
- BGG rank
- BGG #16,183
- BGG rating
- 7.0
El Ministerio del Tiempo
- 2–4 players
- 45–60 min
- Complexity 1.9/5
- 2017

2013
Rules assistance for Seven Swords
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
What would you like to know?
Answers come from the official rulebook, with the page to check.
Seven Swords is a board game released in 2013 for 2 players, 60 minutes per game, and ages 14 and up. It was designed by Óscar Arévalo and its main mechanics are Variable Player Powers, Dice Rolling, and Pick-up and Deliver.
Seven honorable and brave samurai, aided by a handful of frightened villagers, are the only defenders of the village. Will you help these villagers to fend off bandits, or will you command the thieves to steal all the rice you can and punish the insolent peasants? Seven Swords is a game for two players in which one player controls seven samurai and the villagers to try to repel the attack of the evil villains while the other player controls the bandits who try to steal all the rice they can and destroy the village. The game lasts 18 turns, after which the player with the most victory points (VPs) wins. The samurai player begins the game with the VPs in the villagers' houses and rice stores, and the bandit player must attack peasant houses and steal rice to acquire these VPs. The bandit player can also earn extra points if he eliminates the samurai in combat. Each turns consists of two phases. The bandit, who plays first, has seven cards in hand that symbolize the seven sectors of the village. He discards a card to give himself a number of actions that turn, and he might receive additional actions from the samurai player. With these actions, the bandit can play different bandit troops – including infantry, archers and cavalry – with which he can then move around the village and attack the samurai, villagers and rice storage. The samurai player then chooses between five chips – combat, movement, leadership and two special action chips – to see how many actions that he has that turn. A samurai can perform three types of actions – attack, move, and use the villagers to attack bandits – but only one time for each samurai until one of the special chips has removed the counters of such action. The more actions that the samurai player performs, the more actions the bandit has. After a certain number of turns, the bandit player discards one of his action cards, then eliminates any samurai who is in the field of the discarded card. Other details in the game include bows that help players attack from a distance and fences that keep the bandits from just walking into the village. In addition to having a double-sided game board with different village layouts, the samurai player establishes the placement of villagers, fences, nows and rice storage at the start of each game, allowing for wide variability in gameplay.
Seven Swords supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Seven Swords is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Seven Swords for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Seven Swords has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Seven Swords belongs to these categories: Fighting. Its main mechanics are Variable Player Powers, Dice Rolling, and Pick-up and Deliver. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Seven Swords are: Óscar Arévalo. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Seven Swords as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.