Contents
- 1 The 7th Continent Game Rules
- 1.1 1. Purpose
- 1.2 2. Gameplay
- 1.3 3. Exploration
- 1.4 4. Survival
- 1.5 5. Mysteries
- 1.6 6. Decisions
- 1.7 7. Cooperation
- 1.8 Goal of the Game
- 1.9 Game Elements
- 1.10 Getting Ready
- 1.11 Game Play
- 1.12 Life Force, Action Deck, and Discard Pile
- 1.13 Exploring The Continent
- 1.14 Running Out of Space
- 1.15 What about Items?
- 1.16 How to Save the Game
- 1.17 Resuming The Game
The 7th Continent Game Rules
Welcome to the world of The 7th Continent! This game is like no other. In The 7th Continent, you will embark on an epic adventure, full of mystery, danger, and excitement. Brace yourself for an extraordinary journey on an unexplored and legendary continent!
1. Purpose
The purpose of The 7th Continent is to explore the uncharted terrain of the continent, overcome challenges, and solve the mysteries that await you. Your ultimate goal is to lift the curse that has befallen you, and to do so, you must uncover and understand the secrets of the continent.
2. Gameplay
In The 7th Continent, you play as a cursed adventurer who is determined to lift the curse that has been cast upon them. As you explore the continent, you will encounter cards that represent different locations, events, and items. Each card has its own unique consequences and opportunities.
3. Exploration
The continent is full of secrets waiting to be discovered. As you explore, you will encounter different terrain types, creatures, and obstacles. To move through the terrain, you will need to use your resources wisely and make strategic decisions. Be prepared to face danger and unexpected events along the way.
4. Survival
Survival is key in The 7th Continent. You will need to manage your resources carefully, such as food, water, and equipment. You may also need to hunt for food and find shelter to rest and recover. Be mindful of the challenges and dangers that lie ahead, and plan accordingly.
5. Mysteries
The continent is shrouded in mystery, and it is up to you to uncover its secrets. You will encounter puzzles, riddles, and hidden clues that will lead you closer to solving the mysteries of the continent. Use your wit, intuition, and problem-solving skills to unravel the enigmas that await you.
6. Decisions
In The 7th Continent, every decision you make has consequences. Some decisions may lead you closer to your goal, while others may have unforeseen consequences. Choose your path wisely and consider the potential outcomes of each choice you make. Remember, even the smallest decision can have a profound impact on your adventure.
7. Cooperation
The 7th Continent can be played solo or with a group of friends. If playing with others, cooperation and communication are key. Work together to overcome challenges, share resources, and exchange information. Teamwork will greatly increase your chances of success.
So, are you ready to embark on an unforgettable journey on The 7th Continent? Get ready to explore, survive, unravel mysteries, and make crucial decisions. The fate of the continent rests in your hands. Good luck!
- The game includes 683 Adventure cards (green or gold back)
- 135 Exploration cards (foggy back)
- 118 Action cards (blue back)
- 11 Character cards
- 1 “Satchel & Journal” card
- 4 Clue cards
- 10 Save cards
- 7 explorer figures
- 4 fire figures (1 per player)
- 8 6-sided dice as durability counters for items in inventories
- 4 player aids
- 3 storing trays and 30 dividers for easier card access
- 1 magnifying glass to examine cards in play
- 1 double-sided holder for Action cards’ Discard Pile
- rulebook
Goal of the Game
My path to victory is removing all the curses I chose at the start.
Don’t worry – I’ll make sure you know when that happens in the game!
Just a heads up: this box comes with some intense-sounding curses, like “The Voracious Goddess,” “The Bloody Hunt,” “The Offering to the Guardians,” and “The Dark Chest of the Damned.”
But don’t worry, there’s more to the game! The expansions have even more curses that will add hours of adventure and fun. You can choose to add the expansion cards to your game, even if you don’t want to play with the curse that comes with it initially.
Game Elements
Types of Cards
There are different types of cards in the game:
- Adventure cards
- Exploration cards
- Action cards
- Character cards
- Satchel & Journal cards
- Clue cards
- Save cards
Exploration Deck
When you’re playing the game, you’ll come across exploration cards. They’re like surprises that can have different effects. Before you can uncover and use the terrain card hidden underneath, you need to reveal and deal with the exploration card. Only then can you keep exploring the continent.
The Adventure Deck
The adventure deck contains cards with green or gold backs and numbers on them. These cards can be terrains, events, items, or other things.
Board
As you explore the continent, you’ll be building the board. You do this by placing face-up terrain and permanent event cards on the board. You also add face-down exploration cards with a foggy side up.
1. I’m facing a Terrain card
2. I’ve turned over an Exploration card (it’s foggy)
3. I have a Permanent event card in front of me.
What’s in My Bag and Diary
When I’m on an adventure, all the Quest item cards I find need to go here, under this card. This card is for everyone to use.
My Hand
At the start of the game, my hand is empty, except for my Character card. I can have a few Skill and
Bonus cards in my hand (but how many cards depends on how many of us are playing – check the “Satchel & Journal” card) and as many
State cards as I want (although I can’t have more than one of each kind of State card).
Remember: When we’re setting up, we shouldn’t look at the fronts of the Adventure cards and Exploration cards. But we can look at all the other cards.
The Past
Welcome to the Past, the place where all the discarded Adventure and Exploration cards from the game end up. You’re free to explore and sift through these cards, but remember to return them to their respective decks before the next game session.
