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Posted - Edited
Small update:

Cut Speak with Animals (his traditional 3-icon mode ) and moved the name to the discount-for-companions mode where it belongs. It's replaced with a new card called Friends in High Places, which lets you look at all the fogs for a single area. I thought about tying it to seagulls, which is a cool idea,but they're very rare on the mainland where this effect is at all useful, and there's birds everywhere, right? Vultures, at least. Canteen got another star to compensate for the lost of the gift star he had on the old Speak with Animals. I think I've got the word Friend too much, but I guess it's sorta like Lovecraft keeps using the word Dark (Dark Side, Dark Whispers, Dark Regeneration) but I don't love it anyway. Can you remember anything he says in the books? I haven't read them since I was 12.

John Dolittle
Companion cards do not count against your green card limit :icon_hand_green:.

Whenever you discard or banish a card with the Companion keyword, take [Depressed] :icon_hand_orange:.

During any action where you use an ability on a card with the Companion keyword: :icon_succes_7:

:action_craft: 4:card_blue:/0:icon_succes: (-3 :resource_foliage:, -1 :resource_vine:)
:icon_d6: Durability : 3 - Keywords : Serenity/Stamina
-2:card_blue: and/or :icon_succes::icon_succes:
Shuffle a card at random from the discard pile into the action deck.

Friend of Nature
When taking a red card would cause you to discard or banish a card with the Companion keyword, you may discard this to avoid taking that red card.

Speak with Animals
When in hand, during any action where you could use an ability on a card with the Companion keyword: -1:card_blue:

With Some Help From My Friends
During the results step of any action where you could use an ability on a card with the Companion keyword, you may discard this to apply :icon_succes:.

When you add a new card with the Companion keyword to your hand, if this card is in the discard pile, you may return it to your hand.

Friends in High Places
:action_offer: 1:card_blue:/1 :icon_succes:
:white_box: Success: Pick an area number. Look at any number of face-down fogs of the chosen number, one at a time. Put them back face-down. Do not flip them or resolve their text. Discard this.
:black_box: Fail: Discard this.

Firebird's edit : I added some pictos for a better reading. Nice fan-made character ! :)
I print mine out on ordinary thin paper and put them in sleeves with the cards from characters I'm not currently playing. I also don't use the 003s to track XP so those are fair game, Once wave 2 gets here I'll have like 700 slightly-miscut cards to use as proxy fodder.

I do wish I had someplace to print appropriate-sized cards, though...
Posted - Edited
Thematically I agree. I've pulled back on this on newer versions (see comments: don't have cards yet because that takes a long time). Unfortunately, there really aren't any non-eating-animals options in the seventh continent to focus him on, so he's going to have to eat meat. Restricting him from taking part in hunts, in co-op, just forces a weird pattern where people have to hunt without him, but in solo it's almost impossible.

So the place I ended up on thematically was that Dr Dolittle would probably hunt if he had no other choice, and he certainly wouldn't be bad at hunting if he hunted.

That said, Animal Magentism's gone in the new version of the kit and Speak With Animals has lost its sevenstar, so he's down to just one success. I suppose that icon could just as easily be a compass or something though.

He's still a pretty good hunter once he has relevant animals (platypus, dog.)

In the newest version, in the comments: fix it's already gone. It was there for mechanical, not thematic reasons. His character ability doesn't let him manipulate his inventory, something all the base game characters one of the expansion characters can do. The ability to keep a stack alive forever with your character ability is a big part of a character's power, and as the first version of this kit was designed pretty tightly to "normal specifications" for a 7c character, so I thought it was necessary for him to have some kind of interaction with item durability. Playtesting showed that he really didn't need it -- he relies on his items less than most people because of his animals, so it's fine if he has a hard time with inventory management.

I like the idea of a card that cares about turtles, penguins, and seagulls.
At least 2 of those things already have cards, but that isn't a reason he couldn't have one.
ElVen wrote:
In regards to Think and Remember. If such action is taken by more players, can the active player choose to whom he will give that card? Or is it only the active player who benefit from the consequence text?

Those two cards do not let you give the cards away. Some other similar effects do.

