Tabletop Gaming

The 7th Continent

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The genius of Bruno Sautter and Ludovic Roudy’s game of early 20thcentur­y exploratio­n is the way it moves its ‘game book’ onto a deep deck of square cards: text on the back, artwork on the front, turning each into a landscape-forming territory tile complete with its own challenges and boons. Like Legacy of Dragon holt, it’s designed as a co-op, but best appreciate­d solo (even if it does make its ‘paranoia’ mechanism redundant). There’s something about feeling like the sole survivor in a vast and hostile environmen­t, racing against time to lift a deadly curse, that only heightens the game’s atmospheri­c qualities. Its deck-based system is easy to grasp (you can increase your chances of passing challenges by turning more cards, but when that deck runs out, you’re in dire straits), yet it’s deeply challengin­g. Full disclosure: I’ve never yet won the game. But I just can’t stop revisting…

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