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Die Sieben Weisen box art

Die Sieben Weisen

Players

3-5

Time

?-?

Age

12+

Weight

2.4

Rating

6.00

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Die Sieben Weisen has a moderate level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.

Replay value

die sieben weisen has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, but the game adapts well to different player counts without compromising its appeal or balance. While the game may take some time to learn, it offers a good balance between easiness and depth.

Luck profile

Die Sieben Weisen has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game's overall luck dependence is balanced, with a mix of luck and strategy. The final luck score for Die Sieben Weisen is 7, indicating that luck plays a significant role in the game, but player strategy and decisions also have a significant influence on the outcome.

Overview

In Die Sieben Weisen (which can translate as "The Seven Magi"), the players form shifting alliances to compete for Crystals, with the player who obtains the most crystals during the game being the winner. Each turn, the 7 roles in the game will be ranked in a hierarchy. Each player then chooses a role. When competing for the crystals later, each player may only play cards for his or her role (suit) or wild cards. Before that, however, players negotiate to form teams, which can involve secret or open negotiations, revealing cards, etc. Once formed, alliance members may freely swap cards amongst themselves. Players then play cards, with the alliance that plays the highest total value winning the crystals. However, the choicest crystals are given to this turns' highest-ranking player, not necessarily the player who played the most/strongest cards. Members of the losing alliance get to draw spell cards, which can affect the outcome of a round. At the end of the turn, new cards are drawn, and another round played. This game is #3 in the Alea small box series.

Editions

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Credits

Designers

1
Reiner Stockhausen

Artists

1
Felix Scheinberger

Publishers

2
alea Ravensburger

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