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7 Leagues

7 Leagues Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Components
  • Base Version
    • Setup
  • Turn Order
    • Phase 1: Place a League Card on Your Journey
    • Phase 2: Take a League Card (According to the Weather)
  • End of the Game
    • Scoring Examples (Base Version)
  • Advanced Version
    • Setup
    • Phase 3: Escape Cards
    • Objective Cards
    • Scoring Example (Advanced Version)

Goal of the Game

Win the race by accumulating the most points after playing 7 League cards (each card representing one League, about 4 km).

In 7 Leagues, each player builds their journey by placing one card on their turn. Each League card allows players to cross one type of terrain.

There are 5 types of terrain: Plains, Forest, Mountain, Marsh, Lake.

The connection between the different League cards allows players to complete boots and score points.

Components

  • 64 League cards
  • 36 Escape cards
  • 17 Objective cards
  • 6 Reference cards
  • 1 score pad

Base Version

In this version, the Escape cards and the Objective cards are put back in the box; they are not used.

Setup

a - Shuffle the League cards to create the draw pile.

b - Deal 3 League cards to each player.

c - Turn face up the first 4 League cards from the draw pile to create the river beside the draw pile.

d - Each player prepares a space to build their journey, which will hold 7 League cards in total.

e - Each player takes a Reference card.

Turn Order

The first player is chosen at random by the method of your choice. Players take turns in clockwise order, one after another, until each has placed 7 League cards. Each player's turn has 2 phases:

Phase 1: Place a League Card on Your Journey

  • On the first turn, the active player chooses a League card from their hand and places it in their journey space.
  • From the second turn onward, the active player chooses a card from their hand and places it in their journey space following this rule: they must place their card either at the left end or at the right end of their journey. They are not allowed to insert a card between two cards already placed.

Warning: each card can score points in two ways:

  • By completing boots, like a puzzle: the sides of the cards must match correctly to form a complete boot.
  • By activating the points of the card if its right and/or left conditions are met. Each condition can activate the points independently. If both conditions are met, the points are doubled.

Phase 2: Take a League Card (According to the Weather)

When their League card has been placed, the player must check the weather on the card and apply its effect:

  • Rain: Visibility is reduced by the rain. The player has no access to the river and must draw the first card of the draw pile.
  • Sun: The brightness of the sun lets you see further. The player reveals the first card of the draw pile, then chooses from that card and the 4 cards of the river, and adds it to their hand.
  • Wind: The force of the wind sweeps everything in its path. The player has 2 options:
    • Discard all the cards of the river and replace them with the first 4 cards of the draw pile. Then, the player must choose one card from the river and put it in their hand.
    • OR discard the 2 League cards in their hand and draw the first 3 cards of the draw pile.

If no weather symbol is visible, the player chooses one of the 4 cards of the river and adds it to their hand.

The river must always contain 4 League cards. As soon as one is missing, it must be refilled by taking the first card from the draw pile. If the draw pile is empty, shuffle the discard pile to form a new draw pile.

End of the Game

When all players have placed 7 cards to form their journey, the game ends and each player totals their points.

1 - Count the points of the assembled boots.

The boot values are shown on the boot icons: three of the boot types are worth 1 point each, and the golden winged boot is worth 7 points.

2 - Count the points of each card whose conditions were met. Each condition works separately: if it is respected, you score the number of points indicated. If both conditions of a card are met, you score double the number of points indicated.

Scoring Examples (Base Version)

  • The card on the right is a forest, so the player scores 4 points.
  • The card on the right is not a marsh: the condition is not met, so no points are scored.
  • Here the condition is met. The player scores 2 points for each marsh symbol on all the cards of their journey.
  • Here the condition is met on both sides. The player scores two times 2 points, so 4 points in total.

Boot example: 6 x (boot, value 1) + 1 x (boot, value 1) + 1 x (golden winged boot, value 7) = (6+1+7) = 14 points.

Card example, with the conditions printed on each card:

  • Right condition met (wind): 1 x 5 points.
  • Left condition (lake) and right condition (wind) both met: 2 x 5 points.
  • No condition met: 0 points.
  • Left condition (mountain) met (2 points per mountain in the journey): 2 x 2 points.
  • Left condition (plains) met: 1 x 3 points.
  • Left condition (forest) met (2 points per forest in the journey): 2 x 2 points.
  • Left condition met (2 points per sun in the journey): 1 x 2 points.

