Boardgames

The 7th Continent

Unleash your inner explorer with The 7th Continent board game! Navigate through wild terrains, craft tools, and survive an unforgiving land while lifting a terrible curse.

1000
minutes

1 - 4
player(s)

Medium

About the game

The 7th Continent is a truly unique adventure board game that transports you into a world of mystery, discovery, and survival. Set in the early 20th century, you’re part of a team of explorers who have returned from the first expedition to the seventh continent, a mysterious and previously uncharted landmass. However, the thrill of discovery quickly turns to dread as you realize that you have been cursed and must return to the continent to lift it.

The game’s theme and setting are deeply immersive, with a rich narrative and detailed artwork that truly brings the mysterious 7th continent to life. The game is non-linear and allows for free exploration of the continent, with the ever-present threat of the curse hanging over your head. The continent is revealed through a deck of cards, each of which represents a piece of the continent, a mysterious event, a helpful item, or a dangerous encounter.

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Setup and rules summary

Game components Unboxing the fun!

The 7th Continent is a cooperative game of adventure, survival, and exploration. The game includes a variety of components, each with a specific function and role in the gameplay. Here’s a list of all the components included in the game and a brief description of their use:

1. Game Cards:

These are the primary components of the game and are used to represent the continent itself, the actions players can take, items they can craft, and the consequences of their actions. There are several types of game cards:

  • Action Cards: These cards represent the various actions players can take during their turn. The back of these cards show either a success, failure, or half-success symbol, which determines the outcome of an action.
  • Terrain Cards: These cards represent the different parts of the continent. Each card shows a specific location and the actions that can be taken there.
  • Event Cards: These cards are drawn in response to certain actions or situations. They represent random events that can occur during the game.
  • Item Cards: These cards represent objects that players can craft and use during the game. Each card shows the item’s properties, effects, and the resources needed to craft it.

2. Character Cards and Miniatures:

Each player chooses a character card at the start of the game, which represents their character in the game. The card provides information about the character’s special abilities and health. Each character card has a corresponding miniature that players move around the game board.

3. Fire Miniature:

This is a special piece used to represent a fire. Fires can be lit by players to provide various benefits, like keeping warm or cooking food.

4. Skill Tokens:

These tokens represent the skills and abilities of the characters. Players use these tokens to enhance their actions and improve their chances of success.

5. Card Dividers:

These are used to sort and organize the game cards. They are labeled with numbers and letters corresponding to the card types, making it easier for players to find the cards they need during gameplay.

6. Curse Cards:

These cards represent the various curses that players must overcome to win the game. Each curse card provides a unique challenge that must be resolved.

7. State Tokens:

These tokens are used to track the status of various game elements, such as the health of characters, the status of fires, and the presence of dangers or resources.

8. Food Tokens:

These tokens represent food that players can find or hunt during the game. Eating food can restore health and provide other benefits.

Game setup Lay it out, line it up, let’s go

The 7th Continent is a cooperative game of survival and adventure. Setting it up involves preparing the game board, assigning player roles, and distributing resources. Follow this guide to get started:

1. Preparing the Game Board:

  • The continent: Begin by placing the “Voracious Goddess” card in the middle of the play area. This card is the starting point of your adventure.
  • The Fog: Shuffle the remaining terrain cards, then place them face down in a pile next to the “Voracious Goddess” card. These cards represent unexplored parts of the continent, and you will draw from this pile as you explore.

2. Assigning Player Roles:

  • Each player selects one character card. These characters have unique abilities that can affect the course of the game. Once a player has chosen a character, they place the corresponding figure on the “Voracious Goddess” card.

3. Distributing Resources:

  • Each player receives a starting hand of five adventure cards. These cards represent the resources and actions available to each player.
  • Shuffle the remaining adventure cards and place them face down in a pile next to the game board. This deck represents the dwindling resources of the players. When this deck runs out, the end of the game is near.

