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Skull & Shackles: All Aboard for Adventure

Wednesday, July 23, 2014

Ahoy, maties! Ye be embarkin' on the Pathfinder Adventure Card Game: Skull & Shackles preview blog with me, developer Gaby Weidling! YARRR! Okay, seriously, enough with the pirate talk. I just can't keep that up for a whole post. A few of you might remember my Skull & Shackles announcement blog from a while back, and if you don't, you can find it here. I'm almost sorry for all the pirate puns I put in there. In that blog, I mentioned some cool stuff you should expect from this set, but I was pretty vague—partially because, well, you know, we didn't want to spoil all the surprises, and partially because we hadn't finished writing everything yet. But now is the time for some details and probably some more piratical puns.

Sharks

All right, so I talked about sharks in that last blog. Twice. They're not actually the be-all and end-all of this set, but sharks are pretty darn cool, so let's spend a moment on them.

We've got at least one shark per adventure. The thing about sharks is that you can't evade them. Any of them. Ever. But it's okay. Look at that Tiger Shark. He's smiling! He totally doesn't want to eat you. Anyway, that was the obligatory shark section of this post, because my boss at Lone Shark Games demanded it, and you know how he can be. Let's move on to some of the newer and wackier stuff.

Guns

I can pew-pew-pew and so can you-you-you! Pirates wouldn't be anything without some sweet guns.

Here you can see the Blunderbuss and Pepperbox. The thing about guns is that they're pretty unreliable—misfires all over the place. They pack a pretty good wallop, but on a bad roll, you might end up burying your gun, and then you might be weaponless. That's not what you want as a pirate...

... unless you're Lirianne the Gunslinger, one of the new characters in the set.

Lirianne is never going to lose a gun as long as she's got a backup plan. And Lirianne always has a backup plan.

Swashbuckling

Swashbuckling is an important part of being a pirate. Sometimes Swashbuckling is helpful, and sometimes it isn't. Some cards, like the Shackles Pirate, are easier to beat if your check has the Swashbuckling trait. For this card, you'll get an extra d4.

Other cards, like the Marine, are unimpressed by your Swashbuckling and are actually harder to defeat with it.

Whether or not you want to swashbuckle can be a bit of a gamble. And you're not just inherently full of Swashbuckling awesomeness. You'll have to gain it in some way, usually from a boon. One of the best ways to get it is by playing an ally to explore again. For example, if you discard the jaunty gnomish pirate Giffer Tibbs, she lets you explore again, and she adds the Swashbuckling trait to all of your combat checks during that exploration.

Hirgenzosk

Some of you may have already heard tell of the fearsome Hirgenzosk. He's only a Combat 30 to defeat, and he isn't dealing damage to you, just your ship. Oh, and he has this text: "If Hirgenzosk would be defeated, he is undefeated." So there's that. He's just a big bundle of cuddles that wants to eat you and your ship.

Ships

There's a lot going on with ships, so I'm just going to dive right in. Meet the Merchantman.

This is the ship your party has when you start Skull & Shackles. On the right side, it's got some Check to Defeat numbers. Note the Wisdom and Survival check. That's going to be a recurring theme with ships. It would be unwise to be unwise in this set, or at least, that's the word on the stree- ... I mean, the word on the sea. To the left of the lovely ship art, you'll see the words "Class 0". Pretend you didn't see that yet. Just trust me.

On the bottom of the card, you'll see two boxes. One says "WHEN ENCOUNTERING THIS SHIP", and the other says "WHEN COMMANDING THIS SHIP". The easiest way to explain all this is to introduce you to some ship combat. That's right. You have a ship, and you can use it to fight other ships. Pretty rad! Anyway, sometimes you'll be bopping around locations, and you'll encounter another ship—which means it's time for ship-to-ship combat. Merchantman, meet the Shackles Pirate Ship.

They aren't friends. Time to fight! Let's look at one example where you lose and another where you win.

Losing at Ship Combat

The first thing we want to do is take a look at how to defeat the Shackles Pirate Ship. Surprise! One of the options is a Wisdom or Survival check. We'll do that one. Now look at the "WHEN ENCOUNTERING THIS SHIP" power. Having the Swashbuckling trait on your check adds 1? Sounds great! Let's say you have that. Now take a peek at the "WHEN COMMANDING THIS SHIP" power on the Merchantman. Oh, that's about plunder. That won't help you here. That only helps if you win. We'll revisit that in the section about not losing at ship combat. Guess it's time to roll the dice. Oh, no! Horror of horrors! You totally flubbed your roll and got a 3. Even with the 1 from having the Swashbuckling trait, you still don't have enough to beat the Shackles Pirate Ship. Looks like the Merchantman is going to take some Structural damage.