It’s worth noting that all players share the same Past, so you might come across some interesting surprises!
Now, let’s talk about the Action Deck. This deck is filled with Skill and Curse cards, which players can use to take actions throughout the game. When it’s time to perform an action, you’ll draw cards from the Action Deck to pay for its cost. Just like the Past, all players share the same Action Deck.
Lastly, we have the Discard Pile. This is where cards that have been used or discarded during the game are placed. It’s like a resting place for cards that have done their part. Keep in mind that the Discard Pile is separate for each player.
So, remember to explore the Past, draw from the Action Deck, and keep an eye on the Discard Pile as you journey through the 7th Continent. Are you ready for adventure? Let’s go!
When we play the game, we put all the Action cards we don’t need anymore in the Discard Pile. You can look at the Discard Pile whenever you want, but only if there are still cards left in the Action Deck.
We all share the same Discard Pile, so we can all see what cards have been discarded.
What I Have
I have my own inventory in the game. It starts out empty, but it will fill up with Item cards that I find or make. I also have dice that I use to keep track of how much life my items have.
Getting Ready
- First, I pick a Character card and put it in my hand. I should read the story on the back to learn more about my character.
- Then, I get my character’s figure and one fire figure.
Here’s what you need to do to play the game:
First, place the “Satchel & Journal” card in front of one player. If you want an easier game, take a 777 j card. For a more challenging experience, take a 650 card.
Next, each player takes a certain number of dice depending on how many people are playing. If you’re playing solo, take 4 dice. If there are 2 players, take 3 dice. And if there are 3 or 4 players, take 2 dice each.
Now it’s time to choose some Clue cards. Put them under the “Satchel & Journal” card. If you don’t choose all the Clue cards, just put the ones you didn’t pick back in the box. You can choose multiple Clue cards if you want to fight more than one curse at a time. But be warned, this will make the game much harder. You’ll have to lift all the curses from each Clue card to win the game. So, if you’re just starting out, we recommend starting with one Clue card.
I suggest playing against the “The Voracious Goddess” curse when you start your first game. This curse can be found on the 010 card, which is indicated on the curse’s Clue card.
Next, it’s time to shuffle the cards to form the Action Deck. Combine the following cards:
- The 35 Skill cards that are common to all characters. These cards can be identified by the
image.
- The 5 Skill cards that are specific to each character participating in the adventure. Look for the character’s portrait on these cards.
- The Curse card(s) that is associated with the Clue(s) you’ve chosen. These Curse cards have the same title as the Clue cards.
- The 4 Curse cards that are titled “Death is lurking!”
If you have it, set up the Discard Pile holder and put it next to the Action Deck. Organize the Exploration cards by area (I, II, III, IV, etc.), shuffle each pile, and store them behind the corresponding dividers, with the foggy side facing you. Sort the Adventure cards in ascending order (starting with card 000 on top), and place them in the storage trays with their numbered backs facing you. Use the dividers [050, 100, etc.].
Remember, green cards always come before gold cards with the same number.
Alright, here’s the rewritten content:


Read this before you go on a new adventure!
When it’s time to play the game, there are a few things you need to remember. Let me walk you through the rules so you can fully enjoy your experience. First, take a look at the clue card you have selected. Familiarize yourself with it before you start the game. It’s like a secret guide that will help you find your way to victory!
Game Play
Choose The Active Player
When it’s your turn to play, you become the “active player”. But if everyone can’t agree, the player on your left becomes the new active player. So try to be fair and reach a consensus with your friends.
Check For Other Involved Characters
If your figure is on the same Terrain card as the active player’s, you have the chance to get involved in the action. But remember, it’s up to the active player to decide if they want your help. Use the cards in your hand and your inventory wisely to assist them.
Take An Action
When you’re playing the game, you get to decide what action you want to take. Look for the icons displayed in white squares, and choose one that catches your eye. This is where the fun begins!
- I must consider the Terrain card that my figure is standing on.
- I must consider the Exploration card attached to the Terrain card.
- I must consider the Permanent event card attached to the Terrain card.
- I must consider the Temporary event card that I just revealed (this is required).
- I must consider any Skill, Bonus, or State card that I have in hand.
- I must consider any Item card in my inventory.
- I must consider any Quest item card under the “Satchel & Journal” card.
After completing the action, a new turn will begin.
Remember
You cannot take an action if:
- Another action is already in progress.
- You do not meet the prerequisite for the action.
In the game, there’s a special icon that represents actions that certain players don’t participate in. You can recognize it by the image.
There’s another type of action that you can see by looking at the arrow on a certain card. If the arrow is visible, it means that the action has already been done and can’t be done again on the same card.
When the active player reveals a mandatory action, all players have to finish the current action before resolving the mandatory one.
Now let’s talk about how actions are resolved.
An action in the game is defined by certain elements. First, you’ll see an icon in a white square. Then, there’s the default cost to perform the action. Next, there’s the difficulty level, which is the minimum number of successes you need to achieve. If you succeed, there are consequences specific to that action. If you fail, there are also general consequences. In summary, each action has its own set of characteristics and outcomes.
When we’re playing the game, we can take several actions. One of these actions is called “Dig.” Here’s how it works:
Step 1: Dig action. We need to draw 6 or more cards from the Action Deck to perform the action.
Step 2: Draw. To succeed, we need to get 1 or more successes. This means we have to draw cards and hope for a positive outcome.
