7 Ages is an epic civilization game covering 6,000 years of human history from 4000 BC to 2000 AD. Players lead dynasties that guide the fate of empires across seven ages. Using cards to start, manage, and develop empires, players compete for glory points. The game features simultaneous management of multiple empires per player across a map of the entire world.
Components
2 A1 (594x840mm) full-color world maps
6 full-color countersheets (576 x 5/8” counters, 300 x 1/2” counters)
110 full-color cards
Rules and players’ guide
Setup
Lay out both maps to form the world.
Shuffle cards; place face-down.
Sort large counters into 15 empire colors.
Put unnamed leaders and “no leader” markers into a cup.
Deal 7 cards face-down to each player.
Determine first player: each player plays 1 card face-down, reveal simultaneously. Highest card goes first (ties play additional cards). Discard all played cards.
In order of cards played (highest to lowest), each player picks a glory marker and matching empire counters (dedicated for the entire game). Remaining empire colors are available for anyone.
Turn Structure
Each game turn represents an age. Players take actions simultaneously using cards:
Action Sequence
Start Empires – Play cards to create new empires on the map.
Discard/Draw – Manage hand; draw new cards.
Progress – Advance empires along the progress track (technology, culture).
Trade – Generate income from trade.
Civil Wars & Revolts – Internal conflicts may split empires.
Maneuver – Move military units.
Combat – Resolve battles between adjacent enemy forces.
Production – Empires produce resources and units.
Glory – Score glory points based on empire achievements.
Actions
Starting Empires
Play a card to start a new empire using one of the available empire colors.
The card determines the empire’s starting characteristics: location, type, and initial strength.
Each player can control multiple empires simultaneously.
Progress
Empires advance along a progress track representing technological and cultural development.
Higher progress enables more powerful units and abilities.
The game ends when any empire progresses beyond the Age of Aquarius (past the 49th progress level) or acquires the internet.
Combat
Military units fight when in adjacent territories.
Combat is resolved through unit comparisons and die rolls.
Leaders provide combat bonuses.
Trade & Production
Empires generate income based on controlled territories and trade routes.
Resources are used to build units and advance progress.
Scoring / Victory Conditions
Glory Points: The winner is the player with the most glory points when the game ends.
Glory is earned through empire achievements, territorial control, cultural advancement, and military victories.
Game End: When any empire exceeds the 49th progress level or acquires the internet (7 bonus glory points to that player).
Alternatively, players may agree on a predetermined end time.
Tie-breaker: Most advanced empire wins. If still tied, shared victory.
Special Rules & Edge Cases
Players have dedicated empire colors chosen at game start, plus access to remaining neutral colors.
Each player manages multiple empires across different ages simultaneously.
Cards serve multiple purposes: starting empires, events, combat modifiers, and more.
Leaders are drawn randomly from a cup and provide various bonuses.
Civil wars can break empires apart, with portions possibly falling to other players.
Empires can rise and fall through the ages; defunct empires are removed.
The progress track represents 7 distinct ages of human civilization.
Variable game length: can be very short (30 minutes with limited ages) or very long (6+ hours for full game).