Like damage from monsters, Structural damage is determined by the difference between your roll and what you needed to roll, but it's dealt to your ship, not to you. You had a total of 4 against a 6, so your ship is going to take 2 Structural damage. And your armor can't help you here, because you're not the one being dealt the damage. But don't fret, Dear Readers! There is a way to protect your beloved Merchantman. Any character can discard cards to help alleviate the damage your ship takes: Structural damage is reduced by 1 for each card discarded.

So if you and I were playing, and my hand was empty because I'm the worst, it would be up to you to discard 2 cards, or our ship would be wrecked. So let's say you discard 2 cards and save the ship. Good job! The encounter ends. The mean ship would go back to wherever it belongs and the game would keep going. But what if you and I were playing and I had no cards in my hand because I'm the worst, and you had no cards in your hand because you're also the worst? Well, the poor old Merchantman would be wrecked. Which means we would flip that card over.

Holy sea cucumbers, there's a back? Indeed there is. Our ship is now wrecked and sad and sepia-toned. But fear not, there is a way to repair the ship. You can find that in the Check to Repair box. In this case, it's a Craft 6 check. Remember when I said Wisdom and Survival were a recurring theme? So is Craft. You're going to want to be crafty if your ship takes damage. At the start of each player's move step, if the ship is wrecked, that player can attempt a check to repair the ship.

But why do you care if your ship is wrecked? Well, if you're greedy and like getting new cards for your character, you'll want to right that ship pronto because your hard-earned plunder will start to float away, starting at the end of your turn. There's also a "WHEN COMMANDING THIS SHIP" power on the back that's not as helpful as the one on the front, so if you encounter another ship while yours is wrecked, your ship isn't really going to help out. It's too busy trying to keep its masthead above water. In some cases, the new power is downright nasty. Check out the Merchantman's. You might fail to defeat a bane with the Pirate trait—you've already proven you aren't good at fighting, since your ship is wrecked—and then you'd have to bury a card! And worst of all, there's the thing that happens when your ship is wrecked and your ship takes damage again… well, let's just save that horror show for when it happens, okay?

I am now pretty bummed because of all the losing we've just done. Let's talk about what happens when you win at ship combat.

Winning at Ship Combat

Ok, so we're doing the same thing, but this time when you roll, you succeed. That Shackles Pirate Ship is toast! Toast, I say! Several things happen now. The first is that you gain a plunder card for beating a ship. Huzzah! But what is plunder? And what does the "WHEN COMMANDING THIS SHIP" power on the Merchantman mean?

Plunder is a reward you can earn in Skull & Shackles. Things will often tell you to "roll on the Plunder Table," which is pretty meaningless until you look at this card.

You get plunder from being good at pirating. When this happens, you get to roll a d6 and put a random card of that type facedown under your ship. (No peeking!) While you command the Merchantman, you get to choose the plunder type you want… if you are willing to discard a card from the blessings deck. Well, I'm willing to do that, so let's toss one and select "weapon" for our plunder type, because Gaby needs a new cutlass. Hopefully that's what we'll draw… but we'll never know, because this is all hypothetical. Sorry to leave you hanging.

So what's that plunder do? Nothing yet—it's part of your reward for winning the scenario. And there are ways you can lose it, so keep it safe, or it's going back in the box!

Back to beating the other ship. Besides gaining plunder, you may have the opportunity to seize the ship you just trounced. That doesn't mean you get to check it off on your fleet card (which I haven't told you about yet), but it does mean you can use the seized ship for the rest of the scenario. Sometimes you'll be happy with the ship you have, and sometimes you'll want to seize the ship you just conquered. If you seize the Shackles Pirate Ship now, the next time you encounter a ship during this scenario, you'll be able to discard a card from the blessings deck when your check has the Swashbuckling trait to add a 1d12 to your check to defeat that other ship as per the Shackles Pirate Ship's "WHEN COMMANDING THIS SHIP" power.

Ship Things That Aren't Combat

Ships also have some uses outside of combat, like helping you move characters around. You know that move step at the beginning of your turn? In scenarios where your ship isn't anchored (which means it can only stay at one location and can't move), the ship goes with you when you move and so can anybody else at your location. Pretty handy, right? Of course, you don't all have to move with the ship.

Of course, I can't forget about the thing I told you to ignore earlier: the part that says "Class 0" on the Merchantman and Shackles Pirate Ship. For that, you'll need the fleet card that is conveniently located on the back of your Plunder Table. (Or is the Plunder Table on the back of the fleet card?) Anyway, take a look at this card.

