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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

14.0 OPTIONAL RULES

15.0 TUTORIAL
7 Ages 1

1.0 INTRODUCTION empire has progressed past the 49th progress level (§x.x.x),
whichever empire was first to do so, that player wins.
“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, 2.0 COMPONENTS
His acts being seven ages.” 2.0.1 A complete game of 7 Ages includes the following:
---Shakespeare, As You Like It
 two 23.4” x 32.3” maps;
7 Ages is a game covering 6,000 years of human history from  six counter sheets totaling:
4000 BC/E to 2000 AD/CE. Players lead dynasties that o 576 5/8” counters, and,
decide the fate of the world across epochs. o 300 ½” counters;
1.0.1 This manual was written to be a useful reference  110 cards; and,
during play rather than being presented as a learning manual.  rules & players’ guides.
It is divided into logical sections, covering the map and how
it is used in the game, followed by the counters and special 2.1 THE GAME MAP
rules concerning some of them, and then the order of play. 2.1.1 The map is divided into 12 regions and subregions:
The manual is extensively cross-referenced. An index is  Africa
provided as well.  Americas
1.0.2 For those of you who are just learning how to play 7 o North America
Ages, it is recommended that you skim each section of the o South America
rules. Each major section is divided into sub-sections with  Asia
the most pertinent rules and information presented first, o Australasia
followed by lesser-used rules and exceptions. Don’t feel you o China
have to memorize everything. Just keep the key aspects of o India
the game in mind and then refer to the manual if necessary. o Northeast Asia
If in doubt, just play the game logically, check the rule book o Southeast Asia
later, and make adjustments for future play.  Europe
1.0.3 If you still feel a little lost, feel free to check out the o Britain
Tutorial in Section 15. It is written in a more conversational o Italy
style and presents an overview of the game.
These regions are delineated on the map by thick blue lines.
1.0.4 This manual was written in response to some Regions automatically include any sea or ocean areas
players’ disappointment in the original Australian Design adjacent to its land areas.
Group manual. This is by no means meant to be an insult to
2.1.2 Land Areas: Each region is divided into land areas
the wonderful guys at ADG.
each separated by red lines.
1.1 GAME OBJECTIVE 2.1.3 Each land area on the map is associated with a
1.1.1 The goal of the game is for each player to use his terrain type which is used when calculating unit movement
empires to generate glory points. Each empire has several costs (§x.x.x), harvesting glory (§x.x.x), and conflict
ways of earning glory for a player, such as conquering the (§x.x.x).
most land, having the most cities, having the largest navy,
and so forth. 2.1.4 During conflict, all terrain modifiers are cumulative
and always favor the defender. If these modifiers are
1.1.2 Throughout the game, empires advance through dependent on the age of an empire, apply the age of the
various stages of civilization. There are 49 progress levels defending empire rather than the attacking empire.
divided across 7 ages. It is possible for an empire to regress
to a previous progress level. 2.1.5 Each land area may only contain one city and/or one
fort.
1.1.3 A game may begin in any age. It may end whenever
players choose but only after completing the current turn. 7 2.1.6 Some areas may contain other features, such as oil
Ages automatically ends at the completion of the turn where (§x.x.x), wheat (§x.x.x), and elephants (§x.x.x).
any empire passes the 49th progress level. The game ends 2.1.7 Water Areas: Each water area can be either coastal
immediately whenever an empire acquires the Internet (when it is adjacent to a land area), sea, or ocean. Some
(§x.x.x). naval vessels are only permitted to travel through certain
1.1.4 Whoever has the most glory points when the game types of water areas (§x.x.x).
ends is the winner. 2.1.8 If a sea or ocean area is adjacent to more than one
1.1.5 If two or more players tie the game, the player with region, it is considered as belonging to each of them.
the most advanced empire wins. If more than one players’
© 1997-2006 Australian Design Group
2 7 Ages

2.1.9 Connected Areas: Certain areas are connected 2.1.20 The Glory Track: The glory track is used to track
together by red arrows. These areas represent areas that, a player’s current total glory points. It is also used to track
although separated by water, are considered to be adjacent each empire’s current wealth.
(§x.x.x). Land and naval units may not cross this area if the
2.1.21 A player may never have fewer than zero glory
sea area that the arrows are in is occupied by another
points. An empire may never have less than zero wealth
empire’s units. If the crossing arrow is in two sea areas, land
points or more than 199.
units can cross unless both areas are occupied by other
empires’ units. 2.1.22 The Progress Track: The progress track is used to
track how advanced each empire in play is (§1.1.2).
2.1.10 Islands connected by red arrows belong to the
mainland’s region. Otherwise, islands belong to the region or 2.1.23 When an empire reaches the 49th progress level, it is
sub-region indicated by the name in brackets on the map. still considered to be in the 7th age but can no longer go
backward in progress. If two or more empires have reached
2.1.11 Controlling Areas: Each area on the map is
the 49th progress level, they are considered to be in the same
considered to be uncontrolled, controlled, or neutral. If no
progress level when harvesting glory (§x.x.x). The game is
empire has units in an area, that area is uncontrolled. If an
over at the end of the turn when an empire enters the 49 th
empire has at least one unit in an area, that area is considered
progress level (§x.x.x).
to be controlled by that empire. An area is neutral (§2.1.13)
if it was previously occupied by units that have either 2.1.24 The Go Slow Track: The ‘Go Slow’ track on the
retreated from or been destroyed by enemy units and those map is used specifically for the Cadenced Progress optional
enemy units have also left the area. rule (§x.x.x).
2.1.12 An empire can only establish control in a new area 2.1.25 The boxes in the ‘Go Slow’ track are color-coded
if it has forces in a neighboring area. An area remains in with each empire’s trade number (§x.x.x) to simplify who is
control of an empire until the empire no longer has units in going slow this turn.
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 2.2 CARDS
destroyed). 2.2.1 There are 110 cards used in the game. Each card
contains a numerical value from 0-9, an empire and its details
2.1.13 Neutral Areas: A controlled area that no longer and features, an artifact, and an event.
has any units in it becomes neutral. When an area becomes
neutral, remove all artifacts, fort, and disorder markers from 2.2.2 Each card can be played in one of four ways: for its
that area. If the area also contained an empire’s capital, value (§x.x.x), to start a new empire (§x.x.x), as an artifact
replace it with a city of equal level (§x.x.x). (§x.x.x), or as an event (§x.x.x).