4. Random Elements:

  • Randomly draw five curse cards from the curse deck and place them face up next to the game board. These curses will affect all players throughout the game, adding an element of unpredictability to the gameplay.

Now, you are ready to start your adventure on The 7th Continent. Remember, every decision matters and every mistake could be your last. Good luck!

Game flow Round and round we go

The 7th Continent is an adventure board game designed for 1-4 players where players work cooperatively to lift curses that have been placed upon them. The game is played over a series of turns with no set rounds or phases. Here is a detailed structure of the game:

At the beginning of the game, players choose a curse to lift and start at the corresponding terrain card. Each player starts with a specific amount of action cards and a life point total. The game is played over a number of turns with each player taking turns in any order they choose.

During a player’s turn, they can perform the following actions:

  • Draw: A player can draw cards equal to the number of players plus the number of curses in play. These cards are placed in a player’s hand.
  • Explore: Players can explore a terrain card by paying the action cost and drawing the corresponding number of cards from the action deck. If the drawn card has a success symbol, the action is successful.
  • Travel: Players can move from one terrain card to another by paying the action cost and drawing the corresponding number of cards from the action deck.
  • Take an action: Some terrain cards have actions that players can take by paying the action cost and drawing the corresponding number of cards from the action deck.
  • Use a skill: Some cards in a player’s hand have skills that can be used during their turn.
  • Take a rest: Players can rest to regain life points by paying the action cost and drawing the corresponding number of cards from the action deck.

When a player’s action deck is depleted, they shuffle their discard pile to create a new action deck and lose one life point. If a player’s life points drop to zero, they are eliminated from the game.

At the end of a player’s turn, they can choose to either:

  • Pass: The turn passes to the next player.
  • Continue: The same player can continue their turn, but each subsequent action costs additional cards to perform.

The game continues until either all players are eliminated or the chosen curse is lifted.

Players'turn One turn to rule them all

In the game of ‘The 7th Continent’, a player’s turn consists of a series of possible actions and strategic choices. These actions are integral to the gameplay, influencing the player’s progression and survival on the mysterious continent.

1. Action Phase:

The very first phase is the Action Phase, where the active player can take one of several possible actions:

  • Travel: Players can move to an adjacent terrain card if the two terrains are connected by a path.
  • Explore: Players can discover new terrain cards. This is done by drawing a card from the Terrain deck and placing it next to their current location, expanding the map of the 7th Continent.
  • Confront: Players can choose to confront a threat. This is done by drawing cards from the Action deck and comparing the number of successes to the difficulty of the threat.
  • Rest: Players can choose to rest, recovering lost life points. However, this action is risky as it can lead to the player drawing a Curse card, which can have negative effects.
  • Build: Players can build items to aid in their survival. The items built can provide various benefits, such as reducing the difficulty of certain actions or providing additional successes.
  • Hunt: Players can hunt for food. Successful hunts can provide food cards, which can be used to recover life points or to stave off starvation.

2. Resolution Phase:

After the Action Phase comes the Resolution Phase. In this phase, the player resolves the action they chose by drawing the required number of cards from the Action deck and counting the number of successes. If the number of successes is equal to or greater than the difficulty of the action, the action is successful. Otherwise, the action fails and the player suffers the consequences.

3. End Phase:

The final phase of a player’s turn is the End Phase. In this phase, the player checks for any lasting or immediate effects from the cards they drew during the Resolution Phase. They also check for any effects from the terrain they are on or the items they have. Finally, the player ends their turn by passing the active player token to the next player.

Understanding these actions and strategic choices is key to surviving and thriving in the game of ‘The 7th Continent’. Each action has its own risks and rewards, and it is up to the player to weigh these against each other and make the best decision for their survival.

End of the game All good games must come to an end

The game of ‘The 7th Continent’ ends when either a victory condition is met or all players have drawn their last card and can no longer take any actions.