All ships have a class, and as you play your way through Skull & Shackles, you'll occasionally gain the reward of selecting a ship from a specified class for your fleet. When you gain a Class 1 ship, you can put a check mark next to the Man's Promise or the Truewind. And when you start the next scenario, your party can choose any ship you have checked.

A Final Note about Ships

I'd be pretty mad at myself if I didn't include a sneak preview of one of the promo cards. This is my favorite card in the whole set. Bonus points to you if you can figure out why.

I mean, look at it! It's awesome. Steal some stuff from your friends in true goblin pirate fashion! Hint: that's not why this is my favorite card.

But hey, let's go ahead and spill the beans about a bunch of promo cards! Tanis already told you about Ranzak a while back, but as they say in the Shackles, that's just the tip of the Hirgenzosk.

This month, along with Paizo's July product releases, retailers should be receiving a packet officially announcing the Pathfinder Adventure Card Guild Organized Play program, and to make sure we got their attention, we stuffed it with copies of the second S&S promo card, the goblin ally Mogmurch. So tell your retailer to keep an eye out for it, and let them know you want one of those promo cards!

At Gen Con in August, we'll be debuting our convention promo for the next six months: a barrier called Goblin Keelhaulin'. You can get it just for demoing Skull & Shackles at the booth. Oh, and customers who buy the Skull & Shackles Base Set at the booth will get our August retail promo card for free.

So what's a retail promo card? Well, every month, we send a different card to retailers along with their shipment of that month's goodies. Here's the retail promo card schedule for the duration of the Skull & Shackles Adventure Path.

Goblin Weidling — August 2014
Owlbeartross — September 2014
Goblin Pegleg — October 2014
Magpie Princess — November 2014
Mistmourn — December 2014
Goblin Buckler Gun — January 2015

And that's not even all of the promo cards for Skull & Shackles. We have three more that we're not ready to talk about just yet!

As always, Pathfinder Adventure Card Game subscribers will be shipped promo cards along with their subscription orders. Ranzak, Mogmurch, Goblin Keelhaulin', and Goblin Weidling will all ship with the August shipment. Owlbeartross will ship with the September subscription shipment, and so on.

I think I've shared enough about Skull & Shackles with you now. You know about ships, sharks, swashbuckling, guns, dear ol' Hirgenzosk, and a bunch of the promo cards, so you'll just have to wait until the next PACG blog (hint: check back next Wednesday!) to learn more. Thanks for reading, and have a wonderfully piratical day!

Gaby Weidling
Pathfinder Adventure Card Game Developer

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Tags: Pathfinder Adventure Card Game Skull & Shackles
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Scarab Sages

Pathfinder Card Game Subscriber

*drools* I have been waiting ages to see more of this set. I thought looking at the Swashbuckler from the preview vids on youtube that each class would have a ship-related power. Maybe that is still the case with the role cards.

I have several thoughts about what was just revealed:

1. Is there only 1 ship per party?
2. If so, can you move between locations without a ship? If not, can a character get stranded at a location?
3. Are ships in the location decks? If they are, it makes things difficult with them being double-sided. If they are not, how else are they encountered?
4. Plunder. Is this in addition to normal exploration or is plunder the mechanism this set has for acquiring new items?
5. Ship combat. What is the rough percentage of ship combat vs. normal exploration?
6. Ship damage. It was not explained but does the amount of damage matter or is it simply any damage this time wrecks it and more damage later destroys it?

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path, Card Game, Pawns, Roleplaying Game Subscriber

Hey Casey. I am going to attempt to answer these based off what I learned to run the demos at Paizocon Hopefully I don't get anything too wrong....

1. One active ship per party. At the beginning of the scenario you will choose what ship you want to bring from among the different ships you have available on your fleet card.

2. The person who is taking his/her turn is piloting the ship. Anyone at that location is also on the ship. Anyone not at that location is anchored (hopefully I got that word right, I was calling it "land locked" -which was my own wording- all weekend.) On your turn, if you move, anyone else at your location may choose to move with you. Once your turn is over, the next person is now piloting the ship and so on.

3. The ships in the demo were separate cards. You would summon them if you ran into a pirate ship bane for instance. I can't remember the details on those bane cards any longer.

4. It's in addition to the normal exploration.

5. Dunno.

6. I believe it is any damage.

Hopefully I didn't get these too wrong.


Pathfinder Card Game Subscriber

If you are forced to shuffle a gun into your deck, do you still get to use it on the check - ie would you still get to roll dexterity or ranged + 1d10 for the Blunderbuss?

Scarab Sages

Pathfinder Adventure Path, Card Game, Pawns, Roleplaying Game Subscriber

Yes. The shuffle part happens after you make your combat check with the Blunderbuss.

(Unless I was doing it wrong at Paizocon, which is possible).


