Yo, Scurvy Dog, I Heard You Like Villains...

Tuesday, September 30, 2014

Yarrr! Pirate sounds and words! Yarrr! Dear readers, before we start looking at cards from Pathfinder Adventure Card Game—Skull & Shackles Adventure Deck 2: Raiders of the Fever Sea, I want to take a couple of moments to share some thoughts about the comments on my last blog. I'm sort of curmudgeonly for a woman in her twenties, so some of these thoughts may seem a bit harsh, but deep down, I'm actually a marshmallow. If I had more coffee in my system, all my thoughts would be rainbows and kittens, but alas, I'm out of java.

Curmudgeonly Thoughts

  1. My name isn't Gary, it's Gaby. I commend you for fixing your error and for making a mistake that didn't result in my name being spelled Gabby or Gabbie. That's just the worst. Gary is a much better error. [Editor's note: We all call her Gary now.]
  2. For those of you that thought Hirgy was not in the spirit of the game...I see that there are words written there but all I can read is "baw baw baw." The Hirgzster is great. Just give him a chance.
  3. For those of you who figured out that the Goblin Weidling is my favorite card because its name is my last name, congratulations! You've scored a gazillion bonus points, which are redeemable for absolutely nothing!!! But you're smart, so, you've got that going for you.
  4. A lot of you said really nice things about my blog and now the pressure is on to keep you entertained and happy. YIPES. This is a way scarier than fighting Hirgenzosk, but I'm going to try.

And now, back to our regularly scheduled programming.

OSS (Obligatory Shark Section)


BONK!

Fun fact: That's what bull sharks actually do. They swim around waiting for some unsuspecting pirate to decide it's a nice day for a dip, and then the bull shark just goes BONK with its nose, like some sort of toothy battering ram. And after it goes bonk, then it goes chomp and that's the end of that.

This shark, like all our other sharks, can't be evaded. Of course, you have to make a check to find out if you're a decent and alert swimmer, or you'll get bull sharked.

Bonus fun fact: Bull sharks can live in either salt water or fresh water. You aren't safe anywhere. Then again, neither are bull sharks. That's because Mike forced upon the game a really bad, really awesome pun, and then we turned it into one of the scariest promo cards ever. Witness the Owlbeartross.


Oh, come on. That's the funniest thing you've heard today.

That poor little Riptide Grindylow. He's just derping along, minding his business and then for basically no reason, you come along and whack him. Now you've done it. This makes the Owlbeartross pretty cross, since Grindylow is his favorite snack food. It's likely that Mr. Tross will now fly off and shuffle himself into a deck you really don't want to see him in, and also likely that he'll go find another monster to beak-chomp. See, he's a big ball of cuddles.

Things that Actually Matter

We've got some wacky stuff going on in our scenarios. One of them has two different ships bopping around. And if you're lucky, you'll end that scenario with a *ton* of plunder.


Devilish due-giving abounds. Rickety Hake abides.

You'll also have the opportunity to help out Rickety Hake, our first ever loot ally. He's this totally nice dude with terrible teeth who fixes up ships in his ship chop shop (say that three times fast!). He's a helpful guy to have around.

In The Secret of Mancatcher Cove, there's sort of a lot going on. It seems pretty normal at first, though. You build out your locations like normal. There's a villain, who I call Inky Izzy, and a named henchman and then some generic Buccaneers. It's sort of weird that there's one less location than normal though. That probably won't be part of some horrible surprise.


It's part of some horrible surprise.

You're playing along and things are groovy gravy. You've closed some locations, and somehow, luck's going your way. You've encountered Inky Izzy and you're even in a position to banish her if your fights go well. And because I'm feeling reasonably nice as I type this, let's say they do. You summon and encounter the ship Thresher. It's not the nicest ship in the world, but again, your fight goes well, and you defeat it. Huzzah for you! Now it's time to fight Inky Izzy. And yet again, in a display of stunningly good luck, you beat her. You take your 1 Acid damage, but that's OK because you've just won. Right? RIGHT?!

