Some Questions - First time playing


Rules Questions and Gameplay Discussion


Hello everybody :-)

I just got a copy of the Skull & Shackles Base Set. I have played a test round solo and while I think the rules aren't too hard to understand, I still have a few questions left:

1. Ships

a) I can attempt to repair my ship in the "move" turn. Do I have to move to another location in order to repair the ship or can I do it in the move turn even if I am not moving at all?

b) When the ship is not anchored does this mean that I am always considered to be "on a ship" whenever it is my turn or an ally's turn in my location?
I was wondering this because the "Boarding Pike" weapon gets a nice bonus "if you are on a ship", which basically would be always if your ship isn't anchored.

c) The checks to defeat ships are not of the "combat" type (although you actually are fighting the ship, aren't you?)
So just to make sure: If I have the "Blessing of Milani" (= discard to add 2 dice to any non-combat(!!) dex or wis check) I can use it for defeating a ship which needs the corresponding check? (because fighting ships is "non-combat"?)

2. I started with the base-game's adventure "Plunder & Peril".
Am I allowed to / does it make sense to already add the cards from "The Wormwood Mutiny" (1) adventure deck to the box and thus using them when playing the basic adventure?
And for the future: does it make sense to use cards from "Temptest Rising" (3) or any other higher-level adventure when playing a lower-level adventure?

Thank you in advance! :-)

Grand Lodge

1)
a) You don't have to move to repair your ship.
b) If you are not anchored, then the ship is wherever the player whose turn it is sits. If that player moves, anyone at that location can choose to move with them. You may do combats when it's not your turn, and so if the current "captain" of the ship isn't at your location, you would not get the boarding pike bonus.
c) They are not combat. Your Blessing of Milani will provide two dice, if appropriate.

2. If the Adventure Deck of the Scenario you are playing is B, then you should have nothing but B cards in your box for play. Think of B as Adventure Deck zero. If you play The Wormwood Mutiny, you'd have Bs and 1s in the box, and so on.


Thank you for your quick reply!
Now those thing are clear to me, thank you very much :-)

Another question came up:
If a weapon is not 2-handed, can I use two weapon cards for one fight?
If I can't, what's the 2-handed trait even for?

Grand Lodge

You cannot. The most obvious use is when you want to use a shield for armor. You can't if you use a weapon with the two-handed trait. There are also character powers that only work on a Combat Check with the two-handed trait.

It's not all over the place, but it's used.


The reason you cannot typically play two weapons for a combat check, or a weapon and an Attack spell, is because the rules state:

Wrath Rulebook p.12 wrote:
Determine Which Skill You’re Using... Some cards allow you to use a particular skill for a specific type of check, or to use one skill instead of another. (These cards generally say things like “For your combat check, use your Strength or Melee skill,” or “Use your Strength skill instead of your Diplomacy skill.”) You may play only 1 such card or use only 1 such power to determine which skill you’re using.

(This is from the Wrath rulebook, which is current. The S & S rulebook has similar language.)

Some weapons do allow you to use them to add something to a check when you are using another weapon (daggers for example). The card will tell you.


Thanks a lot everyone!
I will come back to this thread as soon as I have new questions. I will be playing with two friends tomorrow and I'm almost sure that something will come up ;-)

Grand Lodge

burgus wrote:

Thanks a lot everyone!

I will come back to this thread as soon as I have new questions. I will be playing with two friends tomorrow and I'm almost sure that something will come up ;-)

Have a great time! Pretty much everyone I've introduce to this game has loved it.


burgus wrote:

Hello everybody :-)

2. I started with the base-game's adventure "Plunder & Peril".
Am I allowed to / does it make sense to already add the cards from "The Wormwood Mutiny" (1) adventure deck to the box and thus using them when playing the basic adventure?
And for the future: does it make sense to use cards from "Temptest Rising" (3) or any other higher-level adventure when playing a lower-level adventure?

Don't do that for two obvious reasons:

A) higher level cards will make you more powerful. If you play with a lower level scenario (easier villain, henchmen, locations and scenario rules), it will be too easy and not fun.
B) if you win all the good cards immediately, what's left for you to win in further adventures?