Pathfinder Card Game Subscriber
gallinule wrote:
If you are forced to shuffle a gun into your deck, do you still get to use it on the check - ie would you still get to roll dexterity or ranged + 1d10 for the Blunderbuss?

From what I've seen, yes you still do the combat check; afterward, if you roll too low you are essentially needing to fix a 'jam' or reloading (hence back to the deck) afterward. The bury power makes me think you're shooting with the gun pressed right against the target; more damage, but screws up the gun for the rest of the scenario.

It's similar to spells being one shots for those without the appropriate skill (Arcane/Divine). Except the mechanic is almost the opposite (Spells, successful roll recharges. Guns, bad roll shuffles).

The Exchange

1 person marked this as a favorite.

That tiger shark looks so happy :)


Lord Snow wrote:
That tiger shark looks so happy :)

Yes, I like that bit too ! So cute ! :)

BTW, when I've seen the Combat Check 30 henchmen from the base set my first thought was "Well, I totally didn't expect that !"

Ship combat is totally too abstracted for me, but I like everything else I've seens so far.


Pathfinder Card Game Subscriber
Casey Weston wrote:
6. Ship damage. It was not explained but does the amount of damage matter or is it simply any damage this time wrecks it and more damage later destroys it?

from what I've gathered from the preview videos, any amount of structural damage that you do not avoid by discarding cards is enough to wreck the ship, and any damage to a wrecked ship causes cards to be discarded from the blessings deck. I'm almost entirely certain that no mechanism exists that would destroy ships


Pathfinder Card Game Subscriber
Casey Weston wrote:
3. Are ships in the location decks? If they are, it makes things difficult with them being double-sided. If they are not, how else are they encountered?

and I think you've answered - the first half of - your own question here, in that we can be certain there will be no double-sided cards in location decks


Pathfinder Card Game Subscriber

Hirgenzosk is in the base set? THERE'S AN UNKILLABLE COMBAT-30 DRAGON IN THE BASE SET?!


Casey Weston wrote:
3. Are ships in the location decks? If they are, it makes things difficult with them being double-sided. If they are not, how else are they encountered?

GreyElephant's preview video shows an "Enemy Ship" henchman; a barrier that starts with "Summon and encounter a random ship". I expect there'll be other barriers and maybe monsters with powers like "Summon and encounter a Shackles Pirate Ship". It would make a good closing check for a location too.

As for Hirgenzosk, I hope we eventually get a chance to greet him with Disintegrate.

Sovereign Court

The_Napier wrote:
Hirgenzosk is in the base set? THERE'S AN UNKILLABLE COMBAT-30 DRAGON IN THE BASE SET?!

Not unkillable, but difficult. You gotta remember weapons, spells, blessings, etc. Hard,but not unkillable.


Andrew K wrote:
The_Napier wrote:
Hirgenzosk is in the base set? THERE'S AN UNKILLABLE COMBAT-30 DRAGON IN THE BASE SET?!
Not unkillable, but difficult. You gotta remember weapons, spells, blessings, etc. Hard,but not unkillable.

Combat 30 is hard, but not unkillable.

"If Hirgenzosk would be defeated, it is undefeated." Now THAT's unkillable.

interestingly - what wins in a fight between Disintegrate and Hirgenzosk?


Pathfinder Card Game Subscriber

Disintegrate's power doesn't say the monster is defeated as long as you roll high enough, it just says that you can still banish it even if it would be undefeated. But the monster is still classified as "undefeated." It is like the Woods in the respect.

So if Hirgenzosk was in a location deck and you encountered him and played Disintegrate and rolled above a 30, he'd still be undefeated. But Disintegrate would kick in and let you banish him instead of shuffling him back into the location deck. If the locations said something like "If a monster is undefeated, discard the top card of the blessing deck" then you would still have to discard the top card of the blessing deck. You didn't change the fact he was undefeated, you just still got to banish him.


Hawkmoon269 wrote:

Disintegrate's power doesn't say the monster is defeated as long as you roll high enough, it just says that you can still banish it even if it would be undefeated. But the monster is still classified as "undefeated." It is like the Woods in the respect.

So if Hirgenzosk was in a location deck and you encountered him and played Disintegrate and rolled above a 30, he'd still be undefeated. But Disintegrate would kick in and let you banish him instead of shuffling him back into the location deck. If the locations said something like "If a monster is undefeated, discard the top card of the blessing deck" then you would still have to discard the top card of the blessing deck. You didn't change the fact he was undefeated, you just still got to banish him.

