Seven7s Review:
Information:
Mechanics: Hand Management, Push Your Luck
Player Age: 7+
Player Count: 2 - 4 Players
Time to Play: 20 Minutes
Game Designer & Artist: Jason Tagmire
Game Artist: Adam P. Mclver, Fabrice Weiss
Expandable: N/A
Publisher: Eagle-Gryphon Games
Year Published: 2015
BGG Weight: 1.47
Disclaimer: A review copy for the game was provided by the publisher.
Player Age: 7+
Game Designer & Artist: Jason Tagmire
Game Artist: Adam P. Mclver, Fabrice Weiss
Expandable: N/A
Year Published: 2015
BGG Weight: 1.47Disclaimer: A review copy for the game was provided by the publisher.
Objective:
The aim of 'Seven7s' is to have the highest value at the end of the game by having the highest total value of cards in your hand when the scoring starts. The game will end once one column (discard pile) reaches 7 cards (There are potentially seven columns). Be careful though, for any ‘ages of man’ cards in It's column will prevent the highest value from being scored and will make it equal zero at the end of the game. This seems confusing but put simply, is their is one ages of man card in an ages of man column then any card worth 7 will now equal zero. If there are three ages of man cards in their column then 7, 6 and 5’s will be worth zero at the end of the game.Setup:
- Shuffle the deck and deal each player 3 cards.- Flip the top of the deck to create the first column in between all players.
How to Play:
On your turn, play one card into a column that matches the same title. For example, a card belonging to the deadly sins type will be played in the deadly sins column. If there are no cards of this type already out then you will create a new column with your card. Next you will do the ability that matches the card you played (found on the player’s aid). Some examples could be to place a card back into your hand from a column, discard another players card, or draw and play another card.There are two exceptions to the placement of a card; firstly the ages of man cards can be played into any column, and secondly the top colour card on the ‘colors’ column designates a wild suit of colour that can be played onto any column despite card type.
The game will end once one player has played the 7th card onto any column. This card will be played sideways and will count towards their hand at the end of the game for scoring. Whoever has the highest points is their hand is the winner and remember to remove points based on the ages of man column.
Final Thoughts:
Pros:- Players can aim to end the game sooner if they have a good hand.
- Feels like a poker game by trying to build a successful hand.
- Thoughtful and fast filler game.
Cons:
- Can be hard to teach at first as players will tend to focus on key parts of the cards that aren't relevant such as colour and number.
- Can be hard to teach at first as players will tend to focus on key parts of the cards that aren't relevant such as colour and number.
'Seven7s' is a thoughtful game with light rules where the players are trying to create a high value hand and end the game in their favour. This is achieved by playing cards and using their abilities to your advantage to strengthen your hand, hinder your opponents, or to rush towards the end of game. The game contains no duplicate cards and there are only 7 cards of each type going from 1-7 in each colour. The strategy in the game will grow and become obvious as the game progresses. When the columns grow larger or the ages of man cards block higher numbers, the cards you stock in your hand will need to change and you may need to play the cards you were holding onto simply for their ability. This is a great filler game with hidden depth and will be added into my collection for opening game nights.
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