Cave Wizard

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Both Core Set and Crimson Throne content easily fit in the Core Set box with cards sleeved. However, note that the Core Set has a much simpler box design compared to the older sets. There's no plastic insert, just the box itself divided into three rows with foam blocks and labeled dividers to separate and organize the cards and other content (tokens, etc). For my needs it's functional enough, but certainly not an ideal solution compared to a proper insert.

I don't use playmats, so I'll let someone else cover that topic. :p


A fellow Finn here. I had similar issues with the Core Set, though mostly only on three cards. Red and white splotches on the backs, and also had two cards stuck together, resulting in tearing.

I also had some off-center printing and slight color variance, but felt it wasn't severe enough to affect gameplay. There was enough variance on that throughout the cards that guessing a card by its back wasn't easy, so a non-issue for me personally.

I contacted Paizo's customer support and they sent replacements for the cards with splotches after I gave them the specifics on which cards were affected and how. I just checked my email archive and looks like it took me 6 days to get a response, and 4 days for the next follow-up, so a bit on the slow side. That was also in 2019, so not the most recent case. :p


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Just to echo what's been said already...

Not surprised after the long silence, but extremely saddened, considering that PACG is my all-time favorite board/card game. Personally I really liked the new Core set design and was looking forward to more AP's for it. I'll still play all the sets (ordered another class deck the other day, in fact), but I fear the spark will be gone sooner, now that there's not much to look forward to.

I really do hope that PACG is given a chance to continue and expand in some form (other than fan content). Be it crowdfunding an AP, selling rights to another company (should there be interest) or whatever.


Katlyn99 wrote:
If memory serves, I think there was a 2-3 year gap between Mummy's Mask and Core/Curse so there is precedent in thinking that even if we don't get a new set every year, the game isn't dead. ;)

There were class decks and ultimate decks released in-between, so there was stuff to look forward to.

For the new Core set on the other hand... nothing. :(


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See the (growing number of) existing threads:

New to PACG; hoping for more expansions!
New edition expansion / character deck plans?
Release dates and future Adventure Paths
Whats next for Pathfinder Adventure card game?

Short answer:
No announcements yet.


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See the existing threads:

New to PACG; hoping for more expansions!
New edition expansion / character deck plans?

Short answer:
No announcements yet.


Same same.

Personally I hope we'll get some smaller expansions first, in the scale of class/ultimate decks (shorter development time, available sooner) to add incentive to replay Core and CotCT while waiting for the next AP or other big expansion.


Same here. Not mixing old with new, because of aesthetic difference and having to consult a guide for what old cards now do. Still have MM and S&S to finish, so not an immediate need for new stuff, but still hopefully soon-ish.

I'd love a sort of character add-on thing for the core set. More generic stuff to use in any set, and a few new characters that specifically benefit from the new stuff. Gunslingers are missing, there's no high damage/backstabbing rogue/assassin, no high dex ranger/sniper, no warlock/magus sorta thing... lots of very common rpg classes are still absent.


Completed 7A: The Inevitable Betrayal

Character Name: Valeros
Role Card: Compatriot
Skill Feats: Strength+3, Constitution+2, Charisma+1
Power Feats: Hand size+2, On local combat check: ([X] or your Diplomacy), ([X] 1d6), ([X] 1d8), At the end of turn: ([X] or an ally)
Card Feats: Weapon+2, Item+1, Ally+2, Blessing+1
Unspent Hero Points: 0
Weapons: Ukwar Axe, Dancing Dagger, Thundering Earthbreaker, Wyrmsmite, Vindicator, Vicious Scythe
Spells:
Armors: Magic Full Plate, Bearskin Armor, Magic Chainmail
Items: Red Mantis Mask, Ring of Immolation, Crowbar
Allies: Ruan Mirukova, Pig, Firepelt Cougar, Lyrune-quah Moon Maiden, Priest of Abadar
Blessings: The Winged Serpent, The Tangled Briar, The All-seeing Eye, The Trumpet

