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7th Sea CCG - Rulebook
7th Sea CCG - Rulebook
Tacking Cards
Many times when you are using a cards abilities or producing
points in a skill, you must tack the card. To do so, turn the
card sideways 90 to show that its been used. Cards untack at
the end of the turn or through special card effects. To untack a
card, you turn it back to its original straight-up position to show
that its ready to act.
Cards enter play untacked and ready to be used. Tacking
a card does not tack its Attachments. Tacked cards can still
perform actions that do not require them to tack. 1
coin is your Captains faction symbol, showing where his or her
loyalties lie. On the other side of the card there may be other
symbols, these are provided to add flavor to the Character.
Like the Crew cards, your Captain has a set of Skill flag below
the artwork which show his skill ratings. Your Captain can
tack to produce skill points just like normal Crew. In fact, your
Captain is considered to be a Crew card, and can be affected
by cards which say they can affect Crew. However, normal Crew
cards are not affected by cards which only affect Captains. In
the text box below the skills, the Captain tells you which Sea
his Ship starts in. The Captain has a special ability or trait which
7 is tied to whether or not he has enough of his own Crew for the
T Ship to run smoothly.
H G
A Ship
M As it is on the other cards, the name of your Ship is at the top,
S E with the Ships faction symbol to the left. A Ship with a faction
E R symbol may only be sailed by a Captain from that faction. A Ship
A U with no faction symbol may be sailed by any Captain. To the
right of the name is your Ships Move Cost this is how many
L
E Crew will be explained later in the rulebook. Below the cost is the Sailing points you must pay to move your Ship.
C S Crews Faction symbol, showing what faction they are aligned
to. On the other side of the card there may be other symbols,
At the bottom of the card is your Ships text box. In that
C which are provided for flavor and have no game effect.
text box is the Ships Crew Maximum. You may not put another
Crew into play if you already have a number of Crew cards
G Right below the artwork are flags with the five skills. From (including your Captain) in play equal to or greater than your
left to right they are: Cannon, Sailing, Adventuring, Influence, Crew Maximum. If for some reason the number of Crew on your
and Swashbuckling. Whenever you need points in those skills ship exceeds your Crew Maximum, you do not need to discard
(to bring a card into play, or perhaps to cancel an opponents any Crew. Finally, in the text box, each Ship has one or more
action), you may tack members of your Crew to generate a special abilities that it may perform.
number of points equal to their skill rating. Many Ships have an ability that reads: React: Tack before
Below the Skill Flags is the text area. The text box tells you performing an action, to move to an adjacent Sea. This is
more about the Crew, including any special effects they may referred to as the Ships free move. Although this move does
have on play. At the top of the text box, there may be some bold- not cost any Sailing skill points, it can only be done before you
faced traits. Most traits dont cause effect directly. Instead, perform another action.
they make the Crew eligible for certain card effects, since some
cards can only be played on a Crew that has a specific trait.
For example, you can only play the card I Told You Not to
Trust Him on a Crew who has the Villainous trait. Some traits
are not a single work, but a phrase. These traits are listed with
the cards abilities, under the boldfaced traits; unlike a trait,
an ability always starts with Act: or React: Finally, at the
bottom of the text box there may be text in italics. That text is
known as flavor text it has no effect on the game, but tells
you how this card fits into the larger story of 7th Sea.
Finally, in the bottom left are the Boarding Boxes which will
be explained in the Boarding section.
Captain
Your Captain is a special type of Crew card. You begin the game
with one Captain in play, and that determines which faction you
represent in the game. At the top of the card is your Captains
name. To the left of the Captains name is his or her starting
Wealth this determines how much Influence you have to buy
your starting Crew at the beginning of the game. Below the
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Action
Actions are all the things that your Captain and Crew do to send
your opponents to the bottom of the sea. Every Action cards has
a Card Name and Boarding Boxes just like the Crew cards. The
Text box tells you what happens if the Action works.
To play the Action card from your hand, you have to play skill
points (see Paying Costs) equal to or greater than the Actions
blue Cost Flag.
Many Action cards have a copper Cancel Flag. If a card has a
Cancel Flag, then the player being targeted with the action can
pay skill points equal to or greater than the Cancel Flag to cancel
the action (see Canceling).