Ah, ok - I don't have the card to hand, and had it in my head that it said "if a monster other than a villain would be undefeated it is defeated" (or somesuch)

Scarab Sages

Pathfinder Card Game Subscriber
Sarah Bull wrote:

Hey Casey. I am going to attempt to answer these based off what I learned to run the demos at Paizocon Hopefully I don't get anything too wrong....

2. The person who is taking his/her turn is piloting the ship. Anyone at that location is also on the ship. Anyone not at that location is anchored (hopefully I got that word right, I was calling it "land locked" -which was my own wording- all weekend.) On your turn, if you move, anyone else at your location may choose to move with you. Once your turn is over, the next person is now piloting the ship and so on.

Hopefully I didn't get these too wrong.

So let me get this straight...

Imagine there are 2 players and 4 locations, where both players begin at the same location. On the first player's turn they decide to move to another location and player 2 decides to stay. Now both players are on different locations. Player 1 ends their turn and now player 2 begins their turn......piloting the ship? That is ... weird.

So essentially the ships during movement only allow for extra movement on other players turns if you are in the same location an active player is when they move, you can move with them ... and that is it? Did I get that right?


Pathfinder Card Game Subscriber
MightyJim wrote:
Andrew K wrote:
The_Napier wrote:
Hirgenzosk is in the base set? THERE'S AN UNKILLABLE COMBAT-30 DRAGON IN THE BASE SET?!
Not unkillable, but difficult. You gotta remember weapons, spells, blessings, etc. Hard,but not unkillable.

Combat 30 is hard, but not unkillable.

"If Hirgenzosk would be defeated, it is undefeated." Now THAT's unkillable.

which is indeed what I was referring to


Pathfinder Card Game Subscriber
The_Napier wrote:
Hirgenzosk is in the base set? THERE'S AN UNKILLABLE COMBAT-30 DRAGON IN THE BASE SET?!

As a henchman, she is likely to only be in one or two scenarios and probably has some kind of special rules attached to her.

But more importantly, PROMOS!! I'm glad that I should be able to get a copy of my best friend Mogmurch. I've asked about it before, but just to be sure, what is the best way to get the July retailer packet to a small store that mostly works with special orders? If no one orders any Paizo products for July (war games are the biggest seller there), would it be possible that my store would miss the retailer packet? If they signed up for the card game organized play program, would they maybe get the packet no matter what? Should I make sure that the owner orders something, anything, from Paizo during a certain window to make sure he gets the packet, and if so what would that window be?

As for the other promos:

-I'm glad Goblin Keelhaulin' is the convention promo since I can probably live without it, if it's anything like the playtest version. It can still be a fun and exciting card, though.

-Goblin Weidling is not on the Fleet card. Does that mean you can only use it temporarily when you seize it during a scenario? And a side note about the Fleet card, will there be a PDF version? Although I guess we could just use the image file in this blog and print 6 or so to a page.

-I'm a little sad that Goblin Buckler Gun, my second favorite promo during the playtest, isn't coming out until January. Will the promo have an adventure number or can it be added to a new game at Adventure 1 like most other promos?

I'm really excited about this game! Between this, the Advanced Class Guide, and the Technology Guide, August 2014 is coming together to be my favorite Pathfinder month ever!


Pathfinder Card Game Subscriber
Casey Weston wrote:
Sarah Bull wrote:

Hey Casey. I am going to attempt to answer these based off what I learned to run the demos at Paizocon Hopefully I don't get anything too wrong....

2. The person who is taking his/her turn is piloting the ship. Anyone at that location is also on the ship. Anyone not at that location is anchored (hopefully I got that word right, I was calling it "land locked" -which was my own wording- all weekend.) On your turn, if you move, anyone else at your location may choose to move with you. Once your turn is over, the next person is now piloting the ship and so on.

Hopefully I didn't get these too wrong.

So let me get this straight...

Imagine there are 2 players and 4 locations, where both players begin at the same location. On the first player's turn they decide to move to another location and player 2 decides to stay. Now both players are on different locations. Player 1 ends their turn and now player 2 begins their turn......piloting the ship? That is ... weird.

So essentially the ships during movement only allow for extra movement on other players turns if you are in the same location an active player is when they move, you can move with them ... and that is it? Did I get that right?

Yeah. I think you've got it. The active player is commanding the ship, and when they move anyone at the location they leave can decide to go with them to the location the active player moves to.

How you want to conceptualize the ship being available to you on your turn when you buddy just used it on his turn and you aren't at any of the same locations is up to you. But perhaps you've hired a pilot to steer the ship (after all, you are described as commanding it, not steering it). So after the ship drops your buddy off somewhere he tells the pilot, go to where Casey Weston is. And then the pilot comes to you.