2.1.14 Whenever a unit occupies a neutral area that 2.2.3 Special rules on cards overrule this manual.
contains a city, that city’s value is reduced by one level. A 2.2.4 Cards Played for Value: A card’s value reflects
level 1 city is removed. the overall effectiveness of the card’s empire, artifact, or
2.1.15 A neutral area with no city that has no units in it event. Cards are played for their values during conflict
becomes uncontrolled. (§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
2.1.16 Disordered Areas: An area becomes disordered its value, it is compared to another card or cards with the
when… An area can have more than one disordered marker. higher value always winning.
Disordered markers may be removed from an area in two
ways: either through force or through wealth. 2.2.5 A card’s value is color-coded but this is only
currently used for the Cadenced Progress optional rule
2.1.17 An empire may remove a disordered marker from an (§x.x.x).
area by force during a Maneuver phase (§x.x.x) by deploying
units to the disordered area. The empire must deploy at least 2.2.6 Cards Played as Empires: Each empire has a
one unit plus a number of additional units equal to: number of features that define when the empire can be
played, how it is set up initially, and how it gains glory:
 the defender’s modifier for the terrain in the
disordered area (§x.x.x); plus,  Age: The ages in which the empire may be started
 the value of any city in the area (unless the empire (§x.x.x).
attempting to restore order moves or already has a  Set-Up: This value determines where on the
non-archer missile in the area). progress track an empire begins (§x.x.x).
 Starting Areas: The areas on the map where a
2.1.18 An empire may remove a disordered marker from an newly started empire may place units. Cross
area with wealth during a Civilize phase (§x.x.x) by spending reference the letter and number combinations on the
7 wealth points. map to locate these areas (§x.x.x).
2.1.19 More than one disordered marker may be removed  Initial Money: The amount of money with which
per turn. an empire begins (§x.x.x).
© 1997-2006 Australian Design Group
7 Ages 3

 Trade: An empire’s skill in trading effectively with 2.2.19 Blue Artifacts: Blue artifacts are played on a target
other empires (§x.x.x). empire as well as the progress track. Unlike red and green
 Leaders: An empire may have a number of leaders artifacts, all other empires (even those that have yet to be
on the map equal to this number (§x.x.x). played) are eligible to receive a blue artifact’s benefit once
 Special: Details any unique features of an empire. they reach the blue artifact’s progress level (§x.x.x).
‘Initial’ effects are only in play each time the empire 2.2.20 When a blue artifact is played, place one of the
is being started. Any special actions occur after the artifact’s markers on the target empire’s card and the other on
empire has been completely set up (including any the progress track 7 spaces ahead of the target empire’s
conflicts). Other special effects apply as long as the current progress level less the age the empire is in (i.e., an
empire is in play. artifact played on an empire in the 7th age would have the
 Glory Icons: These icons, most with a number blue artifact placed 1 progress level ahead, an empire in the
superimposed, represent how the empire earns glory 6th age would place the blue artifact 2 progress levels ahead,
(§x.x.x). and so forth).
2.2.7 An empire may be played more than once during a 2.2.21 Any empire that reaches a progress level that
game. contains a blue artifact automatically acquires that artifact.
2.2.8 Cards Played as Events: An event is something They gain all of the benefits and penalties of that artifact. It
major that happens to an empire that affects the course of the is not necessary to place that artifact’s marker on the empire
game. These can be catastrophes or great wonders. that now also has it. An empire that moves backward on the
progress track to a level before the blue artifact does not lose
2.2.9 An event card can only be played during a Civilize the benefit of that artifact.
action (§x.x.x) or during conflict (§x.x.x) unless the card’s
event states otherwise. 2.2.22 Blue artifacts on the progress track are never
removed from the game even if the empire that the blue
2.2.10 Cards Played as Artifacts: Artifacts assume many artifact had been originally played on is discarded.
forms: technological wonders, forms of government, newly
founded religions, and so forth. 2.2.23 Green and red artifacts remain in play until:

2.2.11 Artifact cards can only be played during the Civilize  the empire loses control of the artifact’s area;
action phase (§x.x.x).  the empire controlling the area advances past the
latest age stated on the marker; or,
2.2.12 Artifacts are red, green, or blue. Red artifacts have  the artifact is removed by an event card.
negative effects and green artifacts have positive effects.
Green and red artifacts are tied to specific empires, not on 2.2.24 Cards that have been played but are no longer in
areas on the map or specific players. 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,
2.2.13 Some artifacts have pre-requisites that must be met the discard pile is reshuffled and returned to play.
before they can be played, indicated by an asterisk after the
artifact’s name and described fully in that card’s description 2.3 COUNTERS
in the Players’ Guide. 2.3.1 There are 876 counters used in the game.
2.2.14 The target empire of an artifact must be within the 2.3.2 There are 15 possible empires that can be active on
age range stated on the artifact card. Some artifacts have the map at one time, each with a unique color. A player may
conditions that allow it to be played in earlier ages, indicated play more than one empire at the same time (§x.x.x).
by a ‘†’ after the artifact’s name. These conditions are
detailed under that artifact’s description in the Players’ 2.3.3 With the exception of the black counters, all
Guide. counters come in paired in light and dark color sets. When
setting up the game, players must choose one of these color
2.2.15 When a red or green artifact is played, place the pairs. These counters belong to that player for the duration
matching artifact marker on the target empire’s card if of the game. The sets are (in pairs of light and dark): blue,
instructed by the Players’ Guide or in one of the empire’s brown, gray, green, purple, red, and yellow.
land areas if not.
2.3.4 When starting new empires, a player must use one
2.2.16 An artifact cannot be placed in a land area that of these initially chosen empire sets if they are not already in
already contains an artifact. play. Only after both of his paired color empires are in play
2.2.17 An artifact cannot be played if its marker is already may a player choose an unclaimed color. Only a player’s
on the map or the progress track. initially chosen light and dark set remains with him through
the game. Other counters used to start empires that are later
2.2.18 If the artifact marker is green, the player who discarded become available for any player to use.
controls the target empire immediately gains 1 glory. If the
artifact marker is red, the player loses 1 glory. 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
© 1997-2006 Australian Design Group
4 7 Ages

