The 7th Continent

The 7th Continent

Share a life-force Action Deck while exploring an unfolding continent, crafting tools and surviving long enough to lift its curses.

The 7th Continent supports 1–4 players; community best: 1–2 players; playing time: 5–1000 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

The 7th Continent is a solo or cooperative adventure. Terrain, Exploration and event cards gradually reveal the world as players follow clues and choose actions. Victory requires lifting every curse selected at setup; discovering how to proceed is part of the experience.

Most actions spend cards and then check successes. Drawing more improves the odds but consumes the group’s shared life force faster. Skills, companions and item durability alter that calculation, linking each immediate test to the expedition’s longer survival.

An adventure can span sessions, although saving does not preserve the entire revealed map. Once everyone gathers, the current terrain and personal and shared states are saved; nearby Exploration cards are restored on resuming. This overview avoids curse routes, puzzle solutions and specific encounters.

Core rules & scoring

  1. Classic Edition supports 1–4 players. Choose characters and one or more curse Clues. Build the shared Action Deck from common skills, participating character skills and required Curse cards; use the Clue to establish the starting terrain.

  2. Collectively choose an active player each turn; the same person may act again. If agreement fails, the previous active player’s left neighbor acts. Characters on the same terrain may join with permission, subject to action requirements.

  3. Resolve each action through Item, Cost, Result, Skill, Discard, Consequence and Hand Size Limit. Do not interrupt one action with another; a newly revealed mandatory action is resolved immediately after the current action finishes.

  4. Reduce used items’ durability, then calculate the draw cost. Extra draws usually improve the odds, but locked actions restrict extra draws and the specified cooperative adjustment. Apply the icons when exchanging a lower cooperative cost for higher difficulty.

  5. Reveal drawn cards, count full stars and correctly combined half-stars, then add applicable effects. Meeting the difficulty succeeds. At most one revealed Skill may be kept by one involved character; character-specific Skills go only to that character and Curses cannot be kept.

  6. Discard other drawn Action cards and items exhausted during the action, apply the white success or black failure consequence, then enforce hand limits. Failure with multiple involved characters also gives the active player the specified paranoid State.

  7. An empty Action Deck is not immediate defeat. Shuffle the Discard Pile face down and draw randomly from it; drawing or revealing a Curse from that pile while the Action Deck is empty loses the game. A Curse drawn from the normal deck does not cause that loss. Recovery effects can rebuild the Action Deck.

  8. Explore and move as cards instruct. Normal movement requires a continuous chain of terrain; obstacles may require their own actions. Crafting does not require physical resources first: available resources reduce its cost. Follow player-count limits for hands, inventories and combined items.

  9. Save only when all characters occupy one terrain and nobody is resolving an action or required to take a mandatory one. Put other board cards into the Past. Use Save cards to record durability and preserve character hands, items, Action Deck, Discard Pile and Satchel & Journal contents separately.

  10. To resume, return the Past to its original decks and restore saved terrain, adjacent Exploration cards, characters, item durability and shared piles. Lift all selected curses to win together. A consequence ending the adventure of all involved characters also loses the game when everyone is involved.

Rules & gameplay questions

Does an empty Action Deck end the game?

No. Draw randomly from the shuffled face-down Discard Pile. Drawing or revealing a Curse from that pile while the Action Deck is empty causes immediate defeat; drawing one from the normal deck does not.

May I keep any card I draw?

The Skill step allows at most one revealed Skill to be kept by one involved character. Character-specific Skills go only to that character; Curses cannot be kept. Hand limits still apply afterward.

Can I craft without resources such as wood?

Yes. Resources available on terrain or attached events lower the draw cost; they are not materials you must collect before crafting.

Does saving preserve the full map?

No. Keep the terrain everyone occupies and put other board cards into the Past. On resuming, return the Past to its decks and rebuild nearby Exploration. Personal states and shared piles follow the save procedure.

Are these The 7th Citadel rules, and must I select several curses?

These are Classic Edition rules for The 7th Continent. Start with one curse; selecting several makes the adventure harder because all must be lifted to win.

Rules & introduction sources
Edition
The 7th Continent physical Classic Edition base rules, using the 2019 English rulebook, for 1–4 players. Excludes Collector-exclusive components, What Goes Up, Must Come Down and other expansions, and The 7th Citadel. No story or route spoilers.
Introduction source
BoardGameGeek

WANGO editorial

The 7th Continent · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#172
Complexity Weight2.90 / 5
Best player count (community)1–2
Player range1–4
Playing time (minutes)5–1000
Core mechanismsArea Movement · Cooperative Game · Hand Management · Map Addition · Modular Board · Narrative Choice / Paragraph · Scenario / Mission / Campaign Game · Solo / Solitaire Game · Storytelling · Variable Player Powers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2017
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for The 7th Continent, and can I play online?

The 7th Continent supports 1–4 players; community best: 1–2 players; playing time: 5–1000 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is The 7th Continent, and which mechanisms does it use?

Weight: 2.90 / 5. Mechanisms: Area Movement · Cooperative Game · Hand Management · Map Addition · Modular Board · Narrative Choice / Paragraph · Scenario / Mission / Campaign Game · Solo / Solitaire Game · Storytelling · Variable Player Powers. Chinese publication: Unconfirmed.

Where can I learn The 7th Continent?

No rule guide, strategy article or WANGO trial has been confirmed for this record.