

Seven Islands
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The ship docks, the sail changes, the lighthouse to reach changes. You and your partner are on different islands. You have twenty seconds to figure out who should move and where.
WHAT IT'S ABOUT
A race across seven islands where the goal changes every turn
Seven Islands is the new card game by Andrew Looney, creator of Fluxx and Zendo, published by Looney Labs in June 2026. The illustrations are by Robin Sevakis, the same artist as Dog Fluxx and Cat Fluxx. The theme is a reality show in which teams compete to reach the correct lighthouse on a tropical archipelago.
On your turn, you draw a card and play one. You place island cards, bridges, towers, equipment. The archipelago grows. The challenge is to move quickly towards the lighthouse that matches the sail of the currently docked ship. But ships change, and with them, the objectives. The solo mode is a puzzle: you assemble the perfect archipelago using all the terrain cards.
What they say abroad
"Action cards are included in the game as well, making this design akin to a Fluxx/Aquarius mash-up"
Action cards make this game a hybrid between Fluxx and Aquarius
— BoardGameGeek News
A newly released game, just arrived on international shelves. This card is our first reading: we will update it as we play it and gather feedback.
— FroGames
Seven Islands
The solo game is a puzzle: you have to assemble the perfect archipelago using all the terrain cards. It completely changes compared to the competitive race mode, becoming a challenge of spatial optimization.
What's in the box
Cards that build the archipelago and decide the race
Island Cards
Each island card has different terrain configurations: beaches, forests, mountains. You place them to expand the archipelago and create paths.
Bridges
Connect the islands. Without bridges, you can't move. You must strategically place them to open routes to the lighthouses.
Towers and Lighthouses
Towers with lighthouses are the objectives. The ship at the dock indicates which lighthouse you need to reach before everything changes.
Action Cards
Equipment, special powers, extra moves. They give you tactical advantages or allow you to sabotage others' plans. Fluxx style.
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
Each turn is super fast: draw, play, move if you can.
From the common deck. Now you have an extra card in your hand to decide your next move.
Island, bridge, tower, action. Expand the archipelago or activate a power. This is your main move.
You can move one or both pawns along existing bridges. Get closer to the current lighthouse. Or position yourself for the next ship change.
If a card or event changes the ship, the objective changes. Everyone has to recalculate. The turn passes to the next player.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Everyone starts from the Start island
The START card is in the center. You and your companion (two pawns per player) are there. You draw the first cards. Someone immediately places an island, someone keeps actions in hand. The archipelago is still tiny. Everyone looks at the ship's sail to understand which lighthouse to chase.
Bridges and towers begin to appear
Someone places a tower with the lighthouse that matches the current ship. It's the first concrete objective. But it's far away. Bridges will be needed. Those who have bridges in hand place them, those who don't hope to draw them soon. Pawns move little.
A new ship docks
The sail changes. The objective changes. Those who were racing towards the yellow lighthouse must now veer towards the red one, but it's on the other side of the archipelago. Special actions start flying: cards that make you move extra, that move bridges, that block opponents.
Someone is close, someone is stuck
One player has both pawns one step away from the right lighthouse. Another is on two disconnected islands and has no bridges. Drawing becomes crucial. Everyone hopes to draw the missing card. The table is silent or shouting, depending on the group.
Someone reunites the team and wins
One pawn reaches the right tower. The second pawn arrives immediately after (or was already there). Victory. The winner waves the remaining cards, the others show what they had in hand and what could have happened. Laughter or promised revenge for a rematch.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three honest warnings
Drawing counts for a lot
Those who draw bridges and action cards at the right moments have a huge advantage. Those who don't draw them get stuck watching. Luck plays a role. If this frustrates you, Seven Islands is not for you.
Games can end quickly
If someone draws well and the archipelago forms favorably, the game can end in ten minutes. It's not a game for long evenings, it's a quick filler or a warm-up. Expect multiple consecutive rounds.
The solo mode is a completely different game
The solo puzzle (assembling the perfect archipelago) is completely different from the competitive race. It's not a solo version of the race, it's a spatial enigma. If you're looking for a solo game for tactical training, you won't find it here.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The player who reunites their team (the two pawns) on the right tower at the right time wins.
Victory
- Both of your pawns reach the tower with the lighthouse that matches the current ship's sail
- The pawns can arrive there in different turns or in the same turn, as long as they reunite
- In solo: you assemble the perfect archipelago using all terrain cards without discards
Defeat
- Opponents complete the objective before you do
- You get stuck on disconnected islands without bridges and without useful cards
- In solo: you fail to fit all cards into a valid archipelago
Seven Islands promises very fast games, ever-changing archipelagos, and the Looney Labs feel of changing objectives. It's a light gateway game with a puzzle component for solo players.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Seven Islands
Is it suitable for playing with children?
Yes, the recommended age is 8+ years. The rules are immediate (draw a card, play a card, move) and the tropical theme is appealing. The luck component levels the playing field for different experience levels. Ideal for families.
How long does a game really last?
From 10 to 30 minutes. Fast games (where someone draws well and the archipelago forms favorably) end in 10-15 minutes. More complex games (large archipelago, many changing ships) can take up to 30 minutes. It's designed to be a filler or a warm-up game.
Is the solo mode a reduced version of the race?
No, it's completely different. In solo mode, you don't race: you solve a spatial puzzle by assembling the perfect archipelago with all terrain cards. There are no ships, lighthouses, or movement. It's an optimization challenge for puzzle lovers.
What mechanics does Seven Islands use?
Race, point-to-point movement, modular board (the archipelago is built by playing cards), variable objectives (they change with the ships). Fluxx-style action cards to modify the game. Gateway mechanics, nothing complex.
Is it available in Italian?
The edition sold on FroGames is in English. The text on the cards is minimal (island names, symbols, short powers), so the language barrier is low. There is currently no official Italian edition.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Seven Islands is a competitive card game for 1-4 players designed by Andrew Looney and published by Looney Labs in 2026. Games last 10-30 minutes, recommended age 8+ years. The main mechanic is a race on a modular archipelago with variable objectives: whenever the ship at the dock changes, the lighthouse to reach changes. Includes solo puzzle mode. Perfect as a gateway game or family filler. Available on FroGames.it.

Seven Islands
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
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