Henchmen - Wrath of the Righteous instruction booklet (error?)


Rules Questions and Gameplay Discussion

Scarab Sages

So...I think the Wrath of the Righteous instruction booklet has a section where it doesn't quite make sense. Comparing it to the Skull & Shackles booklet from which it was likely edited, I can see why this mistake (if I'm correct) was made...

It's under "Add Villains and Henchmen." The first example (Fihralaz, Vescavor Swarm, Tangle Traps - right off the "Elven Entanglement" scenario) makes sense. The second, though (Traitor's Lodge), doesn't: Karsos, Ghalcor, Unfettered Eidolon, and Wights, where it says "leave the Wights in the box."

The example here is talking about five locations, so it seems like two Wights should be included and the rest left in the box, but that's not what the booklet says. It gives the impression that you're supposed to leave the Wights in the box and include three Unfettered Eidolons, when it's singular on the scenario card (indicating just one), and that both doesn't seem like what was intended and seems to contradict Example 1 with teh Vescavor Swarm / Tangle Traps.

Adventure Card Game Designer

Yup. Will fix.

The Exchange

Separate question about possible henchmen error..

At least one of the henchmen from the starter scenarios does not have the text that you can attempt to close the location when defeated, I don't remember which one right now but can look later.

Do you know if this was intentional Mike? We were not sure how to proceed yesterday with play.


NOG the Demoralizer wrote:

Separate question about possible henchmen error..

At least one of the henchmen from the starter scenarios does not have the text that you can attempt to close the location when defeated, I don't remember which one right now but can look later.

Do you know if this was intentional Mike? We were not sure how to proceed yesterday with play.

The tangle traps, I think. I recall noting that they were the last place henchman for the scenario, so would be at the majority of locations.


NOG the Demoralizer wrote:

Separate question about possible henchmen error..

At least one of the henchmen from the starter scenarios does not have the text that you can attempt to close the location when defeated, I don't remember which one right now but can look later.

Do you know if this was intentional Mike? We were not sure how to proceed yesterday with play.

Since "non-closing" henchmen were a major change in S&S and vastly debated at that time, I would be very surprised if such a mistake at AP level 0/1 was made. My guess is that it is intentional.

Scarab Sages

The Tangle Traps in the Elven Entanglement are nefarious, and the more characters you have, the worse this scenario gets. This is definitely a scenario where you need to a) IIRC, hope for an animal ally or monster (can't remember if there are any of the latter in the base set?) to show up so that you can substitute that Stump henchman (and close the location that way), or b) chase the villain from location deck to location deck to auto-close, or c) empty all locations (yikes). It's a tough scenario, to be sure. I don't think the lack of location-closing language is unintentional.


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We played the missing close as intentional, but we didn't notice it until the second one we encountered, so I think our victory in that scenario requires an asterisk.

Paizo Employee Chief Technical Officer

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Defeating the Tangle Traps does not allow you to attempt to close the locations.


Vic Wertz wrote:
Defeating the Tangle Traps does not allow you to attempt to close the locations.

Thank you, Vic. I think I'll be playing that tomorrow night, so it's good to have any doubt removed. I'm curious how it will play out.


Calthaer wrote:
This is definitely a scenario where you need to a) IIRC, hope for an animal ally or monster (can't remember if there are any of the latter in the base set?) to show up so that you can substitute that Stump henchman (and close the location that way),

Summoned henchmen don't permit location closing. (rules pg. 15, end of the second paragraph)

Quote:
or b) chase the villain from location deck to location deck to auto-close,

This was how I went about it. Got astonishingly lucky, actually -- dude floated to the top of every deck he was in, won in something like 8 or 10 turns. Not much opportunity for looting upgrades, but it beats getting stomped.

Scarab Sages

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Riff Conner wrote:
Calthaer wrote:
This is definitely a scenario where you need to a) IIRC, hope for an animal ally or monster (can't remember if there are any of the latter in the base set?) to show up so that you can substitute that Stump henchman (and close the location that way),
Summoned henchmen don't permit location closing. (rules pg. 15, end of the second paragraph)

Well aware of that rule, but are you aware of the "golden rule?" The key word, I think, is "instead." I don't think that the intention is to have this card be an extra encounter (e.g., "before you act, summon and encounter...") so much as it is to have this be a "replacement" or substitute encounter. The idea is that a henchman which was not a card in the location deck is not a card that can close the location. By randomly distributing Stumps "instead," you don't know how many Stumps there may or may not be.

Could be wrong on this and that this is really just supposed to be a fight / obstacle and not an opportunity to close (in a scenario when most of the opportunities have been omitted by the Tangle Traps), because they also used the term "summon" - and could have used "draw from the box" or something else (if it would have fit). It could be that the intention is to villain-shift and temp-close everything (meaning that "astonishingly lucky" is just about the only way to win), not have opportunities to permaclose randomly distributed.


The other question here is, what happens to the Animal trait card you would have encountered? This likely deserves a new thread for the sake of those that come searching later. I shall create one.

Paizo Employee Chief Technical Officer

Added original issue to FAQ.


We managed to complete the scenario - barely... When the first trap got defeated we read the text and.....?? Whut...? Doesn't close... Completely changed our strategy.. Good one paizo... Good one..

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