Step 3: Success. If we’re lucky and get a success, the active player gets a 063 card. This is a good thing because it means we’ve accomplished our goal.
Step 4: Failure. Unfortunately, sometimes we don’t succeed. When this happens, each character involved takes a 101 card. It’s not the outcome we want, but it’s part of the game.
Hey there! It’s super important to know that if the icon is connected to an action, everyone has to be a part of it for it to happen.
Here’s how an action goes down:
1. Item 
When you’re ready to take action, each of you can use some items from your inventory. Just reduce the value of the die by 1 pip for every item you use. It doesn’t matter if the item is made up of multiple Item cards.
If the value of the die reaches zero, it is removed from play. When I use an item, I can apply the effects of one or more Item cards it consists of. However, I can only do this once during the action. The effects can be applied if the icon associated with the effect matches the current action.
Remember: You can move the die onto the item’s artwork to keep track of which items you are currently using.
2. Cost 
- As the active player, I need to determine the cost of the action. This can be done by looking at the
icon.
When it comes to playing The 7th Continent, there are a few important things you need to understand. Let me break it down for you.
First, the number of cards you draw from the Action Deck is shown in the blue diamond to the right of the action icon. This is the default number of cards you get.
Next, if you’re playing with more than one person, you have the option to lower the cost of the action by drawing fewer cards. However, keep in mind that this will make the action more difficult, as you’ll need to have more successes. You can increase the difficulty by the same amount as the cards you didn’t draw.
Lastly, there’s an important rule to keep in mind. If the action has the icon, you can’t use the previous option to lower the cost or increase the difficulty. You’ll have to stick with the default number of cards for that action.
Following these rules will help you navigate The 7th Continent with ease. Enjoy your adventure!
The process of playing the game involves a few important steps. Let me break it down for you:
- During each action, I can use various cards to my advantage. These cards include items from my hand, items in my inventory, permanent event cards attached to the terrain I’m on, and quest item cards. By strategically using these cards, I can reduce the number of cards I need to draw.
- Next, I draw a number of action cards equal to the cost of the action. I place these cards face down in front of me. If I want to increase my chances of success, I can draw additional action cards. However, there are some actions that don’t allow for this. If I do draw additional cards, they are placed face down next to the ones I initially drew.
Note: It’s important to remember that the cost of an action may be zero, but never less than zero. In cases where the cost is lowered below zero, consider it to be zero.
I’ve often wondered about the true value of an action. It’s like a puzzle that I’ve been trying to solve. How can we measure the worth of something we do or don’t do? It’s a perplexing question that has led me on a journey of exploration and discovery.
When you think about it, every action we take has some sort of cost associated with it. While some costs are obvious, like the price of buying something or the time it takes to complete a task, there are also hidden costs that we might not consider at first glance. These hidden costs can sometimes have a bigger impact than we realize.
Understanding the true cost of an action is key. By looking beyond the obvious and taking into account all the factors at play, we can make better decisions. It’s like peeling back the layers of an onion to reveal the core. Sometimes, it might surprise us.
Let’s consider an example. Imagine you’re at a store and you see a pair of shoes that you really like. You might be tempted to buy them right away, but if you take a moment to think about it, there are other costs involved. The price of the shoes is just one part of the equation. You also have to factor in the cost of maintaining and repairing them, as well as the storage space they’ll take up in your closet. Suddenly, the true cost of those shoes becomes a bit more complicated.
But it’s not just the monetary cost that’s important. There are also non-monetary costs to consider. For example, buying those shoes might mean that you have less money to spend on other things that bring you joy. Or maybe it means that you have to work extra hours to make up for the expense. These hidden costs can have a big impact on our overall well-being.
So, how can we navigate this complex world of costs and actions? The key is to be aware. By understanding the different types of costs and taking the time to evaluate them, we can make more informed decisions. It’s like having a map to guide us on our journey. We might not always make the perfect choice, but at least we’ll be more aware of the costs involved.
Ultimately, the true value of an action is subjective. What might be worth it to one person might not be worth it to another. It’s up to each of us to determine what we value and what we’re willing to pay for it. But by considering all the costs, we can make more intentional choices that align with our values and goals.
So, the next time you’re faced with a decision, take a moment to think about the costs involved. Consider both the obvious and hidden costs, and ask yourself if it’s worth it. By doing so, you’ll be better equipped to make choices that align with what’s truly important to you.
Note: Usually, I have to draw cards from the top of the Action Deck. But what if the Action Deck is empty? In that case, I have to shuffle the Discard Pile, put it face down, and draw from it randomly. Sounds simple, right? Well, there’s a catch. If I happen to reveal a – Curse card from the Discard Pile, the game is over for all of us. Talk about bad luck!
3. Here’s What Happens Next 
Okay, now it’s time for the big reveal! I’m going to show you all the cards I just drew during step 2.b:
- If you reveal a Curse card and it’s from the Discard Pile, and the Action Deck is empty, the game ends. We lose.
- If that’s not the case, count how many successes you have:
- Full gold stars count as successes. If you see any half-stars on the revealed cards and they face the same way, you can combine them to make a full gold star.
- Each player involved in the action can use cards from their hand, Item cards from their inventory (used during step 1), Permanent event cards on the Terrain card they’re standing on, and/or Quest item cards to get more successes.
If I, as the active player, manage to get at least the required number of successes for an action, then it’s a success. Otherwise, it’s a failure.
