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The 7th Continent "Classic Edition" is only available on Serious Poulp's webstore: https://shop.seriouspoulp.com/

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The following information concerns delivery for the “What Goes Up, Must Come Down” Kickstarter Campaign

Wave 1 of delivery (March 2018) has been completed. If you have not yet received your rewards, please email: kickstarter@seriouspoulp.com

Wave 2 of deliveries, initially scheduled for October 2018 will ship in May/June 2019.

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Despite all our efforts to avoid shells and errors, it is possible - given the high number of cards and their interconnections - that you spotted one that escaped us.

If this is the case, please check if this error has not already been detected in the official errata of the game. If not, please let us know by sending an e-mail from the "contact" section.

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Please send us an e-mail from the "contact" section specifying what component it is and the nature of the problem encountered.

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First of all, check that the card is not in the box. Each card has a unique identifier (on the back for all cards except on the Action cards - blue back - and Exploration - back fog - where the id is visible on the front). A document with the list of all the cards in the game is available here: https://the7thcontinent.seriouspoulp.com/en/resources/downloads

If you can not find the missing card, send us an e-mail from the "contact" section indicating which card it is and we will send you a .pdf of the card to be printed.

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Currently, the user account allow to participate to the forum, get notifications on followed topics and subscribe to the newsletters of all our games.
We hope the enthusiasm of the community will give us opportunities to add new functionalities on this website, where an user account would be needed.

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  • Store the different components (cards, dividers...) in the base box, taking care not to look at the front of the Exploration (back fog) and Adventure (green or yellow back) cards,
  • Read the rules or watch the video "Set up and rules of the game"
  • Give each player a game aid,
  • Follow the placement instructions on page 9 of the rules.
  • Let's go for the adventure!
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We recommend playing a single curse at a time. Once you have played all the available curses, you can play several at the same time.

The curses "An Offering to the Guardians", "The Bloody Hunt" and "The Dark Chest of the Damned" are more "adapted" to be played in parallel with other curse.

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For your first game, we recommend you play against the curse of "The Voracious Goddess" (in the "easy" mode of play).

EDIT: if you purchased the "What Goes Up, Must Come Down" expansion ("white box"), you should start with the "The Crystal's Song" introductory curse, before playing the "The Voracious Goddess" curse.

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We recommend that you play the curses in the following order:

  1. The Crystal’s Song

    A short, introductory curse to get familiar with the game’s main mechanics. You should beat it in about 1 hour.
    You might be surprised at what you can find when hunting.

     
  2. The Voracious Goddess

    Because we officially recommended it as your first quest/curse, this is the one you should most easily find information/tips/solutions about if you have difficulty solving it.
    Remember the purple flag on the Clue card!

     
  3. An Offering to the Guardians 

    This quest/curse may be played independently or alongside another quest/curse.
    Knowledge is power!

     
  4. The icy maze

    This quest that takes you to the ends of the earth puts much focus on moving.
    Get well prepared!

     
  5. The dark chest of the damned

    This quest/curse may be played independently or alongside another quest/curse.
    Do not lose hope ;)

     
  6. The forbidden sanctuary 
     
    Pay close attention to both sides of the Clue card.

     
  7. The bloody hunt 

    This quest/curse may be played independently or alongside another quest/curse. Good knowledge of the continent will make your life easier on this quest.
    Look out for the totems.

     
  8. Swamp of madness 

    No room for amateurs here!
     
  9. A Prison of Clouds

    Explore the continent from the skies, but don’t kid yourself – you are not safer up there than on the ground.
    Listen to Jojoba carefully!

     
  10. A Beacon in the Night

    A “treasure hunt” kind of curse that will take you to some of the most iconic places of the continent.
    Never lose sight of your goal.

     
  11. The Veins of the Earth

    Deep down in the bowels of the continent, face the hardest choices you will ever have to make.
    Make sure to take some food with you.

     
  12. Armageddon

    A challenging curse to end on a high note!
    Keep a low profile!

     
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Here you will find a few advice to help you (SPOILERS inside!)

  1. The Voracious Goddess
    Find the Voracious Goddess and she will “tell” you what to do. Pay attention to the purple flag on the Clue card – it is key to solve the curse.
     
  2. The Bloody Hunt
    Search the continent for Akecha’s totems and make sure to be well-prepared before you flush out your (sometimes well “hidden”) prey.
     
