7TV 2nd Edition

The 7TV 2nd edition boxed game

2e-Box-Set

The core release is the boxed game. This contains all the rules and cards you need to play 7TV, with dice, counters, tokens and a blast template. The rules have been updated and mercilessly spellchecked from the free beta PDF version, and now come in two full colour rulebooks packed with background and photographs from the world of 7TV. The full components of the boxed set are:

48 page Director’s Guide book • 32 page Producer’s Guide book
74 Hero & 74 Villain profile cards • 27 status & objective tokens
45 Countdown cards • 20 Gadget cards • 20 Plot Point tokens
Blast & Flamethrower template • Pewter Maguffin miniature • Six D6

What is 7TV?

7TV is our tabletop miniatures game of high-octane spy-fi action set in the worlds of 1960s and 70s cult TV shows. Spies, minions, masterminds, ghosts, aliens, officialdom, hitmen, coppers and metal killers are all waiting for you. Relive some of 7TV Studio’s great lost shows or create your own and reach new audiences! 7TV is back in 2015 with an all new 2nd edition, so grab your shooting script and lets go!

DSCF2940

The basic rules allow you to put together a cast of between 3 and 24 (or more!) models and fight other casts in abandoned warehouses, secret volcano lairs, forbidding jungles and underwater bases – in fact anywhere you like! Use your star qualities, special effects and gadgets to get your mission accomplished before the countdown ends and the episode is over. The core rules are generic, so if you’ve seen it on screen or had a dream about your perfect lineup, you can put your cast together quicker than ever before.

What’s the 2nd Edition?

The original 7TV game was (and is, it’s still available) great, but we’ve taken the time working on a 2nd edition to make it simpler but more demanding, and quicker to create a cast and play the game. We’ve reduced the numbers, combined a lot of the mechanics and just screwed the lid on the game much tighter to give you an even more immersive TV and film experience. The core game has new model types for more choice, rules such as the countdown to drive the action and genres for your casts to force you to make tricky choices as to what to include in your casts.

Fire vs Water!

Is the 2nd Edition compatible with the original 7TV?

In a word, no. You’ll recognise all the same concepts – casts, special effects and episodes from the previous version, but we’ve simplified a lot of the rules and totally rewritten the core combat mechanic. So in the end, we’ve ended up with a different game.

If you already have the first version of 7TV, don’t worry. Both the beta test and final rules will be available free to download – including the rules themselves, the profile, countdown and gadget cards and the tokens you need. We will also release all the 2nd edition cards for the current Programme Guide casts free, so almost nothing you have already bought will be obsolete. There will be some material (especially from the Summer Special and On Location supplements) which won’t get a 2nd edition makeover, but we think with all the additional stuff we have planned you won’t miss it.

Making a 7TV 2nd Edition cast

There are two ways to make a 7TV cast; open casting and using a Programme Guide. The Programme Guides each detail in full the personalities and rules for all the models from one of 7TV Studios TV shows. Open casting is the system in the core rules, and allows you to choose a wide range of generic models to fit the kind of cast you’d like to build.

First you choose either a heroic or villainous cast. Each side gets a different mix of Stars, Co-Stars, Extras and vehicles to choose from. Then you choose your cast’s ratings – both sides play with an equal ratings value). This could be between 25 for a small game to 50 or more for a climactic blowout.

Then you choose your Stars and Co-Stars. These are highly rated, but have excellent abilities. You have to include at least one Star or Co-Star model to lead your cast. Each one has access to two or more genres, or which there are 7: Civilian, Crime, Law and Order, Military, Science, Secret and Unknown. Then you pick your Extras (and vehicles). These provide the numbers your cast will need, but you can only include a particular Extra or vehicle if they share at least one genre with one or more of your Stars or Co-Stars. Tricksy.

Genre Icons

The Star, Co-Star, Extra and vehicle profiles come on double sided cards for easy reference during play. Each card details a models stats, attacks, ratings, genres and all of the special rules you need to see during play. Grab the cards you need for your cast and lets move on!

