A strategic card game of character combat and goal collection set in a post-apocalyptic world of mutated clans.
The Last 7 is a strategic, character-driven card game set in the aftermath of "The Final War". Legend has it the apocalypse was sparked by a single "tweet" from a controversial bird-like leader, leading to a nuclear retaliatory strike by, of all groups, the Vegans. Now, the world is caught in the season of "The Crying Angels" an endless radioactive rain.
Players represent one of seven remaining Clans (from the arrogant 1% to the mutated PigerHams) as they scramble to collect essential objects and survive the fallout. It is a game of bluffing, tactical combat, and "Bingo-style" pattern matching.
The "Adjacency" Goal System
Unlike traditional set-collection games, The Last 7 utilises a spatial grid mechanic. Every Character Card has a unique pattern (The Step, The Plus, or The Doughnut). An Object Card only becomes a "Goal" if it is placed horizontally or vertically adjacent to another relevant object on that character’s specific grid. This adds a layer of spatial puzzle-solving to standard hand management.
The "Nuke" Ending
To prevent "infinite play," any player can call a Nuke at any time after the first rotation.
High Stakes: If you call the Nuke and don't have at least one pair of Goal Cards, you are immediately eliminated.
Tactical Pressure: It forces players to move from a "safe" defensive strategy to an aggressive, risk-taking endgame.
Dynamic Combat
Battles aren't just about the numbers; they are about Character Power Dynamics. The character type of your current Object Card on the table determines your superiority on the hierarchy, creating a shifting meta-game where players must constantly swap or hide their active cards to stay on top of the food chain.
As a designer, my goal was to create a game that felt like a "social event" rather than a homework assignment. You will notice "Notes to the Dealer" (NttD) sprinkled throughout the rulebook. These are designed to:
Empower the Facilitator: By acknowledging the "victim" who has to read the rules, I build an immediate rapport with the most important person at the table.
Inject Personality: The humour (e.g., the "President of Us... Ay?") keeps the tone light-hearted, which helps players forgive the high-stakes "Mean" mechanics like card swapping and elimination.
Simplify Complex UX: I translated complex spatial adjacency into a "Bingo" metaphor, making the most difficult mechanic the easiest to explain.
This is the Third iteration of the game. I have reached to this iteration from multiple different stages based on feedback received from player centric testing. Originally the game was very Mathematics Heavy and very similar to the games like MTG or Trump Cards. Though the enjoyment was there but the emotion was more about attacking each other instead of immersing into playing with each other.
So the style of the game changed into a less stats based and a booster system instead. Which players could draw boosters to their attack value and defence value. But it was very instantaneous and the focus wasn't strategy, but it was very Luck dependant. Another point was the majority of the focus during gameplay for players was how to do addition and subtractions for their attack and defence value. Which slowed down the game play and the fun factor. The solution I found was that the players would prefer a more "Rock, Paper, Scissor" system to calculate their "attacking phase". Which is what lead to this iteration.
Originally the players used to have 2 cards in hand which majority of the feedback was that they felt very limiting, which is why the number of cards in hand increased and now the flow is just about right (for now)
Currently, I am talking with a talented artist to join the team for proper art style, but in terms of game design aspect, I am on that final 90%-10% (ykiyk) hoping to see if number of players change the game feel and satisfactory result of the players.
This game is a strategic card game where players try to collect Goal Cards by managing their hand, using strategy, and engaging in character-based combat.
One of the players acts as the dealer to setup, they are responsible for shuffling and distribution of the cards during the setup.
Clan Cards: Each player receives one Clan Card, after looking at it, they place the clan card face down in front of them, any clan cards that are left, add them to the ‘middle pile’.
Dealing Hands: The Dealer gives each player FOUR cards from the object cards deck in the pack.
They place the FIRST Object Card face down next to their Character Card without choosing. Players can peek at their own cards, but cannot show or swap.
The other THREE cards are kept in hand.
The Dealer takes one extra card for themselves.
Players can look at their own card at any point.
The remaining object cards are added to the ‘middle pile’.
Final Shuffle: The remaining cards that are now in the middle pile are shuffled with the Flash Cards to form the Draw Deck and placed in the middle. Any cards that are discarded, The Discard Pile, is placed next to it moving forward.
