Our Verdict
RECOMMENDED
Perfect for those who have mastered the base game and want more organic danger on the map. Adds tension without overcomplicating the rules.
Highlights
- Increases immersion and danger
- Seamless integration with action deck
- Figures bring the terrain to life
- Stimulates curiosity and research
Keep in mind
- Requires base game to function
- Subtle impact for casual players
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About the game
What you do in a play session
If you're already lost in the jungles and mysteries of The 7th Continent, get ready to add another layer of unpredictability to your journey. The Flying Roots expansion isn't a standalone game, but rather an add-on that injects new threats and mysteries directly into your action deck. Imagine that while you're trying to solve a problem or explore a terrain, something unexpected happens: the Flying Roots appear to complicate your life.
The mechanics are simple yet tense. The kit includes 40 new cards and 6 Flying Roots figures. When you start the game, you shuffle these cards into the action deck. If a Root figure is present on your terrain card and you draw one of these specific cards while resolving an action, the creature manifests physically on your map. From that point on, the game becomes a challenge of observation and research. What do these creatures do? How do they react? You'll have to find out through trial and error, testing limits and risking your skin while trying to survive on the continent.
This expansion is perfect for those who feel the base game has become too 'familiar' and want an extra spice of danger. It doesn't change the fundamental structure of the game, but it alters the risk dynamics, forcing players to be more cautious about where they step and how they manage their actions. It's the kind of content that transforms exploration into something more alive and reactive, where the environment seems to be watching you back. If you love the feeling of discovery and that pit in your stomach not knowing what the next card holds, the Flying Roots are the ideal upgrade for your campaign.
The mechanics are simple yet tense. The kit includes 40 new cards and 6 Flying Roots figures. When you start the game, you shuffle these cards into the action deck. If a Root figure is present on your terrain card and you draw one of these specific cards while resolving an action, the creature manifests physically on your map. From that point on, the game becomes a challenge of observation and research. What do these creatures do? How do they react? You'll have to find out through trial and error, testing limits and risking your skin while trying to survive on the continent.
This expansion is perfect for those who feel the base game has become too 'familiar' and want an extra spice of danger. It doesn't change the fundamental structure of the game, but it alters the risk dynamics, forcing players to be more cautious about where they step and how they manage their actions. It's the kind of content that transforms exploration into something more alive and reactive, where the environment seems to be watching you back. If you love the feeling of discovery and that pit in your stomach not knowing what the next card holds, the Flying Roots are the ideal upgrade for your campaign.
Expansion for
Published additional content
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
1
BEST
2
BEST
3
REC
4
REC
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
Pegasus Spiele, Serious Poulp
Designer
Bruno Sautter, Ludovic Roudy
Artist
Ludovic Roudy
Community
Data from BoardGameGeek
7,247owners
124wishlist
43want to play
Frequently Asked Questions
Quick answers before you buy
Do I need the base game to play?
Yes! This is an expansion (add-on). You need The 7th Continent to use the cards and miniatures.
Does this significantly change the game's complexity?
Not really. It adds new events and threats, but the game logic remains the same. It's more about new situations than complex new rules.
How many people can play with this expansion?
The same as the base game: 1 to 4 players.
What's inside the box?
You get 40 cards and 6 Flying Roots miniatures.
Is it worth it if I'm new to the game?
I recommend mastering the base game first. The Flying Roots add danger, so it's better to know how to survive before adding more threats to the map!