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Seventh Sea (collectible card game)(Redirected from 7th Sea Collectible Card Game)
7th Sea is a defunct collectible card game ("CCG") based on the Swashbuckling Adventures (formerly 7th Sea) role-playing game setting by Alderac Entertainment Group (AEG).
Setting7th Sea CCG was based on the idea that each player took the role a naval ship captain in the fantasy - renaissance world of Theah. The game really captured a hollywood-like naval battle feeling of those times, with huge galleys throwing volleys of cannon-shot at each other before the boarding, while mixing in other aspects like adventuring and the occult. As with most of AEG's games, 7th sea had a deep storyline that affected and was affected as well by the RPG setting. Players would affect the storyline with tournaments and cards were designed based on things that happened in the world. Basics7th Sea had many interesting concepts, from the multiple winning conditions to the swashbuckling themed combat system. The main things that are worth mentioning are its Deck Building, Rules and Storyline. TermsThe game used this common terms to specify things
Types of cardsThere are six types of cards in 7th Sea: Actions, Crew, Adventures, Attachments, Chanteys and Ships. Each card is played differently as expained below
Most CCG use some kind of card type to produce resources which they subsequently use to gain other items. Usually those resources don't contribute to anything else (Examples of this are lands from Magic:The Gathering and holdings from Legend of the Five Rings. Most games also have some kind of creature type of card that provides offense and defense, like M:TGs creatures and Doomtown's Dudes. 7th Sea took a novel approach by successfully combining both while also providing multiple recourse types and multiple combat procedures, which is something only a few games can boast. The card that provides this, the single most important card in your deck, is crew. Crew are the sailors you have hired to man the ship. You Captain is a special and important kind of crew but he still performs the same way any other crew does in-game. Crew cards have the following statistics:
Crew also had various frequent traits that allowed them to use certain cards. The most usual traits are:
Each ship had a limited amount of space for crew and that meant that smaller ships usually had lower resource and offensive capabilities. Usually this was balanced out with different benefits, like stronger abilities and lower sailing costs. Players usually chose crew for their deck depending on their style and their faction's strengths usually focusing on one or two stats and maybe a trait (like sorcery). Crew with sailing or swashbuckling were always useful due to their innate use on movement and damage soak, however players not always focused on more than one or two of the other three skills, Cannon, Adventuring and Influence so as to be able to use specific cards more easily. Decks which focused on many skills together where the most difficult to build, but a good player then had a much greater versatility. Crew cards' boarding attack was a Punch.
Action cards are the surprises you can spring on an unsuspecting opponent. They are fire and forget cards that have some immediate effect. In 7th Sea, action cards had two costs. One was for the player and the other for his target (the cancelling cost) and it was in the form of Skill: number. Costs are paid by tacking one or more crew with the appropriate skill, until the number is fulfilled. The cancelling cost was there for the target of the action and it allowed him to, obviously, cancel the action by paying it. Thus some pretty powerful cards could be balanced by having a lower cancelling cost. Cost and cancel need not use the same skill. Action cards came in two types, Acts and Reacts. Acts are cards a player used in his turn. They usually worked to provide some unexpected effect, such as a combined cannon attack or a unstoppable boarding. Reacts are the much more common form of action cards. They can only be played on specific triggers such as an augment to a cannon attack, suffering hits or instead of a boarding attack. All decks employed action cards, and usually the more aggresive decks employed a greated number. Action cards' boarding attack could either be a Dagger or a Slash.
Attachment cards are default enhancing cards for your other cards (the other being adventures). After the player pays the cost, he chooses an appropriate card to attach it to. Usual target for attachents were:
Usually attachment had some kind of trait that classified it such as Item, Henchman, Pet, Swordman School, etc. For example, a pistol would be an Item while Rum Runners would be an ally. These traits were used to specify targets for other cards. In later sets requirements for attachments became more frequent, those requirements ranged from a skill level (Cannon 4) to the alliance to a faction (eg Crimson Rogers) to the existence of a trait (Villainous) or a trait at a specific level (eg. Porte 2). Due to the speed of attachments, they usually had a much lower reward/cost ratio than adventures. Attachment cards's boarding attack was a Club
These are the second type of card a crew could attach. Adventures are the usual stuff of Hollywood; ancient relics, captured damsels, sea monsters, etc. These cards were almost exclusively completed with by the use of the adventuring skill and were defined by the following:
Although adventures were attached to a sea, they were only available to the player that attached them (barring other card effects), this was a nice way to "archive" uncompleted adventures without cluttering your hand. However various cards punished rampart adventure archiving. Adventure Cards's boarding attach was a Thrust
Chanteys were introduced later in the life of the game. They signified various global changes in the world of Theah in the form of popular songs used by the populace. Chanteys were similar to actions. However their effects, contrary to action cards, were resident. They could affect only the player, an opponent or all players. Chanteys worked in a way similar to battlegrounds in L5R or Omens in Legend of the burning sands . That is, only one Chantey could be in effect at any one time. At any time a chantey came into play, the former chantey was discarded. More powerful chanteys had, except from a cancel cost, a discard cost that any player could use to get rid of the chantey.
