Seven Lords

seven lordsName: Seven Lords
Author: Ta-Te Wu
Player: 2-7
Time: 60
Age: 12+

SUMMARY

Seven Lords is a two to seven player abstract strategy board game. It is based on the  Warring States era in ancient China. During the era, six selfish lords were unable to cooperate and form a defense force against the strong and brutal Qin and were eliminated by Qin one after another. In 221 BC, Qin unified the entire China and began a new era of Qin Dynasty.

In the game Seven Lords, players are to advance units from the outer ring of battlefield to Xi’an, then to the Fate Line of Qin Dynasty. When four or more units enter the Fate Line, game ends and the lord with highest victory point wins the game and becomes the new emperor of China.

COMPONENTS

Game board x 1
Player board x 7 (one for each lord)
Unit tile x 37 (five for each of Six Lords and seven for Qin)
Action marker x 21 (three for each lord)
Priority marker x 3 (one for each alliance: Jin, Zong and Qin)
Contribution marker x 6 (one for each of Six Lords)
Regroup marker x 1
Score marker x 7 (one for each lord)
Pouch x 1
Rulebook x 1

GAME DESIGN

Seven Lords was originally designed in 2007 as an abstract voting game under an different name, King of the Jungle. It was designed for up to 5 or 6 players and consisted only the Battlefield section of Seven Lords.

In 2008, King of the Jungled renamed to Seven Lords and it was redesigned to play by 2 to 7 players. Furthermore, Invasion section was added for another level of strategic play.

In 2011, victory point system and action point allowance system were incorporated to the game. Fate Line section was added for third tier of strategic play and player boards were added to support the action point allowance system.

Finally in Summer of 2012, Seven Lords is completed. Would it be published? Certainly hope so but we won’t know until Summer of 2013.

 

Recent Posts

Begin the 5th Major Revision of Little Red

Littel Red beta 5.1 game board

Littel Red beta 5.1 game board

Working on the 5th edition prototype for <Little Red Riding Hood: Full Moon Rising>. Just finished the new game boards and still need to work on new event card and item card designs. With so much things going on right now, probably won’t be able to playtest it until next year.

The main difference between the 4th and 5th edition is the event selection. The 4th edition is the only edition that has a dice. It is used for event selection and and it is now removed. In the 5th edition, events are drawn from an event deck. It is a small deck of 14 cards and reshuffled when the 3rd Full Moon event is resolved.

In the beginning of a turn, player can (1) play one of the events from the board, (2) draw a new event then play one of the events on the board. If Full Moon Attack is drawn, player must resolve the event. Or (3) play it blind when all three event slots are filled.

Council is a little different in 5th edition. Player can also choose to play Council event when it is available. When a Full Moon event is resolved, Council is opened and becomes available to any player. The difference is when it is played, it is closed again.

Also need to polish character abilities and few others.

Lot’s polishing to do and loving it.

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