Scarab Sages

Pathfinder Adventure Path, Card Game, Pawns, Roleplaying Game Subscriber
Hawkmoon269 wrote:


How you want to conceptualize the ship being available to you on your turn when you buddy just used it on his turn and you aren't at any of the same locations is up to you. But perhaps you've hired a pilot to steer the ship (after all, you are described as commanding it, not steering it). So after the ship drops your buddy off somewhere he tells the pilot, go to where Casey Weston is. And then the pilot comes to you.

Oooh I like this idea! I had thinking more along the lines of rowboats myself. Not your turn? You are on a rowboat on your way to the location you are exploring or some such. ;) Yours flows a bit better. I'm totally yoinking it, thanks Hawkmoon!

Sovereign Court RPG Superstar 2011 Top 32 , Star Voter 2013, Star Voter 2014

So those of us picking up our subscriptions at GenCon look to be getting 4 promos at pickup: Ranzak, Mogmurch, Goblin Weidling, and Goblin Keelhaulin'. Sweet! Seems like a lot more promos for this AP.

Also Hirgenzosk - it's a beast. Note how it doesn't have the "you may close this location" text. I suspect it will have some oddball rules about showing up, possibly like Sandpoint Devil. It also looks like a great resource for homebrew scenario designers.

Casey the ship rules are a bit wonky like that, but if you consider that some locations may be separate islands it makes sense that you would need a ship to travel between them.

I too am curious about the fleet card not including promo ships. I would imagine they just count as their Class and can be chosen if you have them. The character tracking sheets don't have promo cards on them either, so it makes sense to me that you could just "pencil it in" if you want.


Pathfinder Card Game Subscriber
Casey Weston wrote:
Sarah Bull wrote:

Hey Casey. I am going to attempt to answer these based off what I learned to run the demos at Paizocon Hopefully I don't get anything too wrong....

2. The person who is taking his/her turn is piloting the ship. Anyone at that location is also on the ship. Anyone not at that location is anchored (hopefully I got that word right, I was calling it "land locked" -which was my own wording- all weekend.) On your turn, if you move, anyone else at your location may choose to move with you. Once your turn is over, the next person is now piloting the ship and so on.

Hopefully I didn't get these too wrong.

So let me get this straight...

Imagine there are 2 players and 4 locations, where both players begin at the same location. On the first player's turn they decide to move to another location and player 2 decides to stay. Now both players are on different locations. Player 1 ends their turn and now player 2 begins their turn......piloting the ship? That is ... weird.

So essentially the ships during movement only allow for extra movement on other players turns if you are in the same location an active player is when they move, you can move with them ... and that is it? Did I get that right?

It's probably a limitation of being a card game. It'd probably get complicated tracking who is on which ship (or not on one at all). Like being able to move from one location to any other in a single turn. An abstraction.

From this article, it's clear you can only be on a single ship the entire scenario. If at some point you encounter and defeat another ship, you have to choose which ship to continue on; not use both.

Personally, I wish they explained a wrecked ship in more detail. When is your repair check? My guess is during movement phase. It mentions losing plunder at the end of turn, a random plunder? A die roll? Do we being drowning if there is no plunder? Blessing deck issue while damaged?


Pathfinder Card Game Subscriber

Yeah. I would imagine that if they had put the promo ship on the fleet card, all those who bought it without getting a promo would be wondering why they were missing a card.


Pathfinder Card Game Subscriber
Ironvein wrote:

Personally, I wish they explained a wrecked ship in more detail. When is your repair check? My guess is during movement phase. It mentions losing plunder at the end of turn, a random plunder? A die roll? Do we being drowning if there is no plunder? Blessing deck issue while damaged?

Repairing is mentioned in the preview:

Gaby wrote:
At the start of each player's move step, if the ship is wrecked, that player can attempt a check to repair the ship.


Pathfinder Card Game Subscriber
Hawkmoon269 wrote:
Ironvein wrote:

Personally, I wish they explained a wrecked ship in more detail. When is your repair check? My guess is during movement phase. It mentions losing plunder at the end of turn, a random plunder? A die roll? Do we being drowning if there is no plunder? Blessing deck issue while damaged?

Repairing is mentioned in the preview:

Gaby wrote:
At the start of each player's move step, if the ship is wrecked, that player can attempt a check to repair the ship.

I think in Mike's preview video he said the plunder 'drifts off' at one per turn. As it gets stashed face-down under the ship, I'm assuming you probably just lose the top one (or a random one) from that stash

Drowning, from what I've gathered, isn't related to ship damage at all. The ship is still going, after all, albeit with a hole in the side. One of the preview videos had a Man Overboard barrier, which left one random chacater drowning - burying cards each turn if they couldn't succeed in a fortitude check

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I expect that the fleet card will also get a PDF similar to a character card. Maybe the promos will be added there.