Pay Attention!
Every icon displayed on specific Item and Skill cards equals 1 success for each
icon obtained during this stage.
Any and
icons on the left side of Skill cards are only counted when these cards are uncovered during this stage, not when they are in your hand or inventory.
4. Skill 
When playing the game, I have the option to select one Skill card. This choice is made from the group of cards that are shown during step 3, which is called Result.
I can decide to keep the chosen card for myself or give it to another player who is also part of the action. Even if the card I choose exceeds the limit of cards that I can hold in my hand, I can still add it.
Important: Only add Skill cards specific to a character to that character’s hand. You can never add a Curse card to your hand.
Step 5: Discard
Discard any other Encounter and Terrain cards that you drew during step 2 (Cost) and place them in the Discard Pile. If any Item cards no longer have a die associated with them, discard them as well. Action cards go to the Discard Pile, while Adventure or Exploration cards go to the Past.
Step 6: Consequence
Now it’s time to deal with the consequences. Depending on the result of your action, you’ll need to face the following outcomes:
– If your action is a success, you’ll apply the effects indicated in the white section.
Ladies and gentlemen, I have an important message for you. Let’s talk about the consequences of our actions. You see, every action we take has a result. Sometimes it’s a good result, and sometimes it’s not. It’s like a coin toss – you never know which side you’ll end up on. But there are some things we can do to increase our chances of success.
First, let’s talk about the actions that have no consequence. These are the actions that don’t really change anything. They’re like a failure – they don’t have any effect. If there’s a section in the black area that shows the consequences, then failing this action will have an effect. But if there’s no such section, then it doesn’t matter if you fail. It’s like a blank slate – it doesn’t change anything.
Now, let’s talk about the actions that do have consequences. These are the actions that can make a difference. If there’s a consequence mentioned, it means that something will happen if you take that action. But here’s the catch – the consequence only applies to the person who took the action. It’s like a personal responsibility – you have to deal with the consequences of your own choices. So, make sure you choose wisely.
Remember, every action we take has a result. It’s like a ripple effect – it spreads and affects everything around us. So, it’s important to think before we act. By considering the consequences of our actions, we can make better choices and have a positive impact on ourselves and others.
In conclusion, let’s remember that our actions have consequences. It’s like a chain reaction – one action leads to another. So, let’s be mindful of our choices and think about the consequences before we act. Together, we can create a better future for ourselves and those around us.
Important: If a collective action (one with several involved characters) fails, you must take a 100 card – you become paranoid – after dealing with the consequences of the action.
7. Hand Size Limit
If you have more Skill and/or Bonus cards in your hand than the allowed limit, you need to discard the excess cards of your choice.
Consequences of Actions and Events
Take a card summoned by a XXX numbox
When you take a numbered card as a result of an action or event, you should draw it from the Adventure Deck.
If you find one or more cards with the same number: Just pick one of the green cards at random and show it to everyone. But if there are no green cards left, you’ll have to settle for a gold card instead.
Remember: The flavor text on the back of the Adventure cards can give you important information. And don’t forget to read the consequences of the actions and events carefully!
Here’s the deal: You can only grab a gold card if there are no green cards left in the Adventure Deck with that same number. Before you give up though, check behind the “The Past” or “Banished cards” divider. There might be a green card there that matches your number. If not, you might have misplaced it.
If there are no cards with that number available:
When playing the game, you have a task to complete. To do this, you need to return all the Adventure cards in the Past to their place in the Adventure Deck and shuffle the Exploration cards in the Past back into the Exploration Deck. This ensures that everything is ready for the next phase of the game.
If multiple players are involved and they need to take numbered cards, the active player always goes first. They take their card and resolve it before the next involved player has their turn. This process continues in clockwise order until all players have taken their card and resolved it.
So, if the numbox is linked to a banner,
you have a few choices. If the banner is blue or purple, the active player can:
- Take a card that matches the number in the numbox.
- Take a card with a number equal to the numbox number plus the number associated with the pictograph on the banner. To do this, you’ll need a character using an Item or a Quest item card with that pictograph and number.
When you take the card, make sure to lower the durability of the Item or the Quest item card. This will allow you to use it for this purpose.
Now, let’s talk about terrain.
When you get a terrain card, you need to add it to the game board. Place it where the card instructs you to put it, making sure it matches the orientation of the other cards on the board.
Hey there!
When you come across a Terrain card in the game, it usually happens because an Exploration card is swapped out or due to an event occurring. But here’s the thing: just putting a Terrain card into play doesn’t automatically mean that any figures will be moved onto it. It’s not an automatic process.
Now, once you have a Terrain card in play, there’s something you need to do. As the active player, you have to put new Exploration cards on the adjacent spaces that are free. These new cards should be placed with their foggy side up, and you need to follow the direction pointed by an arrow. Oh, and don’t forget, these new Exploration cards must match the Roman numeral of the Terrain card they are connected to. Simple, right?
Permanent Event
When you’re playing the game, you have to take this card and put it on the Board. Make sure that the arrow on the card points to the Terrain card where your figure is standing, and that the card is facing the same direction as the other cards on the Board.
Now, I want to talk about something really cool – a permanent event! It’s this special thing that gets connected to a terrain card and points in a certain direction. And guess what? When you’re standing on that terrain card, you get access to all the awesome actions, resources, and effects that the event offers.