Wrong. Hold on to your eye patches, kids, it's about to get crazy.

Remember that scenario card that I showed you a picture of but just sort of glossed over? Turns out that when Inky Izzy goes away you get to build a new location. It's called Mancatcher Cove. It's not the nicest place in the Shackles, but it is by no means the worst. So, what happens when this place gets built? Oh, that's right. You add a villain to it. The Matron is not your friend.


It's not like you didn't see this coming.

Turns out that when you eventually get around to fighting her, she summons a Sea Devil. And if you're lucky enough to beat her, then you get to add the villain Krelloort to that location. Krelloort may have a funny name, but he's not a funny guy. He's kind of a jerk. And he summons somebody to fight if there are cards left in the location deck! Like I said, kind of a jerk. The good news is, if you can get past Krelloort, you're done! You've won!

If you can handle at least three villain fights, countless ship fights, and countless henchmen fights, you've definitely earned the loot for this scenario.

I'm going to leave you on a positive note and just let you bask in the awesomeness of that loot. Speaking of loot... Here's some awesome wallpapers for your computers, if any of you crazy cats still use those.


Illustration by Daryl Mandryk. Download the widescreen version here.

Enjoy your adventures on the seas, mateys, and keep your eyes peeled for bull sharks!!!

Gaby Weidling
Adventure Card Game Developer

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Tags: Daryl Mandryk Pathfinder Adventure Card Game Skull & Shackles Wallpapers
Pathfinder ACG Designer

5 people marked this as a favorite.

This blog delivers. Nice work, Gary.

Pathfinder ACG Developer

4 people marked this as a favorite.

Thanks Janis!!! <3


The only thing worse than those bull sharks is that Land Shark. While Bull Sharks can inhabit salt or fresh water, the Land Shark may strike at any place, any time.


It looks like you were serious about making S&S set harder than RotRL.. The Secret of the Mancatcher Cove looks awesome! Idea of building new locations during playing sounds great, hopefully it will be as awesome when playing the game.

Good blog all the way.

Pathfinder Adventure Card Game Designer

2 people marked this as a favorite.

I haven't got choc-ices! I only got the Owlbeartross.


I love the idea of loot allies... now all we need are loot blessings :P

The other loot ally Agasta Smythee is also pretty fun :)


Where's my Goblin Song about Alber- er, Owlbeartrosses?

:c

Pathfinder Adventure Card Game Designer

1 person marked this as a favorite.

The last one recorded went:
The Owlbe— CHOMP!


Pathfinder Roleplaying Game Superscriber
Mike Selinker wrote:

The last one recorded went:

The Owlbe— CHOMP!

How many licks does it take to get to the center of a Riptide Grindylow?


1 person marked this as a favorite.

...so we put the Matron in your Krelloort so you can villain while you villain.


"Concept Art House" (see the Bull Shark card) is a very amusing name for an artist (collective).


This is great, thanks!

Any chance there's a wallpaper somewhere for PACG Rise of the Runelords?

Scarab Sages

Hawkmoon269 wrote:
The only thing worse than those bull sharks is that Land Shark.

Skeletor loves him a Land Shark.

Wallpapers are definitely cool...thanks for providing. This one has lots of words on it, though, so I probably won't use it - but I'm glad it's here. Hope to see the widescreen wallpaper trend continue!

Sovereign Court

Calthaer wrote:
Hawkmoon269 wrote:
The only thing worse than those bull sharks is that Land Shark.
Skeletor loves him a Land Shark.

Nope. I'm out. Screw this.

Pathfinder Adventure Card Game Designer

1 person marked this as a favorite.
Calthaer wrote:
Skeletor loves him a Land Shark.

Pretty much every day at the Lone Shark office.

Dark Archive

I'll never survive the shackles with this Owlbeartross around my neck


I, for one, can't wait to shoot the Owlbeartross with a light crossbow. Surely nothing bad can come from such a thing.