stronger units. Use the darker sets for empires that gain glory 2.3.19 If there are no available elephant markers, a player
through conquest and war. 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
2.3.6 A counter is considered in play if it is in an area on
another player. When taking an elephant from another
the map, on an empire card, on the glory track, or on the
player, choose a player who has an elephant not in play.
progress track.
Otherwise, remove an elephant from the map.
2.3.7 As soon as an empire has no counters on the map, it
2.3.20 If an empire at progress level 10 or higher wins a
is discarded immediately (§x.x.x).
trade with another empire that has control of an elephant
2.3.8 Each military unit can only be built during a area, it may add an elephant to its force pool if there are any
particular progress level or earlier. This progress level is unclaimed ones available.
marked on the counters themselves, in a circle. It can also be
2.3.21 When an elephant dies or is not maintained (§x.x.x),
found in the table on the map.
it is placed back into the common force pool rather than its
2.3.9 On the reverse of each military unit is that unit’s empire’s force pool.
upgrade. A player may upgrade his units, without cost,
2.3.22 After the first empire reaches the age 7, remove all
during an empire’s Civilize action phase (§x.x.x), as soon as
elephants from the game.
the empire enters that upgrade’s progress level.
2.3.23 Nukes: A nuke may only be used once and then it
2.3.10 When an empire is in play, its counters that are not
is destroyed. An empire that uses a nuke (§x.x.x)
currently on the map are considered to be in its force pool.
automatically moves back 1 progress level and the player
Counters removed from the map are returned to this pool
loses 5 glory points. A nuke that gets used is returned to that
unless noted otherwise (i.e., elephants).
empire’s force pool.
2.3.11 Cities: Cities may either be regular cities or capital
2.3.24 The cadenced progress counters are only used when
cities. Each city has a level which represents its size and
the Cadenced Progress optional rule (§x.x.x) is in play.
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.
3.0 GAME SETUP
3.0.1 Lay out the maps so that they form a map of the
2.3.13 Newly-built cities always begin at level 1 unless world.
specified otherwise.
3.0.2 Place the unnamed leaders and ‘no leader’ counters
2.3.14 A city’s possible maximum level is determined by into a cup.
its controlling empire’s age:
3.0.3 Shuffle the cards and deal 7 cards to each player,
Empire Age City Level face down. Place the remaining cards faced down next to the
map.
2 3
3.0.4 Determining which player goes first: Each player
4 5 secretly chooses one of his cards for its value (§x.x.x).
7 7 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.
2.3.15 Leaders: Each leader has one or two effects on the 3.0.5 If more than one player ties for first play, the tied
game while that leader is in play. These effects are described players repeat the process again. If tied players run out of
in the Player’s Guide. Multiple leaders of the same type have cards from their hands, they take turns drawing from the deck
a cumulative effect for their controlling empire. until the tie is broken.
2.3.16 When an empire moves into a different age, either 3.0.6 All cards used while bidding for first play are
forward or backward, all of that empire’s leaders are discarded.
discarded.
3.0.7 Each player, beginning with the first player and then
2.3.17 Named leaders may be played in the game only continuing in first play bid order chooses a matching pair of
once. When a named leader is removed from play, it is empire counters (§x.x.x). These two empires belong to that
removed permanently. Unnamed leaders are returned to the player for the remainder of the game and cannot be
leader cup (§x.x.x). exchanged with other players and must both be in play as
2.3.18 Elephants: Elephants only come into play if an active empires before that player can choose another
empire at progress level 10 or higher takes control of an area available empire color. Each pair has a two-tone glory
that contains elephants (§x.x.x). It then adds one elephant to marker that is placed on the ‘0’ space on the glory track.
its force pool.
© 1997-2006 Australian Design Group
7 Ages 5

3.0.8 If two or more players played the cards with the 4.1.3 An empire can only have one action marker on it per
same value, then the player closest to the left of the first turn. An action marker can only be used once per turn.
player chooses empire colors first. Action markers cannot be moved between empires once the
turn has begun.
3.0.9 As long as there are available empire colors, new
players may join the game at any time. Deal the new player 4.1.4 If a player has fewer than his maximum number of
7 cards and place their glory marker on the same space as the empires in play (§x.x.x), he may play one additional action
player who currently has the least glory. The new player marker that is not associated with any empire in play. The
may join play at the start of the next turn. only action markers that can played as non-empire actions
are: Start Empire (§x.x.x), Destiny (§x.x.x), and Civilize
3.0.10 If available, a newly joining player should choose
(§x.x.x).
any available matching set of counters. If no complete sets
are available, the player may choose one color and then, 4.1.5 If a player forgets to turn over an action marker for
when its matching color becomes available, it becomes his an empire and that phase has ended, that empire is unable to
for the duration of the game. act.
3.0.11 A newly joining player may only select the black 4.1.6 Wild Card Action: Each player has a Wild Card
empire counters if no other colors are available. The black action marker that can be played on any empire or as a non-
counters do not remain with the player for the duration of the empire action. At any time, a player may convert the Wild
game. Card action marker into the current action phase.
3.0.12 A newly joining player that had to take the black 4.1.7 If a player uses his Wild Card action marker on an
empire counters must begin building a matching set as soon empire, that empire is not eligible for a free progress (§x.x.x)
as an unclaimed counter set become available (§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
4.0 GAME SEQUENCE player loses one glory point.
4.0.1 Each turn in 7 Ages is divided into a seven action 4.1.9 If an empire is discarded before reaching its action
phases that always occur in the same order: phase, that action may still be played (if applicable).
 Start Empire (§5.0)
 Production (§6.0)
o Maintain Units 5.0 ACTION PHASE #1:
o Build New Units
 Trade and Progress (§7.0) START EMPIRE
 Maneuver (§8.0) 5.0.1 Each player may have a number of empires in play
o Move units based on the number of current players:
o Resolve conflict  2 players: 7 empires per player;
 Destiny (§9.0)  3 players: 5 empires;
 Civilize (§10.0)  4 players: 4 empires; and,
o Build and/or upgrade cities  5 or more players: 3 empires each.
o Demote and/or promote leaders
o Adopt a religion or government 5.0.2 A new empire can only be started if there is an
unclaimed set of empire counters available. Furthermore,
 Discard Empire (§11.0)
some empires can only be established if other empires are or
4.0.2 At the beginning of each turn, pass the turn marker are not currently in play.
one player to the left. The player with the turn marker is
5.0.3 If an empire has conflicting start-up dependencies,
called the acting player.
having an empire in play that prevents it from starting up,
4.1 ACTION MARKERS that empire may not be played regardless of any other
4.1.1 Each player has a set of seven action markers, one empires currently in play.
for each of the action phases, plus one wild card marker. A 5.0.4 To start an empire, a player places the chosen
player may take a number of actions equal to the number of empire’s card face up next to the game map and chooses a
empires he currently has in play plus one extra conditional color to represent that empire’s units. Remember that a
action (§x.x.x). player’s two primary empire colors must be in play first
4.1.2 A player must place an action marker face down on before choosing any of the unclaimed empire colors (§x.x.x).
each empire he has in play. Each player should keep any 5.0.5 The first empire played in a new game of 7 Ages
unused action markers faced down. 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
© 1997-2006 Australian Design Group
6 7 Ages

