Possible lycanthrope changes for S&S deck 6


Rules Questions and Gameplay Discussion


I've searched the forums and couldn't find anything on this, so here goes:

Wereshark Pirate has a lycanthrope effect of increasing the difficulty to defeat if the top card IS NOT BotG, whereas before lycanthropes were boosted if the top card WAS BotG.

Is the Wereshark a misprint or a special change for the scenario Storming Fort Hazard?


I just took that to be a sly move by the design team towards people that like to maximize the removal of blessings of the gods.


Yep, I'm pretty sure it's intentional as well. It makes them more dangerous since throughout the course of the game you add 5 specific blessings to the box each Adventure (plus an additional five if you subscribe).


I agree with Hawkmoon and Pluvia.

Blessing of the Gods is a Basic card. And most groups remove both banes and boons, this includes BotG.
If you're one of those groups: A wereshark has a 95% to get powered up.

So yes, probably intentional.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

It is intentional. See this Paizo blog, which covers Wereshark Pirate and a couple of other cards. From the blog (emphasis theirs):

Adorasaur wrote:

It's a Wereshark Pirate. Is this not the best? Well, I guess it's not the best if you aren't ready for a fight. You can't evade Wereshark Pirates, and if the top card of the blessings discard pile isn't a Blessing of the Gods, well, you can kiss that 26 goodbye because now it's a 32. Whoa. You also better have your buckles swashed because if your check to defeat doesn't have the Swashbuckling trait, the Wereshark Pirate won't be impressed with you and he'll knock the top card off the blessings deck. Not cool, brah.

Adventure Card Game Designer

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Hawkmoon269 wrote:
I just took that to be a sly move by the design team towards people that like to maximize the removal of blessings of the gods.

Oh yeah, we giggled about that for weeks after we thought of it.


Maybe they function better at neap tide?


Ok, thanks for the answers.

No, we don't cull BotG in our group. We played it as printed on the card assuming there would be a FAQ entry or another thread by now if it had been a misprint. Just checking to be sure, thanks again.


The problem I had with it was not the slyness of it, but the fact that I almost cheated and missed it... It's not exactly obvious and it's hidden amongst a wall of oft-reprinted text.


Pfft. I wouldn't have cared if it was +10. I'm never not culling every BotG I have the opportunity to cull. Down with Blessing of the Gods.


You guys know that Adamantine weapons are a thing, right? :)

pluvia, you aren't supposed to put all 5 Blessings of Zogmugot into the box; the recommendation is 1 promo of each. But it's your box.


Xexyz wrote:
Pfft. I wouldn't have cared if it was +10. I'm never not culling every BotG I have the opportunity to cull. Down with Blessing of the Gods.

In one game we had two players, one of which was Ezren. He didn't mind having auto-acquire BotG at all, and I had my choice of acquired blessings, so I wasn't looking for any. So we didn't do much culling of the blessings in our group.


Orbis Orboros wrote:
In one game we had two players, one of which was Ezren. He didn't mind having auto-acquire BotG at all, and I had my choice of acquired blessings, so I wasn't looking for any. So we didn't do much culling of the blessings in our group.

We decided to just Remove every Basic Card when we got to Adventure 3 on an encounter. I think we were in Adventure 5-2 when we only realized that BotG were Basics...


Xexyz wrote:
Pfft. I wouldn't have cared if it was +10. I'm never not culling every BotG I have the opportunity to cull. Down with Blessing of the Gods.

Worth the risks; no Basic cards;down with BotG.


I just LOVE versatility of BotG. I always keep 2 in my deck.


Dave Riley wrote:
Xexyz wrote:
Pfft. I wouldn't have cared if it was +10. I'm never not culling every BotG I have the opportunity to cull. Down with Blessing of the Gods.
Worth the risks; no Basic cards;down with BotG.

Just remember that you can't choose to fail to acquire a BotG like you can with most Basic and Elite cards. This makes them much harder to remove forever since you only can banish them using an effect that banishes a card from your hand or by closing a location with them still in it.


mindlar wrote:
Dave Riley wrote:
Xexyz wrote:
Pfft. I wouldn't have cared if it was +10. I'm never not culling every BotG I have the opportunity to cull. Down with Blessing of the Gods.
Worth the risks; no Basic cards;down with BotG.
Just remember that you can't choose to fail to acquire a BotG like you can with most Basic and Elite cards. This makes them much harder to remove forever since you only can banish them using an effect that banishes a card from your hand or by closing a location with them still in it.

