7 Pecados
7 Pecados Rulebook
Table of Contents
Table of Contents
Contents
- 55 cards:
- 42 temptation cards.
- 6 angel/demon cards.
- 7 sin cards.
- 12 red cubes.
- This rulebook.
Game Objective
(Page banner: "Beginner — Game Variant: Celestial Mode".)
The game objective is to be the player with the least amount of sin points at the end of the game.
Game Overview
All players start the game as naive kind hearted souls that will slowly succumb to life's sinful temptations. In their turns players play 1 card and if it is a temptation card, they must place it on the sin card with the same illustration. Players that play a second temptation card on a sin card become sinners and must bring the card to their gaming area. The temptation cards on the sin card are discarded and the sin card remains in the player's gaming area until the process repeats itself and the stigma passes on to another player.
The winner is the player that at the end of the game either has no sin cards (is a saint), or is the sinner with the least amount of sin points in their gaming area (each sin card has a specific score).
Game Setup
- Place the 7 sin cards in the center of the table so they are lined up from left to right in ascending order (from 1 to 7).
- Shuffle the temptation cards and the angel/demon cards together to create the temptation deck. Place it on the right of the last sin card (Pride).
- Leave space for the limbo on the left of the first sin card (Lust).
- Deal 2 temptation cards and 2 red cubes (faith) to each player.
- The player who last entered a church starts the game.
Game Turn
In their turn a player must draw 1 card from the temptation deck and then play 1 card from their hand. If the card played is a temptation card, they will be obliged to place it on the sin card with the same illustration. By following this process, throughout the game, sin cards will receive temptation cards. Once they have 1 temptation card on them, they are known to be "tempted". The player that plays a second temptation card on a sin card becomes a sinner and must place the card in their gaming area. The temptation cards that were on the sin card are then discarded to the center of the table where they will form a deck in the spot where the sin card was placed during the game setup. The sin card will be once again free and throughout the game temptation cards will be played on it making it move the two from sinner to sinner.
Players who are saints may only draw cards from the temptation deck. However, players who are sinners may choose to draw 1 card from either the temptation deck or from the decks in the center of the table. If they pick the second option, they may only choose among the decks whose sin cards they currently possess in their gaming area. The drawn card must be immediately placed on its corresponding sin card. In this way players will tempt their adversaries into placing a second temptation card on their sin cards, which would free them from their sins.
Note: If a player has a tempted sin card in their gaming area and places a second temptation card on it, instead of sinning they will relapse into the sin. In this case the sin card remains in the player's gaming area and the only action to take is to discard the two temptation cards on it to their corresponding deck in the center of the table.
Once a player's turn is over, turns continue in a clockwise fashion.
Temptation Cards
The temptation cards are copies of the sin cards (there are 6 temptation cards per sin). They are always played on the sin card they represent.
For example: A Gluttony temptation card may only be played on the Gluttony sin card, wherever it is, whether it is in the center of the table or in a player's gaming area (including the gaming area of the player that just played the card).
Once all 6 temptation cards of the same sin are placed in the deck in the center of the table, they will be placed face down to show that the sin card will no longer swap players by means of temptation cards. They will, however, be able to swap players by means of angel/demon cards.
Faith Cubes
The red faith cubes are used instead of playing cards. They are an interesting alternative to avoid sinning when all cards in a hand lead to it. If a player wants to rid themself of any card in their hand, they may spend 1 faith cube (placing it in a pile within all players' reach) and place the card face down in the limbo. Their turn will end and it will be the next player's turn.
Throughout the game the limbo will accumulate cards from all players, until a player sins.
It is then that, starting with the top card, the limbo cards are dealt one by one to all players. The cards are dealt starting with the player on the left of the player that just sinned. The players must play the cards as soon as they receive them and in the order they receive them.
For example: In a 3 player game, if the first player sins when there are 2 temptation cards in the limbo, the cards will be dealt to the second and third players.
The second player will reveal the card and play it and then the third player will reveal their card and play it.
Every time a player is freed from a sin, they receive 1 faith cube. Players may store up to a maximum of 2 faith cubes in their gaming area.
Angel/Demon Cards
There are a total of 6 angel/demon cards. These cards can be either played, immediately applying one of their four divine favors, or eliminated from the game to gain 1 faith cube. In the top section the cards show the four divine favors (2 angel and 2 demon) available in the beginner game variant (Celestial Mode). In the bottom section they show the four divine favors available in the advanced game variant (Infernal Mode).
Divine favors in the beginner game variant (Celestial Mode):
Angel:
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Protect Yourself: This favor may only be used by players that are saints. The player places the card face up in their gaming area where it will remain acting as a protective shield blocking sins sent by other players. A player can have no more than 1 angel protecting them at the same time. If during the game the player sins of their own accord, the angel will abandon their watch and the card will be eliminated from the game.
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Cleanse Your Soul: The player sends 1 non-tempted sin card to another player. The sin card in their gaming area and the target player cannot be under the protection of an angel. By freeing themself from the sin, the player gains 1 faith cube.
Demon:
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Influence Others: The player sends 1 non-tempted sin card to another player. The sin card cannot be from their gaming area, it must be from another player's gaming area or from the center of the table. The target player cannot be under the protection of an angel.