If a consequence refers to "You" it means the active player. It will say "One involved character" or "all involved characters" if it refers to anybody, or everybody, involved in the action.
ElVen wrote:
If I have an item in my inventory that has "stamina" as a keyword and durability of 4 and I add to it food with "stamina" keyword and durability 1, do I increase the durability of that column to 5 as usual? After I cook it, I deduct it, right?

If I add the food under something that doesn't share the "stamina" keyword, I can not add food´s 1 durability, so when I want to cook it, I will have to deduct the whole durability of that stack, correct?

So basically, its not good to add food randomly under non-stamina cards.

That is correct.

If you put food in a Stamina stack, it gains a durability when you add the food and loses one when you eat it, for a net loss of 0 durability.

If you put it in a stack without the Stamina keyword on the top card, it doesn't gain a durability when you add the food, but still loses 1 when you eat it. So you end up losing 1 durability per food, which is bad. In an extreme case, if you add 2 food to a non-Stamina stack with only 1 durability left, you won't even be able to eat both of them.
A card that is discarded is just gone, the item stack has no memory of it. Using character abilities to free up item stack space is one of their main uses.

That said, it sounds like you might be playing the combining items rules a bit wrong. You could build the Stealth item even if both other cards were in the stack, as long as it wasn't at the limit of items it could hold (4/3/3/2 in a 1/2/3/4 player game, respectively.)

When you build an item, you can put it in any item stack in any involved characters inventory regardless of what keyword(s) that stack uses. If there is room in the stack for an item, can put the item there.

Then, you check if the card you just added shares any keywords with the top card of the stack. You don't check the keywords on other cards in the stack at all. If there's at least one keyword in common between the top card and the new card, you add the listed durability of the new item to the stack's durability die. If there isn't, you don't get to add durability, but you are still allowed to put the item in that stack.

So, in your example:
- If you have fewer than 3 people, you can add a new card without discarding the Stamina card. If the new card matches Stamina or Stealth (which in your example it does) you get durability, otherwise not. Whether or not to discard the Stamina card won't make a difference to how much durability you get.
- If you have 4 people, you can't add a third card to an item stack that has two cards in it. You will have to discard the stamina card to make room in the stack, but not because you want to remove its keywords. All that matters in terms of keywords is whether the new card matches the remaining, top card.
I'm definitely looking for ways to build some XP sinks into my fan expansion.

In theory anyway. Doesn't actually have any yet except possibly some expensive advanced skills.
Just bumping this to say I'm still interested: If you give me something to work with I can give the community sweet templates, maybe even a simple program to lay out cards super quickly.

It's hard to make out, but you can get enough words to tell.

During the results step of any action in which you are involved, if you revealed a :icon_curse: card, you require 1 additional success to succeed.

Spend 7 experience points to return this.
Posted - Edited
I'm testing it with the version of Depressed we saw in a Kickstarter update. I believe it's received changes since then probably, but at the time, the Depressed state was pretty serious:

While you hold it, Curses count as -1 Star.
Spend 7xp to get rid of it.

I'll probably have to make some changes once expansions get here, but I already knew that :-)
Posted - Edited
Rationale behind changes:

John Dolittle's character ability was doing too much work on its own. -1:card_blue: and :icon_succes: could be leveraged into a -2 discount and is enough to deal with a lot of small checks on its own. Most animals covered 2-3 different kinds, and the feathered snake gave a truly disgusting permanent -2 craft discount... All of this without using a single card that cares takes up hand or inventory space. Apart from your animals being killed by states, the cards involved couldn't even go anywhere. You got like, 2 animals and you were unbeatable.

Changing that to :icon_succes_7: does a few things. It is, obviously, a big nerf. You don't get successes without drawing cards, and you don't get a discount or anything that can be leveraged into a discount. It also synergizes with the companion's shuffle ability more than it used to -- you are encouraged to go digging for 7s, which they're good at. It also helps to double down on his identity as a lategame scaling character. He now scales with both the size of his menagerie and the number of advanced skills in the deck.

The old ability has been given the Frankenstein treatment, more or less. Heavily inspired by the way Obey works, the discount has been moved to a Hold-in-hand state and the success has been moved to a Forewarned is Forearmed-style effect with some built-in recursion.

Him getting depressed when his pets die is just a flavor thing. I don't think it really affects balance dramatically, but he was too strong in the last playtest, so any affect it might have is in the right direction.