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I just wanted to stop by and clarify your question 1c a bit more as to what is and isn't a combat check and how to determine what type of check something is. I know this is a wall of text, but bear with me -- it's simpler than it looks, yet is something that can easily trip you up if you aren't being careful :)

The type of a check is derived from four sources:
A. The type listed on the Check to Acquire/Defeat.
B. The skill you are using on that check and all skills referenced by that skill.
C. Any traits on the card you played to determine your skill.
D. Any traits explicitly added to the check by powers you use/cards you play on the check.

A clever observer will note that type of check and what traits the check has are one and the same. The skills chosen in A and B are added as traits to the check. Therefore, when determining whether a check is or isn't a particular type, one need only to look for the presence or absence of a trait with that name. For example, a non-combat check simply indicates the lack of the Combat trait, just as a non-dexterity check would indicate the lack of the Dexterity trait.

So, let's say we're playing Valeros and it's Adventure Deck 5. He chose the Tactician role, and has the following relevant feats:
Strength +4
Add 4 to your check to defeat a villain or henchman.

Valeros has 3 cards in hand: Icy Boarding Pike +1, Topaz of Strength, and Blessing of Milani.

Icy Boarding Pike +1 wrote:

Weapon B - Polearm, Melee, Piercing, 2-Handed, Magic

For your combat check, reveal this card to use your Strength or Melee skill + 1d8 + 1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Topaz of Strength wrote:

Item B - Object, Magic

Recharge this card to roll your Strength die instead of the normal die on a non-combat check.

Blessing of Milani wrote:

Blessing B - Divine, Milani

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

To start things off, let's say we're encountering the ship Wormwood.

Wormwood wrote:

Ship B

Check to Defeat: Dexterity Acrobatics 9 or Wisdom Survival 7

The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

Now, we'll go through the steps of doing the check against it. Checks consist of performing the following steps in order:

1. Determine Which Skill You're Using
2. Determine the Difficulty
3. Play Cards and Use Powers That Affect Your Check (Optional)
4. Assemble Your Dice
5. Attempt the Roll
6. Take Damage, If Necessary

1. Here we figure out what check we're actually going to be doing, e.g. Dexterity, Acrobatics, Wisdom, or Survival. Valeros doesn't have Acrobatics or Survival (meaning if he chose those he'd be rolling a d4 as his die), so those are out. Valeros is equally good at Dexterity and Wisdom, having a d6 for both. However, the Dexterity check is harder than the Wisdom check, so Valeros picks Wisdom. At this point, we can play a card or use a power to further determine the skill we're using. These cards/powers all say "For your <x> check, use your <y> skill" -- for us the only card that applies is Icy Boarding Pike +1, and that only works on Combat checks. As a result, we do not play any cards or use any powers during step 1.

For check type, we chose Wisdom as our Check to Defeat (this is "A" in the list I gave at the beginning). We did not modify that choice with any cards or powers, so Wisdom is "B" as well. As we didn't play any cards during this step, no traits are added as part of "C". Since we're using the Wisdom skill, it is added as a trait to the check. So far, our check has the Wisdom trait and nothing else.

2. While the check to defeat is nominally Wisdom 7, we note the Wormwood's power at this time. We're in adventure deck 5, so we increase the difficulty of the check by twice that (10) to a Wisdom 17. Yikes!

3. Here we're going to play Topaz of Strength and Blessing of Milani. Playing cards in step 3 does not automatically add their traits to the check, so these cards do not modify the check's type unless they explicitly say they add traits. First, we recharge Topaz of Strength to replace our d6 Wisdom die with a d10. This only replaces the die itself, even though we have Strength +4, it does not give us those additional 4 points from our skill feats. Next, we discard Blessing of Milani. Since this is a non-combat Wisdom check (since it has the Wisdom trait and does not have the Combat trait -- note this has nothing to do with this being a check against a ship), we can discard it to add 2 dice (both d10s). The check type is still just Wisdom, nothing is added as part of "D".

