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Die sieben Siegel
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Store:  Card Games, Strategy Games
Edition:  Sieben Siegel / Zing!
Genre:  Trick-Taking
Format:  Card Games

Die sieben Siegel

Your Price: $23.99
(Worth 2,399 Funagain Points!)

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Product Awards:  

Ages Play Time Players
10+ 30 minutes 3-5

Designer(s): Stefan Dorra

Manufacturer(s): Amigo

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Product Description

The future is a book with seven seals -- nobody knows what will happen. But a little planning can't exactly hurt in this game, since you not only have to predict the number of tricks you'll take, but also their color. Or instead, if you have terrible cards, you can become the saboteur and mess up the plans of the other players and win this unusual trick-taking game.

Product Awards

Games Magazine Awards
Family Card Game Nominee, 2005
Spiel des Jahres
Recommended, 2004

Product Information

  • Designer(s): Stefan Dorra

  • Manufacturer(s): Amigo

  • Artist(s): Oliver Freudenreich

  • Year: 2003

  • Players: 3 - 5

  • Time: 30 minutes

  • Ages: 10 and up

  • Weight: 270 grams

  • Language Requirements: Game components are language-independent. An English translation of the rules is provided.


  • 75 cards (5 sets #1-15)
  • 27 colored seals
  • 1 saboteur marker

Product Reviews


Average Rating: 4 in 1 review

An inventive twist on class trick-taking
November 10, 2003

When all is said and done, this is another variation on standard trick-taking in which players must predict the number of tricks they will take. And while its not an earth-shattering addition, it is certainly worth acquiring for fans of the genre.

Each player is dealt a hand of cards and must then predict not only how many tricks he or she will take. But in the first of two twist, the players must ALSO indicate with which color card they will take the tricks. Players show their bids by taking colored chips from the supply. If there aren't enough left in the desired color, the player simply takes them from another player's bid and replaces them with white joker chips. Each time a player wins a trick, he or she turns in the properly colored chip or joker if they still have one; if not, they take a black penalty chip worth -3 points. If the player is lucky, there will be no more black chips left to take. Zero is the best score a player can obtain.

Red is always trump, and standard trick-taking rules apply. The second twist, though, is that one player each round may choose, instead of bidding, to become the saboteur. The saboteurs job is simply to foil others in their quest to make their bids. The saboteur starts a round with 4 negative points, which can then be reduced according to the other players' failures (by each black token taken by another player). An inventive twist!

This is a thoroughly enjoyable game, if you l ike trick-taking games to begin with. But after a couple of plays, I've seen a problem emerge. So far, it appears to me that the saboteur doesn't have enough control in the game to really accomplish much except in smaller groups of 3 and maybe 4. The bigger the group, the more the Saboteur's role is reduced to one of simply hoping that other players miss their bids. Sure, the saboteur can try to steal tricks from other players, which reduces their scores by leaving them stuck with colored chips they couldn't get rid of (worth -2 each). But the saboteur only really scores (reduces his or her negative score) if the saboteur can force others to actually TAKE tricks in the wrong colors, thus earning black tokens, and that's a different kettle of fish.

When all is said and done, this could have been a five-star game, but since the most interesting part of the game, the saboteur role, doesn't seem to mean much with more players, it's not flexible enough to get a top rating.

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