Note: See that little icon in the arrow? It tells you what you did to make this card happen. Until this card is used up, you can’t do that action again with the Terrain card it’s attached to.
Momentary Event 
Now it’s time for the active player to deal with this event. Then, I’ll toss the card into the Past – unless the card says it needs to be banished.
Important: If there’s something you need to do immediately in response to a temporary event, you must do it right after dealing with the event. No one else can join in at this point. The active player stays the same.
Item 
Here’s what you, the active player, can do with this card:
- Add it to your inventory by placing a die on it or combining it with an item you already have.
- Give it to another player who was part of the action, so they can add it to their own inventory.
- If you don’t want it, you can discard it into the Past.
Hey there! Let’s talk about how many dice and Item cards you can have in the game. This all depends on the number of players you have.
Each player has their own set of dice. You might be wondering, “How many dice can I have?” Well, it’s simple! The number of dice you own is determined by the number of players in the game.
Now, let’s move on to the Item cards. These are pretty cool because you can combine them with your dice. But how many Item cards can you combine with a single die? Again, it all comes down to the number of players.
If you’re playing with more players, you’ll have more dice and more chances to combine Item cards. And if you’re playing with fewer players, you’ll have less dice and fewer chances to combine Item cards. So, it’s important to take into account the number of players when deciding how many dice and Item cards to use in the game.
That’s it for now! Remember, the number of dice and Item cards you can have is based on how many players are playing. So, choose wisely and have fun!
- For 1 player: You will have 4 dice sets, each containing up to 4 Item cards.
- For 2 players: Each player will have 3 dice sets, each containing up to 3 Item cards.
- For 3 players: Each player will have 2 dice sets, each containing up to 3 Item cards.
- For 4 players: Each player will have 2 dice sets, each containing up to 2 Item cards.
Quest Item 
I must slide this card under the “Satchel & Journal” card.
SKILL
or a BONUS 
I can choose to:
- add this card to my hand;
- discard it to regenerate a response level by 1;
- discard it to regenerate a success level by 1;
- discard it and draw a card from the Blessings discard pile, without it being revealed (if there isn’t any, I can’t choose this option).
When you reveal a State card during gameplay, you have two options: You can either give the card to another player who was involved in the action, or you can discard it into the Past if you don’t want to keep it.
State cards have a special icon on them. If you see this icon, you have to discard a number of cards from the top of the Action Deck equal to the number of Character/State cards you have in your hand. However, if there is an effect in play that prevents you from getting that state, you don’t have to discard any cards.
Hey there! If we run out of cards in the Action Deck, don’t worry, we’ve got a backup plan. We’ll randomly reveal cards from the Discard Pile instead. But here’s the catch – if one of those revealed cards happens to be a Curse, we’re in trouble. The game will end right then and there, and we’ll lose. However, if no Curse shows up, we’re safe. We’ll just shuffle all the revealed cards back into the Discard Pile and keep playing.
Oh, and remember: if you happen to grab multiple State cards in one go, you need to handle them one at a time. Just follow the order from left to right based on the instructions you received.
When I play the game, I have the option to add a specific card to my hand. Of course, this is unless there’s an effect that prevents me from doing so. If I already have a card with the same title in my hand, I have to return it to the Adventure Deck. Then, I replace it with the new card I’ve just taken.
There might be a situation where multiple players need to take a card at the same time. In that case, the active player goes first. They have to return any card with the same name from their hand (if they have one). After that, the next player in clockwise order takes their turn, and so on. This continues until all the players have taken the card they need.
Important: I can have as many different titled cards in my hand as I want. There’s no limit to how many I can collect. If I want to get rid of a State card, the card itself will usually explain how to do so.
Picking a Card That Wasn’t Directly Summoned By a Numbox
So, imagine you’re playing a game and you come across a card in the Adventure Deck. Usually, you would need to summon the card using a numbox. But sometimes, things get a little trickier.
For example, you might stumble upon a hidden number. These numbers are sneaky and can be found in different places, like on page 19. When you spot one, you’ll need to take a card from the Adventure Deck without using a numbox.
Or maybe you’ll have to do some arithmetic. Take the number in a numbox and add it to the number in a blue or purple banner. Once you’ve calculated the sum, you can grab a card from the deck.
There’s also the possibility of solving a riddle. These brain-teasers will test your wits and challenge you to think outside the box. If you manage to crack the puzzle, you’ll be rewarded with a card.
So, you see, the Adventure Deck is full of surprises. It’s not always as straightforward as using a numbox. You have to keep your eyes peeled for hidden numbers, do some math, or solve a riddle. But hey, that’s what makes the game exciting, right? Good luck!
Hey there! You know, when you come across a card that you can take, there’s supposed to be an icon on the back. It looks like this: “. ” followed by the card number. If you don’t see that icon, it means you grabbed the wrong card and you need to put it back.
Get Rid of a Card
If something happens in the game that tells you to get rid of a card, you have to do it right away. If it’s an Action card with a blue back, you put it in the Discard Pile. If it’s either an Adventure card with a green or gold back, or an Exploration card with a foggy back, you put it in the Past.
Kick Out a Card
So, when something tells me to get rid of a card, I have to do it right away. That card is banished and I put it behind the special “Banished cards” divider in the box. Don’t worry though, all the banished cards will come back at the end of the game, whether we win or lose.
When you see this symbol after taking an action, you have to get rid of the green card with the symbol and replace it right away with a gold card of the same number.