4 and 5. We assemble our 3d10 and roll it, hoping to get greater than or equal to a 17. The average roll on 3d10 is 16.5, so we have a bit worse than 50% odds of making it. Valeros would probably be asking his friends for some help as well to improve those chances.

6. Nothing to do here. The only time you take damage from failing a check (outside of card powers that tell you to take damage if you fail) is when you fail a check to defeat against a monster. That does not have to be a Combat check -- if your check against the monster was a non-combat Wisdom 8 and you failed that, you still take combat damage (or whatever damage type the monster specifies, the default is combat damage if no other type is specified). Note that some henchmen and villains are monsters as well, look at what type they say they are above the check to defeat. If you are doing a combat check against a barrier or any other non-monster card, you do not take damage even if you fail it. This is nonintuitive so I wanted to spell that out here even though it's unrelated to the point I'm trying to make.

Recap: The check was a Wisdom check, with no other traits.

Now let's look at another example; same Valeros, same Adventure deck, same hand of 3 cards. This time we're up against the henchman Vrykolakas.

Vrykolakas wrote:

Henchman 5 - Undead, Aquatic

Type: Monster

Check to Defeat: Combat 20 or Wisdom Divine 16

The Vrykolakas is immune to the Mental and Poison traits.

If undefeat, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.

If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Fun guy, great at parties. Anyway, let's step through those steps of the check again:

1. Valeros picks the Combat 20 check. So, "A" above is Combat. He plays the Icy Boarding Pike +1 which lets him use his Strength or Melee skill, and he picks Melee. Since Valeros has Melee: Strength +3, "B" above is Melee and Strength. For "C" above, we add the traits of Icy Boarding Pike +1 to the check as well, which is Polearm, Melee, Piercing, 2-Handed, and Magic. The Icy Boarding Pike +1 says to add the Cold trait, so we do that (this is "D" above).

So far, our check's traits (and therefore the check type) is: Combat, Strength, Melee, Polearm, Piercing, 2-Handed, Magic, and Cold.

2. Difficulty is not adjusted, so it's "only" a 20 to defeat.

3. Topaz of Strength doesn't apply since a) it's a combat check, and b) we're using our Strength die anyway. Blessing of Milani on the other hand can be discarded for an extra die (just one). Our check's traits are unmodified by the blessing, so it is still a Combat, Strength, Melee, Polearm, Piercing, 2-Handed, Magic, and Cold check.

4-5. We assemble 2d10 (1 from the pike, the other from the blessing), 1d8, and 1d4 (since we're on a ship). In total we'll be rolling 2d10+1d8+1d4+12. (Melee +3, Strength +4, Pike +1, and +4 from the Valeros power "Add 4 to your check to defeat a villain or henchman."). We have a really good shot at making this (on average we'll roll around a 30 counting all of our bonuses), so we don't ask for any extra help.

6. If we somehow failed the roll, we take combat damage equal to 20 - our result. If we passed it, nothing happens here. The damage Vrykolakas deals for defeating it happens outside of the check (during the resolve the encounter step of the encounter).

Recap: the check was a Combat, Strength, Melee, Polearm, Piercing, 2-Handed, Magic, and Cold check.

Takeaway: it's only a Combat check if the check lists Combat. You can have combat checks against barriers and non-combat checks against monsters. The type of thing you're fighting doesn't impact check type.


Impressive! This really cleared it up and I'm sure it might also help other new players as a reference. Thanks a lot, skizzerz! :-)

There's one question I have concerning your post:

skizzers wrote:


First, we recharge Topaz of Strength to replace our d6 Wisdom die with a d10. This only replaces the die itself, even though we have Strength +4, it does not give us those additional 4 points from our skill feats.

So I do not get the Strength +4 because the Topaz of Strength does not change the type of check but only the type of dice I roll, did I get that right?

____

Something came to my mind when reading through the post once more.

James McKendrew wrote:


You may do combats when it's not your turn, and so if the current "captain" of the ship isn't at your location, you would not get the boarding pike bonus.

Can someone give me an example when this could be the case?

Another question: When exactly do ships appear? They only seem to appear when other cards tell me to summon one, is that right? (For example "Enemy Ship" or "Jemma Redclaw") Are there any other ways to encounter ships, for example when I travel from one location to another?