  3. An Offering to the Guardians
    Look out for paved roads, pray to statues and keep in mind that knowledge is power!
     
  4. The Dark Chest of the Damned
    Arm yourself with the proper Items/Skills/Advanced Skills to open the chest.
     
  5. The Icy Maze
    Always keep going more north and build up supplies along the way.
     
  6. The Forbidden Sanctuary
    Follow the wind (it blows on certain Terrain cards) and make sure to gain “050” cards (see the back of the Clue card), especially by using your “Examine the notes” Skill.
     
  7. Swamp of madness
    Get heavily prepared or else you’re just doomed!
     
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You need 1950 card sleeves to protect all the cards (base game and all expansions).

The optional add-on “4x50 card sleeves” is enough to protect the blue Action cards (the ones you’ll use the most).

To protect all the cards, add a box of 1750 card sleeves for a total of 1950 sleeves.

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No, the game is optimized for up to 4 players. An addionnal player would unbalance the game (inventory spaces, chance of succeeding, etc.)

Yet, as this is a cooperative game, you may share the control of 1 character and decide together the actions to do.

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As long as the solo mode is used with pre-existing character (with its own Skill cards), it is possible, by following the rule "Joining a game".

If a custom character is used (with 4 fire minis and mixed skill cards from other characters), then it is not possible to switch to multiplayer.

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The back is the face with the uniform color: blue, green, yellow (gold) or grey (fog).
The front is the other face, where the card details are exposed.

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Some game effects allow to place a fire figure on your terrain card location.

The fire figure gives access to the Fire resource, to cook food or discard Frozen state card.

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The player figure shall be on the same terrain card than active player, and there shall be no condition blocking the collaboration.

It is possible to be involved to an action card from the active player's hand, since he is initiating during his turn. Only him will enjoy/suffer the consequences (unless stated otherwise).

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To apply the cost decrease but increased diffculty, it only needs to be resolved by several players, and the action has no [Red Lock] icon on it.

  • Note 1: Value of X is choosen by the active player.
  • Note 2: The rule does not work the other way, by increasing number of picked Action cards and decreasing the number of required successes.
  • Note 3: If the action has a [Red Lock] icon, players can make the action but without modify the cost and the difficulty.
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The failure has no direct consequence, and the action card is kept at its position (or in hand in case of crafting action).

Indirect consequence is useless Action deck diminution, and if several players were involved in the action, the active player get the Paranoid card (see the bot frame page 12).

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You cannot choose the black frame by yourself after a success. You can choose to pick the less possible cards to increase chance of failing, but a success is a success (white effect), a fail is a fail (black effect).

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You can assemble an exisiting item with a new one only if it is has just been crafted or found.

This rule is to block recycling a good item by assembly with a junk one (with the same keyword).
Without such rule, it would be possible to have indestructible items.

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Let's suppose an item composed of 3 item cards:

  1. The card of the top (with the die) has an effect applicable for your incoming action.
  2. Second card has no applicable effect.
  3. Third card has an applicable effect.


==> During the action phase:

  • The item is activated for the last time. The die is removed, but cards are temporally kept.
  • You choose the effect(s) to trigger, for example, the one from card N°3.
  • You continue to resolve the action as usual (Cost, Result, Skill).
  • At Discard step, the 3 cards of the composed item are discarded (into the Past or the discard pile, depending of the color of the card's back face).
  • At Hand Size Limit step, the removed item left an empty space in your inventory.
     
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The "Bolas" card says to "discard the card", not to discard the item.
This is particular case where the item is kind of disassembled.

Note: If the die were on the "Bolas" card, then the die goes to the next under card, with value decreased by 1.

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Some effects or action consequence may refer to those keywords.
Example: Discard 2 cards with the [Will] keyword from your hand.

When combining items, keywords also trigger the increase of durability value. You must check the added item according to the first item of the pile (with the die on it).
Remember common keywords are not mandatory to combine items together.

Example:
Item A is in inventory, with [Will] keyword and durability of 3.
It is combined with item B, which has [Will + Agility] and durability of 2.
=> Durability of item AB is 3+2=5

Later, I craft the item C with [Agility] and durability of 1. It is combined to item AB.
=> Durability of new item ABC is not changed (value=5), because [Agility] is not shared by the top card (item A, which only has [Will]).

 

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The Experience mechanism is explained within the game cards.

  • You will get [003] Experience Point cards during the adventure, which are stored under the Satchel & Journal card.
  • At some occasions, you may spent these cards to acquire Advanced Skill cards.

At the end of a game, Advanced Skills are put away in the box.

