MacDouglass Kinnick
United States
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Are there any game mechanic related reasons why it would be advantageous to split up instead of traveling as a pack?

Per the latest rules, traveling as a pack is advantageous because it requires less action card draws to get the party from point A to point B.

However, I can think of no reason why it would be advantageous to split up.

Although this is an experience/storytelling game, mechanically, it is also an action efficiency game, and I can think of no action efficiencies that are gained by ever splitting up.

Furthermore, I can think of no risk reduction strategies brought about by splitting up. Even if you stay as a pack, you don't have to participate in an action, so you can still avoid any negative consequences of an action.

These questions get to the heart of how much of a co-op game this actually is. For example, there are plenty of reason in Pandemic for your character to be on the other side of the world as your teammate's character.
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Raymond Dickson
Scotland
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Off the top of my head, one of the conditions you can get throughout the game is paranoia. To get rid of it you need to end your turn on a space with no other adventurer.

That may have changed since the earlier versions though
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Daniel Wilmer
United Kingdom
Brandon
Durham
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MacDouglass wrote:
Are there any game mechanic related reasons why it would be advantageous to split up instead of traveling as a pack?

Per the latest rules, traveling as a pack is advantageous because it requires less action card draws to get the party from point A to point B.

However, I can think of no reason why it would be advantageous to split up.

Although this is an experience/storytelling game, mechanically, it is also an action efficiency game, and I can think of no action efficiencies that are gained by ever splitting up.

Furthermore, I can think of no risk reduction strategies brought about by splitting up. Even if you stay as a pack, you don't have to participate in an action, so you can still avoid any negative consequences of an action.

These questions get to the heart of how much of a co-op game this actually is. For example, there are plenty of reason in Pandemic for your character to be on the other side of the world as your teammate's character.


Ok having reread the alpha rules and recalling as best I can the demo from Essen last year here's my breakdown to pros and cons.

Pro to joint actions

Multiple options to reduce action card draw and make success more likely
Use of multiple Items

Cons to joint actions
Magnifies the bad stuff for a fail
Only keep one idea card per action, not per player
Can Burn through items faster
Gain experience slower (still in the game but now in the adventure deck - presume this will still only apply to the active player)

Reasons to split up
Explore faster
Events may split players up - activate two things at once (will be a solo alternative if such a thing in game) or one way moves.
Lack of a certain item may leave a player out of a certain area
Personal story exposition - My character would never get on a boat with you after you left me to the wolves.


At the Essen 2015 demo, there were lots of decision points as to whether to move and act separately or together. Firstly it was actually quite fun and adventurous to split up. 'You take that side of the island and I'll take this side'... 'No, I'll go and look up here first'. It actually felt like exploring on your own terms. When something interesting shows up, everyone congregates together to make sure they have the best chance of managing it. Travelling is fairly quick and painless once somewhere is explored so there was all the fun and very little negative for splitting up for adventure reasons. But there were often plenty of dangers that would result in shouting for help.

For pure efficiency it might make sense to do every action together but it is so easy to agree or disagree with a decision that players often decided not to join in or move off in a different direction.

As an example; there was one card that showed some jagged rocks/causeway with a turbulent sea. A small island (if I remember rightly) was also visible in the distance. If you had a raft (we discovered later) there was a bonus to draw a different adventure card number but neither of us had one. The demonstrator advised us to look closely at every card before deciding whether to act. Neither could agree if we should go, one player noticed a sharks fin very similar to the rock formation shapes. This convinced some not to go for it, but one figured this was their moment. It didn't end well.

In terms of dealing with alpha players it seems to me this game is great.

Roll on release!
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Daniel Wilmer
United Kingdom
Brandon
Durham
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Rereading your post I'm not sure I answered it that well.

The mechanics would indicate that pure coop for every action would make the most sense.

However the presentation of the game is a push-your-luck exploration and the risks for each action are not transparent. There are random factors to the travel events, multiple adventure cards of the same number with different outcomes, varying amounts of success points on each action card drawn. These can all be mitigated with more players but some outcomes are just bad. Sometimes only the images on the cards give a clue as to what will or may happen.

This leads to the human factor - for me the joy of coop games. In pandemic it is easier to see the 'best play' based on odds. The human factor is focused on solving that puzzle and inevitably one player will reach that 'solution' first and then share that with the table. Depending on how this is done an alpha player is easily born.

With 7th Continent, the elements are much more difficult to 'puzzle out'. Of course a raft would be better to cross water if you had one, but not everyone is going to agree whether to stick their hand in a hole (also in the demo). The human element here comes to the fore as imagination and engagement in the story unfolds. There were puzzles of course and I expect after playing for a while decision making gets more prudent. This I doubt will interfere in players agreeing on some things and not others, with the fluid agency not to get involved on the actions they disagree with, quite unlike pandemic.

This doesn't make one game better than another, but it seems harder to reduce 7th Continent down to mechanics.
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Becq Starforged
United States
Cerritos
California
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Do I recall correctly that one player can "teleport" to the other player for free? If so, then let's say you discovered the use of a particular symbol marked on the terrain, and know that that symbol was three cards back the way you came. Option one might be to backtrack together, then return (6 moves). Option two might be to have one player backtrack, then teleport back (3 moves). Or the "forward" player could continue moving forward in the meantime, allowing the backtracking player to teleport farther.

Of course, it's been a while since I looked over the rules, and some changes have occurred since then, so I could easily be giving a bad example.
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