RulesPal
Chat
Rulebook
7 & 7 thumbnail

7 & 7

7 & 7 Rulebook

Table of Contents

Table of Contents

  • Contents
  • Set Up the Game
  • Gameplay
    • Card Layout
  • Play the Game
  • Wild Cards
  • Converting
  • Blocking
  • Winning the Game
  • Deck Out/Ties
  • Play Variations
    • Two Players
    • Team Play
  • Meet the Sevens
    • PRIDE
    • HUMILITY
    • GLUTTONY
    • TEMPERANCE
    • ENVY
    • KINDNESS
    • GREED
    • CHARITY
    • WRATH
    • PATIENCE
    • SLOTH
    • DILIGENCE
    • LUST
  • Wild Card Types
    • WILD VIRTUE
    • WILD SIN
    • DUAL WILD
  • Other Cards
    • CONVERTER
    • CAPRICIOUS (Promotional Card)

Contents

  • 77 Game Cards (11 unique cards, 7 copies of each)
  • 1 Rulebook

Set Up the Game

Shuffle all cards together to form the Draw Pile. Deal five cards face down to each player from the Draw Pile and then place it in the middle of the table. You can look at the cards dealt to you. Randomly determine which player will go first. The turn order will then proceed clockwise.

As the game progresses, establish a Discard Pile next to the Draw Pile. The surface directly in front of each player is their Play Area.

NOTE: It is helpful but not necessary to stack identical cards on top of one another as they are played to reduce clutter and confusion during game play.

Gameplay

Card Layout

Most cards in 7&7 have two opposing halves. The red half represents a SIN, and the blue half represents a VIRTUE.

As each player plays cards from their hand, the face up side from that player's perspective is called the Active Side and only its ability will be used.

Note: You can have more than one of the same card in play.

Play the Game

During each player's turn, they must either:

  • Play a card from their hand following all applicable directions and then end their turn by drawing one card from the Draw Pile.

OR

  • Not play a card from their hand and end their turn by drawing three cards from the Draw Pile.

Note: You only use an ability when you play a card from your hand, unless otherwise stated on the card.

Note: If a card reads: "Choose a player..." you can target yourself or an opponent.

Note: If a card reads: "You may..." then it's optional.

Players may only have seven cards in hand at the end of their turn and must discard down to seven if necessary.

Wild Cards

Cards that have a Wild SIN icon (a black horned badge with a red "W") provide a SIN. While in play, this card provides every type of SIN, but only provides one SIN at a time.

Cards that have a Wild VIRTUE icon (a blue badge with a golden halo and a "W") provide a VIRTUE. While in play, this card provides every type of VIRTUE, but only provides one VIRTUE at a time.

Wild cards count towards the win condition.

Example card text shown on this page:

  • Wild VIRTUE card: "Choose a player. You may [text partly hidden in the scan] SIN they have in play. Then draw a card."
  • Wild SIN card: "Choose a player. You may convert a VIRTUE they have in play. Discard the top card of the Draw Pile. Then choose a card in the Discard Pile and put it into your hand."

Converting

When a player converts a dual-sided card in play, he or she rotates it so that the opposite side of the card is now right-side up (from the player's perspective).

Example: A player converts Gluttony. The player rotates the card so that Temperance is now the new Active Side.

Printed diagram note: the "Active Side" / "New Active Side" illustration on this page shows Lust converting to Chastity, not Gluttony to Temperance as the example text above states. Both are dual-sided cards and the rule is the same.

Note: Only dual-sided cards can be converted.

Note: When you convert a card in play, you do not use the new Active side's ability.

Blocking

When a card is blocked, it must be discarded. Blocked cards do not count as being played. The blocked player can then choose to play a different card from their hand.

Winning the Game

The game ends when one player has accumulated either all seven SINS OR all seven VIRTUES in their Play Area.

Note: Multiples of the same type of Wild Card count towards the win condition.

Example #1: You collect all 7 different SINS to win the game.

Example #2: You collect a Dual Wild, 2 Wild Virtues, and 4 different VIRTUES to win the game.

Deck Out/Ties

If all of the cards in the Draw Pile are drawn, the game is over. The winner is the player who has come the closest to the goal of gathering seven VIRTUES or seven SINS.

In case of a tie, the winner is the player who has gathered more of the opposite type of card.

Example: If both players were accumulating VIRTUES and they each have the same number of VIRTUES in their Play Area, then the winner would be the player who has the most SINS in his or her Play Area.

Play Variations

Two Players

The game ends when one player has accumulated all seven SINS AND all seven VIRTUES in their Play Area.

Team Play

If you have four players, you may play in two teams rather than individually. Sit across from your teammate. When a card can affect your opponents, your teammate is considered immune. When a card can affect you, it could also affect your teammate. Once a team member collects all seven VIRTUES OR all seven SINS, that team wins the game.