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The same rule than cards with [XXX] numbox apply:
If no card is available, then the active player must immediately return ALL the Adventure cards in the Past to their place in the Adventure Deck and shuffle ALL the  Exploration cards in the Past back into the Exploration Deck.

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We invite you to read carefully the rules and the examples which are there, understanding each step well. However, we will try to rephrase the principle here.

The game is immedialty over if a Curse card is picked from the Discard Pile and the Action deck is empty.

  1. Usual case: Action deck is empty and you are trying an action.
    You pick all the required cards from the Discard Pile. If a Curse Card is picked, end of the game.
  2. Other case: There are 3 cards left in the Action deck, and you are attempting an action with 5 cards to pick.
    You pick the 3 cards from the Action deck, then, aside, you pick 2 cards from the Discard. You reveal these 5 cards to check if it's a success. There is a Curse card. 2 possibilities :
    1. If a Curse is within the 3 cards from the Action Deck, no effect. (this is the example in the rulebook)
    2. If a Curse is within the 2 cards from the Discard pile, then it is a game over.

If action is done without game end, all the cards are discarded, and the Discard Pile is shuffled.
You should find a solution to recreate an Action Deck (eating, resting,... ?)

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Yes, the players must restart the adventure with the same conditions than a new game. Cards from previous adventure are not kept (XP, Advanced Skills...) and banished card are also returned.

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Some numbers are not used in the game.

Here are the numbers that are not present in the base box: 042, 052, 062, 085, 109, 144, 280, 307, 355, 372, 401, 410, 411, 412, 413, 414, 424, 441, 444, 449, 450, 454, 456, 459, 460, 461, from 463 to 649, from 651 to 665, from 667 to 776, 778 and above.

If you have the 1927 cards of the game (basically the base game + all gameplay expansions, you should only miss these 81 cards, they simply do not exist:

  • cards 915 to 946
  • 948 to 988
  • 990 to 996
  • 998
  • 1000 and above

Any doubt, you can check the cards' list and/or ask in the forum.

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Should read:

“Look at the top 2 cards of the Action Deck, then put them back in any order either both on top of it or both on the bottom of it.
Discard this.

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The number in the “thumbs up” box should be 008, instead of 023.

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Should have 2 “thumbs up” box with number 127 and number 164 on it.

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The flavor text in the black section (failed action) should read:

Opening the chest a little too brutally, you accidentally activate a protection system that destroys whatever was inside.

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Should read:

If any one involved character has a [violet flag symbol] card in their inventory, you may apply…

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To the South, should read “320” instead of “259”.

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This card should be a Quest Item (notebook icon)
and not a Bonus (green hand icon).

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Should have a “thumb up” box with number 417 on it
+
Fluff text should match both cases (failure in green 425 or new attempt after victory in 425 ).

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Should read:
If any one involved character has a [blue flag symbol] card in their inventory , you may apply ...”

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Should read:

If any one involved character has a [blue flag symbol] card in their inventory , you may apply ...”

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To the East, should read “602” instead of “601”.

FAQs

General

Where can I get The 7th Continent?

The 7th Continent "Classic Edition" is only available on Serious Poulp's webstore: https://shop.seriouspoulp.com/

I backed the game on Kickstarter but I did not receive my reward. What should I do?

The following information concerns delivery for the “What Goes Up, Must Come Down” Kickstarter Campaign

Wave 1 of delivery (March 2018) has been completed. If you have not yet received your rewards, please email: kickstarter@seriouspoulp.com

Wave 2 of deliveries, initially scheduled for October 2018 will ship in May/June 2019.

I think I found a typo / error. What should I do?

Despite all our efforts to avoid shells and errors, it is possible - given the high number of cards and their interconnections - that you spotted one that escaped us.

If this is the case, please check if this error has not already been detected in the official errata of the game. If not, please let us know by sending an e-mail from the "contact" section.

I received my reward but one component is missing / damaged. What should I do?

Please send us an e-mail from the "contact" section specifying what component it is and the nature of the problem encountered.

I think I lost a card. What should I do ?

First of all, check that the card is not in the box. Each card has a unique identifier (on the back for all cards except on the Action cards - blue back - and Exploration - back fog - where the id is visible on the front). A document with the list of all the cards in the game is available here: https://the7thcontinent.seriouspoulp.com/en/resources/downloads

If you can not find the missing card, send us an e-mail from the "contact" section indicating which card it is and we will send you a .pdf of the card to be printed.

Why create an user account on this site ?

