7th Continent is Finally at The Wandering Dragon!

7th Continent

It’s the early 20th century. You have decided to sail back to the newly discovered seventh continent to attempt to lift the terrible curse that has struck you since your return from the previous expedition.

Image result for 7th continent

In The 7th Continent, a solo or cooperative “choose-your-own-adventure” exploration board game, you choose a character and begin your adventure on your own or with a team of other explorers. Inspired by the Fighting Fantasybook series, you will discover the extent of this wild new land through a variety of terrain and event cards. In a land fraught with danger and wonders, you have to use every ounce of wit and cunning to survive, crafting tools, weapons, and shelter to ensure your survival.

Image result for 7th continent

Unlike most board games, it will take you many, MANY hours of exploring and searching the seventh continent until you eventually discover how to remove the curse(s)…or die trying.

The 7th Continent features an easy saving system so that you can stop playing at any time and resume your adventure later on, just like in a video game!

LE Bundle Includes the Core Set and the Following:

 

What Goes Up, Must Come Down 

The Expansion What Goes Up, Must Come Down invites you to come and discover, or perhaps return to, The 7th Continent for some fresh adventures! Two new curses are waiting, each with their own unique gameplay elements, for you to discover.

In “A Prison of Clouds” you’ll find yourself aboard a Hot Air Balloon, in search of salvation and in “The Veins of the Earth” you will delve deep below the Continent in order to triumph over the Evil consuming you.

 

The Icy Maze

Explore lands where no other explorer has yet set foot. Is this cold, brutal land inhabited? And if so, by what?

This expansion contains 96 additional cards that will increase the size of the Continent and offer you a new curse to unravel!

 

Swamp of Madness

The savages call it A’hemDaar. Its name is spoken by them with fear and is seen as a bad omen. You have been warned: you are a tiny, tiny thing out there.

This Kickstarter-exclusive expansion contains 96 additional cards that will greaten the size of the Continent and offer you a new curse to unravel!

The Forbidden Sanctuary

Those that built this temple made sure that nobody would come and disturb their precious treasure. You’d best know some of its secrets before setting foot inside or each step could be your last.

This expansion contains 96 additional cards that will greaten the size of the Continent and offer you a new curse to unravel!

Facing the  Elements

Snowstorms, tornadoes, scorching heat.
Face the elements and hope they are on your side!

5 cardboard figures + 5 plastic stands + 40 cards

 

Fear the Devourers

 

The Flying Roots

The Flying Roots expansion includes 40 Cards and 6 Flying Roots figures.

This add-on’s effects are tied directly to the Action Deck.

When you begin a game including The Flying Roots, you add the Flying Roots cards to the action deck. When a Flying Root figure is on your Terrain card, if you draw one of these cards whilst attempting to resolve an action, you will include the effects coming from these cards.

Comfort Creatures

There are some rather unique and unsettling creatures inhabiting the Continent. Some of which could be classified as a “walking health crisis”, while others not so much. Exactly which type is in this egg? You won’t know, but perhaps with a bit of love and attention, you might just make yourself a new friend!

The Comfort Creatures mini-expansion is a set of 30 cards that will allow you to hatch and train your very own beasty! You’ll have to take care of them as they grow but you’ll be able to train them to suit your needs too. Depending on how you do so, you’ll end up with a unique creature companion to help you during your adventure!

 

The Path of Repentance

The Path of Repentance is the first add on pack for the 7th Continent and will contain 30 or so cards that will allow you to manage an adversary that not even the most proficient adventurer can escape: Time itself.

Leave a Reply