Character Name: Lem
Role Card: Busker
Skill Feats: Dexterity+3, Charisma+3
Power Feats: Hand Size+1, Local non-combat check: ([X] or another local...), ([X] or reload), ([X] 1d6), At the end of turn: ([X] or to shuffle...), ([X] When you would encounter...)
Card Feats: Spell+2, Armor+1, Ally+1, Blessing+2
Unspent Hero Points: 1
Weapons: Serithtial
Spells: Divine Blaze, Divine Insight, Soothing Word, Acid Rain, Icy Prison, Restorative Touch
Armors: Moon Maiden Armor
Items: Staff of Greater Necromancy, Wand of Restorative Touch, Horn of Blasting
Allies: Bodyguard, Sable Company Marine, Magistrate, Gentleman Explorer, Ausio Carowyn
Blessings: Iomedae's Justice, The Empty Throne, The Inquisitor, The Dance, The Fiend

Character Name: Quinn
Role Card: Empiricist
Skill Feats: Intelligence+3, Wisdom+2, Charisma+1
Power Feats: For your check that invoked Finesse: ([X] or reload), ([X] If you are the only...), On Local Check: ([X] or a boon), At the end...: ([X] or start), ([X] You are proficient with Alchemical), ([X] On your Diplomacy, Disable, or Perception...)
Card Feats: Weapon+1, Armor+1, Item+2, Ally+1, Blessing+1
Unspent Hero Points: 4
Weapons: Shocking Sawtooth Saber, Blackjack's Daggers, Blackjack's Rapier
Spells:
Armors: Grounded Studded Leather, Maiden's Helm
Items: Fate-Reader Lenses, Ring of Splendid Security, Staff of Greater Healing, Elixir of Healing, Third Eye, Elixir of Energy Resistance, Balmberry, The Lost Harrows
Allies: Jasan Adriel, Card Caster, Toff Ornelos, Naval Hero
Blessings: The Publican, The Cyclone, The Uprising, The Beating

OTHER NOTES:
* Played solo, normal size locations, normal difficulty.
* Didn't pick Blackjack as role for anyone.
* No one died at any point. A few very close calls though, primarily in adventures 4 and 5.
* Valeros spent hero points for rerolls in scenarios: 4D, 5B, 6A, 7A, 7A (+1 undocumented around adventures 4-5)
* Lem spent hero points for rerolls in scenarios: 5B, 6A, 6A, 6C, 7A
* Quinn spent hero points for rerolls in scenarios: 6B (+1 undocumented, possibly 4D)
* One notable mistake I made during the campaign was that I forgot to add the core set cards for adventures 2 and 3. Noticed the mistake at the start of adventure 4. Probably made the game a bit easier before that with smaller ratio of higher level banes, though I was also working with less boon variety, so... dunno.
* A house rule I've used since Rise of the Runelords: When rebuilding decks, I never take cards from the vault that are higher than level 1, regardless of adventure, unless absolutely necessary (like, in case all low level cards have been removed, though usually the reason to take something from the vault is because a card got banished, and that card is usually low level, thus often the lowest level available to rebuild with). There's more incentive to invest in checks to acquire when they're the primary way to get stuff, rather than automatically getting stuff you miss after couple of adventures. Even more so now that adventures are only 4 scenarios long. This house rule is one of the reasons the characters still have several level 0 and 1 cards in their decks. Some of the items on Quinn are there for a reason though. Alchemical things!


Yeah, I figured there could be something like 'during this scenario, all summoned cards have difficulty of their checks increased by 3' or something like that.

On the other hand, it seems confusing that in one case 'summon and acquire' means having to do the check to acquire, while in another the acquisition is automatic.


The location Warehouse in MM has the following 'when permanently closed' text:

Warehouse wrote:
On closing, summon and acquire a weapon, an armor or an item from the box.

If this was a 'when closing' text, it would make sense, but as 'when permanently closed'? It sounds like a condition, that you must acquire the summoned card. But what for? The location is already closed at that point.

Or if it's supposed to mean that you automatically acquire the card after summoning, then shouldn't the location just say to 'draw a random weapon, armor or item from the box'? Or is there some sneaky reason to word it in such an unusual way?


