very close, with the top two scores at 103 and 100, another in the 90s, one in the 80s, and one trailing behind. Everyone seemed to have fun and even the combat was good-natured, such as when someone started the Free States in the midst of a Chinese civilization and started what would be skirmishing between the two for the rest of the game.

We started at 1:00 at the beginning of age 2 (so most players were in age 1 after offsets), and -- after deciding to play a certain number of turns -- finished at around 10:00 with the lead civilization in the middle of age 5, about half the civilizations stuck in a dark age late in age 2, and everybody else spread out between. We are definitely playing more efficiently than when we first learned the game, without feeling rushed. I still think playing through all seven ages would be a weekend project at least; I expect that the game gets more complex as better military units afford better mobility.

There was a definite end-game effect as, on the last turn, everybody brought out the things they'd been holding in reserve. Perhaps a better way to limit the game is to set a limit (time, age, turn count) after which you start rolling a die to see if the game ends, increasing the probability each turn. That way you don't know when the game ends until it does; you don't get the last-minute hostile events and attacks and stuff, but you get people playing as if they expected another turn. I don't know which way is better.

cellio: (gaming)
We invited some people over for gaming yesterday, specifically to play longer games like Age of Renaissance or Seven Ages. Most such games that we own are calibrated for five or six players. We ended up with eight, though, so we split into two groups of four. (I think the only candidate we own that works for eight is Arkham Horror, which garnered reations ranging from indifference to hostility.)

The other group played History of the World; ours played Seven Ages. This was only the fourth time I've played and the first time without Dani (who's played a little more). I found that while I know the game well enough to play, I didn't know it well enough to teach it efficiently. Sigh. It shouldn't have taken me an hour to explain it to the one new player, and I hope that didn't turn him off of the game. Once we got into it, everyone seemed to be having fun. (I would specifically like to play another four-player game including that new player.)

Most world-domination games don't work well with fewer players than their targets, because the same map is generally available (so you can spread out more and avoid conflict). Civilization and Age of Renaissance both restrict the map when that happens; History of the World doesn't (and I can't remember of Age of Imperialism does). Seven Ages doesn't, but it's different because you're still going to end up with 15 empires in play regardless of the number of players, and it's in players' interests to bring in more empires if they can.

The four-player game does have an advantage over larger ones, though: while there will be just as many empires in play, you have fewer players to conflict with and more chances to work your empires together. At one point I had Babylon in play and wanted to bring in the Persians; if those had been different players there probably would have been a lot of fighting, but since they were both mine I just sent my Persians east toward the fertile lands in India instead. With fewer players, negotiations about territory were a little easier.

On a completely practical note, four players can sit comfortably around the map (on our dining-room table) such that everyone can see; this is harder with five.

We randomly dealt two empires in ages one and two to everyone (and the rest of a hand, of course), to avoid sucky starting positions. Well, mostly -- my two empires from that deal started in the same space. :-) Fortunately I got another age-two empire in the deal, though all of my options were lower card values. (I started play with Babylon (3) and the Inuit (1), once the game had been determined to be in age two.) My Inuit were actually doing ok for me, winning world domination after a few turns of ramp-up; if we had played a few more turns they would have succeeded in trading for knowledge of horses and then their cavalry would have been all over the Americas and northern Europe. Which is, in a sense, wrong, but would have been fun.

We had very little conflict through much of the game; most of it was of the "my starting position is occupied" variety. The Mongols showed up in the last turn so there was a lot of conflict there, but through a combination of good luck (on my part) and suboptimal play (on the Mongols' part), my peace-loving Iliryans (called something else, but their starting land was there) defeated most of the invading Mongol army, including killing Chengis Khan. So there. :-)

No empires showed up in India, which was odd. I was holding a card for Australia (didn't expect them in age two), but it would have been another empire similar to the Inuit, occupying land no one else cared about with no knowledge of boats or horses, for mediocre point values. I passed. Most of Europe (except northern) and Asia were occupied, and all of northern Africa. (Subsaharan Africa doesn't show up until later, I think.) I was sharing the Americas with somebody who started in Mexico.

