Chief Sootscale

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Hawkmoon269 wrote:
Indeed it should be.

I took a long break from playing this game and now I'm back at it with a vengeance so I decided to come check out the forums. This was the first thread I saw and I have to say it warms my little kobold heart that Hawkmoon is still haunting these hallowed halls.


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Hey all, I love the new box, but one problem is that the cards tend to fall over and slide down to the bottom, which makes them nearly impossible to pick up. Additionally when you remove all of the cards from a section, it's hard to tell which divider is which since they're stuck together.

Has anyone come up with a solution for this? I was thinking of adding some sort of spacer between the dividers so they don't become stuck together, but I'm not sure what to use, and I'm also not sure how to prevent the card slippage. Any ideas?


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Does Cloud Puff (and similar cancellation of BYA/AYA cards) effect location-wide effects? E.g. you come across a monster that says Before you act everyone at this location suffers 1 fire damage. If you play Cloud Puff does it cancel that effect for everyone or just yourself? Does that change if it was someone else who encountered the monster?


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Played this at PAX a few times and it was a ton of fun. The people manning the demo repeatedly said "Fall" and "Android and iOS" so I'm pretty hopeful.

Some notes:
During an encounter if another character has an ability or card they could potentially play (blessings, Lem's d4, .etc) to affect the outcome, their portrait gets a little "!" to let you know.

You get a preview of the villain and the henchmen cards at the beginning of the scenario so you know what you're in for.

The cutscenes have some pretty great banter between villains/heros and other notable NPCs. The banter seems to be dependent upon what character you're playing. For example the villain made a quip about expecting someone taller (it was Lem who encountered him and triggered the cutscene) and Lem came back with (paraphrasing) "and I expected someone with more wit, I guess we'll both be drinking deep from the well of disappointment tonight".

The game auto-calculates a lot of stuff for you which can be jarring at first (where did that d4 come from? why is my bonus +4? wait, what skill am I using?) but it speeds up the gameplay a lot.

The demo had a few bugs in it, especially with cards that either let you add dice or auto-defeat a barrier/boon.

The animations and art was beautiful and I felt a lot more of the world come through than when playing the game, but it wasn't always obvious if I needed to tap, double tab, or swipe something in order to proceed.


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Fight some Erinys(sp) Devils and bless the heck out of them. I guarantee you'll end the scenario with a lighter deck and be able to replenish from the box.


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I went with Spider and never looked back. I honestly don't even use my allies that much for bonuses since you can only use them on your own checks and you need to display them to do so, thus negating your potential additional explores. So picking Guild Leader seemed like focusing on the part of the character I didn't like as much.

My favorite part of Spider was finding poison trait weapons for the free additional explores and not having to worry about using the awesome poisons that come with the rogue character deck. The negating poison damage is cool too but I didn't find it coming up that often.


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Is there a word for the concept of theme of the card matching well with the mechanics of the card? Verisimilitude?


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VegasMiggiani wrote:


Unless... I just happen to meet a traveling wizard on the side of the road on my way to my next location... ;)

https://www.youtube.com/watch?v=sIaIdv79Xz4


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Michael Klaus wrote:


The Skull & Shackles rules state on page 12:
The rules wrote:
"Any skills you use are added as traits to the check."

So discarding the other card makes the check a Dexterity, Ranged, Craft, Combat check.

And since it is a Craft check you can reveal Jack Scrimshaw to add another 1d10 to it.

The full context of those rules:

S&S rulebook pg.12 wrote:
Each check to defeat or acquire a card lists one or more skills; you may choose any of the listed skills for your check. For example, if a check lists Dexterity, Disable, Strength, and Melee, you may use any one of those skills to attempt your check. Even if your character doesn't have any of those skills listed for a check, you can still attempt the check, but your die is a d4. Any skills you use are added as traits to the check. (For example, if your character has the skill Melee: Strength +2, and you use your Melee skill, both the Strength and the Melee trait are added to the check.)

This rule seems to only concern skills listed under the check to defeat. And even if you could add the trait "craft" to a combat check, that wouldn't necessarily make it a craft check, which is what Jack helps with.


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Hawkmoon269 wrote:
If you could be any ally in PACG, which ally would you be?

Mogmurch, because who doesn't want to be a bomb juggling goblin alchemist?


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I've played through most of S&S across 3 groups of people that contained every base and add-on character except Valeros and Feiya (and even a few Class Deck characters). In my opinion Lini is the most powerful and versatile character. My main game is Lini/Oloch/Damiel/Olenjack, and even Damiel's potion juggling pales in comparison to Lini's animal companions.