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Unprotect Others: The player eliminates from the game 1 angel card currently protecting another player.
Aside from the Protect Yourself favor, the angel/demon cards are eliminated from the game once they are used.
In the beginner game variant (Celestial Mode) only the options in the texts in the top section of the cards are used. In the advanced game variant (Infernal Mode) only the options in the texts in the bottom section of the cards are used.
Game End
Once the temptation deck runs out, the last rounds of the game are played. During these last rounds cards cannot be drawn from the depleted deck or from the decks in the center of the table. The game ends when all players have played all the cards in their hands.
The player or players that end the game without any sin cards in their gaming area (saints) win. If all players end the game as sinners, they will add the points of the sin cards in their gaming areas and whoever has the least amount of points wins.
If there is a tie, whoever has succumbed to the least grave sins (the sins with the lowest sin score) wins.
Recommendations
(Heading printed as "RECOMENDATIONS" in the source.)
To rid themselves of the sin cards in their gaming area, players should pay attention to the number of temptation cards played. This way they will know the amount of cards left in the game and when to leave their sin cards tempted for the rest of the players. Players may count the temptation cards in the decks in the center of the table at any time.
Before sinning we recommend to always keep in mind the amount of cards in the limbo. After a player sins and the limbo cards are dealt out, it is possible that the very same player who sinned is forced to sin again.
Game Variant: Dante's Purgatory
This game variant follows all the basic game rules but offers additional strategy when activating the divine favors Cleanse Your Soul and Influence Others from the angel/demon cards.
When sending sin cards out to adversaries, instead of choosing any possible target player, the order of Dante's purgatory must be followed.
The card may only be sent to the gaming area with the sin with a score immediately higher or lower. The sins 7 and 1 are considered adjacent for this matter.
For example: If a player wants to get rid of their sin Pride (score of 7), they will only be able to send it to whoever has Lust (score of 1) or Envy (score of 6).
Players who cannot fulfill this condition cannot send sins.
This game variant cannot be applied to the expert game variant (Infernal Mode).
Figure caption: The player sitting at the bottom right of the picture can only send his Greed sin card to the player sitting at the top of the picture.
Expert Game Variant: Infernal Mode
This game variant follows the basic game rules adding the following changes:
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Game objective: In this game variant the objective is to succumb to all 7 capital sins, not to avoid them. The player that fulfills this will be proclaimed "The Supreme Sinner".
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Faith cubes: In this game variant there is no limbo. Instead of the limbo, the faith cubes are used for:
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Drawing cards from the center of the table: When a player that is a sinner chooses to draw 1 card from the decks in the center of the table, they may only choose among the decks whose sin cards are currently in a player's gaming area, including their own. After this, they will place the temptation card on its corresponding sin card. This action has a cost of 1 faith cube.
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Canceling a play: When a player plays 1 temptation card or 1 angel/demon card, any player may spend 1 faith cube to cancel their play and force them to play any other card from their hand. The cancelled card will be left face up for all players to see until the new card is played. After this, it will return to the player's hand. In this way players may see the cards in their adversaries' hands and plan their moves accordingly. Only 1 card may be cancelled per player and turn. Cancelling cards is not allowed during the last rounds of the game (once the drawing deck runs out).
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Angel/demon cards: In this game variant the divine favors detailed in the bottom section of the cards are used.
Angel:
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Protect Others: The player "protects" another player by placing the card in the target player's gaming area. The protective shield will prevent the poor soul from using de demonic favor "Flagellate Yourself" and thus force themself to sin.
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Forgive: The player chooses a tempted sin card and discards the temptation card that was on it to the center of the table.
Demon:
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Flagellate Yourself: The player chooses a non-tempted sin card that is not in their gaming area and places it in their gaming area.
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Unprotect Yourself: The player eliminates from the game 1 angel card currently "protecting" them.
Game End (Infernal Mode)
The game ends as soon as a player gathers all 7 capital sins in their gaming area. If this does not happen, the game ends when the temptation deck runs out and all players have played the cards in their hands. The player with the most sin points wins. If there is a tie, whoever has succumbed to the gravest sins (the sins with the highest sin scores) wins.
Team Variant: Let's Sin Together
In this game variant players play in teams in games of 2 vs 2 or 3 vs 3. The rules are those of the game mode chosen with the exception that teammates must sit in alternating seats.
In this game variant the limbo becomes a decisive element. Players on the same team could use it to send each other cards.
Before starting, teammates may even determine certain words and gestures to use as tells during the game.
For example: It is Player 1's turn in a 3 vs 3 game and there are no cards in the limbo. Player 1 sends 1 face down angel/demon card to the limbo and winks an eye to his teammate Player 3. Player 2 does a similar action and also sends a card to the limbo, which now has 2 cards. It is now Player 3's turn. Player 3 understood his teammates' wink and plays a temptation card that makes him sin. By sinning the 2 limbo cards are dealt out to players 4 and 5.
Player 5 receives the angel/demon card that his teammate Player 1 played and plays it right away, choosing one of the four divine favors.
Figure caption: Player 1 and Player 3 are Team 1; Player 2 and Player 4 are Team 2.