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Most actions are played during the Actions Phase of the turn T
when it is your turn to perform an action. However, some Action G H
cards are labeled React:. You are allowed to jump outside of A
M
the normal turn order to play these cards. React cards will tell
you when you are allowed to play them.
E S
Action cards are discarded after they are played. Actions that R E
have continuing effects stay in play until the effect ends. When U
L
A
the effect is over, the action is discarded normally.
Attachment is attached to another card, it is considered to be E
Attachment an Attachment of that type. Thus, if a card attaches to your Ship S C
Attachments are cards that change the cards in play. An
(even if it is not referred to as a Ship Attachment) it is considered
to be a Ship Attachment. An Attachment that refers to itself as
C
Attachment can be a monster that prowls the sea, a parrot
a Captain Attachment is also considered a Crew Attachment G
sitting on your Captains shoulder, or even extra training for
(since Captains are also considered Crew).
your Crew.
To the right of the Attachments name is a bonus flag it
You may only play Attachments on cards you control or
reminds you what skill bonus the Attachment gives, if any, so
one of the five Seas. An Attachment may only attach to the
that you can slide the Attachment under the card and still see
type of card listed at the top of the Text Box. For example, a
what it does.
Crew Attachment may be attached to any one of your Crew
Like Action cards, Attachments have a Cost Flag showing
cards (including your Captain). However, a Montaigne Captain
you what you must pay to put the card into play (see Paying
Attachment may on be attached to your Montaigne Captain.
Costs).
You may play attachments on cards that are tacked. Attachments
Only the player who put the Attachment into play may use
may not be moved to a new card without a card effect. When an
any actions on it.
Adventure
Your Ship can go on all sorts of adventures. When you
successfully complete an Adventure, the Adventure card
becomes an Attachment.
When you put an Adventure into play, look in the text box at
the top is how many Seas away from your Ship you need to put
the Adventure (no more, no less). For example, if you are in the
Frothing Sea and want to play a 2 Seas Away Adventure, then
you can only put it in the Forbidden Sea, because there is no Sea
that is 2 Seas away in the other direction.
When you are in a Sea with one of your uncompleted
Adventures, you can try to complete it. Adventures usually take
a certain number of Adventuring points to complete; sometimes
an Adventure may require you to pay some other cost instead of,
or in addition to, Adventuring (like discarding a card from your
hand). If you pay the Adventuring cost, then you may attach
the Adventure to gain its benefits. You cannot complete your
opponents Adventures. 3
Paying Costs
Just about anything you want to do during the game will involve
paying a cost with one of the five skills on a Crew. You have to
pay skill points to hire new Crew, to pay for an Attachment, to
play an Action card, to cancel an opponents action, and in lots
of other cases. The cost to put a card into play is always on a
blue flag. If the target is allowed to cancel the card, there will be
a cancel cost on a copper flag that the target may pay after the
cards cost has been paid (see Canceling).
When you are paying a cost, you can tack one or more of your
7 Crew that have at least one point in that skill. Each Crew that
you tack adds their skill to your total. Each Crew tacked may
T only produce points in one of their skills. You may also use card
H G effects instead of, or in addition to, tacking Crew to produce skill
A points to pay for the cost. As soon as you have produced enough
M skill points, then the effect you are paying for occurs (bringing
S E
a card into play, canceling an action, or whatever). You may pay
E R only one cost at a time. If for any reason you do not produce
A U enough skill points to pay the cost, the action is canceled.
L For example, if you need 4 Sailing points to move your Ship
E Adventures can be placed and completed in any Sea, but most
to an adjacent Sea, you could tack two Crew with 2 Sailing each,
C S Adventures are easier to complete if you are in the correct Sea.
one Crew with 4 Sailing, or even 4 different Crew that each have
In the correct Sea, you dont need to pay as much Adventuring
C to complete it the Adventure card will tell you which Sea that 1 Sailing.
G is. Some Adventures do not cost as much to complete if you The cost flags use the same five skill icons as the Crew cards,
meet some other condition (like having a specific card in play and also use a sixth icon (see Ships Move Cost, below). Any
or having a Villainous Captain). card without a yellow cost flag does not have a cost to put it into
play you simply play it at the appropriate time.
