7th Sea: City of Five Sails is an expandable card game set in the swashbuckling world of the 7th Sea roleplaying game by John and Jennifer Wick. Players control one of five factions as they fight to influence, control, and explore the independent and unruly city of Five Sails. It is typically played with two players, but multiplayer variants will allow more players to get into the game.
During the game, each player represents a leader who, along with their allies, explore locations and fight both with swords and with wits for overall influence over the city. Along with each player’s individual deck, 7th Sea: City of Five Sails also includes an element of randomness in the form of a separate, shared deck that represents the city itself with unusual characters, items, and events that change the focus of the game. Combat is resolved in a unique “back and forth” style reminiscent of challenging swordplay.
—description from the publisher
- Expansions add new cards and mechanics that enhance deck building and gameplay.
- The 'offhand' keyword allows for more attachment options.
- New leaders offer significantly different playstyles.
- First Mate cards provide an interesting optional variant for multiplayer.
- City deck updates make the city feel more alive and dynamic.
- Gambling techniques add a fun element of pushing luck.
- New leaders are fantastic and offer new ways to play.
- Expansions are well-sized, providing enough new content annually without being overwhelming.
- The game is very complex and demanding.
- The 'first mate' mechanic is not preferred by the host for two-player games.
- The game requires significant playtime to achieve a sense of comfort and mastery.
- influencing your way to the top of a city by taking down competition or influencing districts
- fantastical setting
- cohesive, evolving story
- Magic the Gathering
Mechanics (from transcript analysis)
- City Deck Update — An update to the central city deck where original cards can be swapped out for new ones, allowing for variations and making the city feel more dynamic. Some cards can be optional additions.
- Deck Building — Players build decks with cards, and expansions add more cards to facilitate this. The host discusses how players might change their decks.
- First Mate Cards — Optional cards for multiplayer that add an 11th character to your deck who acts as a 'first mate', potentially becoming the leader if the main leader dies. This variant aims to balance multiplayer and reduce the impact of losing renown.
- Gambling Techniques/Maneuvers — A mechanic where players can push their luck by flipping cards to choose one for an action during combat, adding an element of chance with the possibility of stacking the deck with 'gambling' cards.
- New Leaders — Introduces new leader cards for each faction, offering different playstyles and potentially changing the game's behavior. Old leaders are also repurposed as regular characters.
- Offhand Attachment — A new keyword introduced in the Tooth and Claw expansion allowing attachments to be placed on characters without counting against the normal attachment limit.
- Tribal Keywords — The Tooth and Claw expansion enhances the tribal feel of decks with keywords like 'sorcerer', 'musketeer', and 'monsters'.
Video topics + discussion points
Quotes (from this video)
- I'm really kind of taking a look at both of them together.
- It is basically a a kind of collectible card game without being collectible.
- Fate and Fortune I think is the expansion you want
- The Fate and Fortune is going to give you new characters, as you can see here. You are going to get new schemes as well that you can prepare your deck with. They tend to be a little splashier.
- I love this idea, and I hope they keep exploring this idea of you know, folks that might be in town when you are engaging in your plotting and fighting and folks that might hop on a ship and sail away.
- So, overall, like I said, this is a game that is certainly very demanding, but it is very rewarding.
- Tooth and Claw for me gets a 7.5, but I'm giving Fate and Fortune an eight.
- Eight out of 10, that is a seal of approval from me.