My group counts any card that goes back into the box after a scenario is over as banished, so we cull them that way.


Xexyz wrote:

That's incorrect.

Rulebook page 15: wrote:

Check to Acquire: If you encounter a boon while exploring a location, you may attempt a check to acquire the card. If you succeed at the check, put the card in your hand; if you fail, or choose not to attempt the check, banish the card (see Playing Cards on page 9).[/b]

"When you encounter this card, you automatically acquire it." You never have a chance to refuse the check. You never even have a chance to EVADE a BotG, because you acquire it in the when-encountered step.


Sandslice wrote:
Xexyz wrote:

That's incorrect.

Rulebook page 15: wrote:

Check to Acquire: If you encounter a boon while exploring a location, you may attempt a check to acquire the card. If you succeed at the check, put the card in your hand; if you fail, or choose not to attempt the check, banish the card (see Playing Cards on page 9).[/b]

"When you encounter this card, you automatically acquire it." You never have a chance to refuse the check. You never even have a chance to EVADE a BotG, because you acquire it in the when-encountered step.

Yeah I realized that after I posted that so I edited my post.

Sovereign Court

Xexyz wrote:
mindlar wrote:
Dave Riley wrote:
Xexyz wrote:
Pfft. I wouldn't have cared if it was +10. I'm never not culling every BotG I have the opportunity to cull. Down with Blessing of the Gods.
Worth the risks; no Basic cards;down with BotG.
Just remember that you can't choose to fail to acquire a BotG like you can with most Basic and Elite cards. This makes them much harder to remove forever since you only can banish them using an effect that banishes a card from your hand or by closing a location with them still in it.

My group counts any card that goes back into the box after a scenario is over as banished, so we cull them that way.

I haven't played that way, but I see that house rule greatly changing the balance, especially depending on how focused on acquiring boons a party is.

Sovereign Court RPG Superstar 2011 Top 32

That does seem to remove a strategic choice - playing with the standard rules, if I flip over a Basic card, I can choose to acquire it(an easy hp), or I can choose to fail it to get rid of it forever. But if I choose to get the easy hp, the Basic card stays around instead of being perma-banished.

With your house rule there is no choice since I can perma-banish the card after the scenario either way.

This choice has actually come up quite a bit for my fiancé and I as we play some of the later scenarios - there was one in adventure 5 of S&S where we were so beat up that we were taking every card we could acquire, due to many start of turn bury/damage effects.


ryric wrote:

That does seem to remove a strategic choice - playing with the standard rules, if I flip over a Basic card, I can choose to acquire it(an easy hp), or I can choose to fail it to get rid of it forever. But if I choose to get the easy hp, the Basic card stays around instead of being perma-banished.

With your house rule there is no choice since I can perma-banish the card after the scenario either way.

Strangely enough the way my group plays it actually creates the choice you're outlining. If we went with the RAW we'd almost never pick up any basic boons after the beginning of deck three for exactly the reason that picking them up would mean they'd stick around unwelcome. With my house rule we at least debate whether or not to try to pick up a boon based solely by the usefulness of the boon itself.

Hell, even with our house rule we don't bother picking up most basic cards aside from allies with explores because having a useless card in your hand and then clogging up your discard pile is a hindrance.

On a more general level, it's disappointing when you start a new deck and never see the boons you add because you're still seeing the same basic crap you've been seeing since the first adventure because it's clogging up the decks. Another poster mentioned that they removed all basic cards as soon as they start deck three, which is something I've considered doing as well.

Sovereign Court RPG Superstar 2011 Top 32

See, I was referring to scenarios with lots of locations that force you to bury a card at the start of your turn(and sometimes at the end as well) - having junk cards to bury means they don't clog up your deck but you also aren't dying as fast.

Adventure 5 has gotten to the point where we would have to spend blessings to even have a chance at making some of the checks on locations - when it takes a Con/Fort 10 or so to avoid burying a card, a d6+2 isn't going to cut it. We'd rather bury some junk Dagger or something we just picked up than discard a good blessing just to maybe roll high enough.

But hey, as long as you're having fun go for it. I think your house rule makes things a little easier, but I also think S&S is a little on the tough side anyways.

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