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I am fine with the cards I have and the game I received for my money (and I paid full retail at my local game shop). I have found that most of the card fixes don't even require changing the cards, I can just remember the errata and I print out the errata and throw it in the box with my game and check as needed. Reprinting and sending people cards is not worth the increased cost of future products that would result in my opinion. Put the money towards making more new PACG materials. ![]()
This arose last night in a game, what would you do in this scenario: 1. Turn over a bane
4a. I evade and don't have to recharge two cards because I evade the card 4b. I recharge two cards (before the encounter) then evade and bury the villain I played it as 4b. ![]()
I just soloed this with Lem (Lem has completed Perils as you suggested) It was a lot of fun and the blessing mechanic you put in created a lot of tactical decisions. I ended up using Lem's Sanctuary spell multiple times to avoid the werewolves until I had a better blessing combo so they were easier to beat. I also had an augury spell I pulled from a location deck that helped me move through the locations and avoid some of the bad guys. I ended up winning with about 1/3 of the blessing deck left. I was able to cycle my cure spell a couple of times so I was never in danger of dying. Thanks for the great scenario! ![]()
I sometimes play a couple of rounds when switching tasks in my business. I ended up getting an old wooden shelf from a closet and set up the game on the shelf, then put the shelf on the table. When I need to set it aside for whatever reason I just carefully pick up the whole thing and move it to a different location, all cards and placements intact. I am trying to think of a way to create a folding clamshell type setup so I can keep the cards more secure when I move the "game table" up or down stairs. ![]()
Myriade wrote: I've tried all the characters solo. I really like Lem, because you can always get the Cure spell back with his power. Expect long games with him though, because his fighting is not very strong. I really enjoy Lem solo as well, though have beefed him up with some attack spells and didn't use the suggested deck in the rule book. He takes a lot longer to play, but I felt a real sense of accomplishment when I finally took Black Fang down tonight with about 5 blessing cards left in the deck. ![]()
I have lost three times: Once with Merisiel and Amiri. The blessing deck ran out, but I had gotten greedy and left locations open after defeating henchmen to try and get more stuff. Valeros and Seoni have failed once on the final scenario of Burnt Offerings to the blessing deck running out after I stopped exploring because Seoni was low on cards. Lem in Bringadoom (I am soloing Lem with custom (read offensive) card selection, not what is suggested in the book) because I wasn't thinking enough while playing because I had previously walked through this one. Lem is definitely the most difficult to play of all my combos, but is a lot of fun because I have to think a lot more, and end up moving around a lot and having to make some key decisions. ![]()
Thanks for all the feedback everyone! If you want to read some more feedback this scenario and ideas are also being discussed on BGG: http://tinyurl.com/pacgscenario1 With all of the feedback here is version #2 of the scenario. Let me know what you think (and thanks!) Uninvited Guests Adventure (working title) Scenario #1: Zombies? Players Locations #Allies to defeat to win
As night falls the people of Sandpoint begin to transform. With no warning people’s eyes glaze over and they begin attacking, each assaulted citizen turning into a mindless zombie. Or are they? Father Zantus disagrees with the zombie hypothesis and believes the citizens of Sandpoint are under a spell. As you watch the Good Father’s eyes glaze over and he moves to attack. Defeat the brainwashed citizens of Sandpoint without hurting them, and return normalcy to the town. Villain: None
During this Scenario 1. Replace all monster cards with Ally cards 2. When encountering an Ally use the higher check value as the combat value for that Ally. Allies require a combat check to defeat, using their highest Check to Acquire value as their Check to Defeat value. 3. Place defeated allies in a seperate Subdued Ally Pile. Do not banish them or place them in your hand 4. Pulling your punches:
5. Herding the townsfolk: When you close a location search the location deck and randomly distribute any remaining allies to the other locations and shuffle them into the deck. 6. Named Allies: Defeated named allies return to the box, and do not go to the subdued ally pile. When you defeat a named ally you may immediately attempt to close that location. If a character draws a named ally in their hand (it is part of their deck) they immediately encounter that named ally. If they defeat the named ally they may attempt to close their current location deck and the ally is set beside their discard pile (you get them back after the scenario). If the named ally is undefeated or evaded they are shuffled back into the character’s deck. Victory: Subdue X allies or close all locations to break the spell and save the people of Sandpoint. (X=value in the location table) Reward: Each character selects one random character from the subdued ally pile. (I banished the named allies back to the box instead of putting them into the subdued ally pile, but if you wanted to increase your chance of getting a named ally you could put them in the ally pile instead) ![]()
Steve: Thanks for the feedback. I am on my way out to games night, so will reply more later, I just wanted to thank you for giving it a try. My goal was to try something with a different win condition, and maybe I went to far by removing the closing location mechanic. Allies for items instead of monsters is interesting, I will think on that. The lack of tactics is a valid point. Would your view of that change if you knew this was the first of a series of adventure, so that this scenario is more about building the story idea that someone is trying to take over the town with mental control, and that later scenarios will have more tactics? Or for you does each scenario need to have tactics? Mechalibur: I agree that it is a bit tough on some characters, I will have to think on how to give non-dex/str based heros a "fighting" chance. Although I come from a long D&D history of giving my players challenges that allow different types of characters to shine through in different situations. Maybe that doesn't work exactly the same in card game format. Thank you! ![]()
I have finished the main quests that came with the game, so this morning my DM gene kicked in and I decided to try creating a custom adventure. This is the first scenario. I am trying to create scenarios using only the cards in the game, so no custom made cards at this point. I have tested it with two players solo and won, though Merisiel was down to four cards. I would love feedback on how it looks here, as well as if anyone decides to give it a play. Thanks in advance for all feedback! Zombies? Players Locations #Allies to defeat
As night falls the people of Sandpoint begin to transform. With no warning people’s eyes glaze over and they begin attacking, each assaulted citizen turning into a mindless zombie. Or are they? Father Zantus disagrees with the zombie hypothesis and believes the citizens of Sandpoint are under a spell. Defeat the brainwashed citizens of Sandpoint without hurting them, and return normalcy to the town. Villain: None
During this Scenario Replace all monster cards with Ally cards (allies in location decks count as banes) When encountering an Ally use the higher check value as the combat value for that Ally. Use only your base strength or dexterity check (no spells, no weapons, no bonuses, you don’t want to hurt them) to defeat each ally. Place defeated allies in an "Ally pile" not your hand. Victory: Defeat X Allies to break the spell and save the people of Sandpoint (X= value in table above) Reward: each character selects a random ally from the "saved ally" pile ![]()
I have beat all scenarios of Perils of the Lost coast with: Kyra + Merisiel
Valeros and Seoni were my strongest pair, but they also benefited from some early reveals of henchmen and villains, so I think they seem more powerful than they are. Amirir and Seelah had the most trouble. Seelah is the character I enjoy playing the least. Kyra and Merisiel are probably my strongest pair. They succeeded in scenarios even when I didn't pull henchmen and villains until I was deep into the blessings deck. |