The 7th Continent: A Prison of Clouds
The 7th Continent: A Prison of Clouds Rulebook
Table of Contents
Table of Contents
Additional rules
Card numbering and preparation
The cards of this expansion each have a unique ID number on the back, going from #N2083 to #N2251. You may prepare them in the game box before you start your game (even if you initially choose not to play with the curse coming with the expansion), making sure the white Adventure cards are stored before the green Adventure cards bearing the same number and the gold Adventure cards are stored after the green Adventure cards bearing the same number.
White Adventure cards
Adventure cards with a white back include the terrains you will discover as you explore the skies above the continent, the predefined events (places, encounters, etc.) you can trigger, and many more surprises you will discover as you play.
Important! Such cards are stored before the green and gold Adventure cards bearing the same number.
When the consequence of an action features a white numbox icon showing XXX, the active player must take a white Adventure card bearing that number. If no white Adventure cards bearing that number are available in the Adventure Deck, the active player must return all the cards in the Past.
Important! You must never take a green or gold Adventure card when the number of the card you must take is in a white numbox XXX (and vice versa).
Moving by hot-air balloon
When you are in the air, the active player may take a fly action (the action icon shows a figure in a box) visible on the Terrain card the balloon figure is standing on, in order to apply the following consequence (a red diamond icon): "Move the balloon figure and all explorer figures that are aboard to the same reachable Terrain card."
Reminder: a reachable Terrain card is one that is connected to the active player's Terrain card by an uninterrupted series of Terrain cards (no matter how many there are).
Example: Ludovic is aboard the hot-air balloon. He wishes to leave his Terrain card heading east (right-hand part of the card). He takes the fly action, whose cost and difficulty can be seen on the Weather card that is currently in play and uses the values related to "east". The action turns out to be a success, so Ludovic moves the balloon figure to a Terrain card that can be reached heading east.
Wind rose
The cost (a blue diamond icon) and difficulty (a gold star icon) of the fly action, as well as the consequences in case of a failure, can be seen on the Weather card that is in play. They depend on the direction (north, east, south, west) the active player chooses to leave the Terrain card that has the balloon figure on it.
Note: when the wind rose icon can be seen on your Terrain card, you may not apply the following action consequence (a checkered diamond icon).
Weather card
A Weather card is put into play next to the "Satchel & Journal" card and its effects impact the entire Board as long as it remains in play (there may only be one Weather card in play at any given time).
When you must return all the cards on the Board, also return the Weather card that is in play.