Dealer's Pass: The Dealer selects one of the four cards from their hand (excluding the object card on the table) and gives it to the player on their left.
Starting Player: The player to the Dealer’s left starts the game. Play proceeds clockwise.
Hand Count: When it is NOT the players turn, each player should have 3 cards in hand and 2 cards face down on the table: One object, One character card. (The object card on the table does NOT need to relate to the character card on the table)
Piles: The Draw Deck and the Discard Pile are placed in the middle of the table.
Recycling: If the Draw Deck runs out, the Discard Pile is immediately shuffled, turned face down, and becomes the new Draw Deck. A new, empty Discard Pile is started next to it.
Goal Cards are the winning criteria. They must be held in your hand or as a face down/up card next to your Character Card to count at the end of the game.
Creation: Your Character Card has a grid/pattern of associated Object Card symbols. If you possess two or more of your own character's Object Cards that are adjacent on this pattern horizontally and/or vertically (not diagonally), those cards count as a GOAL CARD. You can chain your goal cards.
Having an object card from the grid by itself doesn't make it a Goal Card.
An example of when object cards do NOT count as Goal Cards
If the player has Tofu and Soya, they remain Object Card
An example when object card DOES counts as Goal Card
If the player has Seaweed and Hula hoops cards, they are no longer object cards, they are now considered as Goal Cards.
You can chain more than two cards as far as they are horizontally or vertically next to each other. In the example above, if the player also had the Trident, with the seaweed, it counts as a Goal card. If they just had Hula Hoops and Trident, the cards would remain as object cards!
In a fight, the character type of the Object Card that's on the table, referred to as "played", determines the winner.
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When it's not the player's turn, they should have three cards in hand, so if its not the player's turn and they have an extra card in hand, they must discard one card at random from their hand. If they have less, as soon as the player finds out, they should draw cards until they have three cards in their hand when it's not your turn.
The game proceeds in rounds in a clockwise rotations, following a sequence of stages / steps when it's the players turn:
Starting with the player to the Dealer's left and proceeding clockwise, each player takes a turn consisting of five steps. By the end of the turn, the player must have exactly THREE cards in their hand.
Catch one,
Draw one,
Discard one, (Replace & Discard or just Discard)
Battle one,
Pass one.
Before end of turn and passing a card, each player can choose to do nothing or pick another player to battle with:
Do Nothing: Players who chose this action, they do nothing in this stage and end their turn by passing a card to the player on their left.
Pick a Fight: The attacking player announces their target.
The Fight
-> Both the attacker and defender bring forward the "played" Object Card currently placed next to their Character Card.
-> Both cards are turned faced up simultaneously if not already up.
The winner is determined by the Character Power Dynamics based on the Object Card's character type, not the player's.
If they have the same Character’s object card, the tie holds, no one wins!
Post-Combat: Both players return their Object Cards to the space next to their Character Card, but they are now placed face-up until it is replaced.
Winner's Reward: The winner can choose one of the two options, ONLY ONE!
Swap one of their own cards with one of the loser's cards, excluding the played character card on the table, without revealing the cards (unless the card is already face up). They can NOT swap Character Cards that's played but (assuming there are more character cards in the game than players) if it's in the hand, it is okay to swap their cards between the winner and loser of the fight (without revealing to others).
OR
Flip Played Card: The winner can flip back their object card to face down position.
Any player can call out “Nuke!” at any point after the first rotation, even if it's not their turn. When Nuke has been called, the game carries on till the end of dealers' upcoming turn. The dealer's passing card goes to the top of the draw deck instead of the player on the left!
Whoever calls out Nuke, reveals their cards first. If (for any reason) they do NOT have a pair of Goal Cards or more, they discard all of their cards and are eliminated from the game. The remaining player left-of-the-dealer draws an additional card at the start of their turn instead of catching a card from the dealer. The game resumes without that player.
If the player that calls out Nuke, does in fact have a pair of Goal Cards or more, everyone else reveals their cards. The player that has the highest number of Goal Cards wins the game!
In case of tie:
Tie breaker 1 (Aggressive End): If tied, the player that called "Nuke!" first wins.
