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Playing as Alahazra, I'm a big fan of blessings and spells, but I don't really like other card types. My first card feats went to blessings and spells, but now I'm gaining more card feats and I don't want to spend them. Any card I take will get me a lower fraction of blessings in my deck, which means less scrying and less uncursing.

I checked the rules, and it looks like I'm required to take card feats -- there's no option to decline.

So, I don't think I really have a question here. I just wanted to gripe. :) I wish more of my card feat boxes were on the spells or blessings tracks.


In Mummy's Mask, occasionally we run into sphinxes.
The thing that sphinxes do is: "recharge your hand, then reset your hand, then discard a card."
We noticed this is frequently a benefit rather than a drawback.

Here's an example from last session: Alahazra was scrying a location deck and she found a sphinx.
The sphinx had a trigger effect that made Alahazra recharge her hand, reset it, then discard a card.
She drew two blessings, so she used one of them to scry a different location deck, and she used another to scry the sphinx again.
Next time around she drew three blessings, so she scried two more location decks and the same sphinx again.
She drew a cure spell and a blessing, so she healed her discarded cards back into her deck, then scried the sphinx again, etc.
She only allowed the loop to end after she had examined the top cards of all the location decks.

Obviously there are drawbacks to this -- for example one risks hitting a bad trigger effect.
But, with a nearly-full hand available, Alahazra should be able to deal with most triggers.

In AP4 I notice there's a card called "curse of the sphinx", and I'm thinking: wow, Alahazra would love that!

Am I understanding the rules correctly?


We're partway through Adventure Deck 3 of Skull and Shackles. One of my players is sick this week, so I've recruited a substitute.

I need to explain the rules of Pathfinder Adventure Card Game to my new player in a way that will bring him up to speed quickly. Ideally I'd like to print out a cheat sheet. I imagine it would say things like: "Here's the list of things you do in your turn" and "here's what happens when you reveal a card, display a card, recharge a card, discard a card, bury a card, banish a card".

I did some brief websearch and could not find a cheat sheet. Does anyone know where I could find one?


Let me make sure I've got the rules right on this:

My character Harsk has just gotten his first card feat, and I noticed I can spend it on a spell.

Harsk doesn't have the Divine skill yet, of course, so any spell he casts is going to get banished. If it was just Harsk playing in a solo game, and if he didn't acquire any spells, I might expect that every adventure would see him losing his spell. (And for the next adventure he would have to pull a new basic spell out of the box.)

As it happens, there are two other spellcasters in the group: Seelah and Lem. Seelah and Lem would badly like to get their hands on some more Cure spells -- there are two left in the box. But normally they don't banish their spells, so it's very unlikely they would come up short on spells after an adventure and pull a new one from the box.

The solution: any time someone has a spell they don't want, they can just give it to Harsk (or any other non-spellcaster), who casts it and banishes it. If we end the adventure with fewer spells than our spell capacity, at that time we can pull the other Cure spells out of the box.

Is this right? It seems a little weird.


When we got to the start of Adventure 3 and abruptly realized all the items from Adventure 1 were now freely available, it was pretty jarring. All that effort collecting blessings: doesn't matter any more, they're all free now (except the new ones). All the time we spent trying to get magic armor we could recharge: now it's all free. Weapons from Expansion Pack C were better than our existing weapons. Et cetera.

We've just finished Adventure 3, and I'm too excited by my new Haste and Lightning Bolt to quit now. But if I play through again, I'd be tempted to rule: cards from early adventures don't ever become freely available. When you acquire a card and throw it back in the box because it doesn't fit in your deck, write it down; that card is now freely available. Otherwise, no.

(The game's a little too easy for us right now, so a little added difficulty is okay.)