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How to Play The 7th Continent | Roll For Crit



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Rowlf or crib presents how to play the

7th continent in five minutes or less or

more in the seventh continent you're an

explorer who's come down with a bad case

of being cursed and you must venture out

into the unknown to set things right

designed by Ludovic rarity and Bruno

satyr and published by serious pulp each

player will begin with a character card

with a special ability and matching

character figure and one fire figure

you'll also have one satchel and journal

card for your group which gives you some

reference info and to place the store

certain cards the game comes with

multiple clue cards each one leading you

down the path of a different journey so

pick one to go in your satchel now the

clue card will give you your

introduction and tell you you're

starting to rain card which goes face-up

in your play area

everyone's figures start here terrain

cards have little orange circles on

certain sides with Roman numerals and

arrows these symbols indicate paths that

you could take in the future next to

each one place a facedown exploration

card with the matching Roman numeral

you'll need to do this for each new

terrain card that is revealed throughout

the game in order to win a game you need

to lift your curse how do you do that

good question you're just gonna have to

play the game and follow the story until

you find out in addition to a whole

bunch of adventure cards and exploration

cards which you'll be taking from when

instructed to you've also got a deck of

action cards these are important these

cards are what make up your hand and

they're what you'll use to complete

actions if this deck runs out then

you'll take the discard pile and shuffle

those cards up and draw randomly from

there anytime you would normally need to

draw from the action deck

if you ever draw a curse card from the

discard pile in this way then the game

is over and you lose however curse cards

have no effect when drawn from the

action deck normally there are three

main types of cards that you're going to

end up with in your hand throughout the

game skill cards marked by a blue hand

symbol which give you special effects or

the ability to craft items bonus cards

marked by a green hand which offers

special abilities or alternate quests

and state cards marked by a red hand

which tend to be harmful if you receive

or craft an item card it goes face-up in

front of you along with a die set to the

indicated number each time you use this

item you lower the die by one until it

runs out and you lose the eye

the satchel and journal will tell you

how many items you can have and what

your hand size is in relation to these

card types depending on the number of

players state cards do not add to your

hand limit you can also combine items by

placing one underneath another giving

you more room if these items share a key

word then you get to add their dye

values together to a maximum of six they

now share that dye instead of each

having their own durability levels now

once everything's set up players take

turns being the active player players

can be the active player and take a turn

multiple times in a row if that's what

the group thinks is best turn order here

is completely up to you and if you're

playing solo then it's really completely

up to you on your turn you'll take one

single action before moving on to the

next one anyone on the same card as you

can decide to become involved in the

action if they wish otherwise you're on

your own the actions available to you

are indicated by symbols within white

squares that you'll find in various

places including the terrain cards are

currently on top of exploration or event

cards adjacent to that terrain card

skill bonus or state cards in your hand

and item cards in your inventory or

satchel if there's a stairs icon it

means that all players need to be a part

of the action to perform it if an action

square has a red outline that means it's

mandatory and must be attempted

immediately these squares can represent

a wide variety of thematic actions

available to you but they generally all

work in the same basic way next to the

action symbol you'll find a number in a

diamond and a number in a star the

number in the diamond is the number of

cards you'll need to draw from the

action deck in order to attempt the

action and the star tells you how many

success symbols you'll need to find

distributed amongst those cards in order

for the action to be a success before

drawing active or involved players can

use item cards they've crafted with

matching symbols or other cards from

their hands that they think might help

out possibly by lowering the actions

cost or adding successes for item cards

you can choose to use any or all of

their abilities now the active player

can keep drawing cards over the minimum

cost number if they want to increase

their odds of success or involved

players can lower the cost by any amount

in exchange for upping the number of

required successes in an equal number if

there's a red lock symbol on the action

than the cost can't be altered in this

way only buy cards remember that your

chances of losing

increase greatly when the deck runs out

but your chances of success on that

action will increase the more cards that

you draw so you'll want to choose the

number of cards that you draw for in

action very carefully once all the cards

have been drawn flip them over

simultaneously you can ignore the text

for now just count up the number of

stars on each card and if you have at

least as many as the required number of

successes then the action was a success

some cards have 1/2 stars that get added

together or the number 7 if you played

an item or skill card with a 7 in a star

symbol before drawing then each 7 you

find is also worth 1 star otherwise

they're ignored some cards may also

allow you to apply different effects

after these cards are revealed so now

all the revealed cards are discarded

after being tallied out except the

active player can keep one skill card to

put into their own hand or the hand of

an involved player finally you'll deal

with the consequences of your action if

you succeeded follow the steps in the

white section of the action or if you

failed go by the black section if there

is one and make sure you discard down to

the hand size limit indicated on the

satchel card consequences usually result

in you drawing a specific adventure card

find the right numbered card and reveal

it if there's more than one card of that

number just pick one randomly if there

are gold cards of that number you'll

need to go through all the green cards

first before taking one if an action has

a colored banner symbol with a number

inside of it and you have an item with

the matching color to banner on it you

get to add that number to the original

card number and draw that adventure card

instead if you're drawn card is a

terrain card it goes into play when

appropriate along with some exploration

cards if it's an event you either have

to resolve it right away or keep it in

play next to your current terrain card

as instructed if it's an item skill

bonus or state card you or someone else

involved gets to keep it if you fail

then other players were involved in the

action you need to take a paranoid card

number 100 and keep an eye out for

symbols instructing you to replace the

current card with a green or gold

adventure card of the same number so now

you know how every action works use

skills or items then draw some cards

count the successes and deal with the

consequences some examples of specific

actions you'll encounter include

exploring resolve the action on the back

of an exploration card to flip it over

once revealed you'll need to resolve its

in order to put the appropriate

adventure card into play moving each

terrain card features a movement action

that allows you to move to any reachable

revealed terrain card meaning anything

is connected to your current card

without any events blocking the path

your movement cost is reduced if moving

to a card holding another player or a

fire figure which you'll be able to

place using cards as the game goes on

crafting in order to put an item card

from your hand and to play you'll need

to succeed at its printed crafting

action if you're on a terrain card with

a matching resource symbol you can

reduce the items cost by the amount

indicated you can also give someone on

your card an item or swap two items with

them in exchange for discarding two

cards from the top of the action deck if

you're ever instructed to banish a card

that means it's removed for the rest of

the game not just discarded there's also

a past pile which is where adventure

cards and exploration cards go when

they're discarded separate from the

action card discard pile if you ever see

this symbol you have to discard a car

from the top of the action card deck for

each state card in your hand and this

symbol means you need to reduce the die

levels of your items by a certain amount

distributed however you'd like also keep

an eye out for hidden numbers on any of

the terrain cards if you manage to find

one you can immediately draw the

matching adventure card and put it into

play in place of the original usually

discovering a new path or a special

action you can take and those are the

basics of the game just keep exploring

moving and taking actions and reading

cards carefully because new and

unexpected things will pop up frequently

for example you'll often find yourself

hunting in order to replenish your

action deck or you might gain experience

points that you can spend at certain

stages to receive advanced skills if

your character ever dies you can rejoin

as a brand new one loosen your cards in

the process otherwise keep playing until

a card tells you that you've completed

your journey or you lose by drawing the

curse card from the discard pile if you

want to stop playing for a while there's

even a system to save your game and

return to it later on handy in

conclusion Explorer move craft climbs

swim fight and pray your way to a new

curse free you that's the seventh

continent in a nutshell did you get all

that

[Music]

you