2E profile cards

The Episode

There are 6 basic episodes you can play, all of which offer different rules to keep the game variable. Each episode will see 5 identical objective tokens played on the table, to represent vital info, secret plans, alien technology and the like. A win is more likely if you can grab as many as you can. Some episodes also feature the ‘maguffin’, a kind of really super objective. If you use it, make sure you end up with it!

Gadget and Countdown cards

7TV wouldn’t be complete without gadgets – cutting edge technology you can use to get your models out of trouble in an instant. You’ll draw gadget cards from the deck of 20 then choose the ones you think will serve you best during your episode. You’ll also create a shared Countdown deck of cards, which will tick down during play. Once the last card is gone the episode will end. Each turn a player can turn over 1 or 2 cards (2 gives you benefits, but makes for a shorter game!) then play the event detailed on the last card drawn.There are 45 Countdown cards, including 15 more potent Finale cards. These add a random element to the proceedings, and make each turn start with a tactical choice – speed up the countdown for the benefits during your turn, or advance it normally and get more turns to play?

2e-countdown

Plot Points

At this point you will have a pool of plot points in front of you (you can use anything for these – pennies, glass beads, dead spiders). You use these during your own turn to activate models and use some of their special effects, remove debilitating statuses and make more effective attacks. If you’re lucky you will have enough to do everything you want in your turn, but more often, you’ll have to make some tough choices. And try not to spend them all! You’ll need to keep some for you opponent’s turn, as you need them to try to protect your models from your opponent’s attacks. Phew!

Beware faulty gadgets!

Making attacks

Inevitably, one model is going to try to attack another (why can’t everyone just get along?). At the heart of all attacks, is an opposed roll. The defender gets to roll 1D6, and can use his plot points to get more dice. He then takes his highest roll, adds +1 for each additional 4+ he has rolled, then adds the Defence of his model. The attacker then gets to do the same, adding the Strike number of the attack. Once you add any modifiers you get either a successful strike or a miss. This opposed roll keeps the defender making decisions during their opponents turns, and having to think about keeping some of their plot points back for use in their opponent’s turn. Forward thinking.

Security guards on patrol

Special Effects and Star Qualities

All models have one or more special effects from five categories, which allow them to do unique things. Models might have combat skills like Fight Back or Parry, or be a Spy or an Alien. Lots of models also have unique special effects depending on their role in the game – Primitive models for example gain the Superstitious special effect. Star and Co-Star models come with star qualities which allow them to perform great feats once per turn if you can pay the plot point cost to use them.

7TV 2nd Edition release plans

Here is a note of the plans we currently have for the 2nd edition rules releases, this list may be subject to change of timings, content and formats. But it’s what we’re planning as of right now.

Beta Test
The beta test downloads are available now, we’ll spend a few months collating any feedback, and possibly making a few changes if we think the game needs it. Then in the autumn, we’ll launch our pre-orders and full details for the 2nd edition boxed starter set.

1st Edition Programme Guide Profiles
While this is going on we’ll release PDFs for the profile cards for all the models detailed in the current Programme Guides, so you can use all that material with the 2nd edition rules.

2nd Edition Starter Set
We plan to release the 2nd edition boxed game in January 2016, as a boxed set with two deluxe mini rulebooks, 200+ cards, dice, templates and tokens. The preorder setup will allow you to order the full box, or any or all parts of it you’d like. The rules and cards will also be available as free PDFs.

2nd Edition Programme Guides
After we release this we plan to expand the 6 Programme Guides to 10, with each getting approximately 50% new material. Miniatures and revised starter sets of miniatures will back these print and PDF releases.

Miniatures and PDFs
The 2nd edition will be fully supported by continued miniature releases, and we’ll make sure we align rules to existing miniatures, and will also release regular free PDFs with rules for new and existing models to make sure you can game with as much of our lead contest as possible.

Proposed Timeline
JUL 15: 7TV 2nd Edition beta test PDF launched
19 OCT 15: Pre-orders will start for the boxed starter set
~Q1 16: Current Programme Guide material released as free profile cards PDF
JAN 16: 7TV 2nd Edition final edition boxed starter set + PDFs released
>Q2 16: 2nd Edition Programme Guides released in print + PDF

7TV 2nd edition Products