2 people marked this as a favorite.
Pathfinder Card Game Subscriber
Gaby Weilding wrote:

I'd be pretty mad at myself if I didn't include a sneak preview of one of the promo cards. This is my favorite card in the whole set. Bonus points to you if you can figure out why.

Image of Goblin Weilding

I mean, look at it! It's awesome. Steal some stuff from your friends in true goblin pirate fashion! Hint: that's not why this is my favorite card.

Here are my guesses as to why it is your favorite card:

1. You love red colored birds.
2. You love monkeys.
3. You love eye patches on fictional fantasy creatures.
4. You are a fan of Kevin Yan's artwork.
5. Your favorite numbers are 5 and 4.
6. Oh wait, it is the name...Goblin. You love the name Goblin.

Let me know how I claim those bonus points!


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Pathfinder Card Game Subscriber

By the way, I'm really hoping Paizo will post the rulebook before the release date. That would be a great preview in and of itself.

I'm also going to revive an old idea I had. What are the odds that Mike et. al. could film a video of themselves playing the first scenario of the base set adventure of Skull and Shackles? Doesn't have to be anything high quality or fancy. Just them, a table and the game. I'd still love to see how they play. Plus it would be great preview (and the first live play video of Skull and Shackles would come from Paizo!)


Pathfinder Adventure Path, Campaign Setting, Card Game, Maps Subscriber

I'm about halfway through this blog post, and I feel the need to say that I'm really enjoying Gary's writing style. Please let him write ALL THE BLOG POSTS from now on. :)


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Pathfinder Card Game Subscriber

"Owlbear"tross.

++++++++

A+ Pun, would buy from again

++++++++

Wish it was September already. Never more secure in my subscription.


2 people marked this as a favorite.
Pathfinder Card Game Subscriber

This is way exciting. I am going to wear an eyepatch and play this thing to death when it arrives on my doorstep.


Hawkmoon269 wrote:
Gaby Weilding wrote:

I'd be pretty mad at myself if I didn't include a sneak preview of one of the promo cards. This is my favorite card in the whole set. Bonus points to you if you can figure out why.

Image of Goblin Weilding

I mean, look at it! It's awesome. Steal some stuff from your friends in true goblin pirate fashion! Hint: that's not why this is my favorite card.

Here are my guesses as to why it is your favorite card:

1. You love red colored birds.
2. You love monkeys.
3. You love eye patches on fictional fantasy creatures.
4. You are a fan of Kevin Yan's artwork.
5. Your favorite numbers are 5 and 4.
6. Oh wait, it is the name...Goblin. You love the name Goblin.

Let me know how I claim those bonus points!

It's a Goblin pirate captain with a monkey on his head - surely that's now EVERYONE'S favourite card!?!!

Dark Archive Star Voter 2014

Pathfinder Adventure Path, Campaign Setting, Card Game Subscriber
Feegle wrote:
I'm about halfway through this blog post, and I feel the need to say that I'm really enjoying Gary's writing style. Please let him write ALL THE BLOG POSTS from now on. :)

Do you mean "Gaby"


Pathfinder Card Game Subscriber
Feegle wrote:
I'm about halfway through this blog post, and I feel the need to say that I'm really enjoying Gary's writing style. Please let him write ALL THE BLOG POSTS from now on. :)

This please. :)


Pathfinder Card Game Subscriber

With regards to a PDF of the fleet card: If I understand this all correctly, the image of the Fleet Card being posted on the blog means its part of the community use policy now. That means anyone can make a PDF out of it (assuming you provide the appropriate attribution and do not alter the image) and share it with others. I'll be making printouts of it on cardstock for myself, and I'd be happy to make a PDF anyone could print and cut out. I'll share it on BGG.

Again, assuming I've understood how all that works. If I'm wrong, someone please correct me.


Pathfinder Card Game Subscriber

Another possibility is that you may never have the option to get a class 0 ship added to your fleet. In that case, you wouldn't have an issue, since the Goblins Ship is class 0. That does lead to the question of why they'd show the Shackles Pirate Ship on there, since you wouldn't be able to get it either, but if they hadn't included it, there may have been more questions about if there was a typo by not having it, then there would be questions about why they would include it.


Pathfinder Card Game Subscriber

Safe to assume the other three promos will be OP related? I really hope subscribers will continue to get whatever promos are created with our monthly shipment regardless of however they are released.

I really, really don't want to miss anything... its killing me that I still haven't acquired Poog, Fire Sneeze and the Birdcruncher Crown.


Pathfinder Card Game Subscriber

I'm pretty sure that as long as you are a subscriber you will get every promo card they release. Vic seems to like it that way.