EDIT: This "Skulls & Shackles Adventure" was derived from the original Pathfinder game, right? Is there some kind of (freely available) lore that I can read to get a feeling for the setting? Is there also a lore for the basic adventure?


burgus wrote:


skizzers wrote:


First, we recharge Topaz of Strength to replace our d6 Wisdom die with a d10. This only replaces the die itself, even though we have Strength +4, it does not give us those additional 4 points from our skill feats.

So I do not get the Strength +4 because the Topaz of Strength does not change the type of check but only the type of dice I roll, did I get that right?

Easiest is to give an example

Say I have Wisdom = d6+1 and Divine = Wisdom +1 and Strength = d10+4
If I have a Divine check to do and play Topaz of Strength then ONLY the d6 is replaced by the d10 and therefore my divine will be d10+1+1 rather than d6+1+1 for that check.

burgus wrote:


James McKendrew wrote:


You may do combats when it's not your turn, and so if the current "captain" of the ship isn't at your location, you would not get the boarding pike bonus.

Can someone give me an example when this could be the case?

Say a monster has a power like "Before you act, each character must summon and encounter the henchman Hammerhead Shark".

If Valeros encounters that card on his turn, he is the captain of the ship and the ship is at his location, so every character at valeros' location will be considered on the ship while encountering the shark while every character at ANOTHER location won't be on the ship when encountering the shark.

burgus wrote:


Another question: When exactly do ships appear? They only seem to appear when other cards tell me to summon one, is that right? (For example "Enemy Ship" or "Jemma Redclaw") Are there any other ways to encounter ships, for example when I travel from one location to another?

You are right, a ship appears only when a card "summons" it

burgus wrote:
This "Skulls & Shackles Adventure" was derived from the original Pathfinder game, right? Is there some kind of (freely available) lore that I can read to get a feeling for the setting? Is there also a lore for the basic adventure?

You may want to look at that free download for example.


Thanks, Frencois!

The questions do keep coming...

1. I was browsing through the cards and found the weapon Main-Gauche, which says:
"If you played a weapon that has the 2-Handed trait on this check, you may not play this card."
Why does it say that so explicitly? Isn't it obvious that I can't use it when I already used a 2-handed card? And does this mean then that I can use it if I already used a 1-handed weapon? Does all of this have something to do with the "offhand" trait of the card?

2. How exactly does evasion work? I can only evade an encounter with a skill (for example the rogue) or a card. And what happens then? Is the encounter just put back on top of the location deck or is it shuffled?

EDIT: 3. Rum Bottle: "Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the pirate trait..."
Which check do they mean? Does this mean that I can only play this card when a player has to do any kind of check? So I support one of my fellow players AND I get an ally? Can't be true, right? Seems too op.


burgus wrote:

1. I was browsing through the cards and found the weapon Main-Gauche, which says:

"If you played a weapon that has the 2-Handed trait on this check, you may not play this card."
Why does it say that so explicitly? Isn't it obvious that I can't use it when I already used a 2-handed card? And does this mean then that I can use it if I already used a 1-handed weapon? Does all of this have something to do with the "offhand" trait of the card?

See this FAQ.

burgus wrote:
2. How exactly does evasion work? I can only evade an encounter with a skill (for example the rogue) or a card. And what happens then? Is the encounter just put back on top of the location deck or is it shuffled?

This (or something very, very similar) is also in the S&S rulebook as part of the steps of an encounter:

WotR Rulebook p10 wrote:
Apply Any Evasion Effects. You may use a power or card that lets you evade the card you’re encountering. If any powers on the card you’re encountering relate to evading the card, they take effect at this time. If you evade the card, do not activate any other powers on it. Shuffle it back into the deck; it is neither defeated nor undefeated, and the encounter is over.


Thank you, Hawkmoon.

Hawkmoon269 wrote:


This (or something very, very similar) is also in the S&S rulebook as part of the steps of an encounter:

I was even reading that very passage before I made my post. Somehow I must have skipped it. This game really makes my head burn xD

just in case my edit wasn't noticed:

Rum Bottle: "Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the pirate trait..."
Which check do they mean? Does this mean that I can only play this card when a player has to do any kind of check? So I support one of my fellow players AND I get an ally? Can't be true, right? Seems too op.

