Card timings


Rules Questions and Gameplay Discussion


I have read lots of threads and similar things have been brought up but it is still not completely clear when exactly you can play certain things. I just wanted to go over several examples to ensure I am understanding it correctly.

Cure:

Can Play:
Anytime that is not during an encounter.
Before, between, or after start or end of turn effects.
Multiples in a row, since the "multiple of one card type" only applies during encounters and for checks.

Cannot Play:
During an encounter.
After you explore and see a monster, but before you roll for the check.
After you roll for the check, but before you discard for damage.

Strength:

Can Play:
During an encounter when that character is about to make a strength check.
Even if one is already in effect from a earlier check.

Cannot play:
Multiples during a single check.
On a check that does not use strength.

Not Sure (need some clarification on these):
Can this be played when not making a strength check since it does not apply to a specific check? For example could you play one before your first explore, thus allowing you to play another spell during a check while exploring? Can you play multiples of these before your first explore? Reading the threads it was rather ambiguous about if this spell could be played outside of a check or not.

So for example, could my turn consist of, cure myself, strength myself, strength myself again, explore, use aid to defeat?


You cannot play anything before "start of turn" effects. Those happen immediately after you flip the blessing deck.

You can't cast anything during an encounter that doesn't directly affect the step or check you are on.

You can't play anything once you start the reset phase except "end of turn" cards or powers, or those cards or powers that directly affect "end of turn" effects or checks.

Outside of that, you can play whatever, whenever...unless there are restrictions on the card.


You can't play spells during the reset phase or start of turn phase? Where does it say that? I do not remeber seeing it written in the rules, FAQ or any threads.

I see it mentioned that spells can be played anytime, but apparently that excludes while exploring, or start or turn, or end of turn. That's pretty much all there is to a turn. I have to ask myself when CAN you play spells? It seems like you never get the option to since every time is an exclusion to the "anytime" rule. Is there ever a legal time to cast cure?

Also this did not clear up my strength question. Is strength's ability a restriction since it modifies a check? Or is it not because it doesn't modify a specific check.


The first window for playing cards is after you apply start-of-turn effects. You get a window before and after every phase of your turn, and between explorations. Once you start the reset phase, there are no more windows. Make sure you are using the revised rules for the turn sequence and description of each phase.


Strength affects a character, not a specific check, so it can be played during a window or during a check it will affect.


Thanks, that does clear that up.


Remember that you can't play anything you want once you start the reset phase, but you can play end-of-turn cards or powers, and cards or powers that affect end-of-turn effects or checks...unless you are instructed by a card to skip to the reset phase and end your turn. In that case, you must apply required effects, but can play no cards or powers. Unavoidable end-of-turn effects happen AFTER any voluntary things. Likewise, unavoidable start-of-turn effects happen BEFORE anything voluntary.


Oh, and you can play any number of cards or powers during a window.


csouth154 wrote:
Unavoidable end-of-turn effects happen AFTER any voluntary things. Likewise, unavoidable start-of-turn effects happen BEFORE anything voluntary.

Can I ask what you base the part about your statement on? It makes sense in a lot of cases(i.e. Angel in the Tower's end of the turn effect should be applied after Amiri uses her power to move at the end of the turn), but I wasn't sure if that was officially said somewhere or not. The only rule I know of is that you decide the order if it isn't specified. I'm aware of this thread where Mike discussed this idea, but it doesn't seem there was a final determination on these effects as a whole.

For example, I'm thinking about Lem being at the Guard Tower. If what you say is true, he would be prohibited from exchanging a card before he has to summon and encounter a Bandit henchman.

Thanks.


Hawkmoon269 wrote:
csouth154 wrote:
Unavoidable end-of-turn effects happen AFTER any voluntary things. Likewise, unavoidable start-of-turn effects happen BEFORE anything voluntary.

Can I ask what you base the part about your statement on? It makes sense in a lot of cases(i.e. Angel in the Tower's end of the turn effect should be applied after Amiri uses her power to move at the end of the turn), but I wasn't sure if that was officially said somewhere or not. The only rule I know of is that you decide the order if it isn't specified. I'm aware of this thread where Mike discussed this idea, but it doesn't seem there was a final determination on these effects as a whole.

For example, I'm thinking about Lem being at the Guard Tower. If what you say is true, he would be prohibited from exchanging a card before he has to summon and encounter a Bandit henchman.

Thanks.

I remember reading a statement from Mike or Vic somewhere that said this. It was in a discussion about Angel in the Tower. I don't THINK they ever said the same thing about "start of turn" effects, but the logic would carry over.


OK, so I just looked at the article you linked and that was it. I guess the ruling was only specifically about the Angel in the Tower, then Captain B. suggested a more general ruling...and Mike said maybe.

So I guess I jumped the gun by making such a definitive statement...but it certainly makes sense to me that it should work that way.

Paizo Employee Chief Technical Officer

I'm pretty sure making it work that way would change the current intent on many things.


Well...I guess I just don't get it. Mike specifically said the Angel in the Tower was supposed to work that way. So we are just supposed to guess at when it's intended to work that way and when it isn't? Are you going to make us ask on a case by case basis?


Let's just introduce a new concept for Angel in the Tower: "At the end of the end of your turn."

Just add more levels as necessary: "At the start of the end of the end of your turn," etc.


I think Angel in the Tower is pretty obviously meant to be "When the turn ends" as in the extreme end of the turn. That was obvious to me when I played it. I knew moving with away with Amiri wouldn't keep the effect from triggering. I'm sure the others will be obvious too.

The Exchange RPG Superstar 2008 Top 6, Contributor

In the endless quest to utterly disambiguate the rules (which in practice introduces more words, more reading comprehension, and more opportunity for confusion), let's not lose sight of this not being the sort of game which is ruined by playing it a touch differently than other folks do.

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