Victory Conditions:

Victory in ‘The 7th Continent’ is achieved by lifting the curse(s) that the players have chosen at the start of the game. Each curse card in the game has its own unique conditions for being lifted, which are detailed on the back of the card. Players must explore the continent, find clues, and take specific actions to meet these conditions. Once all conditions of a curse are met, that curse is lifted. If all chosen curses are lifted, the players win the game.

Actions Before Final Scoring:

Before declaring the end of the game, players must ensure they have taken all possible actions to lift their curses. This includes exploring all necessary terrain cards, overcoming obstacles, hunting for food, crafting items, and resting. It’s also important to manage the action deck wisely, as running out of cards can bring the game to an end prematurely.

Once the victory conditions are met, or when all players can no longer take any actions, the game ends. There is no final scoring as such in ‘The 7th Continent’. The game is purely a survival adventure where the objective is to lift curses. The players either win together by lifting all the curses, or they lose together by succumbing to the harsh realities of the 7th Continent.

Scoring Did you outsmart your rivals?

The 7th Continent is a cooperative survival board game, where the objective is not to score the most points, but to lift curses from your character. However, some players may want to turn the game into a competitive mode, in which case, a points-based system could be implemented. Here’s a proposed system:

1. Successfully Lifting a Curse:

When a player successfully lifts a curse, they receive 50 points. This is the highest reward in the game, emphasizing the importance of the main objective.

2. Discovering a New Territory:

Every time a player discovers a new territory, they receive 5 points. This encourages exploration, a key aspect of the game.

3. Hunting and Gathering:

Whenever a player is successful in a hunting or gathering action, they receive 3 points. These actions are necessary for survival and thus are rewarded.

4. Crafting:

Each time a player crafts an item, they receive 2 points. This reflects the usefulness of items in the game.

5. Overcoming Obstacles:

When a player successfully overcomes an obstacle, they receive 1 point. This rewards problem-solving and risk-taking.

Tie-Breaking Rules:

In the event of a tie, the following rules can be used to determine a winner:

  1. The player who lifted the most curses wins. This emphasizes the main objective of the game.
  2. If there is still a tie, the player who discovered the most territories wins. This encourages exploration.
  3. If there is still a tie, the player who overcame the most obstacles wins. This rewards problem-solving and risk-taking.

Please note that these rules are just a suggestion and can be modified according to the preferences of the players.

Particular Cases and Exceptions Wait… is that legal?

The 7th Continent is a unique exploration board game where players are tasked with uncovering the mysteries of a cursed continent. While the game has a fairly straightforward rule set, there are a few rare or special rules and exceptions that players should be aware of:

Card Reveal: When a player draws an exploration card, they must immediately reveal it to all players. However, the effects of the card are only applied to the player who drew the card, not the entire party.

Item Durability: Items in the game have a durability value, which determines how many times they can be used before they break. If an item’s durability is reduced to 0, it is immediately destroyed. However, an item’s durability can never exceed its initial value, even if a card effect would increase it.

Fire Resource: The fire resource is a unique mechanic in the game. Players can create a fire to provide light, cook food, and scare away predators. However, once a fire has been created, it cannot be moved or extinguished until the end of the game, so players must be cautious about when and where they choose to create a fire.

Death and Resurrection: If a player’s life points reach 0, they are not immediately eliminated from the game. Instead, they become a “ghost” and can continue to participate in the game, but cannot perform any actions or draw cards. A ghost can be resurrected by a living player using a specific card action.

Character Skills and Abilities: Each character in the game has unique skills and abilities that can be used to overcome challenges. However, these abilities can only be used once per turn and cannot be used if the character is a ghost.

Rule Clarifications:

  • If a card effect instructs a player to discard a card, that card is removed from the game and cannot be retrieved.
  • Players cannot voluntarily discard cards from their hand or inventory.
  • When a player is instructed to draw a card, they must draw from the action deck, not the discard pile.
  • Players cannot trade items or give items to other players. Each player has their own separate inventory.
  • If a player is instructed to “banish” a card, that card is removed from the game and cannot be used again in the same game.