Potion of Glibness: "Banish this card and choose a character at your location to succeed at a Diplomacy check."
Does this mean that I can use this card on another player's turn to make him succeed at a Diplomacy check when I'm at the same location?


It means when a character at your location is attempting to acquire an ally with the Pirate trait, you can discard the rum bottle to add a d10 to that check.

For your general question about potions&etc: Unless a card says "ANOTHER character at your location," you can play those cards any character at your location, including yourself. It's meant to be inclusive, because, generally, the implicit wording of cards is exclusive. "Discard this card to defeat a barrier," for example, is something you can only play on your own attempt to defeat a barrier, the [your attempt] is implied, because that's how the rules work... though I think wording like that is becoming more rare, and more cards have a "discard this card to evade YOUR encounter"-type wording for clarity.


3. You may play this card when a character at your location is making a check to acquire an ally which has the Pirate trait, providing a 1d10 die. So its a very specific situation.


Yeah it actually makes sense after reading through it several times.

So I can always play these kind of cards for other players' checks, when it's not my turn, right?

Sorry for being so stupid. I just don't want to play this game wrong.


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burgus wrote:

Yeah it actually makes sense after reading through it several times.

So I can always play these kind of cards for other players' checks, when it's not my turn, right?

Sorry for being so stupid. I just don't want to play this game wrong.

You can play it whenever the situation allows: your check against an ally, another character's check against an ally at your location, etc. This includes the occasional check to close a location via an ally acquisition.

And don't worry about all the questions. I think a large number of forum dwellers actually enjoy discussing the minutia of the rules and are always happy to do so.


burgus wrote:

Yeah it actually makes sense after reading through it several times.

So I can always play these kind of cards for other players' checks, when it's not my turn, right?

Sorry for being so stupid. I just don't want to play this game wrong.

Usually the key difference is between these two wordings :

"do that (reveal, display, dicard, bury, banish...) to do that (add to, succeed at...) YOUR check to..."

vs

"do that (reveal, display, dicard, bury, banish...) to do that (add to, succeed at...) A check to..."

In the second case you can play the card either to help YOUR check or to help someone else with HER check (meaning if she is encountering a boon and you help HER to succeed by playing a card, she will get the boon).

Note that in both cases, with these wordings, the card could be played even if it's not your turn.

That's why you can have a card that would limit the use for example with that wording:

"when that happens (at the sart of your turn, on your turn...), do that (reveal, display, dicard, bury, banish...) to do that (add to, succeed at...) A check to..."

As our Godly Master not-this-Mike would say, the top three rules to remember are :

3- Cards don't do what they don't say
2- Cards do what they say
1- READ THE CARD

... but don't feel bad, even veteran players sometimes forgot that rule-of-three.


We have played for 3 hours yesterday and it was really a lot of fun but also very exhausting.
As expected I have some more questions now:

1.

Phantasmal Minion wrote:


Discard this card to give a card to another character.

Discard this card to allow another character at your location to give you a card.

...

Can I play this spell on another player's turn? And if so, when exactly?

2.

Holy Isle wrote:


On closing you may recharge any cards that have the Divine trait in your discard pile.

I'm not a native english speaker so I wasn't 100% sure what exactly this means.

If it would say "any card" that would mean that I can choose one card to recharge. But it tells me to recharge "any cards" (plural), which is basically the same as saying "every card" (with the divine trait), right? (which is possibly a totally overpowered heal)

3.

Master Gunner wrote:


Recharge this card to add 1d4 to your Ranged combat check...

I'm using a dagger as a weapon. I reveal it and choose to use the Dexterity skill for my combat check. The master gunner tells me I can only use him on my Ranged combat check. However, the dagger has the Ranged trait.

Can I use the Master Gunner here or would I have to choose the Ranged skill when using the dagger?

4.

Island Hopping wrote:


During this Scenario:
If you defeat a Hammerhead Shark henchman, put it on the bottom of a random other open location...

