Yokai Septet

Designed by: Muneyuki Yokouchi,yio

Previously published as both 7 Symbols and 7 Nations, Yokai Septet is a partnership trick-taking game designed for four players, although the game provides alternate rules for three as well.

The deck of cards is made of seven suits with seven numbers each. No suit has the same numbers, however: green cards are 1-7, purple are 2-8,  pink 3-9 and so on all the way up to the blue suit which numbers 8-13. Players team up (with your diagonal opposite around the table) and once cards have been dealt, swap three cards with their partner. Then play begins, following standard trick-taking rules: whatever card is led, you must follow suit if you’re able to, and the most valuable card wins the trick. One suit will be trump: this is the strongest suit, and can win tricks even when not the highest number played.

Each team’s goal is to claim four number 7 cards (the only number that appears in every suit) with the caveat that if you win your seventh trick without claiming a fourth 7 in the process, you lose the round! So you need to be careful about what you play when, and use the limited knowledge of your partners’ hand (the three cards you handed them) along with what they know of yours, to your advantage. Be aware also of the one special card – the green ‘one’ (actually an ace) trumps everything when played and is an automatic win. But it must still obey the rules of following-suit.

Yokai Septet’s simple scoring system is the first team to win two rounds wins the game. But it also provides a more subtle, complicated scoring system to try once familiar with the basic game.

Sam says

I do like trick-taking games and Yokai Septet is a neat iteration of them; a partnership game with nuance and subtlety – not a deduction game exactly, but one where being a little calculating doesn’t hurt. I’d say four players is ideal for the best experience – and it’s a game that rewards repeat plays, as your first blush with it may seem a little dense and mechanical. Get past that, and it’s a lot of fun.

  • Take that! icon

    Take That!

    Trick-taking games definitely have "Oh no" moments, but they couldn't really be construed as personal attacks.

  • Take that! icon

    Fidget Factor!

    Low.

  • Take that! icon

    Brain Burn!

    The shared information (remember what cards you exchanged with your partner!) is really key here: what you choose to pass over and what you receive will influence your decisions on the tricks. It's not luck-free, but it's not a lottery either - there's some real subtlety at play here.

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    Again Again!

    For fans of trick-takers, this is a good 'un. The only caveat is that it really needs four players to shine.