Note on the source: in the printed rulebook, the icon for the last line above is the lake symbol, while its text names the sun (2 points per sun in the journey). This is transcribed as printed.

Score pad for this example: boots 14; cards 1 to 7 score 5, 10, 0, 4, 3, 4 and 2; total 42 points. Points are recorded on the score pad.

The player with the most points wins the race and can proclaim it throughout the fabulous Kingdom of Tales.

Tie-breaker: in case of a tie, the player with the most sun symbols wins the game. If the tie persists, the tied players share the victory and must hold hands while singing their praises.

Advanced Version

Setup

  • Take the Escape cards (f), shuffle them to create a face-down draw pile, accessible to all players.
  • Also take the Objective cards (g), shuffle them, and draw the first one. The other Objective cards are put back in the box. This card, visible to all, sets a common objective that allows players to score additional points.

Some cards give points to only one player (or to two players if there are 4 to 6 players). The player or players who have accumulated the most of the symbols shown on the Objective card score the points.

Example (g): the player with the most sun symbols scores 10 points. In case of a tie, all the tied players score the 10 points. In a game of more than 4 players, if several players are tied for first place, then no one scores the points for second place.

In the advanced version, a player's turn stays the same as in the base version, but a 3rd phase is added.

Phase 3: Escape Cards

When a player creates a perfect connection between two League cards, meaning that no half-boot is isolated, they draw as many Escape cards as the number of boots they completed (1, 2 or 3). They then choose one to keep and discard the others.

  • Example, imperfect connection: at least one half-boot is isolated. The player draws no Escape card.
  • Example, perfect connection: no half-boot is isolated. The player draws 2 Escape cards and selects 1.

The chosen card must be integrated immediately:

  • Either by sliding it under the upper part of any League card in the player's journey.
  • Or by sliding it under the lower part of any League card in the player's journey.

1 - Upper part: when slid under the upper part of a League card, it adds one or more terrain and/or weather symbol(s) to the League card under which it sits.

2 - Lower part: when slid under the lower part of a League card, it adds a new condition for scoring additional points.

The scoring for the lower part works the same way as for League cards. It activates if the terrain or weather condition of the neighbouring card indicated is met.

Example: the player scores 7 points if the League card on the right is a mountain.

Escape cards bearing the "x2" symbol: in that case, if the condition of the Escape card is met, its effect activates. It doubles the points of the card under which it sits (boots assembled together do not count). Warning: if the condition for scoring the points of the associated League card is not activated, the player scores no points (2 x 0 = 0).

You cannot place two Escape cards on the same side of a League card. However, a card can hold one under its upper part and one under its lower part.

Objective Cards

Common Objective card (g), as printed: "4 si [3 mountains], puis 5 par [mountain] supp." (4 if 3 mountains, then 5 per additional mountain).

Common Objective card

The player has 4 mountain symbols in their journey. They therefore score 4 points for the first 3 mountains and 5 points for the additional mountain.

Scoring Example (Advanced Version)

The printed example shows the following per-card lines, with the boots scored separately:

  • Boots: 8 x (boot, value 1) + 3 x (boot, value 1) + 1 x (golden winged boot, value 7) = (8+3+7) = 18 points.
  • Card 1: right condition met: 1 x 4 points.
  • Card 2: right condition met (3 points per mountain): 3 x 4 points.
  • Card 3: left condition met (3 points per sun): 4 x 3 points. Left condition met: x2 points.
  • Card 4: no condition met. Right condition met (2 points per wind): 2 x 1 point.
  • Card 5: left condition met: 1 x 3 points.
  • Card 6: left condition met (wind): 1 x 2 points. Left condition met (mountain): 7 points.
  • Card 7: left condition met (3 points per mountain): 3 x 4 points.
  • Points of the Objective: as printed on the Objective card.
  • The final score is the sum of the points obtained.

Printed example total: 93 points.

Source note: in the printed rulebook, the icon on the card 7 line is the lake symbol, while the text names the mountain (3 points per mountain). This is transcribed as printed.