Do I do this the same way I would do it with a villain? So I take blessings from the box and mix it with the henchman and deal those cards equally to the open locations?

Grand Lodge

burgus wrote:

1.

Phantasmal Minion wrote:


Discard this card to give a card to another character.

Discard this card to allow another character at your location to give you a card.

...

Can I play this spell on another player's turn?

Yup! It's not triggered by some other event, and it doesn't tell you that you must play it on your turn, so you may absolutely play it on another player's turn.

burgus wrote:

2.

Holy Isle wrote:


On closing you may recharge any cards that have the Divine trait in your discard pile.

I'm not a native english speaker so I wasn't 100% sure what exactly this means now.

If it would say "any card" that would mean that I can choose one card to recharge. But it tells me to recharge "any cards" (plural), which is basically the same as saying "every card" (with the divine trait), right? (which is possibly a totally overpowered heal)

Absolutely correct. You should recharge every card in your discard pile that has the Divine trait.

burgus wrote:

3.

Master Gunner wrote:


Recharge this card to add 1d4 to your Ranged combat check...

I'm using a dagger as a weapon. I reveal it and choose to use the Dexterity skill for my combat check. The master gunner tells me I can only use him on my Ranged combat check. However, the dagger has the Ranged trait.

Can I use the Master Gunner here or would I have to choose the Ranged skill when using the dagger?

Using a dagger as your (primary) weapon makes your check a Ranged Combat check, even though you don't have the Ranged skill. Therefore, you may use the Master Gunner to add 1d4.

burgus wrote:

4.

Island Hopping wrote:


During this Scenario:
If you defeat a Hammerhead Shark henchman, put it on the bottom of a random other open location...
Do I do this the same way I would do it with a villain? So I take blessings from the box and mix it with the henchman and deal those cards equally to the open locations?

Nope. The best thing to do is just count the number of OTHER open locations (note that it can't end up back in the location where it was encountered) and roll an appropriate-sided die. If you'd like a rule, I always count clockwise from my character's location. So if there are three other open locations, I'd roll 1d6 and count clockwise, with a 1 or 4 ending up on the first location clockwise from me, etc. If there ISN'T another open location, you can't complete that action, and you banish the Hammerhead Shark.


Nice, thank you :-)

James McKendrew wrote:


Using a dagger as your (primary) weapon makes your check a Ranged Combat check, even though you don't have the Ranged skill. Therefore, you may use the Master Gunner to add 1d4.

You said "even through you don't HAVE the Ranged skill". My point was not that I don't have it but that I didn't choose to use it (the dagger allows me to use either my Dex or my Ranged skill, I chose Dex).

Because of this I wasn't sure if maybe you misunderstood me. Is your answer still correct? The dagger always makes my check a ranged combat check, even if I don't choose to use the Ranged skill?

____

There are cards that say something like:
"...you may additionally discard this card to add another Xd#.
At the end of your turn of you do not have the X skill banish it; otherwise attempt an X check...if you succeed recharge the card, if you fail discard it."

My question is: If I do discard this card to add another die, can I still use the check to recharge it? Probably not, right? Because this would make the whole discard option pointless, as I would have to banish or recharge it anyway, no matter if I discarded it or not.

Grand Lodge

burgus wrote:

You said "even through you don't HAVE the Ranged skill". My point was not that I don't have it but that I didn't choose to use it (the dagger allows me to use either my Dex or my Ranged skill, I chose Dex).

Because of this I wasn't sure if maybe you misunderstood me. Is your answer still correct? The dagger always makes my check a ranged combat check, even if I don't choose to use the Ranged skill?

It's still correct. No matter which skill you use or why, it's still a Ranged combat check when you use a Dagger.

burgus wrote:


There are cards that say something like:
"...you may additionally discard this card to add another Xd#.
At the end of your turn of you do not have the X skill banish it; otherwise attempt an X check...if you succeed recharge the card, if you fail discard it."

My question is: If I do discard this card to add another die, can I still use the check to recharge it? Probably not, right? Because this would make the whole discard option pointless, as I would have to banish or recharge it anyway, no matter if I discarded it or not.