the empire’s progress marker on the progress track at the 6.0.4 An empire gains income from NON FERTILE areas
progress level dictated by the card’s Set-Up (§x.x.x). 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
5.0.6 If an empire has any set-up choices, the player
7.
chooses them now.
6.0.5 Empires with no capital earn only one-half the
5.0.7 Place the empire’s money counter in the appropriate
income from areas it controls.
place on the glory track (§x.x.x).
5.0.8 Place a level 1 capital (§x.x.x) in one of the 6.1 MAINTAINING UNITS
empire’s starting areas unless the empire is nomadic. 6.1.1 During the Production phase, an empire must pay
income toward maintaining all of its units in play.
5.0.9 Some empires begin play with named leaders
(§x.x.x). When setting up an empire, a player may choose 6.1.2 An empire must pay 1 wealth point per unit in play
one named leader and place him in a starting area. 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
5.0.10 Building Initial Units: This is done in the same pool (§x.x.x).
manner as the Production action phase (§x.x.x) except that
any number of units may be placed in the empire’s starting 6.1.3 If some, but not all units, in an area are not
areas. maintained, that area becomes disordered (§x.x.x). If all
units in an area are not maintained, then that area becomes
5.0.11 If an empire has an Administrator (§x.x.x), he may neutral (§x.x.x).
reduce the cost of all initial units except infantry.
6.1.3 Cities, artifacts, and leaders do not require
5.0.12 Place any elite markers (§x.x.x) the empire gets, if maintenance.
any (as described by the Special section of the card).
6.1.4 Nomadic empires (§x.x.x) are not required to
5.0.13 Non-nomadic empires may also establish forts maintain any of their units.
(§x.x.x) either by purchasing them (§x.x.x) or through the
empire’s Special section. 6.2 BUILDING NEW UNITS
6.2.1 Empires may only build units that are available in
5.0.14 Converting Starting Areas: Sometimes there is that empire’s current progress level or earlier.
already an empire in a new empire’s start-up areas. The new
empire’s Special section may allow it to ‘convert’ the 6.2.2 Empires may not build any units that are restricted
existing empire, usually meaning that the new empire is an to them based on the symbols on that empire’s card. This
evolution of the previous one. When this occurs: restriction lasts until the empire has traded with an empire
that is allowed to build that type of unit (§x.x.x).
 all existing cities remain, at their current levels;
 if a city exists where a player wishes to place an 6.2.3 The cost for each unit is listed on the on the map
empire’s capital, the existing city becomes the (§x.x.x).
capital; and 6.2.4 After all modifications, a unit’s cost can never be
 all leaders are converted to the new empire. lower than 1.
5.0.15 If there is an existing empire in a new empire’s 6.2.5 Newly built land units can only be placed in areas
starting areas, and the new empire is unable to convert the that the empire already controls.
previous empire, then the new empire must conquer the
existing empire’s cities and units (§x.x.x). A captured city 6.2.6 New naval units can only be built in coastal land
that would be the new empire’s capital has its level decreased areas and sea areas that the empire controls.
by 1 (§x.x.x). 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
6.0 ACTION PHASE #2: place one new unit in that area.

PRODUCTION 6.2.8 Building Forts: A player may fortify any of his


empire’s areas by building a fort there. Each area may only
6.0.1 Empires earn income during the Production action
have one fort in it and each fort costs 5 wealth points.
phase based on the areas that they control (§x.x.x). This
income is measured in wealth points on the progress track on 6.2.9 Nomadic empires may not build forts.
the map.
6.2.10 Building Elite Markers: An empire may buy any
6.0.2 Each area of the map produces an amount of income number of elite markers for 10 wealth points each. These
based on its terrain (§x.x.x); the value of its city, if any; and newly built elite markers are placed on the empire’s card.
any special features, such as wheat (§x.x.x), if applicable.
6.2.11 A player may also choose to build elephants
6.0.3 Disordered areas (§x.x.x) earn no income. (§x.x.x), nukes (§x.x.x), or star wars (§x.x.x) if available.

© 1997-2006 Australian Design Group


7 Ages 7

7.0 ACTION PHASE #3:  may choose to advance its progress by another level
if the empire with which it traded has a higher
TRADE & PROGRESS progress level.
7.0.1 This action can be used to swap cards with Thus it is possible for an empire to advance up to three
neighboring empires, provide or receive financial aid, and/or progress levels at once.
try and advance along the progress track.
7.1.6 The trading players swap the cards they used in the
7.0.2 A player may not trade amongst his own empires. trade. If trading against the deck, the player discards the card
He must trade with another player’s empire that is in range. he used and keeps the card from the deck.
If no other players’ empires are in range, a player may trade
with 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.
7.0.3 When choosing another empire with which to trade, If both empires chose Trade & Progress, the empire with the
a player must choose an empire that has not yet traded this lower progress level may advance its progress by 1 level.
turn. If all eligible empires have already traded, a player may Otherwise, neither empire advances.
choose any of them.
7.1.8 After a trade is complete, empires may also ask for
7.0.4 If a player chooses an empire whose action was also or give money. The details of this exchange are up to the
to trade, then the trade will complete the Trade & Progress players to determine (e.g., is it a gift? a loan? if it’s a loan,
action for both empires. what are the terms of the loan?).
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.
8.0 ACTION PHASE #4:
7.0.4 An empire may not trade with another empire that is
MANEUVER
across an ocean until after the trading empire has reached age 8.0.1 A player chooses the Maneuver action when he
4. wants to move an empire’s units on the map either within its
controlled areas or to expand and conquer neutral and foreign
7.0.5 An empire may not trade with another empire if areas.
there are any areas between the two empires that are
controlled by another player without that player’s permission. 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
7.0.6 The range is always determined based on the trading terrain (§x.x.x).
empire’s age and not the target empire’s age. Thus, it is
possible for a more advanced empire to initiate a trade with 8.0.3 To enter a new area, a unit must have enough
an empire that would not be able to initiate a trade itself. movement points to cover that area’s movement cost. A unit
may continue to move into new areas as long as it has enough
7.1 TRADING movement points left. Stacked units may only move as far as
7.1.1 In any trade, one empire is going to get the better the unit with the fewest movement points.
deal. This is determined by calculating a number of factors 8.0.4 Units may only move into adjacent areas.
and comparing the results. The empire with the highest final
number is considered to be the winner of the trade. 8.0.5 Units accompanied by an Explorer (§x.x.x) get one
bonus movement point.
7.1.2 Each trading player secretly picks a card from his
hand to trade, adds to its value his empire’s Trade number 8.0.6 Leaders may only travel with other units and must
(§x.x.x), and subtracts 1 if his empire controls any disordered do so for the transporting unit’s entire move. A leader may
areas (§x.x.x). Reveal the cards simultaneously. not travel with star wars or nuke units.
7.1.3 If a player is trading against the deck rather than 8.0.7 A leader stranded in an area without other friendly
another player, he will play against the next drawn card with units is immediately discarded (§x.x.x).
no modifications.
8.1 LAND MOVEMENT
7.1.4 It is possible for a player to have no empires within 8.1.1 Land units may only move through adjacent land
range and have no cards in his hand. In this case, he draws areas unless boarding a naval transport (§x.x.x).
one card to be his empire’s trade and then draws another card
against which it is compared. 8.1.2 Land units must stop when entering an area
occupied by another empire’s units unless that unit’s empire
7.1.5 The empire that won the trade: has amassed at least twice as many units in that area as the
other empire.
 may advance its progress marker by 1;
 may choose to advance its progress by another level 8.1.3 Any land area that no longer contains at least one
if it had chosen a Trade & Progress action this turn; land or naval unit becomes neutral (§x.x.x).
and,
© 1997-2006 Australian Design Group
8 7 Ages