These cards are special in that they are not in the deck but rather start in play, like your captain. Most ships belonged to a specific faction and could only be used by matching captains. Each ship was defined by the its faction, crew maximum and sailing cost. Crew maximum was used to determine the max amount of crew you could have on your ship. Ships with big crew maximum tended to be more powerful in the late game, but more vunerable at the start. Sailing cost shows how easy a ship is to maneuver. Some cards didn't use a fixed sailing cost but rather a ship's sailing cost (sometimes modified up or down). Small ship's strength was the fact that they filled fast and pressed the offensive quickly.
The five Sea were always the same. They came with each starter box and were placed in a specific order. Seas had no specific abilities other than forming a pseudo playing-board for ships to move and for being the target of cards. Each captain has a specific starting sea which usually had some kind of storyline tie. New players often wondered where were the other 2 seas which are not repressented with cards. The answer lies in the setting. The 6th sea is protected by a wall of flame and thus difficult to access, and the 7th sea is a mythical place and very hard to find. Deck constructionPlayers make many choice when designing a deck. They must take in mind both the captain's and ship's abilties, the faction's strengths and weaknesses, and the direction they want to take the deck. Even with the same Captain and Ship, it is possible to make completely different deck types.
StrategiesThere are many different concepts for a deck and many different ways to achieve them. Depending mainly on the faction and secondary on the ship. For example, the Castillians were mainly a boarding faction (which means they liked to attack in melee) but with the right construction it was possible to attack without boarding (by making ramming attacks and limited cannon). The original Castillian ship was a hulking galley but in later expansions they got a small fast ship that allowed them to perform a tactic called speed boarding Some sample deck foci are:
Even these concepts had many ways to be carried out. For example, a boarding deck could be using only the captain to deal humongous damage while the rest of the crew absorbed (similar to atomic cannon no?) or small attacks with pistols and weak characters (much like plinging) or just have a nice spread. They could use boarding action cards to enhance the attacks or to just absorb damage. They could use attachments to win the attacks more easily, or adventures to dish out more pain etc. Mixings of various strategies where not uncommon as well, such as a boarding deck that used a big cannon attack before the boarding to soften the enemy. GameplayGame StartAt the start of each game, players used their captains starting wealth to recruit their starting crew. Since the starting crew could be anyone from the deck, it was a nice tactic to have some backup crew in the deck for specific situations (much like a sideboard, only built-in). Captain's starting wealth usually went from 7 to 10. Players usually went for influence producing crew in their starters though speed decks preffered sailing and offense. Phases of the GameEach turn has 3 phases. The first phase is used to determine which player goes first; the second phase, the most important one, is where the game is actually played and the final phase is the end of turn were all resources are replenished (by untacking and drawing cards). In the main phase, starting with the first player, each player performs an act or passes and then play proceeded clockwise to the next player. Acts can be anything from a action card from the hand, to a printed act on a card in play to an innate act of the game like hiring crew or performing an cannon attack. Once all players pass consequetively, the turn ends. The innate acts all players could perform in 7th sea are:
BoardingsBoardings where the most interesting phase of the game. Once a player began a boarding that the other player could not cancel, the ships were locked together while the crew on top engaged in a cinematic melee battle. However while a player could escape a ship's cannons by running away, disengaging from boarding was not allowed without both player's concent or a card effect. This way boarding decks were rewarded for the difficulty they had to enter a boarding in the first place. Boarding was a phase within the main phase. While in a boarding, the game stopped and players could no longer play acts. Boarding was only ever between two players who, starting with the attacker, began alternating boarding attacks. A Boarding attack was performed by choosing a crew and sending it forward to attack (in effect, jumping to the other ship and causing some trouble). Now this is where the fun began. The defender could either stand and take the hits (equal to the other crew's damage plus swordman level) or send someone forward to defend. All cards in the deck had 3 boarding boxes, the first and larger being the attack box and the two below it the defend boxes. The boarding boxes could be either [C] (Club), [P] (Punch), [D] (Dagger), [S] (Slash), or [T] (Thrust). The attacker starts by playing a card from his hand to initiate his attack; if the defender want to resist, his player must play a card from his hand that can defend against that type of attack (this means that the card played in response must have a defend box equal to the attack played). Now since all cards have always an attack box, the defenders immediately counters with that type and now the original attacker must defend himself. In effect this looks like a continuous cinematic "Thrust-Slash-Parry-Riposte" melee. This of course comes to an end when when one player cannot reverse the attack (either because his hand is empty, because he chose the order of his attacks wrongly or because he had a bad boarding hand) The player that played the last