Also, keep an eye out for whatever this is referring to. I imagine whatever it is won't happen until after it is no longer possible to start a subscription with Spires of Xin-Shalast, since they'll need Goblin Plate +1 for anyone that subscribes.


Sarah Bull wrote:

Yes. The shuffle part happens after you make your combat check with the Blunderbuss.

(Unless I was doing it wrong at Paizocon, which is possible).

You should change your name to Adora Bull...


Pathfinder Card Game Subscriber
Hawkmoon269 wrote:

I'm pretty sure that as long as you are a subscriber you will get every promo card they release. Vic seems to like it that way.

Also, keep an eye out for whatever this is referring to. I imagine whatever it is won't happen until after it is no longer possible to start a subscription with Spires of Xin-Shalast, since they'll need Goblin Plate +1 for anyone that subscribes.

I totally forgot about that... I had the post right under it... lol. Hawk... you remember everything!


Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Comics Subscriber

Looking forward to this set!


1 person marked this as a favorite.
Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

Gaby, you did a very nice job of writing this up and not introducing layer after layer of new mechanics to confuse readers like me. I'm incredibly excited to receive my subscription! Your team is great at putting together an enjoyable game!


Pathfinder Adventure Path, Card Game, Modules Subscriber

Gaby, I love the preview, and I'm looking forward to more preview articles.

For my guess on why this is your favorite card: Did you write the goblin song for it?

Finally, while S&S previews are really awesome, I'd *also* think previews of the Class decks would be awesome, since I'll be picking a couple up bright and early at GenCon on Thursday, and maaaybe a preview could help me decide which one I want to be playing with during the convention.


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Pathfinder Adventure Path, Card Game, Modules Subscriber

Ahh, okay. I seem to have figured out why it is your favorite card. Well played, G. Weidling, well played.


Pathfinder Adventure Path, Campaign Setting, Card Game, Maps Subscriber
brad2411 wrote:
Feegle wrote:
I'm about halfway through this blog post, and I feel the need to say that I'm really enjoying Gary's writing style. Please let him write ALL THE BLOG POSTS from now on. :)
Do you mean "Gaby"

Oops, yes I do. And with that correction, then I also mean "Please let him or her (as appropriate) write ALL THE BLOG POSTS from now on."

Paizo Employee Chief Technical Officer

Ships and movement are actually pretty easy:

In scenarios where your ship is not anchored (=most scenarios):
• If it's your turn, you are commanding the ship.
• If you are at the same location as the commander, you are on the ship.
• If you are not at the same location as the commander, you are not on the ship.
• If you are on the ship and the commander moves, you can move with commander. (So following the statements above, if you move with the commander, you're still on the ship; if you stay behind, you're no longer on the ship.)

In a few scenarios, the ship is anchored at a specified location. In these scenarios:
• If you are at the location where the ship is anchored, you are on the ship. If it's your turn, you are commanding the ship.
• If you are not at the location where the ship is anchored, you are not on the ship.
• Anchored ships don't move, so if the commander moves, he is no longer commanding the ship (or even on it), and nobody gets to move with him.

Paizo Employee Chief Technical Officer

pluvia33 wrote:
...what is the best way to get the July retailer packet to a small store that mostly works with special orders?

Tell them to ask their distributor for one.

pluvia33 wrote:
I'm glad Goblin Keelhaulin' is the convention promo since I can probably live without it, if it's anything like the playtest version. It can still be a fun and exciting card, though.

It's much milder than in the playtest. It's now a card that people might actually want to run into sometimes.

pluvia33 wrote:
Goblin Weidling is not on the Fleet card. Does that mean you can only use it temporarily when you seize it during a scenario? And a side note about the Fleet card, will there be a PDF version?

Promo ships all have classes, and as soon as you have checked any ships of that class on the fleet card, you may treat promo cards of that class as being checked off. And yes, there will be a PDF version of the Fleet card form.

Sovereign Court RPG Superstar 2011 Top 32 , Star Voter 2013, Star Voter 2014

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It occurs to me that eventually one could make a Ranzak deck consisting entirely of goblin-themed promo cards. I don't know how effective such a monstrosity would be but it would probably be fun.

Dark Archive Star Voter 2014

Pathfinder Adventure Path, Campaign Setting, Card Game Subscriber
ryric wrote:
It occurs to me that eventually one could make a Ranzak deck consisting entirely of goblin-themed promo cards. I don't know how effective such a monstrosity would be but it would probably be fun.

Yes. We could and we will! Eventually.

Paizo Employee Chief Technical Officer

JBiggs78 wrote:
Safe to assume the other three promos will be OP related?

Not a safe assumption.

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