Canteen isn't getting any changes. It worked well.

Friend of Nature also isn't getting any changes. I never actually used it in my last test, and I'm pretty sure it's very weak, but not every card has to be powerful. It is comforting to have around.

Speak With Animals lost it's :icon_succes_7:. This brings it more in line with the balance of other hold-in-hand cards: typically the ones that provide :icon_succes_7: only apply to relatively rare or unimportant skills, and the ones that apply to super commonly used skills like Fight (in this case, Hunt and Sneak) just have the -1:card_blue: and the :icon_succes:.

I Shall Fix It! is cut entirely. I liked it, it played pretty well (a bit OP but nothing a cost increase wouldn't fix) but it just wasn't him. Dr Dolittle's answer to inventory management is that he doesn't need his inventory as much as other people so it doesn't matter if it's a little cloggy. He uses his animals almost like a second inventory.

It's replacement, Easy Living, returns part of your old character ability to you. The -1 discount seems much fairer if:
1. It's only a -1:card_blue: and not easily leveraged to a -2:card_blue:.
2. It takes up a spot in your hand.
3. It doesn't necessarily have 100% uptime. You can pretty much keep it in your hand 100% of the time if you really want to, but most people will replace it sometimes, and you can be forced to discard it.

Animal Magnetism is also cut. I might revisit this sort of hunt-table-thinning effect as an advanced skill maybe, but I don't like it on Dolittle for a bunch of reasons.
- It isn't very thematic for him to be primarily a hunter -- it makes sense that he would be good at it, but he rarely if ever hunts or eats animals in the books. I don't think he's a vegetarian or anything, I think he's basically okay with the idea that predation is part of nature, but making him a master hunter just feels wrong somehow. I'm fine with it one 1 card (he would be good at hunting) but 2 cards makes it one of his main things.
- Hunting is one of the best strengths a character should have. It should not be an incidental second area of strength for a character whose specialty is something else entirely.
- Dolittle shouldn't have too many cards that help with specific skill checks. His areas of strength should mostly be based on what companions he has, putting too many icons on his own cards dilutes that.

Its replacement, With Some Help From My Friends, is the rest of the old character ability, more or less. You have to discard it when you use it, but it's results step so you don't have to use it until it makes a difference. I'm not sure if it really needs the built in recursion, but I think it's a fun little bonus. As with Easy Living, the main goals in moving it to a card is to reduce the uptime of the effect and make Dolittle care about his hand limit.

A :icon_succes:is better than a -1:card_blue:, so to balance it out, this card has less uptime than Easy Living. 3 cards with a hold-in-hand would be too much anyway. Frankenstein, the only other character with 2, gets an extra blue card in hand to make room for it...
Posted - Edited
I should make proxies for the next version, but here's what it will be:

John Dolittle
Companion cards do not count against your green card limit.

Whenever you discard or banish a card with the Companion keyword, take [Depressed].

During any action where you use an ability on a card with the Companion keyword: :icon_succes_7:

4:card_blue:/0:icon_succes: Craft (-3 :resource_foliage:, -1 :resource_vine:) 3 Durability Serenity/Stamina
-2:card_blue: and/or :icon_succes:
Shuffle a card at random from the discard pile into the action deck.

Friend of Nature
When taking a red card would cause you to discard or banish a card with the Companion keyword, you may discard this to avoid taking that red card.

Easy Living
When in hand, During any action where you could use an ability on a card with the Companion keyword: -1:card_blue:

With Some Help From My Friends
During the results step of any action where you could use an ability on a card with the Companion keyword, you may discard this to apply :icon_succes:.

When you add a new card with the Companion keyword to your hand, if this card is in the discard pile, you may return it to your hand.

Speak with Animals
When in hand: Gift, Hunt, Sneak -1:card_blue:/:icon_succes:

I Shall Fix It! was gone in the next version of his kit. It's cut for power level and mechanical identity reasons; he should be relying on his inventory less and his animals more.

Then I saw Amelia Earhart in a kickstarter update a few weeks ago. She has a repair kit card that just adds 3 flat durability to a stack. It has a limitation of its own, it takes up a slot in the item stack and she doesn't have great ways to discard it, so it has less abuse potential with Remember.

