7TV 2nd Edition
What is 7TV?
7TV is a fun, cinematic style skirmish that allows you to recreate and game in any film or tv show you like across many cinematic worlds. Relive some of 7TV Studio’s great lost shows or create your own and reach new audiences!We currently have three different settings:
- 7TV: Inch High Spy-Fi is set in the high-octane spy-fi action 1960s and 70s cult TV shows. Spies, minions, masterminds, ghosts, aliens, officialdom, hitmen, coppers and metal killers are all waiting for you.
- 7TV: Apocalypse takes is set in many post apocalyptic, gritty video-nasty age! Fight across a world full of zombies, survivors, mutants, Giant Ants, wastelands cultists, brutal mohican-sporting warlords, simian overlords! Plus you can enjoy the white line nightmare with new vehicle combat rules.
- 7TV: Pulp will be launched in June 2019 and takes the rules back to the 1930s to explore the thrilling adventures of the classic cliffhanger serials
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.
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.
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!
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?
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!
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.
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 Products
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7TV 2nd edition Blast/Flame Template £5.00
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7TV 2nd edition Boxed Game From: £50.00
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7TV 2nd edition Boxed Game + 2 Starter Casts From: £75.00
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7TV 2nd edition Countdown & Gadget Cards £10.00
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7TV 2nd edition Counters Set £10.00
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7TV 2nd edition Director’s & Producer’s Guides From: £10.00
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7TV 2nd edition Hero Profile Cards From: £10.00
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7TV 2nd Edition Rules + Cards PDF Free
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7TV 2nd edition Villain Profile Cards From: £10.00
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7TV Programme Guide Cards: Future Freedom Fighters £7.50
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7TV2 1967 Annual Out of stock
DETAILS Out of Stock -
7TV2 1967 Annual Cards £12.00
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7TV2 1967 Annual PDF £7.00
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7TV2 Accessories Case Out of stock
DETAILS Out of Stock -
7TV2 Profile Cards: Department X £5.00
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