Currently, the user account allow to participate to the forum, get notifications on followed topics and subscribe to the newsletters of all our games.
We hope the enthusiasm of the community will give us opportunities to add new functionalities on this website, where an user account would be needed.

Tips and Tricks

Where to start?

  • Store the different components (cards, dividers...) in the base box, taking care not to look at the front of the Exploration (back fog) and Adventure (green or yellow back) cards,
  • Read the rules or watch the video "Set up and rules of the game"
  • Give each player a game aid,
  • Follow the placement instructions on page 9 of the rules.
  • Let's go for the adventure!

How many curses do I have to play at the same time?

We recommend playing a single curse at a time. Once you have played all the available curses, you can play several at the same time.

The curses "An Offering to the Guardians", "The Bloody Hunt" and "The Dark Chest of the Damned" are more "adapted" to be played in parallel with other curse.

Which curse to play first?

For your first game, we recommend you play against the curse of "The Voracious Goddess" (in the "easy" mode of play).

EDIT: if you purchased the "What Goes Up, Must Come Down" expansion ("white box"), you should start with the "The Crystal's Song" introductory curse, before playing the "The Voracious Goddess" curse.

In what order should I play the quest / curses?

We recommend that you play the curses in the following order:

  1. The Crystal’s Song

    A short, introductory curse to get familiar with the game’s main mechanics. You should beat it in about 1 hour.
    You might be surprised at what you can find when hunting.

     
  2. The Voracious Goddess

    Because we officially recommended it as your first quest/curse, this is the one you should most easily find information/tips/solutions about if you have difficulty solving it.
    Remember the purple flag on the Clue card!

     
  3. An Offering to the Guardians 

    This quest/curse may be played independently or alongside another quest/curse.
    Knowledge is power!

     
  4. The icy maze

    This quest that takes you to the ends of the earth puts much focus on moving.
    Get well prepared!

     
  5. The dark chest of the damned

    This quest/curse may be played independently or alongside another quest/curse.
    Do not lose hope ;)

     
  6. The forbidden sanctuary 
     
    Pay close attention to both sides of the Clue card.

     
  7. The bloody hunt 

    This quest/curse may be played independently or alongside another quest/curse. Good knowledge of the continent will make your life easier on this quest.
    Look out for the totems.

     
  8. Swamp of madness 

    No room for amateurs here!
     
  9. A Prison of Clouds

    Explore the continent from the skies, but don’t kid yourself – you are not safer up there than on the ground.
    Listen to Jojoba carefully!

     
  10. A Beacon in the Night

    A “treasure hunt” kind of curse that will take you to some of the most iconic places of the continent.
    Never lose sight of your goal.

     
  11. The Veins of the Earth

    Deep down in the bowels of the continent, face the hardest choices you will ever have to make.
    Make sure to take some food with you.

     
  12. Armageddon

    A challenging curse to end on a high note!
    Keep a low profile!

     

Stuck with a quest / curse?

Here you will find a few advice to help you (SPOILERS inside!)

  1. The Voracious Goddess
    Find the Voracious Goddess and she will “tell” you what to do. Pay attention to the purple flag on the Clue card – it is key to solve the curse.
     
  2. The Bloody Hunt
    Search the continent for Akecha’s totems and make sure to be well-prepared before you flush out your (sometimes well “hidden”) prey.
     
  3. An Offering to the Guardians
    Look out for paved roads, pray to statues and keep in mind that knowledge is power!
     
  4. The Dark Chest of the Damned
    Arm yourself with the proper Items/Skills/Advanced Skills to open the chest.
     
  5. The Icy Maze
    Always keep going more north and build up supplies along the way.
     
  6. The Forbidden Sanctuary
    Follow the wind (it blows on certain Terrain cards) and make sure to gain “050” cards (see the back of the Clue card), especially by using your “Examine the notes” Skill.
     
  7. Swamp of madness
    Get heavily prepared or else you’re just doomed!
     

How many sleeves are needed?

You need 1950 card sleeves to protect all the cards (base game and all expansions).

The optional add-on “4x50 card sleeves” is enough to protect the blue Action cards (the ones you’ll use the most).

To protect all the cards, add a box of 1750 card sleeves for a total of 1950 sleeves.

Rules

[Variant] Can we play with 5 players ?

No, the game is optimized for up to 4 players. An addionnal player would unbalance the game (inventory spaces, chance of succeeding, etc.)

Yet, as this is a cooperative game, you may share the control of 1 character and decide together the actions to do.