Still, I think it's overall better than Fix It! And I think that's interesting. You think Fix It's broken, I think Fix It's broken, but apparently SP's fine with a probably better version.

I'm not restoring Fix It! to Dolittle's kit, though. Item repair is a specific character strength for her. It isn't supposed to be for him, he should be focused on his animals.
It is surprising how few people seem to own the notebook.

You did finally get a decent answer over on BGG right?

Sorry I couldn't be more help.
1. Replay value's surprisingly good. I like it better as a survival game than an exploration game in many ways, and the different curses help prevent it becoming too stale over a few runs.

2. That depends how you define it. You can get a Game Over in 15 minutes or less (if you're an idiot and
go swimming with sharks.
) Most people play for 20-30 hours before they get their first win, but that's usually over 2-4 runs, generally a few 3-10 hour losses and then a 10-15 hour success. An experienced player replaying a curse, or even playing a new curse that takes place in an area they're familiar with, should be able to lift in in less than 5.

3. Keep it for sure. It's such a beautiful object. But if you have any IRL friends who bought a copy, there's no reason you couldn't play theirs when they're done with it. It doesn't have any Legacy mechanics where you put stickers on stuff, unlock envelopes, mark up or destroy cards, etc. There's no permanent changes,

4. It's complicated whether it's worth more than Gloomhaven. I've put more hours into 7C and had more fun, I think, but I love both games. I haven't come even close to finishing 100% of the content in either game after 50+ hours in each, so I don't think that's a very important factor in their relative values -- they're both more than big enough for me. It's hard for me to even estimate which might take longer to 100%. (My guess is 7C if you include expansions, Gloomhaven if you don't. Upcoming Gloomhaven expansions are likely to change this.)

But, nothing really stands up to Gloomhaven in terms of the feeling of value-for-money. Gloomhaven's a great big treasure chest full of thousands of things. It's got a million punchboards and a million decks of cards and 17 character classes and like 50 kinds of monsters and a couple of books and minis and all sorts of other things. When you open it up, it seems crazy that it was only $100-$150. It's pretty much the best value for money in gaming in terms of what's in the box, the only thing that I can think of that might compete is Mechs vs Minions.

The 7th Continent does not have that effect. It is a medium-small box very densely packed with cards. There are a TON of cards but not much else, a couple little punchboards and a few super tiny minis. You open up the box and think "This game was expensive."

They tried to find a publisher for a retail release, but never managed to get it to happen. Something about it being so expensive to print and ship that by the time everybody in the retail chain had gotten a cut the price would have to be so high that nobody would buy it. They moved to a KS-exclusive model after giving up on that, decided to just embrace the thing that brought them their first success I guess.

They pretty much think they've done what they can with The Seventh Continent I think. It's huge at this point, they're probably both running out of ideas for it and sick of it. Their next game will use the same core mechanics, but a new setting. It won't be another sequel or expansion to The Seventh Continent.
This is pretty much the last chance. There won't be a public release like Gloomhaven.

There might be a handful of leftover copies for sale from SP at some point but I imagine shipping rates would be the same. Otherwise there's always ebay.

You might be able to save a few bucks on shipping if you shipped it to a friend in the USA and had them reship to Mexico. But shipping to USA is pretty expensive too so maybe not.
That's a lot.

Ithilalqua's right that your only other option is to ship it to someone in another country and see if they can re-ship it to you.

I did the math on doing that from the US and it isn't even close, it's almost $50 for the first shipment to the US and then Fedex quoted me like $500 on the second shipment from the US to South Africa.

But it seems like Australia or something could be a better bet.

There are services that do this if you don't have any international friends, but obviously they're making a cut, so that's even less likely to save money.

I think, sadly, you may be stuck :pinch:
I believe 1 big sleeve pack and 1 small sleeve pack will let you sleeve everything yes.
I'm sure SP will be able to help you. That said:

It sounds like you have enough extra to pick up the last few expansions, which could be nice. It sounds like you're already getting the more important curse ones (WGUMCD from Rookie, the other 3 from explorer bundle) but you could pick up the other 5 small boxes with some of the extra pledge

Worst case, you can wait a few months until these forums and BGG fill back up with people kicking themselves for not backing when they had a chance and asking if there will ever be another chance and sell your extra pledge, probably for more than you're paying.