Doppelschwert wrote:

1)

I'm not entirely sure but I think you shuffle it back into the deck.

I believe the up-to-date ruling (since S&S) is that faceup barriers with the 'task' trait (FAQ says Collapsed Ceiling should now have it) remain on top until resolved and can't be shuffled back in the location deck. As for shuffling the location... I guess you shuffle all the other cards in the location and keep the faceup barrier on top?

Also note that you encounter the faceup barrier only once per turn. If you can do additional explorations on the same turn, you can explore the next card in the location.


Character Name: Seelah
Role Card: Wardstone Sentry
Skill Feats: Strength+4, Dexterity+1, Constitution+1, Wisdom+2, Charisma+2
Power Feats: +2 hand size, before you act use Charisma +2, Charisma+4, discard to add d6+1, +2, +3, add 1d8 against Demon and Undead monsters, when someone encounters cultist or demon move to that location
Card Feats: Weapon+2, Ally+2, Blessing+3
Weapons: Holy Radiance, Fiendsplitter, Rapier of Puncturing, Blancher, Disrupting Warhammer, Sawtooth Sabre+2
Spells: Cure
Armors: Ebon Thorn, Black Dragonhide Breastplate, Imperial Army Greathelm
Items: Banner of Valor
Allies: Celestial Unicorn, Celestial Unicorn, Pit Gladiator, Wolf
Blessings: Blessing of Inheritor, Blessing of Baphomet, Blessing of Ascension, Blessing of Cayden Cailean, Blessing of Gorum, Blessing of Nethys, Blessing of Abadar
Mythic Path: Mythic Champion, then Sword of Iomedae

Character Name: Imrijka
Role Card: Cold Iron Warden
Skill Feats: Strength+4, Dexterity+2, Constitution+1, Wisdom+4, Charisma+1
Power Feats: +1 hand size, Perception:Wisdom+2, reveal divine/ranged for 1d4, add 1d8 against Cultist, when defeating monster examine top card, may roll 3 to explore after defeating a monster, use Strength on Diplomacy checks, recharge basic blessing when played against a bane, may evade encounter, may put evaded card to bottom.
Card Feats: Weapon+1, Spell+2, Item+1, Ally+1, Blessing+2
Weapons: Firebow, Marksman's Bow, Star Bow, Dawnflower's Kiss, Noriznigath, Soulshear
Spells: Cure, Icy Prison, Divine Blaze
Armors: Stole of the Inheritor
Items: Silver Raven Figurine, Talisman of True Faith, Torc of Heavens
Allies: Druid of the Flame, Mountaineer
Blessings: Blessing of Ascension, Blessing of Iomedae, Blessing of Nethys, Blessing of Abraxas, Blessing of Milani, Blessing of Abadar, Blessing of Achaekek
Mythic Path: Mythic Hierophant

Character Name: Melindra
Role Card: Mage Spy
Skill Feats: Strength+1, Dexterity+2, Constitution+1, Intelligence+3, Wisdom+1, Charisma+2
Power Feats: +1 hand size, evade with Stealth 5..., After playing Arcane spell examine/take spell/item from top, failed boon acquisition may be put on top, recharge a card to add 1d6, +1, recharge Arcane to examine a location, character deck, may shuffle the deck, explore again after acquiring Magic trait card
Card Feats: Spell+2, Armor+1, Item+1, Ally+1, Blessing+2
Weapons: Skirmishing Spear, Spirit Blade
Spells: Death's Touch, Death's Touch, Life Leech, Ice Strike, Restore Mythic Power, Scrying, Form of the Dragon
Armors: Celestial Armor
Items: Spyglass, Spyglass, Ring of Forcefangs, Black Robe, Chalice of Ozem
Allies: Druid of the Storm, Thylacine, Lizard
Blessings: Blessing of Ascension, Blessing of Abraxas, Blessing of Starsong, Blessing of Sivanah
Mythic Path: Mythic Archmage

Redeemed cards: Black Robe, Corroded Helm, Fasciculus Labyrinthum, Soulshear, Unholy Aspergillum+3

Removed cohorts: Queen Galfrey, Nurah Dendiwhar

Notes:
* Cards may not be accurate, as I didn't make record of them at that point, but I'm pretty confident I got them right.
* Had some class deck cards (cleric, wizard, ranger) mixed in with the set.


