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![]() 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 ![]()
![]() 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. :( ![]()
![]() See the (growing number of) existing threads: New to PACG; hoping for more expansions!
Short answer:
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![]() See the existing threads: New to PACG; hoping for more expansions!
Short answer:
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![]() 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
Character Name: Lem
Character Name: Quinn
OTHER NOTES:
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![]() 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:
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
Character Name: Imrijka
Character Name: Melindra
Redeemed cards: Black Robe, Corroded Helm, Fasciculus Labyrinthum, Soulshear, Unholy Aspergillum+3 Removed cohorts: Queen Galfrey, Nurah Dendiwhar Notes:
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![]() 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. ![]()
![]() 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. ![]()
![]() 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:
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