Guh. Those are confusing ones. Find the name of that card and search the messageboard for that card title. I'm pretty sure that question has been asked, argued over, and answered.


burgus wrote:

There are cards that say something like:

"...you may additionally discard this card to add another Xd#.
At the end of your turn of you do not have the X skill banish it; otherwise attempt an X check...if you succeed recharge the card, if you fail discard it."

My question is: If I do discard this card to add another die, can I still use the check to recharge it? Probably not, right? Because this would make the whole discard option pointless, as I would have to banish or recharge it anyway, no matter if I discarded it or not.

YES you can use the recharge option. Actually this is how such cards (at least those I have in mind) work :

They say : "DISPLAY this card. For you combat check, (use/add)... You may additionally discard this card to add... At the end of your turn..."

Point is once the card is displayed you have the chose anytime you make a combat check:
- Either to discard to have more dice... but then you won't be able to use that card again until end of turn (when you will get a chance to recharge)
- Either to use it without discarding (i. e. combat checks with less dice)... but then you will be able to use that card again for the next combat check during the same turn (usually for your next exploration or if the monster requires two combat checks to defeat). At the end of the turn you will anyway have to discard it (can't keep it for next turn) and you will get a chance to recharge.

Hope I am clear


I really thought that card got errated to "when you would discard this card, you may..." But I guess I was wrong.

Still, in the thread where it came up, I thought the intent was to let you recharge it whenever it was discarded?


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Playing cards: Unless the card is explicitly or implicitly limited to only being during your turn, you can play them during other people's turns. The only implicit limit-to-your-turn effect I know of is powers that let you explore, since you can only explore during the exploration phase on your turn -- you can never explore outside of that phase regardless of whose turn it is. Note that exploring is not the same as encountering cards, you can (and will unless you're playing solo) have encounters outside of your turn.

This doesn't mean you have a free pass to play it whenever on someone else's turn though -- it still needs to fit the situation at hand. Between phases, you can play most cards (including Skeleton Crew) with impunity, however once someone is in a check or encounter the cards you play must directly relate to the check or current step of the encounter. This means no playing Skeleton Crew to pass your weapon or blessing to someone during an encounter, because passing the card doesn't relate to that encounter even if the card being passed would.

Ranged combat checks: A Ranged Combat check is simply a check that has the Ranged and Combat traits. If you walk through the logic in my above post with Dagger on a Combat check, you will see that is indeed the case, so Master Gunner works even if you aren't using your Ranged skill.

Putting cards in random locations: The only time you obscure which location a card goes to is in the case of a villain escaping; every other time a random location is called for, you choose a location at random but you will know which location it is. Also, keep in mind that summoned Hammerhead Sharks are not affected by that power -- the rulebook tells us that summoned cards never go anywhere except back to the box once the encounter is over unless the card that summoned it tells us otherwise. "Never" is a powerful word in the rulebook, it means no card can ever overrule it. Since Shark Island isn't telling you to put the summoned Hammerhead Sharks anywhere, they go back to the box even though the Island Hopping scenario is saying to put Hammerhead Sharks at the bottom of random other open locations.

That last card you quoted: Check the FAQ. It is very likely that particular card has received errata to clarify it. In the event it has not, then discarding it for extra dice would mean you would never be able to recharge it. The recharge power kicks in at the end of your turn, and that only works while the card is displayed. For example, see this entry for Sphere of Fire which received such an errata to allow for recharging it even if it was discarded for extra dice.

Something that isn't clicking for me: You asked a question about the Island Hopping scenario, and then gave an example of a card power that I'm pretty sure doesn't exist in the base set (Sphere of Fire for instance is in adventure deck 1). Make sure that you aren't mixing in cards to the box before you should be doing so -- if you are playing a B scenario, the only cards in the box should have the set indicators B and C (for character add-on deck). Only once you actually start adventure 1 (The Wormwood Mutiny, with the Press Ganged! scenario) should you mix in cards with set indicator 1.


James McKendrew wrote:
burgus wrote:

1.

Phantasmal Minion wrote:


Discard this card to give a card to another character.

Discard this card to allow another character at your location to give you a card.

