What I Think I've Gathered About Ships From The Preview Videos


Pathfinder Adventure Card Game General Discussion


(aka I know Vic promised blog posts soon but I've got overexcited)

most of this is hopefully right, unless I've misinterpreted some stuff...

S&S is introducing ships.

These are special cards, in the manner of the Runeforged Weapons in RotR, in that the adventuring party retains them for use in multiple scenarios without keeping them in an individual character's deck.

The party can have multiple ships, which they mark off on a special fleet card. They can be acquired either by beating them in combat or (I think) as a scenario/adventure reward. The party choose which ship they are using at the beginning of each scenario, as they all have different powers.

Most - not all - S&S scenarios involve ships.

If a character is not alone at a location, when they move to another, they can take other characters from the location they're leaving along with them (as long as they want to go!) 'on the ship'

If a character fails a check against an enemy ship, the party's ship takes structural damage equal to the amount failed by. The party can discard a total number of cards equal to the damage in order to avoid it, otherwise the ship gets wrecked, meaning it gets flipped over. When a ship is wrecked, the party loses the 'transport' ability detailed above and loses the ship's special power, plus, any further damage leads to cards being discarded off the blessings deck. Wrecked ships can be repaired with a craft check at the beginning of each player's turn.

Ships carry plunder - random boons from the box, in a type as determined by a die roll. (I think) the ship starts the scenario with a plunder card underneath it, and another is added whenever an enemy ship is beaten in combat. At the end of the scenario, the plunder cards are added to the player card pool for sorting out decks. Plunder is also lost while the ship is wrecked, (possibly) at a rate of one card per turn.

How did I do? If anything's wrong, I'll edit, or even delete, this. Don't want to risk misleading anyone before we see the actual rules...


The_Napier wrote:
Ships carry plunder - random boons from the box, placed face-down, in a type as determined by a die roll. (I think) the ship starts the scenario with a plunder card underneath it, and another is added whenever an enemy ship is beaten in combat. At the end of the scenario, the plunder cards are added to the player card pool for sorting out decks. Plunder is also lost while the ship is wrecked, (possibly) at a rate of one card per turn.


I've been thinking about how ships will interact with various things that let you move at end of turn, like Amiri's power. It's my theory that having those kind of powers will either A) let you move your ship, or B) let you leave the ship and go to a location.


from what I've gathered the ship never stays in a particular location - the active player is the commander of the ship and either a) anyone at the same location is 'on' it or b) everyone is on it. I think the latter

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The_Napier wrote:

(aka I know Vic promised blog posts soon but I've got overexcited)

most of this is hopefully right, unless I've misinterpreted some stuff...

S&S is introducing ships.

These are special cards, in the manner of the Runeforged Weapons in RotR, in that the adventuring party retains them for use in multiple scenarios without keeping them in an individual character's deck.

The party can have multiple ships, which they mark off on a special fleet card. They can be acquired either by beating them in combat or (I think) as a scenario/adventure reward. The party choose which ship they are using at the beginning of each scenario, as they all have different powers.

Most - not all - S&S scenarios involve ships.

If a character is not alone at a location, when they move to another, they can take other characters from the location they're leaving along with them (as long as they want to go!) 'on the ship'

If a character fails a check against an enemy ship, the party's ship takes structural damage equal to the amount failed by. The party can discard a total number of cards equal to the damage in order to avoid it, otherwise the ship gets wrecked, meaning it gets flipped over. When a ship is wrecked, the party loses the 'transport' ability detailed above and loses the ship's special power, plus, any further damage leads to cards being discarded off the blessings deck. Wrecked ships can be repaired with a craft check at the beginning of each player's turn.

Ships carry plunder - random boons from the box, in a type as determined by a die roll. (I think) the ship starts the scenario with a plunder card underneath it, and another is added whenever an enemy ship is beaten in combat. At the end of the scenario, the plunder cards are added to the player card pool for sorting out decks. Plunder is also lost while the ship is wrecked, (possibly) at a rate of one card per turn.

How did I do? If anything's wrong, I'll edit, or even delete, this. Don't want to risk misleading anyone before...

I can tell you that this is exactly how ships were explained to me by Tanis at Origins, so I think you're spot-on with how ships will work. (The ships mechanic hasn't changed much from the playtest, either).


hooray


ooh ooh, confirmation that ships can be gained as rewards: just found this image on the product page for S&S adventure 2


The_Napier wrote:
ooh ooh, confirmation that ships can be gained as rewards: just found this image on the product page for S&S adventure 2

Nice find ! :)

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