Tie breaker 2 (Character Superiority): If the tie still holds, the winner is the tied player whose Character Card is superior to the others, based on the Character Power Dynamics chart.
Tie breaker 3 (Clone vs.): If the tie condition still holds, it means the players have the same Character card. The character card that is a Clone, loses!
Before starting the game, players may agree to use this rule to enforce a hard time limit.
The Recycle Limit: If the Discard Pile has been shuffled and recycled to form a new Draw Deck n times (recommend x2), the next full round of play (end of Dealer's turn) is the final turn. The game ends immediately after this round, regardless of any declarations.
Good reference point: a deck for (first timers) usually takes 30 to 45 min for 5 players to runout.
Components: 100-Card Deck (14 Characters, 13 Flash Cards, 73 Objects).
Player Count: 2–14 Players. (best experience 5–8 Players)
Playtime: + 45 Minutes.
Mechanics: Hand Management, Grid-based Set Collection, Hidden Information, Player Elimination.
In this game you can find a total of 100 Cards in the following categories:
14 Character Cards:
7 Clan Cards | Mermer, Cowdarians, Vegans, 1%, PigerHams, Hendorms, Survivors
7 Cloned Cards | There is a Clone version from each of the Clans above!
13 Flash Cards
| Players can play these at any point of the game, they may seem useless or game changing/breaking!
73 Object Cards
Each character has a set of Object cards, below shows the object card for each clan and its clone. The Clones Pattern is the same as the clan character card, but the items may differ.
Since they are creatures of water, they live and survive under the sea. Not many of the other clans can reach them, let alone hunt them. Thanks to this, they are the strongest clan in the apocalypse.
Since they are the strongest, they are also the hardest to gather their goal items, in total, they have the following item cards:
Aquarium Tank
Legs
Trident
Shells
Hula hoops
Seaweed
Salt and vinegar
Fishing rod/net
Super Fish Oil
Crab Cake
As each card has a set of patterns that reflects the items the player needs to collect, depending on the power scale, these patterns differ. The pattern of the Mermer cards would resemble a “Step” shape. Remember the items on the card that you are collecting are only considered as Goal Card when the items in your possession are next to each other in horizontal or vertical way on the grid below:
[ Legs ] [ ] [ ]
[ Shells ] [ Trident ] [ Seaweed ]
[ ] [ ] [ Hula hoops ]
They are the result of morphing with Cows, they are physically the strongest, hence they have similarly difficult patterns to match but not as difficult as Mermen.
The Object Cards the CowDarians have are as follows:
Milk
Cow-moo-flauge
Nose Ring
Leaf / Grass
Bikes
Butter
Cheese
Leather
Electric Guitar
Moo-d ring
The pattern of their card is like a Plus (+) design, as you can see on the table below:
[ ] [ Leather ] [ ]
[ Milk ] [ Nose Ring ] [ Leaf / Grass ]
[ ] [ Cow-mo-flauge ] [ ]
The Vegans are the ones that don't eat food processed from contaminated rain, as a result they are still in their own form but somehow they seem slightly off proportion. Hence they are relatively stronger than many but still have their weaknesses.
The Object Cards for the Vegans are as follows:
Tofu
Mushroom
Cabbage
Corn
Soya
Oat
Nutrition Pills
Cucumber
Coconut Milk
Avocado
The pattern of their card is like a Plus (+) design, as you can see on the table below:
[ ] [ Corn ] [ ]
[ Soya ] [ Mushroom ] [ Tofu ]
[ ] [ Cabbages ] [ ]
The 1% are on the other side of a coin to Vegans. The one that started the Final War is assumed to have been a birdlike creature. The legend says he started the war with a tweet. When the Final War led to climate change, 1% had already secluded themselves from harm and society by hiding in their secret bunkers. They refer to themselves as 1% as they think they are the last 1% of humanity that survived the harshness of climate change. Others call them 1% for different reasons, their expensive taste, access to wealth, or the more dominant belief that they can only use 1% of their brain.