Meet the Sevens

Here is a little bit about the cards and characters that you will encounter.

PRIDE

He can quite easily lead to undesirable behavior.

You may play an additional SIN card the same turn Pride has been played.

HUMILITY

He gives more to others than he would take for himself.

When Humility is played, you may play an additional card from your hand and choose an opponent to do the same. The opponent does not get to use the ability on the card they play; they only add the card to their Play Area.

GLUTTONY

He keeps partaking long after his hunger is satiated.

When Gluttony is played, you must draw a card from the Draw Pile.

TEMPERANCE

He has the gift of discretion and knows when enough is enough.

When Temperance is played you draw three cards from the Draw Pile, place one in your hand and discard the other two. You do not reveal the card you chose.

ENVY

Her covetous nature makes her fume with jealousy.

When Envy is played, she takes on one ability from either side of a opponent's card in play and uses it immediately until the end of the turn.

KINDNESS

Her sweetness gets others to change their ways!

When Kindness is played, you must convert any card you have in play to the alternate faction. Kindness cannot be blocked by Chastity's card ability.

GREED

He has a problem with taking things that don't belong to him.

When Greed is played, you take a card from an opponent's Play Area and put it in your Play Area. The card taken may be converted to its alternate faction when placed in your Play Area.

CHARITY

He has a Karmic nature that eventually pays for itself.

When Charity is played, you may play an additional card from your hand this turn.

WRATH

He takes out his anger on others regardless of reason.

When Wrath is played, you must discard one card from an opponent's Play Area.

PATIENCE

He understands that the best things are worth waiting for.

Patience can be played during your turn as normal or you may play any number of Patience after an opponent converts a card in play. Immediately place Patience in your Play Area.

SLOTH

He tries to use as little effort as possible.

Sloth can be played during your turn as normal or if you have four or more SIN cards in play, you may place any number of Sloth cards in your Play Area after drawing your end-of-turn card.

DILIGENCE

He isn't afraid of a little hard work.

When you play Diligence, you may take any card from the Discard Pile and put it in your Play Area (you do not use the new card's ability).

LUST

She has a way of turning the virtuous and the sinful into their counterparts.

When Lust is played, you may either convert up to two cards one opponent has in play or convert one card from up to two opponents.

CHASTITY

She knows how to stop compromising situations before they happen.

After Chastity is played, during an opponent's turn, you can block any card an opponent plays during their turn. Blocked cards must be discarded and are not counted as being played. The blocked player can then choose to play a different card from their hand. You cannot play Chastity during your turn. You can wait to see who your opponent chooses to disrupt before deciding to play Chastity.

Note: Chastity can block another player's Chastity.

Example: Nicole plays Greed and Amber blocks with Chastity, David can play Chastity as well and block Amber's Chastity. This would mean that Nicole and David's cards would remain in play and Amber's Chastity would be discarded.

Wild Card Types

(The printed heading on this page is "Wild Cards"; the three card types are described below.)

There are three types of Wild cards in 7&7.

WILD VIRTUE

When a Wild Virtue is played, choose a player (including yourself). You may convert any SIN card that player has in their Play Area into its alternate VIRTUE faction. Then draw a card off of the Draw Pile. (This does not count as an end-of-turn draw.) When placed in the Play Area, a Wild Virtue card can stand in for any of the seven VIRTUES that you may be missing from your set. You do not have to declare which VIRTUE this card represents. A Wild Virtue card cannot be converted.

WILD SIN

When a Wild Sin is played, choose a player (including yourself). You may convert any VIRTUE card that player has in their Play Area into its alternate SIN faction. Then discard the top card from the Draw Pile, and then choose one card from the Discard Pile and place it in your hand. When placed in the Play Area, a Wild Sin card can stand in for any of the seven SINS that may be missing from your set. You do not have to declare which SIN this card represents. A Wild Sin card cannot be converted.

DUAL WILD

A Dual Wild Card stands for any SIN or VIRTUE (depending on which side is Active) that you may be missing in order to complete your set. You do not have to declare which VIRTUE or SIN this card represents.

Other Cards

CONVERTER

Every character is in danger of succumbing to their alter ego. Converter is the powerful character that makes this happen.

When Converter is played, you may choose another card to play during this turn. You may not use the Converter's second ability until a later turn. During a future turn, you may convert any card you currently have in play. If Converter's second ability is used, it must be discarded.

Note: You may use multiple Converters, for its second ability, at the beginning of your turn.

Note: Converter does not count as a SIN or VIRTUE.

Note: Converter 2nd effect doesn't count as your play for the turn.

CAPRICIOUS (Promotional Card)

Capricious is prone to change her mind on a whim, and often shows up unexpectedly.

When you play Capricious, she can stand for any SIN and any VIRTUE that you are missing to complete your set. You do not have to declare which VIRTUE and SIN this card represents. Only add one Capricious to the game.

  • CHASTITY