66 February 2019
PLAYED
Y
ou are the seventh generation
of crewmembers on a colony
ship on a 210-year journey to a
distant star system and things are about
to go wrong – though perhaps not the
way the game designers intended.
Gen7 is a seven-session campaign
game using the Crossroads narrative-
choice system that appeared rst in
Dead of Winter. It’s a semi-co-op:
players must work together to overcome
a common threat, but at the same
time you’re jockeying for the morale
points that will raise your individual
rank, giving you bonuses in future
sessions. By placing dice you’ll ll
seats in the ship’s facilities to get
the resources to complete tasks and
objectives – some personal, some
operational and some mission-critical.
You won’t get much of that
information from the rulebook,
which is barebones. at’s because
many of the actual rules and special
conditions are delivered on cards and
other components, most of which
unlock as the game goes on. While
many campaign games alter after
each session, Gen7 pushes that pretty
far. New boards, new decks of cards
- a lot of stu can change, and the
whole experience can be replayed to
tell a completely dierent tale.
e core story is delivered in a thick
ring-bound volume, structured like a
solo gamebook. e choices it oers
are clever, often moral ones with no
clear right answer, and you’ll need to
negotiate and vote on your decisions
- a higher rank provides more votes.
e Crossroads cards add more player-
based story elements. It’s decently
written but slow. is isn’t a great
epic. ere’s about enough plot here
for a single direct-to-video movie.
Ultimately what it lacks is
atmosphere. Dead of Winter is not the
same game, but playing it was tense,
human and occasionally terrifying,
because the threat was obvious:
zombies and starvation. Gen7’s
mechanics are simply mechanical. It
never feels like you’re controlling a
spaceship crew. e logbook, an RPG
character sheet where you choose
the ship’s name and record its stats,
is a nice touch but nine small boards
do not give the sense of journeying
through space. When things are getting
tense, placing dice on grey cards to
earn resources punctures the ction
that the narrative sections build up.
e Crossroads system, which ought
to give players their individual story
challenges and tasks, never catches
light. at's partly because we simply
kept forgetting to take the cards when
we were meant to. It may be subtitled
‘A Crossroads Game’ but the system
is not at the heart of the gameplay; it’s
bolted onto the side, doesn’t feel like a
coherent part of the structure and slows
down an already long experience.
Back in the 1990s, as the Eurogame
juggernaut was hitting top speed,
there was a name given to big-box
games lacking the elegant structure of
the German newcomers: Ameritrash.
ey weren’t necessarily bad – some
were brilliant – but they had too many
mechanics and components doing too
many things in too many directions.
Gen7 is a modern Ameritrash game.
It’s a box full of exciting-looking bits
and promise, and it does clever things
with interactive narrative, but it’s
ddly and lacks focus. When you’re
paying £90 you want to be sure the
core mechanic isn’t going to get dull
after a few sessions. For some groups,
this will be their game. For others,
leave it in hibernation.
JAMES WALLIS
Don’t worry, you haven’t missed Gens 1 to 6
GEN7: A CROSSROADS GAME
Designer: Steve Nix | Artist: David A. Nash, Gunship Revolution, Jen Santos, Marlon Ruiz, Justin Cruz 60-90m 3-4 14+ £90
WHAT’S IN
THE BOX?
◗ Plot book
◗ Ship log
◗ Five barracks placards
◗ Track board
◗ Nine ship
location boards
◗ 34 crew dice
◗ Resource tokens
◗ Rules cards
◗ Crew cards
◗ Personal objective cards
◗ Episode objective cards
◗ Crossroads cards
◗ Schema cards
◗ File cards
◗ Operations task cards
◗ Critical task cards
◗ Officer perks cards
◗ Operations chief badge
◗ Assorted markers
◗ Nine sealed packages
TRY THIS IF
YOU LIKED...
HOLDING ON:
THE TROUBLED
LIFE OF
BILLY KERR
Another campaign
game where
succeeding at worker-
placement challenges
leads to an unfolding
story. They couldn’t be
more different in tone,
but they’re equally
clever and involving.
PLAY IT? PROBABLY
It’s a seven-session commitment,
but if you like story-heavy games
and worker-placement then
prepare to come aboard.