Some tips:


  • Give her a weapon, the Vindictive Harpoon is a good choice as it gives a bonus to aquatic creatures and Lini can recharge instead of discard for a d12 if the bane is aquatic. This way you have a backup in case you don't have an attack spell (your preferred method of combat) in your hand.
  • Get animal allies as early as possible (Charm Animal helps with this), preferably Toads if you're playing with class decks added to the base set. Toad + Lini = downright broken. One example of that: Lini casts Cure, chooses to discard it, puts a Toad from her hand onto the top of her deck to add Cure back to her hand, then redraws the Toad at the end of her turn. Add another Toad into the mix and you can see how this gets out of hand quickly, she is basically never without Cure and her best attack spell (Swipe). Parrot is another easy choice because you get a free reroll if you failed a check by 4 or less. She usually leaves Parrot in her hand until all her other allies have been spent on exploring.
  • She also has a naturally high wisdom/divine/survival which can handle a lot of cards you'll come across, so don't be afraid to boost it with skill feats. It will help immensely when fighting ships. Free Captains' Regatta netted us 31 plunder cards, almost all of which was Lini putting animals on top of her deck to explore 5x in one turn, handily defeating every enemy ship, and drawing back the same animals on the next turn, over and over.
  • As others have mentioned don't be afraid to discard for the d12, you can heal yourself and it makes exploring much less frightening because there's a good chance you'll be rolling a d10/d12 for your barrier check.
  • She is a combat monster with the right cards and decent wisdom investment. In our game she has Besmaran Vestments (+2 divine attack), Wizard Hook (reveal for +1d6, or discard for +2d6), and Swipe (-3 difficulty) which breezes through almost every combat.

My roommate who plays her went for Aquamancer and immediately took the add aquatic monsters to your hand power, but he almost never uses it (and never needs it). Still though, it has some other good powers.


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I picked Olenjack largely because his character art is so bad ass.


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I've always had a love/hate relationship with deckbuilding games. I love the strategies that the mechanics introduce, but their ephemeral nature always got on my nerves. Whether I was playing Dominion or Star Realms or Ascension, by the time I managed to get a halfway decent deck together, the game would already be over. This was especially true with Ascension. As soon as I would get some cards in my hand that synergized nicely, or as soon as I could afford the one card that would make my deck OP, someone would trigger the ending condition and my grand strategy would never come to fruition. Given those frustrations, please indulge me for a minute while I nerd out about this game.

The Pathfinder Adventure Card Game completely destroys the time limitation by allowing you to build your deck over multiple games, freely culling and selecting whichever cards you've gained between scenarios. It allows me to theorycraft strategies that I can actually put into play through the course of a scenario, or at least work towards getting the cards/feats to realize that strategy in a future scenario. The cooperative aspect means I'm no longer anxious about playing the game with veterans, which was always a concern when I played Dominion with the person who owned ALL the expansions and never needed to read the cards. It also means I don't feel like I need to keep buying booster packs in order to get the rare cards to be able to compete, which was why I never got into magic (also--because it would ruin* me). Add in the gorgeous art, the way the mechanics solidify the theme, the dice rolling for a little bit of randomness, and the RPG mechanics, and I have a hard time imagining a more perfect deckbuilding game.

So, thank you Paizo and everyone who had a hand in making this game (and the community that helps it grow), it's been a wonderful time so far.

* I have completionist tendencies which really become apparent with collectible card games. I easily spent $200 on the Pirate Constructible Card Game boosters without even having friends who were interested in playing it with me. That game was so good, but no one else wanted to take the time/money to invest in it =/


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Sacred Spring wrote:
When Permanently Closed On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
Rules wrote:
Recharge: Put it facedown at the bottom of your character deck.

Seems pretty clear cut to me. Swap in the rulebook definitions for the words and it comes out to:

When Permanently Closed On closing, you may banish a card to put facedown at the bottom of your character deck 1d6 random cards from the blessings discard pile. At the start of your turn, you may put facedown at the bottom of your character deck a card to put facedown at the bottom of your character deck a card from your discard pile.

Basically you're banishing a card to get 1d6 free blessings. Pretty good deal, but it only happens once per scenario, only if the scenario lists it as a location, and only if you can close the location in time. Plus you have to banish a card, which in AP5 is much more of a difficult choice, as you'll have some pretty neat cards by that point.