Vic Wertz wrote:
Unless something on the card tells you otherwise, that fact that a card is "undefeated" in an encounter doesn't normally have any meaning until you get to the "Resolve the Encounter" step, which is when you have to shuffle the undefeated card back into the location deck it came from. (When the card becomes undefeated isn't particularly meaningful.) Technically, you still have to do all of the other steps, but if neither harm nor good can come from doing them, you needn't bother.

Thanks for the clarification!

So does this mean that unless a card allows otherwise, a bane that has been declared undefeated at any point during an encounter can no longer be made defeated by anything for the rest of the encounter? You can't negate the original condition afterwards (like getting rid of Corrupted cards in this case) or cause it to become defeated by succeeding in checks-to-defeat, etc.


I left out the evasion part because there was no evading happening in this example, so it made no relevance in this situation, but true, they would indeed both happen at the same time based on the phrasing.

The rules being unclear is exactly why I figured to ask. I'd definitely be interested in an official ruling of how the state of 'undefeated' affects the steps after that, when it is declared at times other than when failing the check-to-defeat. In this case the 'check-to-defeat' would be ignored? But would other things too, like 'before you act' and 'after you act' things, etc, if there were any? Does the 'undefeated' state immediately cause you to jump to the 'resolve encounter' step, or how does it function exactly?


Or does the 'corrupted = undefeated' condition kick in right away, immediately followed by the 'if undefeated, take 1d10 Force damage' on the same card?

Basically, if something is declared undefeated before anything else happens, does the encounter still continue normally otherwise? And does 'if undefeated' condition only activate at the end of the encounter, or any time it is applicable?

Somehow this is confusing me greatly.


In WotR scenario 5-1, the henchman barrier Rite of Heraldry states the following:

"if you have a card in hand that has the Corrupted trait, this barrier is undefeated."

I take it that this means that if I start the encounter with a corrupted blessing in hand, the barrier has already been decided as undefeated before anything happens, but I still go through the encounter otherwise, right?

So I can't, for example, play the blessing during the encounter to avoid the condition applying at the end of the encounter, because it's applied beforehand?

Kind of irritating, but I can guess the thematic reason is to enter these 'divine rites' without carrying any signs of corruption, or something like that.


True. But it's still a rare occurrence to get to use 'before you act' reductions, in my personal experience. There are cards that get used much more frequently for great benefits, so it's hard to justify keeping these 'before you act' cards around instead of them, just on the off-chance they might some day get used. Just doesn't seem worth it overall.

That's the impression I've had so far, anyways. That's all. :) Would be interested to hear how others have fared with decks that use 'before you act' defense.


The wording and ruling aside, I find cards that reduce damage 'before you act' to get very little use for that purpose as is. I'm at AD4 now and this is (at most) my third time (in a 3-character solo game) using a card to specifically reduce damage 'before you act'. If it can only affect the owner of the card when she encounters a card, the opportunities get even rarer. A boon of same type that can reduce damage in general just seems more useful instead in just about every instance.

Ring of Forcefangs is a bit of an exception though, since it can block all damage 'before you act' and is a recharge. Even if it rarely gets used, at least it blocks it all.


Multiple opinions, interesting. :)


So basically, the 'before you act' step is shared by all players, with all players being in a 'before you act' step, even though it's not their encounter?

It's a bit confusing since usually 'you' refers to a single character (eg. 'your combat check' or 'you are dealt 1 damage'), but in here 'before you act' affects more than just one character.

This is how I played it though, so good to know I played it correctly.

Thanks.


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So, a bane causes damage to another character with its 'before you act' power. Is the damage caused to the other character 'before you act' damage, or just damage?

Example situation in WotR:
Character A encounters Dominion Scientist. Dominion Scientist's 'before you act' power deals 2 force damage to each character. Can Character B use Ring of Forcefangs ('Recharge to reduce damage dealt to you before or after you act to 0') to reduce that damage?