Active and Optional Powers


Rules Questions and Gameplay Discussion

Paizo Employee Chief Technical Officer

We are considering adding the following sidebar in Mummy's Mask. If you can think of any cards that are exceptions to these situations, please let me know.

RULES: ACTIVE AND OPTIONAL POWERS
In the Pathfinder Adventure Card Game, there are always a lot of cards in play. But you don't need to worry about doing what all of them say all the time. Generally, powers on cards are only active in certain situations.
• Cards in your hand
Powers on cards in your hand are active only when you choose to play them.
• Cards you examine
When you examine cards, only powers that say they happen when you examine the card are active.
• Banes you encounter
All of a bane's applicable powers are active while you encounter it.
• Boons you encounter
When you encounter a boon, the only powers that are active are ones that say they happen when you encounter it, if you acquire it, or if you fail to acquire it.
• Other cards you encounter
When you encounter a card that isn't a bane or a boon, the only powers that are active are ones that say they happen when you encounter it.
• Cards in the blessings deck and discard pile
With regard to these cards, the only powers that are active are ones that say they happen when they are discarded from the blessings deck or while on top of the blessings discard pile.
• Other cards on the table
Powers on cards on the table—including story cards, character cards, and displayed cards—are active whenever they are appropriate.

Playing cards from your hand is always optional. Active powers on all other cards are only optional if they say "you may" do something.


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

For cards in hand: "Powers on cards in your hand are active only when you choose to play them."

I've played that the Fulsome Queen cohort's start of turn power was mandatory (due to the wording "reveal this card and examine" -- don't have my cards with me right now so can't quote the full power). If it is indeed meant to be a mandatory power, then that would be an exception to your cards in hand rule.


No, the Fulsome Queen's power is optional; it's similar to powers on character cards that are phase-limited.


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

Note: don't have cards on me so quotes are from memory, but generally reflect the cards.

Fulsome Queen is however not a character card. Powers on cards you play are generally worded "play this card TO do something." For example "Reveal this card to add 1 to your check" (Besmara's Tricorne). If it's phase limited it still uses that general construction, eg "At the start of your turn, reveal this card to examine the top card of your deck" (Handy Haversack). Fulsome Queen on the other hand is worded "At the start of your turn, reveal this card AND examine the top three cards of the location deck." This does not fit the general prose used to denote an optional power, therefore I believe that makes it mandatory. Furthermore, there is a penalty attached to not finding demons that makes the Queen bounce to another character and makes you take some damage. This penalty makes it so I would generally never want to play her if doing so was optional, but is fitting for a tenuous partnership with a demon you don't have full control over.

Paizo Employee Chief Technical Officer

It's not mandatory. There's no apparent reason why it's "and" instead of "to."


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

Good to know. In that case I cannot think of any exceptions to the OP.


Is the card 'Unstable Accelerant' an exception to the last line of the OP?

It says "...each other character who can play a boon of the same type does so", which seems to violate 'Playing cards from your hand is always optional'.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Charlie Overtorch wrote:

Is the card 'Unstable Accelerant' an exception to the last line of the OP?

It says "...each other character who can play a boon of the same type does so", which seems to violate 'Playing cards from your hand is always optional'.

No, it is not an exception. Unstable Accelerant falls under "Powers on cards on the table—including story cards, character cards, and displayed cards—are active whenever they are appropriate." and "Active powers on all other cards are only optional if they say "you may" do something." The card does not say "may", so it is not an optional effect. Furthermore, we have the Golden Rule that says cards trump the rulebook if the two are ever in conflict unless the rulebook says "never." The proposed rule does not use the word "never", so Unstable Accelerant can trump the rulebook per the Golden Rule and force people to play cards since it's an active effect on a displayed card.

Some examples of exceptions would be a card in your hand that forces you to play it, or a card in your hand that has an active power simply by being in your hand (and doesn't need to be played for that power to work).

That being said, the Accelerant does mean that playing cards from your hand is not "always" optional, so it's a bit of a contradiction there and would cause issues if the golden rule was expanded to make "always" have the same priority as "never".

Paizo Employee Chief Technical Officer

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You are correct that making "always" as powerful as "never" would be a terrible idea. We'll never do that.


Thank you for the clarification about the rules distinction between 'always' and 'never'. That said, I must admit to a bit of confusion at this point.

Is the effect of 'Unstable Accelerant' not an exception to 'Playing cards from your hand is always optional'?


I think so. The rulebook says if a card contradicts the rulebook, the card wins. This looks like such a case.

Pathfinder ACG Developer

To be fair, it's still optional to play a card; it's just that _everyone_ plays a card if you take that option.


That is good to know, I hadn't thought about the fact that the card plays are all still optional.

Not sure if this is the right place to ask, but since we are discussing 'Unstable Accelerant' I was wondering how/if it chained.

I believe the answer is 'no, it does not chain', but that depends on using the Golden Rule, which I generally have trouble applying.

For example: If two players are at the same location with 'Unstable Accelerant' and Player 1 plays a blessing on a check to acquire, then Player 2 must play a blessing on that check. Now my understanding is, if Player 1 has a second blessing, they cannot play it even if Player 2 played a blessing.

This is because while 'Unstable Accelerant' tells them to play it, the rulebook says they cannot. The rulebook wins according to the Golden Rule, 'cannot' trumps 'can'. Is that right? Or does Unstable Accelerant's 'can' trump the rulebook's 'cannot' because the rulebook is not a card and as far as I can tell, cannot vs. can in the Golden Rule only applies to cards?

I hope my example is at least clear, even if my reasoning is not.


After reading the second power for Rise of the Runelords Sajan I am now uncertain about my understanding of the Golden Rule (I was looking to see if there were any cards that were exceptions to the 'one card of each type per character per step' restriction). How I think it applies in the Unstable Accelerant case would appear to make his second power useless.

So now I am not quite sure how either case works.


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The Golden Rule actually says cannot only trumps can when two cards are in conflict, not when a card contradicts the rulebook. The only time the rulebook trumps a card is when the rulebook says "never".

So Sajan's power can override the rulebook, as can numerous cards (Belt of Incredible Dexterity, etc).

In your Unstable Accelerant example, each player plays one blessing. Unstable Accelerant says you must play a boon if you can. (It doesn't say if you have it in your hand, you must play it.) The rulebook says you can only play one blessing on a check. So player 1 doesn't play a second blessing, because he/she can't.

This is the same reason that if Player 1 plays a weapon, other players don't play a weapon (unless they have a weapon that can be played to aid another character), if Player 1 plays an armor, other players don't play an armor (unless it is an armor that can help another player), etc.

Pertinent rule:

Wrath Rulebook p.10 wrote:
You may not activate a power or play a card that doesn’t apply to your current situation. For example, you may not play a card to reduce damage when damage is not being dealt, and you may not play a card to evade a monster when you are not encountering a monster.


That makes everything a lot clearer to me, I missed the importance of the 'if you can' clause. I will have to remember to read every card more closely in the future.

It is interesting for a game that feels so natural and intuitive that there keep being new things I learn about the rules nearly every time that I play. Luckily there looks to be no shortage of content, as I look forward to playing all the PACG I can for a very long time.

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