...

Can I play this spell on another player's turn?

Yup! It's not triggered by some other event, and it doesn't tell you that you must play it on your turn, so you may absolutely play it on another player's turn.

With some exceptions. The most known one is that during an encounter you can only play cards that directly affect the check.

So you would be able to play Phantasmal Minion during someone else's exploration only if the fact that that character receiving the card would change the check.

Example: During an encounter you cannot use Phantasmal Minion to give a weapon/spell for the other player to play. Because the use of Phantasmal Minion is not DIRECTLY changing the check.

UNLESS the other character has a power like "you get +1 for each weapon in your hand". In this case you can use Phantasmal Minion to give a weapon/spell for the other player. Because the simple fact that she receives it changes the check (She doesn't have to play the spell/weapon).

Grand Lodge

Oooooh yeah, I think my gf's Lini had this one in S&S. Displaying lets you use the power on every combat check 'til the end of your turn. If you discard it for the extra, then you can't use it any more that turn.

Once you end your turn, OR use the discard power, you attempt the recharge. If you succeed, recharge. If you fail, discard.


Seltyiel's power says that I may attempt to recharge a spell in my discard pile (before I reset my hand).

How does this attempt work? Do I just do the "check to acquire" (e.g. Intelligence Arcane 4) on the card I want to try to recharge?

Or is the check I need to do the one in the powers section, which would be for example:
"After playing this card, if you do not have the Arcane skill, banish it; otherwise you may succeed at an Arcane 6 check to recharge this card instead of discarding it"

So is it Intelligence Arcane 4 or Arcane 6 or something entirely different?


burgus wrote:

Seltyiel's power says that I may attempt to recharge a spell in my discard pile (before I reset my hand).

How does this attempt work? Do I just do the "check to acquire" (e.g. Intelligence Arcane 4) on the card I want to try to recharge?

Or is the check I need to do the one in the powers section, which would be for example:
"After playing this card, if you do not have the Arcane skill, banish it; otherwise you may succeed at an Arcane 6 check to recharge this card instead of discarding it"

So is it Intelligence Arcane 4 or Arcane 6 or something entirely different?

The second: anything that relates to recharging relates to that "otherwise you may succeed at an Arcane 6 check to recharge" part.

Especially there may be some unique spells that you cannot recharge. They will have (usually) a check to acquire and no mention of a check to recharge. In that case, Seltyiel cannot recharge them.


This means that Seltyiel can not recharge spells that are only "Divine"?


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

If Seltyiel somehow had a Divine spell in his discard, he could attempt to recharge it and probably fail spectacularly since he'd be rolling a d4. Frencois is referring to spells that lack the recharge text altogether, such as Holy Feast.


I think this is a leftover remnant of the way cards were templated in RotR. There's technically no definition of what "attempt to recharge" means in the rulebook anymore; it was in the RotR rulebook but was removed for S&S, since the template was simplified.

But in the RotR rulebook description of "attempt to recharge":
"...if you don’t have at least one of the skills listed for the check, you cannot attempt to recharge the card."

I would say that Seltyiel can't recharge it since he doesn't have the Divine skill, because the RotR rulebook is the only place "attempt to recharge" is defined.


Pathfinder Roleplaying Game Superscriber
zeroth_hour2 wrote:

I think this is a leftover remnant of the way cards were templated in RotR. There's technically no definition of what "attempt to recharge" means in the rulebook anymore; it was in the RotR rulebook but was removed for S&S, since the template was simplified.

But in the RotR rulebook description of "attempt to recharge":
"...if you don’t have at least one of the skills listed for the check, you cannot attempt to recharge the card."

I would say that Seltyiel can't recharge it since he doesn't have the Divine skill, because the RotR rulebook is the only place "attempt to recharge" is defined.

Zeroth_hour, that rule was removed from the game, and was replaced by the new spell templating. So you can now attempt to recharge eg an item that requires a Divine X check to recharge even if you don't have the skill. Now, a d4 will never do, but maybe you've got an item, blessing, or ally that could help with the check. So I think Skizzerz is right about being allowed the attempt to recharge.

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