The Object Cards for the 1% are as follows:
Hair
The Y
Yacht
Shotgun
Cloned Sheep
Tobacco
Receipt for the Mona Lisa
IRS Tracker
A Butler
Book of Power
The pattern of their card is like a Plus (+) design, as you can see on the table below:
[ ] [ Cloned Sheep ] [ ]
[ The Y ] [ Tobacco ] [ Hair ]
[ ] [ Shotgun ] [ ]
These folks are the morphological result of Pigs and Humans. Some are born with the breed of wild boars so they can come across strong to some while others find it fun and cute to hunt the normal members of PigerHam clan.
The Object Cards for the PigerHam are as follows:
Pig Pic
Mud
Pie
Pepper
Truffles
Ham
Tangle-Free Tail Brush
Worm
Beach Ball
Ribbon
Brick Wall
The pattern of their card is like a Doughnut (O) design, as you can see on the table below:
[ Truffles ] [ Beach ball ] [ Worm ]
[ Pie ] [ ] [ Pig Pic ]
[ Ham ] [ Pepper ] [ Mud ]
When you mix Chickens and Radioactive waste with your food, you get the Chicken morphed Clan. These folks' survivability is similar to an actual chicken. It's easier to hunt one by itself but when they are a pack, it can get overwhelming. They may float on water, but they only dream of flying.
The Object Cards for the Hendon are as follows:
Wings
Eggs
Claw-Ck
Art of War Book
Chick pea
A Chi Ken (sword of Chi)
Cotton-aged
Straws
Chick pic
Boxing Gloves
Hen-ly Figure
The pattern of their card is like a Doughnut (O) design, as you can see on the table below:
[ Chick pic ] [ Art of War ] [ Eggs ]
[ Chick pea ] [ ] [ Claw-Ck ]
[ Straws ] [ A Chi Ken ] [ Wings ]
When society fell apart, a group of survivors managed to maintain their humanity and not resort to radioactive food. These survivors are hard to sniff out and hard to snuff out!
The Object Cards for the Survivors are as follows:
Medicine
Newspaper
Toilet paper
Soup
Soap
Flint
Potato
Umbrella
Sleeping bag
A wind sound track
Wilson!
The pattern of their card is like a Doughnut (O) design, as you can see on the table below:
[ Umbrella ] [ Newspaper ] [ Soup ]
[ Potato ] [ ] [ Flint ]
[ Soap ] [ Toilet Paper ] [ Medicine ]
In the legends, it is written that at the peak of unchecked capitalism and the madness of political power, the world was led by what we assume was a bird person. They called him "President of Us… Ay?" (at least, that is what the remnants of history suggest).
The only reason we believe this person was a bird person is because it is recorded that he started the Final War with a single "tweet." He was notorious for his counter-intuitive opinions, but one specific tweet was so offensive it was marked by X and ignited retaliation: a war against the Vegans.
It is said that no one expected the Vegans to be so powerful, possessing and deploying nuclear weapons, thus the beginning of The Nuclear War on all nations.
The war led to catastrophic climate change, which birthed the season of The Crying Angels: an endless, global storm of rain. Initially, people considered building an Ark, but due to the recently ignited war, there was no budget. Humanity soon realised the rain was radioactive. If one were to consume animals that had been washed with this rain past a certain limit, they would undergo morphogenesis, transforming into a monstrous version of the consumed animal. This, combined with the destruction of the Final War, caused society to collapse. Humanity was forced to regress in some aspects of technology while advancing rapidly in others. With no safe food sources remaining, the meager short-stock became currency. This lasted until the advent of cloning technology, which some used to create a reliable supply of safe food.
The world is now divided into seven major Clans, all defined by their eating habits, their resulting morphogenesis, and their backgrounds. Each Clan had distinct needs, leading them to search constantly for items essential to their survival. These seven remaining Clans established trade routes and hunting grounds to keep their lives both secure and, ironically, more entertaining. Through the trade routes, they ensure a measure of mutual respect; through hunting, they vent their frustration on one another.
So the questions remain: Who can last the longest? Who can survive the next nuclear fallout? And who can live to tell the tale to the next generation?
Will that be you, or will you perish under the attack of the Clans?
If you are curious on the previous iteration of the game, feel free to check out the Legacy page of The Last Seven