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Die sieben Weisen
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Die sieben Weisen


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Ages Play Time Players
12+ 60-90 minutes 3-5

Designer(s): Reiner Stockhausen

Manufacturer(s): Alea

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Product Description

In the mists of time, the seven wise men who were most outstanding in the magic world met every seven years, in order to find out through numerous magic struggles for power who was the best among them. Many different alliances broke up and formed again. Those who fought side by side one moment, were bitter enemies the next instant! Or the other way around....

Difficulty: 3/10

Product Information

  • Designer(s): Reiner Stockhausen

  • Manufacturer(s): Alea

  • Artist(s): Felix Scheinberger

  • Year: 2002

  • Players: 3 - 5

  • Time: 60 - 90 minutes

  • Ages: 12 and up

  • Weight: 440 grams

  • Language Requirements: Game components contain some foreign text, possibly requiring occasional reference to rules translation. An English translation of the rules is provided.


  • 11 Ceremony tiles
  • 1 "finitum" tile
  • 64 power cards (8 per elder
  • 14 spell cards
  • 7 large role cards
  • 7 small role cards
  • 36 large crystals
  • 13 small crystals
  • 2 scoring tracks
  • 2 play figures

Product Reviews


Average Rating: 3 in 1 review

Not the best of alea, but not bad either!
July 20, 2004

The premise is hardly unique. Mages are trying to establish a pecking order, measured by their success at acquiring gems. In order to do this they engage in a certain amount of magical mischief. This is the exact same premise as one finds in Alan Moon and Aaron Weissblum's Das Amulett. The difference then is all in the mechanisms.

Whereas Das Amulett is a board game with elements similar to collectible card games, Die sieben Weisen is much more of a card game with elements of negotiation thrown in. Bottom line comparison? Two very different games.

On each turn there is a different ranking of the seven magicians, and each player in turn takes one of these roles. Thre ranking matters since the higher ranked magician of a faction will have first crack at the jewels up for grabs. What factions, you say? Funny you should ask.

In games with 4 or 5, players will divide into two competing factions. This is as a result of negotiations between the players in which cards may be exchanged, promises made, and so on. When the members of one faction have declared themselves aligned, the other players are automatically allied as the opposing team.

The meat of the game is in the cardplay. Players may usually only lay down a numbered card of their chosen role or a wild card on their turn. There is also the possibility of playing a spell card which has one of several different special effects on play, such as swapping roles with another player. The players take turns playing cards and keeping a running total to show which alliance is currently winning. Players drop out when unable or unwilling to add to their total. As players drop out, they get to select a few cards to put into their play hands for future battles, most of their choices are the discards from the prio players! The winning faction gets to take gems from the current tile while the losing faction gets to choose magic cards in consolation.

This continues on over a number of turns, with a friend in one turn probably an opponent on the next. After an uncertain number of turns, the game ends and there is a final tally of bonus points for cards in hand. When the scores are totalled up, the player with the most valuable gems is the winner.

While the gameplay is not terribly deep, it is a good game with some room for strategy and backstabbing along with the negotiations. This is a bit more than a filler but shy of being a main course. Think of this as a fairly meaty appetizer.

Recommended, but not for all tastes.

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