card wins and the loser must suffer the consequences (read hits). This is interesting in two ways; 1. You could end up inflicting hits as a defender and 2. The crew that were locked in melee must suffer the hits first, this is of course dangerous because you could end up losing your captain (and the game) while still in prime condition. A player could also choose to pass instead of performing a boarding attack or play a react that is played instead of a boarding attack (examples include firing a musket or getting drunk). When both players performed a boarding attack, they drew 3 cards each and the attacks continued. Since boarding boxes where spread in different card types, this usually meant that boarding decks had a nice spread of card types while cannon or victory decks were chock full of two or three card types. That meant that if a dedicated cannon deck was caught in a boarding, all it could do was suck it up. Death and DestructionShips are fragile things. When a ship suffered hits, the crew were responsible to fix it by tacking or sinking (that means killed). Hits cannot be ignored. When a captain sinks to absorb hits you lose the game. Players sometimes employed action cards to help them absorb hits. VictoryIn 7th sea, there were two roads to victory. You could either sink all enemy ships, or perform a control victory (which meant you had to play some pretty expensive cards, one in each sea). Storyline7th Sea was a heavily story influenced game. Its factions had ties to specific RPG elements and rivalries and alliances occurred between them as the story progressed. The first story arc saw many serious conflicts, not necessarily all tied together. Storyline death were not uncommon (they didn't have some specific effect in the game) and the game even saw the death of an entire faction. Factions
There were also a number of "unaligned" crew who belonged to no faction and so were usable by any Captain. Usually these were generic pirates, but some were given quite a bit of character, and even included a handful of captains. The Story ArcThe first story arc began with minor events and conflicts between the various factions and gradually progressed with events of greater importance which ended up changing the state of the world. Notable events were the rivalry between the Sea Dogs and the Crimson Rogers which climaxed with the apparent death of Captain Reis at the hands of the Sea Dogs second captain; Bloody Bonnie McGee, the appearance of the Black Freighter and its later defeat in the hands of Phillip Gosse by the sacrifice of his whole faction. And finally the Corsair's search for the final Syrneth switch which revealed the hidden island, Cabora, and their destiny. The second story arc didn't have enough time to be fully fleshed out but it started with the Montaigne Revolution and the capture of their former emperor. ExperienceAs with most other AEG games, experience was a major factor in the game's progression. Experienced crew usually got stronger and costlier. Since 7th sea had a lax uniqueness rule, usually experienced crew ended up becoming unique. Experienced crew sometimes ended up changing factions (Such as the experienced versions of killed crew becoming Black Freighter members) or gained some secret society allegiance.
HistoryIn the time 7th Sea was alive, both the RPG and the CCG had a very loyal following. Players would oftenly ask for a specific result in a storyline tournament while offering bounty to enyone who achieved it. The game may be cancelled, but a following of the game still exists with tournaments in major events and custom cards. ExpansionsThe first base set of 7th Sea offered 6 factions for player to choose from while later expansions revealed more factions. The game saw two more base sets and a final online only set at its closing.
In 2000, No Quarter won the Origins Awards for Best Trading Card Game of 1999 and Best Graphic Presentation of a Card Game or Supplement of 1999, and Strange Vistas won Best Card Game Expansion or Supplement of 1999. Ghost Ship:The Death of a GameAlthough 7th sea seemed to be going very good sales-wise, there were some things that started spelling the end of the game. First, the third release of the base set saw the reprint of many older cards with new abilities to increase their playability. While many players saw this as a good move ( because it effectively increased their card base), others had a hard time keeping track of the changes while others didn't want to waste money on new versions of cards they already had. Then, after a series of storyline tournament in which the players themselves would mark a faction for death, The Gosse Faction was destroyed. This meant that no more crew and Gosse specific cards would appear in the game. For many loyal Gosse players, this was intolerable and they quit the game in disgust, sometimes taking their group with them. Finally, a marketing error mentioned a set as The final set of 7th Sea. While this was a storyline trick, based on the end of the first story arc, some players took it as a discontinuation of the game by AEG and started something else while ignoring this last set. As a result sales in that and following sets were at an all time low, finally prompting AEG to pull the plug. The Present7th Sea, like other great games like Doomtown or Rage remains in the mind of the players as a fond memory. The games were always enjoyable and player could easily envision the great swordfights and grandiose battles they played out. Many players don't want this feeling to die and thus they continue to play in tournaments and even design their own cards and even whole sets. Luckily since the RPG is still alive, there is still interest in the setting and sites like the Adventures Compedium continue to support the CCG as well as the RPG. The game is also in the process of porting into CCG workshop so as to have an online place to play with real artwork. External Links
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