What? The next card is Becalmed?


So it looks like you only have to defeat The Matron and Krelloort, and not worry about cornering them?

Sovereign Court

Hawkmoon269 wrote:

I, for one, can't wait to shoot the Owlbeartross with a light crossbow. Surely nothing bad can come from such a thing.

What? The next card is Becalmed?

Owlbeartrosses are so cute and cuddly, why would you shoot it with a light crossbow? Just go give a big hug!


The Owlbeartross refers to increasing the difficulty of the check, but has two checks which are in sequence.


Pathfinder Roleplaying Game Superscriber

The worst thing about the Owlbeartross in my mind: It might just end up banishing the henchman from your location deck, meaning you need to go all the way through it to close the location. (To be clear, that's worst in a "I hope that never happens to me" sense, not worst in a "I think that's bad design" sense)

Sovereign Court RPG Superstar 2011 Top 32

Malcolm_Reynolds wrote:
So it looks like you only have to defeat The Matron and Krelloort, and not worry about cornering them?

Looks to me like that's only true if Inky was at the last open location. If you temp closed locations to corner her I presume they would open right back up after you build the new one. If everything's permanently closed it would stay that way.


Mike Selinker wrote:

The last one recorded went:

The Owlbe— CHOMP!

See, now would that have been so hard to put on the card? XD

Pathfinder Adventure Card Game Designer

mlvanbie wrote:
The Owlbeartross refers to increasing the difficulty of the check, but has two checks which are in sequence.

Noted. It's both checks.


Mike Selinker wrote:
I haven't got choc-ices! I only got the Owlbeartross.

I had not seen that in quite a while. Thank you for posting it. Still plenty of laughs!

. . .

. . .

. . .

Albatross!

Pathfinder Adventure Card Game Developer

Hawkmoon269 wrote:
The only thing worse than those bull sharks is that Land Shark. While Bull Sharks can inhabit salt or fresh water, the Land Shark may strike at any place, any time.

We were just discussing the etymology of the land shark recently. Not for any particular reason, of course. :-)


ryric wrote:
Malcolm_Reynolds wrote:
So it looks like you only have to defeat The Matron and Krelloort, and not worry about cornering them?
Looks to me like that's only true if Inky was at the last open location. If you temp closed locations to corner her I presume they would open right back up after you build the new one. If everything's permanently closed it would stay that way.

A villain can be defeated independently of whether it escapes. The Matron says to banish it when defeated, not when cornered and defeated. The Scenario says you win when Krelloort is defeated, not when he is cornered and defeated. (Contrast with Thassilonian Sins, which requires all three villains to be cornered and defeated).

I did notice something else interesting. When you defeat The Matron, defeating a villain makes you banish all non-villain cards in the deck, so Krelloort will become the only card in the location deck. So when would Krelloort's first power matter?

Pathfinder Adventure Card Game Designer

2 people marked this as a favorite.
Chad Brown wrote:
We were just discussing the etymology of the land shark recently. Not for any particular reason, of course. :-)

Hold that thought.

Scarab Sages

Mike Selinker wrote:
Calthaer wrote:
Skeletor loves him a Land Shark.
Pretty much every day at the Lone Shark office.

If you guys somehow got William George (or Earl Norem) to come out of retirement and do one piece of card art, especially art of a land shark accompanied by a blue-skinned lich-wizard, you would be super epicly heroic.


If you fail to defeat Krelloort, he could escape to an open location (temporarily closed when Inky was banished).

However, there is an issue that may need some FAQing:

S&S Rules wrote:

Summoning and Adding Cards

Sometimes you will be told to summon cards or to add cards
to a deck. When this happens, retrieve the cards from the box.
:
Summoned cards cannot cause other cards to be summoned.