Chantey Ships Move Cost
A Sea Chantey (pronounced SHAN-tee) represents the stories,
events, and climates in Thah that have an effect on play. At the A ships wheel on a cost flag means that you must pay your
top of the card is the name of the Chantey. In the middle of the Ships Move Cost (the number in the same wheel in the upper
Chantey is the cards cost and/or its cancel cost, if any. When a right corner of your Ship card). The Ships Move Cost is always
Chantey is brought into play, any player may pay its cancel cost. paid in Sailing.
Below the artwork is the text box. Here the Chantey will say
what effect is has on play. Most Chanteys have a global effect,
meaning that they affect all the players in the game. If a Chantey
has an ability printed in the text box, all players are considered
to have that ability printed on their Captains while the Chantey
remains in play. When a Chantey is removed from play, all
effects of the Chantey immediately end. When a new Chantey is
brought into play, any other Chantey already in play is sunk and
placed in its owners sunk pile.
Sea
There are five Seas in the game. They are laid out before the
game in the following order: Trade Sea, Frothing Sea, La Boca,
Forbidden Sea, and The Mirror. While the Seas do not have any
inherent special abilities, there are cards that work better or
work only in a particular Sea. You may use any kind of counter
to represent the five Seas as long as each location is easily
identifiable as the Sea in question.
Alongside the text boxes of the Sea cards is a simple diagram
4 showing where that Sea sits when you lay out the five Seas in
order. The Mirror and the Trade Sea are not adjacent.
For example, if your Ships Move Cost is a 3, then you would At the start of each turn, all players count up the total Sailing
tack 3 Sailing if a cost flag has the wheel. Some actions cost your skill of their entire Crew, including their Captain. The player with
Ships Move Cost plus extra Sailing, so an action requiring Move the most Sailing goes first, and then the order goes clockwise
Cost +2 would cost you a total of five Sailing. around the table from that player. If two players ever want to
play a React at the same time, the player who goes first during
Suffering Hits the turn gets to play the first React; then each other player in
Whenever you are suffering Hits, you must find a way to absorb turn may play one.
or reduce all of the Hits. There are three ways to absorb Hits: If there is a tie for most Sailing points, then the players who
1. Tacking your Crew to produce Swashbuckling to absorb Hits; are tied each cut their decks and reveal the cut card. The player
2. Sinking your Crew to produce Swashbuckling to absorb Hits; who cut the first card alphabetically goes first (ignoring spaces
and 3. Reacts that absorb or reduce Hits. You may perform them and punctuation). Player then quickly shuffle their decks.
in any order. 7
First of all, you may tack any of your untacked Crew to II. Actions T
produce Swashbuckling (equal to their Swashbuckling skill) to Starting with the first player, each player may perform one of the G H
absorb Hits. When you tack a Crew to absorb Hits, that Crew following actions. When all players Pass in a row, the Actions A
absorbs a number of Hits equal to the amount of Swashbuckling Phase is over and the turn moves on to the Draw Cards Phase. M
produced by that Crew. The following actions are not in order, and you may do each E S
Secondly, you may sink a tacked or untacked Crew (putting of them as many times as you wish (and can pay the costs for) R E
that Crew card and all of its Attachments into your sunk pile
see Discarding and Sinking, below) to produce Swashbuckling
during a turn.
1. Hire Crew
U
L
A
equal to their Swashbuckling skill: this absorbs a number of Hits 2. Experience a Crew E
equal to the Swashbuckling produced. An untacked Crew can 3. Play or Perform an Action S C
both tack and then sink to absorb Hits. 4. Put an Adventure into play C
Finally, there are some Reacts that you may play that help 5. Put a Chantey into play
to absorb Hits. You will find these on Action cards and abilities 6. Complete an Adventure
G
printed on cards in play. You may also use Reacts that produce 7. Play an Attachment
Swashbuckling to absorb Hits. 8. Move your Ship
If even a single Hit remains, you must keep tacking, sinking, 9. Perform a Cannon Attack
and playing Reacts until you have absorbed all of the Hits that 10. Perform a Boarding
were inflicted on your Ship. If you sink your Captain to absorb 11. Discard a Crew
a Hit, then your Ship goes to the bottom of the sea youve lost 12. Discard an Adventure
this game. 13. Pass
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Factions Secret Societies Flags
Swashbuckling Skill
Avalon Eisen
Gosses Gentlemen Montainge
Influence Cost
Ussura Vodacce
Cancel Cost
Roberts
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