8.2 NAVAL MOVEMENT 8.4.3 A unit may only be involved in a conflict if it


8.2.1 Naval units may only move through coastal land, occupies the same area as the conflict. Units in adjacent
ocean, and sea areas. areas cannot be used.
8.2.1 Naval units only pay one movement point per area 8.4.4 Only players with units in the area may participate
that they enter, regardless of the area’s terrain. directly in the conflict. However, any player may play event
cards to affect the conflict.
8.2.2 Naval units must stop when entering an area
occupied by another empire’s units unless that unit’s empire 8.4.5 Units in a conflict are either committed or
has amassed at least twice as many units in that area as the uncommitted. Once a unit has been committed, it remains
other empire. committed and unavailable for use again until all that
empire’s involved units have become committed. Then all of
8.2.3 Transporting Other Units: Each naval unit may that empire’s involved units become uncommitted and are
transport one land unit or one aircraft unit plus any number of available again.
leaders.
8.4.6 Each time an empire’s units have all become
8.2.4 When transporting other units, the naval unit and committed then uncommitted again, that empire gains a
any units it is transporting must begin in the same area. The disorder marker. This is different from when an area
units being transported remain with the naval unit for the becomes disordered (§x.x.x). The more disorder an empire’s
duration of that unit’s move. units have during a conflict, the more advantage the opposing
8.2.5 When transporting other units, the naval unit must empire has (§x.x.x).
end its move in a coastal land area. 8.4.7 A player may never examine another player’s units.
8.2.5 Using Canals: The Suez and Panama canals are 8.4.8 Conducting Conflict: Conflicts occur over a
only available during certain ages. The Suez becomes number of rounds until one side is declared the victor
available after Age 6. The Panama Canal opens in Age 7. (usually be destroying all of the enemy’s units).
8.2.6 A naval unit wishing to move through the Suez or 8.4.9 At the beginning of each round, both players
Panama canals must receive permission from every empire involved in the conflict draw a card from the deck that is kept
that controls adjacent land. secret.
8.2.7 Galleys: Galleys cannot enter ocean areas. 8.4.10 A player with an empire that has a Tactician (§x.x.x)
8.2.8 Galleys are destroyed immediately if they enter a in the area may choose to discard his initial card and draw
sea area that is not adjacent to an area that the galley’s another one. The second card must be kept.
empire controls. 8.4.11 Each player then secretly determines which units to
8.3 AIRBORNE MOVEMENT commit and how many.
8.3.1 Airborne units (excluding star wars & nuke units) 8.4.12 Each conflict round, the players determine their
must stop when entering an area occupied by another empire’s conflict total. The empire with the lower conflict
empire’s units unless that unit’s empire has amassed at least total loses all units and leaders committed that round. The
twice as many units in that area as the other empire. winning empire loses nothing.
8.3.2 Airborne units (excluding star wars units) may not 8.4.13 If the totals are equal, both empires lose all units
end their maneuver in a sea or ocean area unless that area or committed that round. If a Tactician (§x.x.x) was also
any adjacent area is occupied by at least one of its empire’s committed, that empire loses nothing.
naval units.
8.4.14 Each empire’s conflict total is determined by:
8.3.3 Star wars units have unlimited movement. Once per
Maneuver phase, a player may move a star wars unit to any  the value of the drawn card; plus,
area on the map, ignoring other empires’ units.  the front line value of half the units committed
(player’s choice); plus,
8.3.5 Nuke units may enter any area except areas  the support value of the remaining units; plus,
occupied by other empires’ star wars units. All other units in  1 for each elite marker the empire has (maximum of
that area are ignored. +3); plus,
8.4 CONFLICT  1 for each age the empire is ahead of the other; plus,
8.4.1 Once an empire has finished moving all of its units,  the best front line and support values for committed
conflict is resolved in any area that contains its units and units for each disorder marker the opposing empire
those of another empire (even another empire that the player has acquired; and,
controls).  for the defending empire only add:
o the area’s terrain modifiers (§x.x.x); plus,
8.4.2 If there is more than conflict to be resolved, the o 2 for a fort, if any; plus,
player who initiated the Maneuver decides the order in which o the city value, if any.
they are addressed.
© 1997-2006 Australian Design Group
7 Ages 9