Read strictly, if I summon and build a location the summoned cards shouldn't be able to summon other cards. So The Matron's abilities won't work and Krelloort will never be present.


mlvanbie wrote:

If you fail to defeat Krelloort, he could escape to an open location (temporarily closed when Inky was banished).

However, there is an issue that may need some FAQing:

S&S Rules wrote:

Summoning and Adding Cards

Sometimes you will be told to summon cards or to add cards
to a deck. When this happens, retrieve the cards from the box.
:
Summoned cards cannot cause other cards to be summoned.

Read strictly, if I summon and build a location the summoned cards shouldn't be able to summon other cards. So The Matron's abilities won't work and Krelloort will never be present.

That rule probably doesn't apply because neither the Scenario nor The Matron tell you to summon the following card. They just tell you to shuffle them into the deck.

Mancatcher Cove itself, however, is summoned. So if you fail to defeat Krelloort and he escapes to another location, can you close Mancatcher Cove by its closing power (letting a summoned card summon another card? You wouldn't need to to win since you only have to defeat Krelloort, not corner him.

Pathfinder Adventure Card Game Designer

Noted. We will discuss.

Sovereign Court RPG Superstar 2011 Top 32

Does a card that is summoned, but stays around for whatever reason (like Mancatcher Cove) retain its "summoned" status afterward? Seems to me that "no card memory" would cause it to forget it was summoned. If so we only have the summoned cards summoning summoners etc. problem during the turn when its built - I'm not sure off the top of my head how much mobility is available yet to scoot over and explore during the same turn you defeated the first villain.

Pathfinder Adventure Card Game Designer

Yeah, that's what we're thinking. But we need to poke it to see if anything breaks. Presume Mancatcher Cove isn't "summoned" after it comes into play for now.


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Yeah. Technically, with this scenario and Mancatcher Cove, the only card that is summoned is the location card it self (Mancatcher Cove). The cards that go into the location deck aren't summoned.

I think adding something to the "summon and build" part would take card of this.

S&S Rulebook p15 wrote:
If you’re told to summon and build a location, retrieve the location card from the box and build the location as usual; the location and its deck remain in play for the rest of the scenario and are no longer considered summoned cards.

Something like that would seem to cover summoned and built locations.

As mentioned above the Secret of Mancathcer Cove tells you to "shuffle" the Matron into the location. So there is no summoning there. And the Matron doesn't summon Krelloort, she just tells you to add it to the location.


I assume that the rule was intended to prevent infinite loops. Currently this isn't an issue for summoning locations because you can't summon anything which will summon locations. When we get a bane Scheherazade with 'before you act, summon, build and close a random location' then we will have to be careful. Or a location 'a maze of twisty passages all alike' which summons itself. Put together....

Both of these would be awesome, of course.

Sovereign Court

Scheherazade (wrong spelling but I like this way better)

Start a sub game of PACG, using the cards currently not in the box, reopening all closed locations. Do not rebuild the locations. If you win, you may immediately close half of the open locations rounded down. If you lose, discard half the blessings deck.

I like torture and crazyness, I'd play this spell.

Sovereign Court RPG Superstar 2011 Top 32

Andrew K wrote:

Scheherazade (wrong spelling but I like this way better)

Start a sub game of PACG, using the cards currently not in the box, reopening all closed locations. Do not rebuild the locations. If you win, you may immediately close half of the open locations rounded down. If you lose, discard half the blessings deck.

I like torture and crazyness, I'd play this spell.

I once heard of a (non-tournament legal, obviously) Magic deck that consisted only of Shahrazad and plains. About 35 of each. So you created subgames within subgames and so forth. Against a 60 card deck you started winning the subgames about 9 nestings in during the opening draw as your opponent couldn't form his opening hand. Against many decks your odds of winning were a near mathematical certainty, except that it would take something on the order 6^9(about 10 million) subgames to actually win.

My brother loved coming up with these conceptual degenerate decks.


I never had more than three of those cards in a deck.

But the full-out PACG version should cause you to play an entire AP.

