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Gamehelpseventhseacityoffivesails

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All Core starter decks are available.

No deck building is supported yet.

How Do I?

Use Servo Scarpa's Challenge Ability?

Instead of using a Basic Rulebook Challenge action, select In-Play Actions. You will see Servo's ability listed if the conditions meet.

See Card Tooltips in the Game Log on mobile devices?

Position the Game Log on the side of the screen (see Example #1 below. Turning the device to landscape orientation will accomplish this.) Long press on a grey badge surrounding a card name to get the card's tooltip to appear.

Example 1. Game Log positioned on the right side of the screen.

See the cards attached to a character in play

Click a character with attachments to splay those attachments. This will not work if the game is in a state where you have to choose a character.

Differences between BGA Implementation and Physical Version

Differences between BGA Implementation and Physical Version
Physical Version BGA Version
City Locations The city is represented as a row of city Location cards.
Cards are placed on the player's side of a Location.
The City is represented as rows of locations.
Each Location is a row of cards.
All cards at a location are displayed in the same row.
To identify card ownership, a colored dot is show in the player's color.
Card Ability Tracking Tokens or other forms of tracking are placed on cards when abilities are used. Hover over a card in play.
A full image of the card is displayed, with Abilities overlaid with a green or red background.
If green, the Ability is available at that time.
Traits Post-it notes are affixed to card if Traits change. Hover over a card in play.
A full image of the card is displayed, with current card Traits displayed in a white background.

Introduction

7th Sea: City of Five Sails is an expandable card game set in an immersive swashbuckling world. Control one of five factions as they fight to influence, control, and explore the independent and unruly city of Five Sails.

Game Setup

1. Create a central pool for wound/threat and Renown tokens.

2. Shuffle the City Deck and place it within reach of all players. Then, place the three core City locations in order beside the City Deck.

3. Players simultaneously reveal their Leaders and place them en garde (upright) in the area designated as their Home.

4. Each player places their Approach Deck face-down to the left of their Home. Then, each player shuffles and places their Faction Deck facedown to the right of their Home.

Key Concepts

The Golden Rule

Whenever the text of a card contradicts the text of the rulebook, perform the text on the card.

Paying Costs

Cards display a wealth cost on the top left corner. Wealth costs are paid by discarding cards from your hand equal to that value. If a card has a cost of 0, no cards need to be discarded. Cards may have additional costs outlined in their text. Any and all costs must be paid to use a card.

Sink

Send the card(s) to the bottom of their corresponding deck in a random order.

Opposing

An enemy character at the same location as your character. Both characters are opposing each other.

Gambling

Reveal two cards from the top of your deck. Choose one and sink the other. Use the chosen card as dictated by the effect that caused the gamble. When gambling in a duel, play the chosen card as your combat card. You may only gamble as many times as your participant in the duel has Finesse .

En garde vs. Engaged

Cards have two states, en garde and engaged. Cards enter play en garde, which is upright and ready to act. When a card is engaged, turn it 90 degrees. Effects may engage cards. If a card is already engaged it cannot become engaged again.

Pressures

Pressures occur at City locations and compare the sum of a specific stat among characters (en garde and engaged) at one location. Your pressure succeeds if, and only if, you have the highest total. If you have less, or tie, your pressure fails.

First Player Token

The First Player Token determines who is the First Player. They have the first chance to act during phases. When effects would resolve at the same time, the First Player determines the order. First Player is determined by whoever has the highest Initiative on their current scheme.

Abilities

Each Action and Reaction on a card may only be used once per Day. Techniques and Maneuvers may only be used in duels and may only be used once per duel. If a card has multiple abilities, using one does not prevent you from using others on it.

Abilities are, generally, performed by a character or characters. To be eligible to perform an ability, they must satisfy any trait requirements, such as Duelist Maneuver or Villain Technique. In this instance, the performing character must be a Duelist or a Villain.

Some abilities are tied to City locations e.g: City Action or City Reaction. To use these abilities, the performing character must be at a City location. The effects of a City Action or City Reaction must remain in the location where the ability occurs, unless the effect specifically says it occurs at a different location.

