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The 7th Continent · Reference sheet

The 7th Continent reference sheet

Overview

  • Cooperative adventure/exploration/survival for 1–4 players [p.3 — In short]
  • Goal: lift all chosen curses to win; lose if the Action Deck runs dry on a Curse card [p.3 — Object of the game]
  • Build the Board by revealing Exploration cards and placing Terrain cards [p.3 — In short]
  • All actions use the same system: draw cards, count successes, apply consequence [p.3 — In short]
  • Action Deck = shared life force; exhausting it risks instant loss [p.17 — Life force]
  • Save at any time when all figures share one Terrain card [p.21 — Saving the game]

Setup

  1. Each player picks a Character card (add to hand) + takes their figure and 1 fire figure [p.9 — Setup]
  2. Place 'Satchel & Journal' card face up; optionally take 777 (easy) or 1681 (hardcore) card [p.9 — Setup]
  3. Each player takes dice per count: 4 dice (solo) / 3 dice (2p) / 2 dice (3–4p) [p.9 — Setup]
  4. Choose Clue card(s); store under 'Satchel & Journal'; return unused Clues [p.9 — Setup]
  5. Build Action Deck: 35 common Skills + 5 per character + matching Curse card(s) + 4 'Death is lurking!' Curse cards; shuffle [p.9 — Setup]
  6. Sort Exploration cards by Roman numeral area, shuffle each pile separately [p.9 — Setup]
  7. Sort Adventure cards ascending (000 on top); green before gold of same number [p.9 — Setup]
  8. Place starting Terrain card (number on Clue card) as the Board; place all figures on it [p.9 — Setup]
  9. Place Exploration cards (foggy side up, matching Roman numeral) on each arrow space of starting Terrain [p.9 — Setup]

Turn structure

Each turn, collectively choose an active player, then:

  1. Choose active player — same player allowed if all agree; else pass left [p.10 — Turn sequence]
  2. Check involved characters — any figure on same Terrain may join if active player agrees [p.10 — Turn sequence]
  3. Take one action — from current Terrain, attached Permanent/Exploration events, hand cards, inventory, or Quest items [p.10 — Turn sequence]
  4. Resolve action — follow the 7-step sequence (Item → Cost → Result → Skill → Discard → Consequence → Hand size) [p.11–12 — Action resolution]
  5. New turn begins after action is fully resolved [p.10 — Turn sequence]

Actions

7-step action sequence:

  1. Item — use inventory items (lower die by 1 pip each); apply matching effects during action [p.11 — Action resolution]
  2. Cost — determine cards to draw (default cost in blue diamond); may draw extra unless action is locked; multiple involved players may trade draws for required successes [p.11 — Action resolution]
  3. Result — reveal drawn cards; total full gold stars (combine half-stars from same-facing cards); apply hand/item bonuses [p.12 — Action resolution]
  4. Skill — active player may take 1 revealed Skill card into any involved player's hand (max 1 Skill card per action total) [p.12 — Action resolution]
  5. Discard — all other drawn cards go to Discard Pile; destroyed items discarded [p.12 — Action resolution]
  6. Consequence — success → white section; failure → black section; only affects active player unless stated otherwise [p.12 — Action resolution]
  7. Hand size — involved players discard excess Skill/Bonus cards down to limit [p.12 — Action resolution]

Cannot take an action if: another action is in progress; prerequisite unmet; locked action and not all players involved; action icon already in a Permanent event's placement arrow on current Terrain [p.10 — Turn sequence]

End of game

Win: lift all chosen curses — the game explicitly signals this [p.22 — Win or die!]

Lose immediately if:

  • A Curse card is drawn/revealed from the Discard Pile while the Action Deck is empty [p.22 — Win or die!]
  • Consequence of an action all characters are involved in states 'Your adventure is over' [p.22 — Win or die!]

Character eliminated ('Your adventure is over' for one player): discard all Skill/Bonus/Item cards; return State cards; banish character-specific Skills; may rejoin with a new character [p.22 — Win or die!]

Glossary

  • Action Deck: shared deck of Skill + Curse cards; drawn to pay action costs; represents group life force [p.23 — Definitions]
  • Active player: the player currently taking an action [p.23 — Definitions]
  • Banish: remove a card permanently to the 'Banished cards' divider; returned only at game end [p.23 — Definitions]
  • Board: all face-up Terrain and Permanent event cards currently in play [p.23 — Definitions]
  • Cost: minimum number of Action cards drawn to attempt an action [p.23 — Definitions]
  • Durability: number of uses remaining on an item, tracked by a die [p.23 — Definitions]
  • Numbox: dark-green icon showing the number of an Adventure card to take [p.23 — Definitions]
  • Past: discard area for Adventure and Exploration cards (green/gold/foggy backs) [p.23 — Definitions]
  • Permanent event: Board card that stays in play; blocks re-use of the action shown in its placement arrow [p.4 — Card types]
  • Resource: icon on a Terrain/Permanent event card that reduces craft action cost [p.23 — Definitions]
  • State card: harmful hand card; if it shows the discard icon, taking it forces discards from the Action Deck equal to cards in hand [p.5 — Card types]
  • Temporary event: resolved then discarded to the Past immediately [p.4 — Card types]

FAQ

  • Q: What happens if the Action Deck runs out mid-draw? — A: Draw remaining cards from the Action Deck, then shuffle the Discard Pile face-down and draw the rest from it; a Curse drawn from the Discard Pile = instant loss [p.18 — Life force]
  • Q: Can you draw more cards than the action's cost? — A: Yes, unless the action has the locked icon [p.11 — Action resolution]
  • Q: Can only 1 Skill card be kept per action? — A: Yes — at most one involved player takes at most one Skill card per action, regardless of cards drawn or players involved [p.22 — 7 easily forgotten rules]
  • Q: If multiple players fail together, does only the active player get the paranoid card? — A: Yes — if more than one player is involved and the action fails, the active player takes card 100 (paranoid) after applying the consequence [p.22 — 7 easily forgotten rules]
  • Q: Can you craft without the required resources on your Terrain? — A: Yes; resources only reduce the cost, they are not required [p.22 — 7 easily forgotten rules]
  • Q: When giving/swapping items between characters, is there a cost? — A: Yes — discard 2 cards from the Action Deck each time an item is given or two items are swapped [p.21 — Items]

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