Pathfinder Adventure Card Game Designer

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ryric wrote:
I once heard of a (non-tournament legal, obviously) Magic deck that consisted only of Shahrazad and plains. About 35 of each. So you created subgames within subgames and so forth. Against a 60 card deck you started winning the subgames about 9 nestings in during the opening draw as your opponent couldn't form his opening hand. Against many decks your odds of winning were a near mathematical certainty, except that it would take something on the order 6^9(about 10 million) subgames to actually win.

There would be blood on the floor.

Sovereign Court

Mike Selinker wrote:
ryric wrote:
I once heard of a (non-tournament legal, obviously) Magic deck that consisted only of Shahrazad and plains. About 35 of each. So you created subgames within subgames and so forth. Against a 60 card deck you started winning the subgames about 9 nestings in during the opening draw as your opponent couldn't form his opening hand. Against many decks your odds of winning were a near mathematical certainty, except that it would take something on the order 6^9(about 10 million) subgames to actually win.
There would be blood on the floor.

Yes, and I'd be crying it because I ran out of tears of joy over how "screw you" this deck would be. That's how I play, and I even have a deck that is so bad it is built 100% just to piss off the opponent into resigning.


ryric wrote:

I once heard of a (non-tournament legal, obviously) Magic deck that consisted only of Shahrazad and plains. About 35 of each. So you created subgames within subgames and so forth. Against a 60 card deck you started winning the subgames about 9 nestings in during the opening draw as your opponent couldn't form his opening hand. Against many decks your odds of winning were a near mathematical certainty, except that it would take something on the order 6^9(about 10 million) subgames to actually win.

My brother loved coming up with these conceptual degenerate decks.

To be a terrible spoilsport - and this may be wrong as it's a very long time since I played Magic - this isn't only not tournament-legal, it's pretty much not-friendly-game legal either, as the Magic rules were a stickler for 'no more than four of one card in a deck'. And what with the subgame loser losing half their life rounded down, surely you can't ever kill anyone with it either?

Sovereign Court RPG Superstar 2011 Top 32

The_Napier wrote:
To be a terrible spoilsport - and this may be wrong as it's a very long time since I played Magic - this isn't only not tournament-legal, it's pretty much not-friendly-game legal either, as the Magic rules were a stickler for 'no more than four of one card in a deck'. And what with the subgame loser losing half their life rounded down, surely you can't ever kill anyone with it either?

The "no more than four copies" rule was originally for tournaments only. It doesn't appear in the alpha/beta/unlimited rulebooks. You could also play with 40 cards.

I agree it's not a friendly deck. It's the sort of BS deck you ambush some stranger at a con with and hope not to get punched. I'm fairly certain that the life you keep is rounded down, so you end up eventually going from 1 to 0 but it's not like anyone would ever play it out.

Andrew K, I have a couple more "screw you" decks but this is probably not the best thread to discuss them.


ryric wrote:
I'm fairly certain that the life you keep is rounded down, so you end up eventually going from 1 to 0 but it's not like anyone would ever play it out.

you're totally right - I've apparently forgotten how to read


Malcolm_Reynolds wrote:
I did notice something else interesting. When you defeat The Matron, defeating a villain makes you banish all non-villain cards in the deck, so Krelloort will become the only card in the location deck. So when would Krelloort's first power matter?

I was wondering the same thing. I would say she is banished (as per her 'If defeated' power) before you get to close the location for defeating a villain. Or at least, that's how I would play it but it might not be correct if you follow the rules as written.


Our feeling was also that the deck doesn't empty, because she's banished before you get to that step. Could go either way, but it didn't make much sense to us to empty the location and then have a villain that can only be defeated if the location's empty. Unless it's for hedge cases, like closing the coastline (or beach?) and shuffling a card into the summoned location.

Who knows? We finished this one on the last turn, as we have almost every scenario in AD2. We play with extra locations, so some of that time pressure is on us, but it's been fun. :D

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