8.4.15 Committing an elephant cancels the front line values


for all opposing chariot, light horse, and horse archer units.
9.0 ACTION PHASE #5:
8.4.16 An empire that commits an elephant that is killed
DESTINY
must retreat all remaining surviving units. 9.0.1 A Destiny action allows the player to discard
unwanted cards and replace them with new ones.
8.4.17 Nukes: If a player’s only remaining uncommitted
unit in an area is a nuke, he has the choice of either 9.0.2 A player may discard every card in his hand.
committing it or destroying it. If the player destroys it, then 9.0.3 After choosing which cards to discard, the player
the controlling empire automatically gains a disorder marker draws a number of cards from the deck until he has a total of
for having all units committed (§x.x.x). 6 cards in his hand.
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. 10.0 ACTION PHASE #6:
8.4.19 If a nuke is committed and not countered by star CIVILIZE
wars, all the units in the area from both sides are destroyed. 10.0.1 This action allows a player to add improvements to
8.4.20 Other consequences of using nukes are covered in an empire, such as building cities and artifacts, upgrading
section x.x.x. units, adopting a new religion or government, acquiring a
new leader, and so on. A player may also play event cards in
8.4.21 Retreating: Before cards are drawn for the next this phase.
conflict round, a player may attempt to retreat his empire if
the opposing empire has accrued at least one conflict disorder 10.0.2 If a player used his Civilize action marker as his
marker (§x.x.x). non-empire action (§x.x.x), he may only play event cards.
8.4.22 An empire with a Tactician (§x.x.x) may attempt to 10.0.3 A player may play as many cards as he wishes
retreat if either side has accrued at least one conflict disorder during a Civilize action. A player may not start an empire
marker. during this phase.
8.4.23 If both sides are eligible for retreat and both sides 10.0.4 An empire may choose to spend wealth to remove
are choosing to do so, the acting player determines which disorder markers in areas that it controls (§x.x.x).
side may retreat first.
10.1 LEADERS
8.4.24 Units may only retreat to eligible adjacent areas that 10.1.0 An empire may demote one of its leaders. A
are controlled by their empire or that are neutral. Units are demoted leader is discarded (§x.x.x).
not required to retreat to the same adjacent area if more than
one are eligible. 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
8.4.25 Units that have no eligible adjacent area to retreat the empire’s maximum (§x.x.x).
into are destroyed.
10.1.2 If the new leader is a named leader, the player
8.4.26 An empire loses one elite marker, if it has any, if it simply places that leader’s counter on the map. If the new
is defeated in a conflict where two or more of its units were leader is an unnamed leader, the player must randomly draw
involved. an unnamed leader from the leader cup. He may discard a
unsatisfactory unnamed leader and draw another one up to
8.4.27 If both empires lose all of their units in an area, that
the number of times specified on the empire card (§x.x.x).
area becomes neutral (§x.x.x).
He must keep the last drawn leader. If a player draws a ‘no
8.4.28 If an area becomes controlled by another empire, all leader’ marker, he returns it to the cup and draws again if
artifacts and fortifications in that area are removed. A city in allowed by the card.
that area has its level reduced by 1 (a level 1 city is removed
10.1.3 A promoted leader must be placed in one of its
entirely). A capital city in that area becomes a regular city of
empire’s controlled areas.
equal level.
8.4.29 An empire that loses its capital (or an empire 10.2 RELIGION & GOVERNMENT
without a capital that loses a leader) during a conflict also 10.2.1 If an empire that has a religion or government is
loses all of its wealth. Half of that amount is transferred to within range, the acting empire may choose to adopt the other
the conquering empire’s wealth. 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
© 1997-2006 Australian Design Group
10 7 Ages

religion or a government may choose to adopt one or the 11.0.2 When an empire is discarded, remove all of its units,
other regardless of whether it controls any disordered areas or including leaders (§x.x.x), from the map. Place the empire’s
not. card in the discard pile.
10.2.4 When a religion or government is adopted, the 11.0.3 Replace its capital city with a regular city of equal
player places the religion or government’s counter on the value. All other cities remain as they are.
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 12.0 END OF TURN
to the fact that religions and governments are green artifacts 12.0.1 After each action phase has been completed, the
(§x.x.x). current turn ends where players advance their empires along
10.2.6 All benefits and penalties of that religion or the progress track and harvest glory points.
government take place immediately. 12.0.2 All empires are eligible for one free advance on the
10.2.7 An empire that is changing religions or governments progress track unless that empire took a Wild Card action
rather than adopting its first religion or government must (§x.x.x) or if that empire is in a dark age (§x.x.x).
place a disorder marker (§x.x.x) in each of its areas that 12.1 HARVESTING GLORY
contains a city or a leader marker. 12.1.1 A player earns a number of glory points based on
10.3 MODERNIZING which glory categories his empires have on their cards
10.3.1 Once an empire reaches a progress level that allows (§x.x.x). The numbers superimposed on each category icon
a new unit to be built, the empire may choose to upgrade any show the amount of glory an empire earns if it has the most
eligible existing units to the new type (§x.x.x) at no cost. of that category out of all other empires with that category
currently in play.
10.3.2 The player may choose to ‘downgrade’ a unit to its
more primitive type at no cost. 12.1.2 To determine how much glory empires generate
from a category, players compare all empires in play which
10.4 URBANIZING also earn glory from the same category to see which empire
10.4.1 A non-nomadic empire may choose to build or has the most, the second most, and so forth (with one
improve cities. There is no cost involved. exception, see x.x.x).
10.4.2 An empire may build and/or improve cities in two 12.1.3 The maximum glory an empire may earn from one
fertile areas or in one non-fertile area (§x.x.x) that it controls. 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
10.4.3 Building Cities: To build a new city, place a level two empires with more, and no points if there are three
1 city in any area that the empire controls. empires with more.
10.4.4 If an empire currently has no cities, the first city the 12.1.4 If several empires tie in a category, determine the
empire builds is automatically its capital city (§x.x.x). order by starting with the player whose turn it is and then
10.4.5 To improve an existing city, increase the city’s level count players to the left with eligible empires.
by 1 (§x.x.x). 12.1.5 If a player has two empires that tie in a category,
10.4.6 A player may not build a city and then improve it in that player decides which empire wins the tie.
the same turn. An existing city can only be improved once 12.1.6 If an empire is the only one in play that earns glory
per turn. from a particular category but that empire does not have any
10.4.7 An empire with a Builder (§x.x.x) may build or of that category, that empire earns no glory for it.
improve an extra city per turn. The newly-built or improved 12.1.7 Before harvesting glory, a player may purchase
city must be in the same area as the Builder. glory points at the cost of 50 wealth for each point of glory.
10.4.8 If an empire has cities but no capital city, the player If a player has an empire with the Renaissance artifact, he
may choose to convert one of those cities to a capital. may buy glory points at 20 wealth each.
Replace the converted city with a capital city counter. This 12.1.8 There are 6 glory categories: cities, units, artifacts,
does not count against the number of cities an empire may resources, areas, and homeland.
build and improve this turn (10.4.2).
12.1.9 When counting cities, total the value of all cities
each empire controls.
11.0 ACTION PHASE: 12.1.10 When counting units, total the number of all military
units each empire controls.
DISCARD EMPIRE
11.0.1 This action allows a player to discard an empire and 12.1.11 When counting artifacts, only count green artifacts.
all of its units.
© 1997-2006 Australian Design Group
7 Ages 11