Remember: If an action tells you to “get rid of a XXX card,” you have to remove a green card from the Adventure Deck if you can, without looking at it.
Put a Card Back
If an action or event tells you to put a card back, you have to immediately place that card back in its original deck.
Make an Item Less Durable
When I’m playing the game, there are times when I have to lower the value of the dice on my Item cards. This means I have to decrease their durability by a certain amount. I can distribute this loss of durability however I want, across different items and different inventories. But here’s the thing – if an item’s durability reaches zero, it can’t lose any more durability. In that case, I have to get rid of all the cards that make up the item.
Moving My Character
If I want to move my character, I need to refer to the section called “Exploring the continent” for instructions.
Life Force, Action Deck, and Discard Pile
The Action Deck is a representation of the collective life force of all the players. It shows us how much life force we have left.
As long as there are cards in the Action Deck:
When you’re playing the game, you have a few important things to keep in mind. Here are the key rules:
- I draw Action cards from the top of the Action Deck. If I draw a Curse card, it doesn’t do anything.
- I discard Action cards into the Discard Pile. The Discard Pile is face up, so you can see what cards I’ve discarded.
- If I have to put cards back into the Action Deck, whether it’s random or chosen cards, I shuffle them in.
Once we reach the last card in the Action Deck:
It’s time to shuffle the Discard Pile and place it face down.
As long as there are no cards left in the Action Deck:
- To get a new item, add the Item card to your inventory and put a die on it that matches the starting durability of the item.
- Or, combine the Item card with a item you already have in your inventory.
- Or, give the card to another player who was part of the action. They can choose one of the two options above.
- Discard all the cards on the Board into the Past, except for the Terrain card where all characters’ figures are located.
- Stack the remaining cards in the following order (from the bottom up) and place them behind the “Save” divider in the game box:
- For each character, put their Character card on top, with the other cards for that character underneath.
- First, take all the cards from the Past and return them to their designated place in their original deck, whether it’s the Adventure deck or the Exploration deck;
- Next, put the Terrain card that you saved back into play. Make sure to place the characters involved in the adventure on it, and also add an Exploration card in front of each
arrow;
- Then, the “Satchel & Journal” card should be put back into play. It should keep all the cards it had before, neatly stacked beneath it;
- And finally, put the Action Deck and the Discard Pile back into play.
- If you draw or reveal a Curse card from the Discard Pile while the Action Deck is empty, you’re in for trouble.
- If all characters are involved in an action that states “Your adventure is over,” well, that’s the end of the road for you.
During an action, I shuffle the face-down Discard Pile and draw Action cards from it. If I happen to draw a Curse card, the game ends right away and I lose.
After taking an action, I shuffle the Action cards back into the face-down Discard Pile.
If I need to discard cards from the Action Deck because of a specific icon on a state I’ve just taken, for example, I reveal cards from the Discard Pile instead. Then, I shuffle them back into the pile. If there’s a Curse card among the revealed cards, I immediately lose the game.
So, here’s the deal: sometimes in games, there’s a rule that lets you put cards back into the pile that you draw from. When that happens, you take those cards and put them back into the main pile. It’s like giving the pile a fresh start! After that, you keep drawing from the main pile as normal, since it has those cards in it again. And oh yeah, don’t forget to flip over the pile of cards you put back in!
Note: If I have to draw or discard more Action cards than there are in the Action Deck, I will carry out the steps mentioned below. I will draw cards from the Action Deck until it is empty and then shuffle the Discard Pile. After that, I will draw the remaining cards from the Discard Pile. However, if I reveal a Curse card that was drawn from the Discard Pile, the game will end immediately, and we will lose.
Exploring The Continent
Opening The Space Occupied By An Exploration Card
An Exploration card is a surprise event that hides a part of the continent. I need to deal with an Exploration card to remove it and bring the Adventure card (usually a Terrain card) into play. This is how I explore the continent.
Once I’m done exploring and resolving the Exploration card that I dealt with, I have to choose an adventure card to replace it. This adventure card will become active and take its place. It’s like swapping one card for another to continue the game.
Have you ever noticed the little number on the Adventure card? It’s actually pretty important! This number is shown in the numbox, which is the little box associated with the arrow on the Terrain card. That arrow is pointing towards the space that just got opened up. So, basically, the numbox tells you which Adventure card to look at.
When you come across an Adventure card that is a Terrain card, it’s like putting together a puzzle! You need to make sure that it fits with the adjacent Terrain cards. It’s important to pay attention to the arrows on the cards – they indicate where new Exploration cards need to be placed. These new cards are still hidden, covered by fog, and they need to have the same Roman numeral as the Terrain card they are connected to.
Keep in mind that Exploration cards can be all sorts of things – events, items, bonuses, and more. Some of them are permanent, meaning they stay in play until resolved and discarded, while others are temporary and have a specific effect.
Moving to a Different Terrain Card
Hey there! So here’s the deal – when you’re playing a game, and it’s your turn, you can take a specific action that’s shown on the card for the area where your character is standing. When you take that action, something cool happens: everyone who’s playing moves their characters to a different area that they can reach.
A “reachable” area is one that is connected to the area you’re in by a series of other areas. It doesn’t matter how many areas there are in between – as long as you can get from one to the other without any interruptions, it’s reachable.
Sometimes, you might come across special things on the cards, like cliffs or rivers, that have a bunch of arrows pointing to different areas. When that happens, there’s an action on the card that lets you move your character to the area on the other side of the obstacle. Pretty neat, huh?