[Variant] It is possible to switch from Solo to multiplayer mode during a game ?

As long as the solo mode is used with pre-existing character (with its own Skill cards), it is possible, by following the rule "Joining a game".

If a custom character is used (with 4 fire minis and mixed skill cards from other characters), then it is not possible to switch to multiplayer.

Which side is the Front / the Back of the cards ?

The back is the face with the uniform color: blue, green, yellow (gold) or grey (fog).
The front is the other face, where the card details are exposed.

What is the purpose of the fire figure ?

Some game effects allow to place a fire figure on your terrain card location.

The fire figure gives access to the Fire resource, to cook food or discard Frozen state card.

What are the conditions to allow a player to be involved to an action of the active player ?

The player figure shall be on the same terrain card than active player, and there shall be no condition blocking the collaboration.

It is possible to be involved to an action card from the active player's hand, since he is initiating during his turn. Only him will enjoy/suffer the consequences (unless stated otherwise).

What are the conditions to apply the rule [-X cards but +X required successes] on resolving an action with more than 1 player ?

To apply the cost decrease but increased diffculty, it only needs to be resolved by several players, and the action has no [Red Lock] icon on it.

  • Note 1: Value of X is choosen by the active player.
  • Note 2: The rule does not work the other way, by increasing number of picked Action cards and decreasing the number of required successes.
  • Note 3: If the action has a [Red Lock] icon, players can make the action but without modify the cost and the difficulty.

What happen in case of a failed action without black section (like the "Crafting" action) ?

The failure has no direct consequence, and the action card is kept at its position (or in hand in case of crafting action).

Indirect consequence is useless Action deck diminution, and if several players were involved in the action, the active player get the Paranoid card (see the bot frame page 12).

May we choose to deliberately fail an action ?

You cannot choose the black frame by yourself after a success. You can choose to pick the less possible cards to increase chance of failing, but a success is a success (white effect), a fail is a fail (black effect).

May I become immortal by removing from the Action Deck all the Curse cards and keeping them in hand ?

No it is not possible to a Curse card in hand (unless specific effect).

Why it is not possible to assemble an item of my inventory with a received one from another player (he discarded 2 cards to give it to me) ?

You can assemble an exisiting item with a new one only if it is has just been crafted or found.

This rule is to block recycling a good item by assembly with a junk one (with the same keyword).
Without such rule, it would be possible to have indestructible items.

How it works when using assembled item for its last time (die has face 1 up) ? Do the item effects are triggered ?

Let's suppose an item composed of 3 item cards:

  1. The card of the top (with the die) has an effect applicable for your incoming action.
  2. Second card has no applicable effect.
  3. Third card has an applicable effect.


==> During the action phase:

  • The item is activated for the last time. The die is removed, but cards are temporally kept.
  • You choose the effect(s) to trigger, for example, the one from card N°3.
  • You continue to resolve the action as usual (Cost, Result, Skill).
  • At Discard step, the 3 cards of the composed item are discarded (into the Past or the discard pile, depending of the color of the card's back face).
  • At Hand Size Limit step, the removed item left an empty space in your inventory.
     

The "Bolas" item card effect requires to discard it. What if it is part of assembled items ?

The "Bolas" card says to "discard the card", not to discard the item.
This is particular case where the item is kind of disassembled.

Note: If the die were on the "Bolas" card, then the die goes to the next under card, with value decreased by 1.

What is the use of the keywords on Skill or Item cards ?

Some effects or action consequence may refer to those keywords.
Example: Discard 2 cards with the [Will] keyword from your hand.

When combining items, keywords also trigger the increase of durability value. You must check the added item according to the first item of the pile (with the die on it).
Remember common keywords are not mandatory to combine items together.

Example:
Item A is in inventory, with [Will] keyword and durability of 3.
It is combined with item B, which has [Will + Agility] and durability of 2.
=> Durability of item AB is 3+2=5

Later, I craft the item C with [Agility] and durability of 1. It is combined to item AB.
=> Durability of new item ABC is not changed (value=5), because [Agility] is not shared by the top card (item A, which only has [Will]).

 

How works the Experience mechanism of the characters ?

The Experience mechanism is explained within the game cards.

  • You will get [003] Experience Point cards during the adventure, which are stored under the Satchel & Journal card.
  • At some occasions, you may spent these cards to acquire Advanced Skill cards.

At the end of a game, Advanced Skills are put away in the box.

