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Pathfinder Adventure Card Game

Pathfinder Cards: Tides of Battle

**( )( )( ) (based on 2 ratings)

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Master the battlefield with Pathfinder Cards: Tides of Battle! This exciting new combat expansion to the Pathfinder RPG turns your hero’s diverse strengths and talents into dramatic combat maneuvers, lethal opportunities, and surges of power when you need them most—all while provoking thrilling turns of fate. Add new excitement and danger to your Pathfinder RPG encounters by unleashing the Tides of Battle!

ISBN-13: 978-1-60125-607-2

Note: This product is part of the Pathfinder Cards Subscription.

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Product Reviews (2)

Average product rating:

**( )( )( ) (based on 2 ratings)

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Decent tool for players

***( )( )

I've recently DMed my first use of this product. I don't use the published rule set with the product but simply give each player one card. They can use a card once per day by declaring its use as per the trigger on the card. I asked them to describe/role-play what they did when they used the boon on the card rather than just read out the mechanics. If they use their card they get dealt a new one. They are not compelled to use the card every day any anyway some cards won't be able to be used every day e.g. some are for saving throws which might not come up. Its a simple mechanic. I don't feel the need as a DM to balance this by having cards for PC foes either. All in all a decent addition to player options and can be role-played reasonably well to add a surge/edge/scale tipping element to an encounter. I would buy a sequel or supplement.


Good idea falls flat

*( )( )( )( )

"This exciting new combat exapnsion...drmatic combat maneuvers...lethal opportunites....surges of power....thrilling turns of fate...." it says on the back of the packet. After reading that maybe it was easy to be dissappointed.

Most of these cards are 'play a card for a bonus to hit/save/confirm crit with occasionally the choice of taking a lesser bonus to be able to play a card again in the encounter, "continuing the tide" as they say. There are a few other cards (play to use an Attack of Opportunity to block an attack, play to make a 5' step to avoid an attack and some more) but it all seems unexciting. There's no sense of a 'tide of battle'.

Very, very few of the cards are about 'the team' and just give the card player a bonus for that player, and there's other mechanics available to do that. The cards are in suits but that's just to break the cards up into four catagories and they play no role beyond that. When players pick their cards there's no restriction - you just take the cards you like.

To stop things being stacked against the GM, the hand size is restricted by the encounter level and playing a card costs points which the GM can use to give his NPCs bonuses to hit or other minor benefits. (The top one making a player be unable to play any more Tides of Battle cards this encounter).

Maybe I was expecting too much but as I read through the cards one by one I just found them all very dull. I won't be adding it to my game.

Mark


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