Oh, and one more thing: sometimes the cards talk about the “cardinal points” – North, South, East, and West. Just picture the text and icons on the card moving from left to right, like you’re reading a book. That’s how you can understand which way is which.
Finding a Secret Number
In the world of Terrain and Permanent event cards, there are some that have numbers hidden within them. When you come across one of these hidden numbers, you have the option to get rid of the card you found it on and replace it with a card that displays that number.
Note: Make sure you remember that a hidden number always has 3 digits. On the back of the card that matches the hidden number, you will find the number of the card where you spotted it.
Running Out of Space
When there isn’t enough room on the table to place a card, everyone needs to gather on the same Terrain card. Then, each player chooses which Terrain cards they want to return, along with any Permanent event cards attached to them. It’s important that all the remaining Terrain cards are still accessible. The cards that were returned are then placed in the center of the table.
Hey there! So, if there are any new Exploration cards that come up, you need to make sure to place them in any empty space that’s right next to an arrow on a Terrain card. Pretty straightforward, right?
What about Items?
So, here’s what happens: imagine you’re playing a game, and you come across a card that has a special symbol on it – a die. When you see this, you have a choice to make. You can either keep that card for yourself, adding it to your inventory, or you can give it to another player who’s also playing the game. If you choose to give it to someone else, they get to add it to their inventory instead of you.
Making Something Cool
So, here’s the deal. The craft action is pretty cool. It lets you do something with your Skill cards. You can turn them into Item cards that you can keep in your inventory or give to another player. It’s like a little transformation.
Now, let’s talk about resources. The items you can craft are made from resources. These resources can be found on your Terrain card or on a Permanent event that’s attached to it.
When you have these resources available, you can actually reduce the number of cards you need to draw during the Cost step of the craft action. Pretty nifty, right? You just follow the numbers on the Skill card under each resource icon and that tells you how many cards you can avoid drawing.
Picture this: you’re exploring a marvelous land filled with all sorts of landscapes and wonders. Each step brings new surprises, from towering mountains to serene lakeside retreats. But wait, there’s something else. Something you can’t ignore – a fire figure on your Terrain card.
Now, here’s where things get interesting. That fire figure means more than just a symbol on a card. It represents a resource – the fire resource. And this resource is like a hidden power, waiting to be unleashed.
So what can you do with this fire resource? Well, my friend, the possibilities are endless. You could use it to build a cozy campfire, where you can gather ’round with your friends and share stories under the starry sky. Or perhaps you’d prefer to harness its energy and forge powerful tools and weapons, ready to face any challenge that comes your way.
But here’s the catch: the fire resource is not always readily available. It’s not something you can always count on. In fact, sometimes you won’t have the resources you need to create the very item you desire.
Now, you may be feeling a bit perplexed. Shouldn’t the availability of resources determine what you can create? Well, not necessarily. You see, crafting is an art, a creative process that goes beyond limitations. It’s not always about having the perfect ingredients; it’s about making the most of what you have.
So, remember this: you have the power to craft something amazing, even if the resources aren’t readily available. All you need is a little ingenuity and a touch of imagination. Who knows, you might just create something truly extraordinary – a masterpiece that no one else could have ever imagined.
When I successfully perform the craft action, I get to:
Combining an Item
When you find or make an Item card, you can combine it with an item you already have. This makes one item without going over the limit allowed for the number of items you can have (check the “Satchel & Journal” card for the limit).
So here’s the deal: when I combine two Item cards, the new card goes to the bottom of the column it belongs to. It’s like the new kid on the block, you know? But don’t worry, we want you to still see all the cool stuff on the lower part of the card, like the effects and keywords.
But wait, there’s more! If the new card and the one on top of the column share a keyword, the new card’s durability value gets added to the top card’s value. Sweet, right? Just remember, though, the maximum total durability value you can have is 6. Gotta keep things fair.
Now here’s why this is so important: combining Item cards has lots of benefits. First off, it expands your inventory. That means you can carry around way more cool stuff. But also, it makes your original item even better. It’s like giving it new superpowers, making it more versatile and efficient. And let’s not forget, it increases its durability too!
In my inventory, I found a walking stick that belonged to Bruno. I thought it would be fun to create something new, so I decided to craft a bow with it.
When I play this game, I have a choice. I can either take a die and put it on the “Bow” card to make something new, or I can mix the walking stick and the bow by sliding the “Bow” card under the “Walking stick” card.
When it comes to the game rules, there are some important things to keep in mind. Let’s take a look at a couple of key concepts.
The Power of Keywords
Keywords play a big role in the game. One important keyword is the “will” keyword. When both the “Bow” card and the “Walking stick” card have this keyword, something special happens. The die resting on the “Walking stick” card gets a boost equal to the durability of the bow. So, if the bow has a durability of 8, the die will increase by 8, reaching the maximum possible durability for an item.
Letting Go of an Item
You have the freedom to give up an item from your inventory whenever you want. To do this, simply remove the die from the item and discard all the cards that make up the item. However, keep in mind that you can’t voluntarily take apart an item by discarding just one card. That is, unless the Item card itself states otherwise. For example, if you use the “Bolas” card, it will be discarded after one use.
Using Your Items
When I’m playing the 7th Continent, I have the option to use an item in my inventory. By doing so, I lower its durability by 1. This allows me to apply some or all of the item’s effects when I take an action that the item’s effect applies to. I can also use an item to take an action that is featured on the item itself.
