Seven-Part Pact
As these words are typed, the Kickstarter campaign has slightly exceeded $610K, with over 3,000 backers. It has "third biggest crowdfund we've ever done" nailed down, and before it's over, it could beat out Ogre for the top position.
I love this game. I loved the first, somewhat incoherent description that I got from a player. I loved it more when I read the first draft for one of the seven wizards. And after I got to play . . . Wow. Just wow.
This is the kind of feeling that leads people to write about the "most unique" such-and-so. Well, that is wrong. A thing is unique or not; if it is unique there is nothing else like it. Well, there is nothing like Seven-Part Pact. It creates a roleplaying experience that is wholly different from – well, from anything you have ever seen.
Even the components are unique. You play with 21 polyhedra that show, not letters, but alchemical and mystic symbols. A key part of play is the orrery, which shows the positions of the planets, changing every turn (and yes, the wizards can move the planets around to create a more auspicious heavenly configuration for their spells). There is glorious art spread throughout nine different books of rules and . . . and . . . and stuff.
I am proud and honored to be able to publish this game. It deserves to be played, not just to sit on a shelf. It deserves to win awards, and I think it will.