The 7th Continent
Took more than an hour to unwrap nearly 2000 cards (core plus three supplements), and my table looked like I’d opened a case of cigarettes. Unexpected house guest Patrick Riegert helped my play through about five actions, just to get a feel for what the game is about.
It’s…interesting. Hard to say what actual play is like, because it’s just five actions. It feels super rpg-y, which is neat. The actions are all pretty small, and there are a million of them even though they seem to all work the same way: pull cards from a central Action Deck, which is your party’s overall health, hoping to draw enough successes to best whatever you’re doing. Then put one of the cards you drew into your hand for later.
Your choice of actions is limited to the map bit you’re standing on, events you need to resolve, cards in your own hand, and equipment you’ve comes across or built. We found a conch shell, which, whatever. But then shortly after I found the score to a Viking dirge and, hey I just happen to have a music making device. Weird, seems interesting and pointless but it’s a huge, huge sandbox so I’ll bet it’s a life saving move at some point.
The basic you win/lose pivot is whether you can overcome one or more curses placed on the survivors of an ill fated exploration of the Seventh Continent. You choose how many curses are weighing on you, which seems like a weird dial. There are also hard/easy modes you can choose before play.
One of the most interesting things about this game to me is that not only can you save your game, you should save it every couple hours. Because there are resets that only take place on a save. Reminds me of camp phase in Darkest Dungeon or Torchbearer.
Allegedly there are
1000 hours of play in the box. A thousand! That’s 10x the amount of play I poured into High Frontier and that is a number I cannot imagine. How audacious. a thousand minutes! Like 17 hours.