Wound, Wounds, Wounding

Wounds represent the damage a character has suffered. When you are to “wound” a character, always add a single wound token. A character is considered “wounded” if they have any amount of wounds on them. When a character has wounds equal to or in excess of their Resolve, they are destroyed and removed from the game. Send them to The Locker

Turn Sequence: Phases of the Day

The game is played over a series of turns called Days. A full Day goes from Dawn to Dusk. A full Day has five distinct phases:

  1. Dawn - Preparing the City
  2. Planning - Choose and resolve schemes
  3. High Drama - The majority of play happens in this phase
  4. Plunder - Collect Renown and checking victory
  5. Dusk - Cleaning up the City and getting ready for the next Day

Phase 1: Dawn

This is the beginning of the Day. Deal one new City card from the City deck to each City location in the line, starting with The Docks

Phase 2: Planning

  1. Each player secretly selects a scheme and a character from their Approach Deck.
  2. Reveal all of the selected cards. Any “When revealed” effects resolve in order of initiative (see step 3).
  3. Determine Initiative. The player with the highest Initiative on their scheme takes the First Player Token . In the case of a tie, the First Player Token changes players. If there is a tie and no one has the First Player Token yet, randomly determine who gains the token.
  4. Muster: The characters join their crew at their Home. Note: anytime you exceed your Leader’s Crew Cap , send characters to The Locker until you meet the Crew Cap.
  5. Resolve Scheme: Starting with the First Player, resolve the text on the scheme above the separation bar in the order it appears. When all text above the bar has been resolved, the next player resolves their scheme the same way. If a scheme does not have a separating bar, resolve all the text. Then place the scheme to the side, face-up, in play.
  6. Draw: Your scheme may modify the Panache of your Leader. Draws cards equal to the total modified Panache of your Leader.

Phase 3: High Drama

The First Player starts and players take turns performing Actions. You can use the abilities from the list below any number of times per Day and in any order. If you Pass, you may still take an Action as long as every other player did not also Pass. Continue play like this until everyone Passes consecutively. Examples of these actions are available on the next two pages.

  • Use a card Action.

Use an Action on your card or from hand. Unlimited.

  • Move:

Action: Engage your performing en garde character (unless they are at Home) • Move them to an adjacent location. Unlimited.

  • Equip:

Action: Pay costs • Equip an attachment from hand to your performer; or an available attachment at their location. Unlimited.

  • Recruit:

City Action: Pay the costs of target available Mercenary at your performer’s location • The Mercenary enters play en garde and under your control at that location. Unlimited. Optionally, you may Parley:

Reaction: While paying for a card with negotiable, engage your non-Mercenary character at that location • Reduce the cost by that character’s Influence . Unlimited.

  • Challenge:

City Action: Engage your performer • They issue a Combat challenge to target opposing character. Unlimited.

  • Claim:

City Action: Engage your performer • Pressure their location with Influence . If successful, claim the location. Unlimited.

Pressures: Sum all of the given dictated by the pressure among all characters at that location. Whoever has the highest succeeds. No ties.

  • Pass

Skip priority. When all players pass, the High Drama phase is over.

Phase 4: Plunder

  1. Check for Dominance Victory.
  2. Collect Renown from any locations that you currently control.
  3. Check for Economic Victory.
  4. Check for Fifth Day Victory.

Phase 5: Dusk

  1. Clean up.
    • Locations become uncontrolled.
    • Move characters Home en garded.
    • Discard any City Deck cards left on any City locations.
    • Schemes go to The Locker.
    • Discard down to the printed Panache of your Leader.
  2. End of the Day.


The dueling Round: Explained

Round Begins

The accepting character has the first round of the duel. Then, rounds alternate back and forth between both participants. When it is your round of the duel, you are the active player.

Play a Combat Card

The active player may play a combat card. If they don’t, their character suffers wounds equal to the active threat (up to a maximum of the adversary’s Combat ), and the remaining threat is discarded. This will end the duel. You may play a card from your hand or by gambling. A card can always be played for its combat values (Riposte, Parry, Thrust) regardless of its cost, and they resolve in order:

  1. Resolve Riposte : Reduce threat in your threat pool by X and add threat to your adversary’s threat pool equal to the amount reduced. Riposte cannot “return” more than what was reduced.
  2. Resolve Parry : Remove threat in your threat pool by X.
  3. Resolve Thrust : Add X threat to the adversary’s threat pool.

Resolve Threat

Your participant takes wounds equal to the threat remaining in your threat pool (up to a maximum of the adversary’s Combat ). Discard all threat in your threat pool. If your character has wounds greater than or equal to their resolve, they are destroyed and sent to The Locker.

Round Ends

If no player has any threat in their threat pool, the duel is over. If not, the next round begins.