We started at the beginning of the second age, and when we finished (we had agreed to end when the other game did), the lead player was in the first or second phase of the third age. (Some empires were still trailing at the end of the first age.) In terms of where the game was, I wanted to play longer (maybe as much as another age). There were things happening on the board that seemed to be building toward something interesting, but we stopped to satisfy time constraints. Next time we should try for a longer game; we might also be able to reclaim some time by improving the management of game pieces.

game pieces and how to manage them )
cellio: (gaming)
Yesterday we played a game of 7 Ages (five players, three playing for the first time). There was one really funny moment.

Dani started the empire of the Huns. Their victory condition is vanquishing enemy cities, and they are one of the few empires that can vacate land (they don't have to leave someone behind to hold it). They're a rampaging force, not a landed empire.

So Dani brought them into play on the steppes adjacent to my peace-loving Chinese empire's capital, and then he moved his entire army in to attack the city. I asked him to clarify the rules of retreating, which are that -- if you are allowed to retreat, which isn't always the case -- you can move your units to an uncontested adjacent space that you own.

That clarified, I played an event card that said before a fight I can declare who wins ("that would be me", I said), and the losing army ("that would be you") is permitted to retreat and is destroyed if it can't retreat.

And that is how the Zhou Dynasty, with a spearman and an archer, destroyed the entire empire of the Huns in one fell swoop. Alas, the Zhou don't get victory points for destroying enemies.
cellio: (Monica)
Big fluffy snow! I wonder how long that will last. (It also seems to be somewhat slippery, at least for cars. Maintaining traction is mostly fine; acquiring it while turning (e.g. making a turn from a stop) requires a bit more attention. Or did a few hours ago, anyway, and the multiple noisy near-misses at the intersection in front of our house seem to confirm.)

Dani's company's holiday party was this afternoon. They held it at the children's museum, which seemed an unusual venue for small gatherings (I don't think of museums as having party rooms), but on the way in we passed a sign directing people to a birthday party. Ok, that makes sense -- a child's birthday party at a children's museum makes sense, and they won't turn down adults. :-) (There are about a dozen people at the company, and we and one other couple are the only ones without children.) To clarify: it's a museum filled with stuff interesting to children, not a museum displaying children. I suppose the latter would be, properly speaking, the "child(ren) museum". :-)

Yesterday morning, alas, instead of enjoying Shabbat services, I was at the vet clinic with Erik. (Why yes, I do think health of a pet trumps Shabbat. For myself, for anything short of Major Injury or Impending Death, I'd wait.) Fortunately, the problem was only a pulled dressing and not, as I had feared, pulled stitches. They fixed him up with a bigger dressing with more adhesive, which seems to be holding up well so far. But not the most calming way to spend (part of) Shabbat.

Yesterday afternoon and evening we played another game of 7 Ages. This time we ran from the first age through the beginning of the fourth, but it took a long time. At 9:00, in the middle of the third age, it seemed reasonable to set that boundary. At midnight it was less obvious that it was correct. So, still some calibration to do, but it's a fun game (though I got thoroughly whumped this time).

Short takes:

Ah, that's why there were a bazillion messages waiting in the moderation queue for an SCA mailing list today. Someone posted a query about sewing machines. That's kind of like posting a query about editing tools to a software-developers' list. :-)

Interesting if true, but entertaining either way: legal complications of a bizarre death (link from Dani).

My sister has never read the Narnia books and would like a copy. Does anyone know if the ones currently in print have been altered (from the ones we read in childhood) other than to change the order? (I can solve the ordering problem if I buy individual volumes or a boxed set rather than one of the compedia that's out there.)

cellio: (gaming)
Today we played Seven Ages. Dani had played once at Origins; the game was new to the rest of us. We had the full complement of seven players.

This is a long game if you play it all the way through. A review that Dani read put it roughly like this: there are the games where you invite some people over for an afternoon. And then there are the games where you plan a month in advance for a long day, playing through lunch and dinner. Seven Ages isn't like that; for it you plan half a year in advance for a long weekend and begin accumulating spousal karma points.

Needless to say, we played a subset of the game. (This was true for Dani at Origins as well.) Fortunately, there are ways to partition it reasonably. We ended up playing one age, more or less.

overview of the game )

game report )

a few nit-picks )

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