12.1.12 Empires in the homeland category do not compare leader if there is no capital) gains the saved wealth. If there
against each other. Instead, each earns 1 glory point if it is no capital (or the leaders are not all on the same side) then
controls all of its starting areas and loses 1 glory point if it the money is split equally.
controls none of them.
13.0.2 Assassin Events: This event allows a player to
12.1.13 Glory from Resources: Resource category icons attempt an assassination of another empire’s leader. The
never have a number. Instead, each empire earns 1 glory target empire must be within range (§x.x.x) of the acting
point for each resource of that type that it controls. empire.
12.1.14 Wheat in non-fertile areas (§x.x.x) is counted only 13.0.3 The acting player draws a card from the deck and
for empires that have reached age 5. keeps it hidden. If the card is not satisfactory, the player may
draw another card. This may be repeated as many times as
12.1.15 Elephant areas are counted only if no empire in play
the event specifies but the final card must be kept.
is in age 7.
13.0.4 The target empire draws cards in the same way, with
12.1.16 Oil areas are counted only for empires that are in
the number of possible draws being limited instead by the
age 7.
leader value on the target empire’s card.
12.1.17 Glory from Areas: An empire may gain glory for
13.0.5 The cards are compared and if the acting empire’s
each area that it controls.
card has a higher value than the target empire, that leader has
12.1.18 The category icon determines whether an empire been successfully assassinated.
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 14.0 OPTIONAL RULES
areas. 14.0.1 Total History: The first empire played during a
12.1.20 Desert or tundra areas are only counted for empires game must an empire that begins in age 1.
that have it specified in the Special section of their cards. 14.0.2 Pursuit: If an empire’s units are retreating from a
12.1.21 Some empires only count areas that are in certain conflict, they may acquire additional casualties as the enemy
regions (§x.x.x). units chase them down. This occurs only as the empire is
retreating from the conflicted area; the enemy units do not
12.1.22 Some European empires earn glory for controlling actually pursue the retreating units into adjacent areas.
the most non-European areas. To qualify, the empire must
have a capital in Europe and, in this case, only compare their 14.0.3 The retreating empire loses 2 units for each aircraft
total areas with other empires that have European capitals unit the enemy has in the area.
(even if those empires do not earn glory for this particular 14.0.4 The retreating empire loses 1 unit for each armor
glory category). unit the enemy has in the area.
12.1.23 After all glory has been totaled (whether purchased 14.0.5 The retreating empire loses 1 unit for each 2 cavalry
or harvested), any event cards that affect the amount of glory units the enemy has in the area.
each player may get are applied.
14.0.6 The retreating empire may choose to lose a cavalry
12.1.24 Glory icons that are square, rather than round, earn unit, which counts for 2 lost units.
glory immediately when that condition is achieved. The
player does not have to wait for the end of the turn. The 14.0.7 If the retreating empire is in a higher age, each unit
player earns glory for this icon each time the condition lost costs for 2 units or 3 units if it is a cavalry unit. Thus, in
occurs. The player does not earn glory for this icon during the case in 14.0.3, the retreating empire would only lose 1
the glory harvest. unit. In the case in 14.0.4, it would require the enemy to
have 2 armor units for each retreating unit lost.
Tip: Instead of waiting until the end of each turn to
tally up your empires’ glory, keep track of it on a 14.0.8 The retreating empire determines which units are
piece of paper throughout the turn. Thus, if one of lost.
your empires that gains glory from areas, for 14.0.9 Cadenced Progress: This optional rule is designed
example, began controlling two new areas during a to make progress in 7 Ages more even.
turn, go ahead and write down how much extra glory
those areas generate immediately. 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).
13.0 SPECIAL SITUATIONS 14.0.11 There must always be a cadence marker in the ‘No
13.0.1 When playing the Empire Fragments (card 28) or
Advance’ box. If there are two cadence markers in play this
Civil War (card 57) events, the empire with the capital (or
turn, the second goes in the ‘Advance If Trade +1 or More’
© 1997-2006 Australian Design Group
12 7 Ages

box. If there are three, the third goes in the ‘Advance If played as a non-empire action). The empire taking the action
Trade 0 or More’ box. must be in range of the target empire and the empire taking
the action must be in the same age as the target empire.
14.0.12 The remaining cadence markers are kept hidden.
14.0.27 Lady Luck: All cards with a value of 7 may also
14.0.13 After all the action phases have been completed, the
be played as a Bad Augury (cards 5 & 41) card except that
acting player turns over each marker on the ‘Go Slow’ track.
they may not be played to counteract actual Bad Augury
14.0.14 Empires that chose the same action as the marker in cards.
the ‘No Advance’ box does not get the free progress advance
14.0.28 Supply Chain: If an empire has units in an area
this turn.
without a city or a fort that is not adjacent to any other area
14.0.15 If an empire affected by the ‘No Advance’ box is that is controlled by that empire, those units are immediately
being discarded, none of that player’s empires advance this destroyed.
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 15.0 TUTORIAL
the ‘Advance If Trade +1 or More’ box only get the free Welcome to 7 Ages! In this game, your goal is to amass
progress advance if their modified trade number is +1 or more glory than the other players. You do this by starting
higher (§x.x.x). and guiding empires through history. Each empire has a few
14.0.17 Empires that chose the same action as the marker in ways of earning glory for you such as taking over as much
the ‘Advance If Trade 0 or More’ box only get the free land as possible, building the most powerful cities, and so
progress advance if their modified trade number is 0 or forth (§x.x.x).
higher. At the heart of a game of 7 Ages are the cards. Each card can
14.0.18 Technology: If an empire that chooses a Destiny be played in a few ways: you can start an empire, play an
action is also the most advanced empire currently in play, artifact, or cause an event (§x.x.x). Each card also has a
that player may draw up to 7 cards. 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
14.0.19 If an empire that chooses a Destiny action is also the bid. But, beware: the higher the value of the card, the more
least advanced empire currently in play, that player only potent the empire, artifact, and event are on that card so to
draws up to 5 cards. get that high number to win a war or a trade with another
empire, you have to sacrifice what could be a valuable
14.0.20 Redemption: After all initial hands have been dealt
empire, strong artifact, or devastating event that you might
(§x.x.x), each player in clockwise order starting from the
wish you had later. Don’t worry though; you’ll probably see
acting player has the option to discard any number of cards
that card again either through trade or through the luck of the
from their hands and draw cards to fill their hand back to 6
draw once the deck is exhausted and reshuffled.
cards.
Each turn of play proceeds through seven ordered action
14.0.21 Faster History: The game ends immediately when
phases (§4.0.1) and you have a set of markers one for each
an empire advances to the next age of the first empire played
those phases. Each empire you control can take only one
(even if that first empire was discarded).
action per turn. So, to get one of your empires to take a
14.0.22 Take That: During the Civilize phase, a player particular action, you place that action phase’s marker on that
may only may artifact and event cards on empires within empire’s card (but you place it face down so your opponents
range of the empire taking the action. 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
14.0.23 If no empire is taking a Civilize action, then the card
empire (§4.1.4). How else could you start new empires if
may be played on any empire within range of any empire
you could only place action markers on existing empires?
controlled by player wishing to play an event or artifact card
but the player receives no glory for any of his empires at the The game always begins the same way: with an empty map.
end of this turn. After determining which player goes first (§3.0.4), each
player selects a matching set of light and dark counters. Each
14.0.24 To play event cards at other times (e.g., during
set of counters has a different mix of units. The darker
conflict), the player playing the card must have an empire
counters are always better for more war-like empires (i.e.,
within range of the target area or empire.
empires that get glory through conquest). After a number of
14.0.25 If the card targets a player rather than an empire, plays, you’ll figure out which sets best match your play style.
any empire the target player controls must be within the At first, don’t worry too much about it.
range of any empire that the player playing the event
In the game’s very first turn, you’ll only be able to play one
controls.
action and you’ll probably want to start a new empire. You
14.0.26 Take That II: An event card can only be played by can’t even begin to win the game otherwise. The age of the
an empire during a Civilize action phase (e.g., it cannot be first empire played sets the starting age for the entire game.
© 1997-2006 Australian Design Group
7 Ages 13

