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Paul Kellett (118 KP) rated The 7th Continent in Tabletop Games
Jun 9, 2019
On the surface, it looks like a card version of a choose your own adventure book, exploring and revealing a whole island as you find clues to lift a curse.
When you start playing however, you reveal a very tight card management and action optimization game that can be very unforgiving. This is both a great thing or a frustrating one depending on your view.
If you just want a light exploration game more like a CYOA book, or struggle finding card combos and optimal actions, this game might not be for you.
However, if you want a deeper game that rewards careful planning and finding the synergy between cards, 7th Continent is a rewarding experience.
The premise is simple - explore the island and try to find the right clues to lift a curse, one of several to choose from.
You start with an action deck of 35+ cards which also functions as your party's health. Everything you do requires you to discard cards from the deck. There is a big push your luck element here as every action requires a certain number of stars in order to succeed and every action card contains a varying number of stars. Do you play safe and draw more cards to minimise risk but drain more health or do you draw less and hope you succeed.
Every time you draw action cards, you can choose one to keep in your hand. These can be skills to help you control the deck or items you can build to make exploration and encounters easier.
You will find hunting spots along the way where you might find food to eat and replenish your action deck by returning cards from the discard pile but be warned, hunting also has it's own risks.
The action deck also contains 6 curse cards. These do nothing initially except reduce the chance of succeeding an encounter but, once all your action cards are discarded, you shuffle the discard pile and start drawing from that. If you ever draw a curse card from the discard, it's game over.
This is where the meat of the game is. You need to balance drawing cards and exploring the island with finding beneficial combos and cunning tricks to replenish the action deck. You won't be able to investigate every nook and cranny on the island in one game but, because of the roguelike nature, while you don't carry over any items between games, you can use your knowledge of the island to make your progress quicker. The more you play, the more familiar you get with the island and you know where to go to hunt, what things are worth looking at and what you should avoid.
The curses themselves are varied and play anywhere from 3 to 30 hours! This is great as it means there is a ton of play time but also a point of frustration as having to restart from the beginning after getting 10 hours into a curse can really put people off.
On the whole, I love it. 7th Continent really captures the feel of Jules Verne, HG Wells and that era of fiction. The way the map cards align seamlessly to reveal a complete landscape looks fantastic on the table and I enjoy the old school option of drawing maps and taking notes as I play.
I certainly recommend giving this game a try if you can.