Seven Kingdoms II: The Fryhtan Wars
Seven Kingdoms II: The Fryhtan Wars (1999) is the ambitious sequel that took Trevor Chan’s “grand strategy in real-time” formula and added a massive, monstrous twist. While the first game focused on human-on-human political intrigue, the sequel introduces the Fryhtans—a collection of horrifying monster species—as fully playable civilizations, creating a fascinatingly asymmetrical conflict where the rules of engagement depend entirely on whether you have a soul or a snout.
The Two Faces of Conquest: Humans vs. Fryhtans
The game is split between two fundamentally different playstyles, forcing you to master either the delicate art of statecraft or the brutal efficiency of the food chain.
- The Human Kingdoms (12 Nationalities): Playing as humans (Romans, Carthaginians, Japanese, etc.) remains a deep exercise in management. You must balance the Reputation of your king, the Loyalty of your peasants, and the complex web of trade routes. Humans rely on technology, massive armies of skilled soldiers, and the summoning of Greater Beings to survive the monster onslaught.
- The Fryhtan Empires (7 Breeds): Playing as the Fryhtans (such as the Kharshuf, Kerbos, or Minatons) feels like a different game entirely. They don’t care about diplomacy or trade. Their economy is based on Essence and Life Force. They don’t build markets; they build breeding chambers and enslave human populations to provide “tribute” (food).
Legendary Heroes and Artifacts
Seven Kingdoms II leaned harder into RPG elements than its predecessor.
- Hero Recruitment: You can hire legendary heroes from different nationalities, each with specific combat skills and leadership auras. These heroes can be appointed as Generals to bolster the morale of your troops or as Governors to keep unruly provinces in line.
- The Hunt for Artifacts: The map is littered with ancient artifacts that provide massive passive bonuses to your kingdom. Securing these often requires defeating “wild” Fryhtan lairs, creating a high-risk, high-reward incentive to explore early.
Espionage: The Shadow War Returns
The legendary spy system is back and even more surgical.
- Infiltration 2.0: Spies can now perform even more specific tasks, from stealing technology blueprints to assassinating key enemy generals.
- The Long Con: You can still plant a spy in a rival human kingdom and wait years for them to be promoted to a position of power. There is no greater satisfaction than watching an enemy’s elite fortress turn to your color because their beloved General was actually your highest-paid secret agent.
Summary
Seven Kingdoms II: The Fryhtan Wars is a rare sequel that successfully broadened its scope without losing the tight, logical core of the original. By pitting the “civilized” mechanics of human trade and diplomacy against the primal, predatory mechanics of the Fryhtans, it created a strategy sandbox that feels genuinely alive. It’s a game where you can win through a brilliant trade embargo, a well-placed assassin’s blade, or simply by breeding enough multi-headed Kerbos to eat the opposition.
Release Platforms
- Microsoft Windows (PC): October 1, 1999
- Digital Re-release (GOG/Steam): 2015 (Updated for modern hardware compatibility)
PC
Ubisoft