If the first player starts an Age 4 empire, then that’s where that empire conquers two new areas during the turn, then add
the game begins. it to your count of land so you immediately know how many
areas your empire controls.
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 At the end of each turn, your empires usually get to
areas. You need to protect your capital and you’ll probably automatically advance a little technologically. As your
want to explore some nearby regions. empires advance, they get access to newer, better units.
Later, they get access to extra wheat resources and oil, which
Some empires also start with special features. For example,
helps make them richer when doing production. Keep in
some empires start with one or more leaders. Each leader has
mind, though, that when your empire advances into a new
special abilities which affect your empire: one leader might
age, all of its leaders automatically die and will need to be
allow you to buy military units at a cheaper rate and another
replaced by new ones. Leaders don’t live forever, after all.
may give your empire an edge when trading with another
And, if you have a named leader, such as Shakespeare or
empire. Choosing the best leaders for your empire is always
Napoleon, he’s gone from the game forever: no
important; choose ones that will help your empire achieve its
reincarnation here even if Buddhism is your empire’s
glory goals. Of course, you don’t always get to choose your
national religion.
empire’s leaders and are at the mercy of luck (§10.0.2).
You should also remember that just like you have to start
Once you get empires on the map, you’ll mostly want to take
empires, sometimes you’ll have to discard them. Although
turns maneuvering (§8.0) so that they can conquer more land
you may become attached to a particular empire, just because
and get more resources, trading with other empires (§6.0) so
you put an empire down on the map doesn’t mean you need
that your empire can possibly become more advanced, and
to feel obligated to keep that empire going. If an empire isn’t
production (§7.0), which allows your empire to gain more
earning much glory for you, or if you draw a much better
wealth and build new units. Remember, it’s always a
empire but are at the maximum number of empires you’re
strategic choice because your empire can only do one thing
allowed to have in play at once (§5.0.1), you should discard it
per turn. Thus, if you have one empire doing production,
to make room for newer, better empires. Also, as the game
your other empires can’t do production… or can they? You
progresses through the ages, older empires will often lose
also have a wild card action marker that you can place on any
their effectiveness as new glory possibilities open up (e.g.,
empire and then, when the action phase you want comes up,
glory from having land with oil).
you can ‘convert’ it to that action phase.
At the same time, don’t be surprised if a minor empire from
You can do a lot in most action phases, such as promoting
our own history outperforms and outlasts a major empire.
new leaders, upgrading units when your empire advances
The Roman Empire may rise and fall quickly while a
technologically, and so forth. Section 4.0.1 shows the order
relatively unknown empire, such as …, becomes a world
of the phases as well as what you can do each phase.
super power.
Also, don’t forget about events and artifacts. Use your extra
Furthermore, the later the age of the game, the more likely
action marker, the one that’s not played on a specific empire,
you’ll find your empires progressing and growing through
to start another empire, play an event on one of your empires
trade rather than conquest and war. When choosing which
or another player’s empire, or play an artifact. Events and
empires to play in the later ages, keep that in mind. Early on
artifacts have a huge influence on the game so don’t forget
in the game, however, you’re likely to find yourself wanting
them.
empires that earn glory through expansion especially if that
At the end of each turn, you’ll see how much glory your empire is far away from everyone else’s empires.
empires have gotten you. It doesn’t matter whether your
The game can continue until either a player’s empire passes
empires are allies or enemies; all of their glory earned goes to
the highest level of progress (§1.1.2) thus effectively leaving
one place: you. However, the amounts of glory your
the 7th age, until a pre-determined event happens (such as the
empires earn are compared to every other empire on the map.
first empire to advance to the next age from which the game
If other empires are out-performing your empire in a
started), or at the end of any turn the players decide.
particular glory category, then you won’t earn as much glory
Whichever player has the most glory at that point is
and you may find yourself earning no glory at all! For
considered the winner.
example, if one of your empires earns glory for having the
most powerful cities in the world, yet another player’s empire If there is any one thing to remember about 7 Ages is that it
has more, larger cities, that player will earn more glory than isn’t necessarily a game you play to win. In fact, to play a
you for that glory category. 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
When it comes to tallying up glory, you should keep track of
lasts at least a few hours. So, although you should always be
your empires’ glory conditions throughout the turn on a
playing to amass glory, the true joy of 7 Ages is the
scorecard. That way, at the end of the turn, you can just refer
experience of watching history play out, watching empires
to your scorecard rather than spending time counting things
rise and fall through wars and catastrophes, witnessing the
on the map while the other players wait. For example, if one
spread of new religions, governments, and technologies, and
of your empires earns glory by occupying the most land, 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

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