Using an item gives me the freedom to choose which effects I want to apply from the Item cards it consists of. I can choose to use one or more of the effects provided by the item.
If there are other characters on the same Terrain card as me, we can freely give or swap full items with each other. This means exchanging all the Item cards that make up the item. However, every time we give an item or swap two items, we must discard 2 cards from the Action Deck.
When playing the game, you cannot combine items you receive from other players with items in your own inventory.
How to Save the Game
You have the ability to suspend and save the game whenever you want, as long as all character figures are on the same Terrain card and no player is currently taking an action or required to take a mandatory action.
Here’s what you need to do:
When playing The 7th Continent, you need to keep a few things in mind. First, take into account all the cards you have in your hand. They’re crucial for your gameplay. Second, make sure to include a Save card for each item in your inventory. This card should be oriented so that the item’s durability is shown at the top, with the cards that make up the item underneath it.
Next, you’ll need a Save card for your Discard Pile, with all the cards in the pile stacked beneath it. This card will help you keep track of the cards you’ve used. You’ll also need a Save card for your Action Deck, with all the cards in the deck below it. This card will show you what actions you have available. Finally, you’ll need a card for your Satchel & Journal. This is where you store all the Quest item cards.
By following these guidelines and paying attention to your cards, you’ll be well-equipped to navigate The 7th Continent and uncover its mysteries. Have fun exploring!
I love exploring new places, and one thing I always consider is the type of terrain I’ll encounter. When it comes to terrain, there’s a lot to take into account, as it can greatly impact your experience. The terrain you encounter can range from open plains to dense forests or rugged mountains. Each type of terrain presents its own challenges and opportunities. For example, open plains offer wide open spaces with great visibility, but they can also leave you exposed and vulnerable. On the other hand, dense forests provide excellent cover and concealment, but they can also make it difficult to navigate and spot potential dangers. Rugged mountains offer breathtaking views and challenging terrain, but they require extra precaution and careful footing. It’s important to choose the right gear and approach for the terrain you’ll be facing. You want to be prepared for the conditions you’ll encounter, whether it’s packing extra water for hot, arid environments or bringing warm layers for chilly mountain peaks. Understanding the terrain can also help you plan your route and make informed decisions along the way. By taking into account the terrain you’ll be navigating, you can better prepare yourself for the challenges that lie ahead. So, the next time you’re planning an adventure, don’t forget to consider the terrain and how it will impact your experience. Happy exploring!
Resuming The Game
So, when you’re ready to get back to playing the game:
When it comes to playing the game, here’s what you need to do:
1. Take your “Rest” and “Action” cards and put them back in your hand.
2. Return all the items in your inventory to play, setting their dice to the values shown on the Save cards.
3. Put all the Save cards back in the game box.
And just like that, you’re ready to go again!
Now, let’s talk about how the game ends. You and your fellow players will win the game if you can lift all the curses you chose to fight in the beginning. The game will make it clear when you’ve achieved this goal.
On the other hand, the game will end immediately and you will lose if any of the following happens: the curse cannot be lifted, the game board is reset to its starting position, or any other ending condition is triggered. Keep these in mind as you play, and good luck!
Easy Mode
If you prefer exploring over surviving, you can play in “easy” mode. Just grab a 777 card before starting the game.
Hardcore Mode
Not even getting rid of a curse can stop you from playing with it again in “hardcore” mode. If you’re feeling daring, take a 650 card before starting the game.
Eliminated Character
If an action leads to your adventure being over, you’re eliminated. In that case, you need to:
I’ve got an important task for you! I need you to rewrite this text in your own words, but keep the meaning the same. Remember to use contractions and make it sound conversational. Make sure to maintain the HTML markup, including all tags and code, exactly as it is. Also, try to vary the sentence lengths and structures for an engaging read. And don’t start any sentences with the words I mentioned earlier. Let’s get started!
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Imagine this: you’re playing a game called “The 7th Continent.” There are some rules you need to know. First, discard all the Skill and Bonus cards you have. Second, get rid of all the Item cards in your bag – you can’t even trade them with another player! And finally, give back all the State cards you have and say goodbye to any Skill cards with your character’s face on them. Those go in the trash, whether they were in your deck or discard pile.
Now, here’s the exciting part. You can keep playing the game with a brand new character! How cool is that?
Oh, I almost forgot! If you suddenly have to leave in the middle of a game, don’t worry. You have the option to come back and continue later. Just keep this in mind when you’re ready to dive back into the adventure.
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And there you have it! A fresh and engaging rewrite of the original text, while keeping all the essential information intact.
If I decide to leave the game for good, the “eliminated character” rule will be applied.
However, if I choose to stay, I need to keep my cards. I can trade items with other players if I want to, but I must return any character-specific Skill cards from my character that are in the Action Deck and/or the Discard Pile. The cards I have in my hand and inventory are saved and do not need to be returned.
If any of my character-specific Skill cards are in another player’s inventory, they will not be returned to me unless they are discarded. This only applies if I have rejoined the game by that point.
Joining a game in progress
When you play a game, it’s simple to join in or keep going with your friends if your character gets eliminated.
To do that, just pick any character you like, take their Character card, and mix their 5 Skill cards into the Action Deck. Make sure to adjust your hand and inventory sizes by getting rid of any extra cards or items.
Put your new character’s figure on the same Terrain card as everyone else.