I have to pick an Exploration Card with IV number, but there is no more in the deck. What to do ?

The same rule than cards with [XXX] numbox apply:
If no card is available, then the active player must immediately return ALL the Adventure cards in the Past to their place in the Adventure Deck and shuffle ALL the  Exploration cards in the Past back into the Exploration Deck.

It is still unclear how I lose by picking a Curse card...

We invite you to read carefully the rules and the examples which are there, understanding each step well. However, we will try to rephrase the principle here.

The game is immedialty over if a Curse card is picked from the Discard Pile and the Action deck is empty.

  1. Usual case: Action deck is empty and you are trying an action.
    You pick all the required cards from the Discard Pile. If a Curse Card is picked, end of the game.
  2. Other case: There are 3 cards left in the Action deck, and you are attempting an action with 5 cards to pick.
    You pick the 3 cards from the Action deck, then, aside, you pick 2 cards from the Discard. You reveal these 5 cards to check if it's a success. There is a Curse card. 2 possibilities :
    1. If a Curse is within the 3 cards from the Action Deck, no effect. (this is the example in the rulebook)
    2. If a Curse is within the 2 cards from the Discard pile, then it is a game over.

If action is done without game end, all the cards are discarded, and the Discard Pile is shuffled.
You should find a solution to recreate an Action Deck (eating, resting,... ?)

In case of lost game, is the game restarted from scratch (starting terrain, discarded items, etc.) ?

Yes, the players must restart the adventure with the same conditions than a new game. Cards from previous adventure are not kept (XP, Advanced Skills...) and banished card are also returned.

If there is no more room to put a card on the table, do all the players shall really gather on the same Terrain card ? Because only chosen Terrain cards are returned, so it would possible to keep the cards where players are on the table.

It is mandatory to group on same Terrain Card to avoid case where a player could end up isolated from the rest of the group.

Cards

Some numbers are missing among the Adventure cards (green/yellow) in my box. Is it normal ?

Some numbers are not used in the game.

Here are the numbers that are not present in the base box: 042, 052, 062, 085, 109, 144, 280, 307, 355, 372, 401, 410, 411, 412, 413, 414, 424, 441, 444, 449, 450, 454, 456, 459, 460, 461, from 463 to 649, from 651 to 665, from 667 to 776, 778 and above.

If you have the 1927 cards of the game (basically the base game + all gameplay expansions, you should only miss these 81 cards, they simply do not exist:

  • cards 915 to 946
  • 948 to 988
  • 990 to 996
  • 998
  • 1000 and above

Any doubt, you can check the cards' list and/or ask in the forum.

[Action card] ID: A0083 - “Sixth sense” – Critical errata (Front)

Should read:

“Look at the top 2 cards of the Action Deck, then put them back in any order either both on top of it or both on the bottom of it.
Discard this.

[Green Adventure] ID: A0349 - no 028 - Errata (Back)

The number in the “thumbs up” box should be 008, instead of 023.

[Green Adventure] ID: A0374- no 048 - Errata (Back)

Should have 2 “thumbs up” box with number 127 and number 164 on it.

[Green Adventure] ID: A0585 - no 170 - Errata (Front)

ENE: add +1 to current value.

[Green Adventure] ID: A0679 - no 240 - Errata (Front)

The flavor text in the black section (failed action) should read:

Opening the chest a little too brutally, you accidentally activate a protection system that destroys whatever was inside.

[Green Adventure] ID: A0673 - no 235 - Errata (Back)

Should read:

If any one involved character has a [violet flag symbol] card in their inventory, you may apply…

[Green Adventure] ID: A0810 - no 331 - Critical errata (Front)

To the South, should read “320” instead of “259”.

[Green Adventure] ID: A0918 - no 420 - Errata (Front)

This card should be a Quest Item (notebook icon)
and not a Bonus (green hand icon).

[Gold Adventure] ID: A0924 - no 425 - Errata (Back)

Should have a “thumb up” box with number 417 on it
+
Fluff text should match both cases (failure in green 425 or new attempt after victory in 425 ).

[Green Adventure] ID: B1014 - no 456 - Errata (Back)

Should read:
If any one involved character has a [blue flag symbol] card in their inventory , you may apply ...”

[Green Adventure] ID: B1055 - no 538 - Errata (Back)

Should read:

If any one involved character has a [blue flag symbol] card in their inventory , you may apply ...”

[Green Adventure] ID: D1185 - no 609 - Critical errata (Front)

To the East, should read “602” instead of “601”.