Koriah Azmeren

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Jared,

You may want to look into contacting the Paizo customer service team. You may want to look over their General FAQ's before calling, this way you might not need to call up / send an e-mail.

This link from Paizo might assist you. The number and e-mail for customer service should be one of the first answers on this link:

http://paizo.com/paizo/faq (FAQ)

http://paizo.com/paizo/faq#v5748eaic9n0m (link directly to customer service info)

Hope this information helps and that you can receive your order soon! =)


Evolusi wrote:

1. Card states that for the combat check you roll strength melee (which is d10 +3) + 1d8, since the rules state you can only play 1 card type per check, you just get the 1d10+1d8+3 (if you don't discard it)

2. You can only use the longsword for your combat check. So any time you roll for a combat check you can use the longsword. You can't roll for other people's combat checks. But you have your power that gives them 1d4 for their combat chec,k.

If you encounter a monster on another player's turn (i.e. goblin raiders barrier) then you can use the longsword for your combat check when you are forced to encounter a goblin (in this case).

Evolusi is correct here. With a good amount of "melee" weapons, you can have the option to discard them for an additional die. So it may look something like this:

(1d10 +3 base) + (1d8 weapon reveal) + (1d8 weapon discard)

However, it's really important to note that as Valeros, he can RECHARGE his weapons instead of discarding when they are played, as stated by his power.

Valeros has a good amount of weapons in his deck, so it wouldn't hurt too much to make sure a baddie is down for the count and recharge a card (this is all depending on the situation of course) since you don't have to discard. Valeros is stronk! (in combat)


Want! So bad! Seattle envy much this one has.


@Markon. You're right. I've posted it elsewhere. Just got excited.

Perhaps when enough adventure decks are out, there could be a mode where the monsters are henchman only. When building the location deck, instead of selecting from the monster deck, you select from the henchman deck. Thus, every monster you encounter is a previous henchmen. You still need to locate and defeat the scenario's henchmen in order to attempt to close the location.


I think I have a great idea for henchmen (side note: part of this idea does come from another game). I think it would be do-able, not that hard to implement, and make the henchmen a little more powerful and a bit more like a sub-boss. The suggestion I will say bellow can apply to bosses as well (other side note: sorry if someone has mentioned this idea already; I'm a bit new to the forums!)

Here's my idea. For a harder and more interesting game, maybe the henchmen / boss should be able to equip a weapon and gain those bonuses! Just think about it, rather than just some flat rate of difficulty, they could possibly become a great challenge if they roll high. I was thinking the first henchman you fight is normal, no weapons. After that any other henchman can have like a basic weapon with a die roll increasing their difficulty. Here's where another idea comes into play...several cards sometimes require you to pass a check "x," otherwise "y" occurs. So for a weapon that might have an extra dice if weapon is discarded the enemy can also have this extra dice if the player rolls a 6 dice prior to combat and gets a 1, then the enemy gets the extra dice on top of the initial weapon dice.

Maybe for those seeking a little extra treasure in their game, the same roll of the dice principal could be in place. After the combat, if you are successful at beating the baddie roll a 6 dice and if you get a 6, you can obtain the weapon. Anything lower than a 6 will render the weapon "unusable" and banished to the box.

I probably explained myself very poorly, but the main thing I want to get across is being able to provide henchman / bosses that extra random chance of additional danger. They already have their base difficulty plus whatever the maximum roll of the dice could be. So, even if the "extra" dice idea is a bit too tricky to implement, I don't think it's too hard to just add the base dice of a weapon card.

(I copied and pasted from another thread. Sorry for duplicate / confusion. I think this post belongs better here)


Maybe not related to this topic /thread, but I think I have a great idea for henchmen (side note: part of this idea does come from another game). I think it would be do-able, not that hard to implement, and make the henchmen a little more powerful and a bit more like a sub-boss. The suggestion I will say bellow can apply to bosses as well (other side note: sorry if someone has mentioned this idea already; I'm a bit new to the forums!)

Here's my idea. For a harder and more interesting game, maybe the henchmen / boss should be able to equip a weapon and gain those bonuses! Just think about it, rather than just some flat rate of difficulty, they could possibly become a great challenge if they roll high. I was thinking the first henchman you fight is normal, no weapons. After that any other henchman can have like a basic weapon with a die roll increasing their difficulty. Here's where another idea comes into play...several cards sometimes require you to pass a check "x," otherwise "y" occurs. So for a weapon that might have an extra dice if weapon is discarded the enemy can also have this extra dice if the player rolls a 6 dice prior to combat and gets a 1, then the enemy gets the extra dice on top of the initial weapon dice.

Maybe for those seeking a little extra treasure in their game, the same roll of the dice principal could be in place. After the combat, if you are successful at beating the baddie roll a 6 dice and if you get a 6, you can obtain the weapon. Anything lower than a 6 will render the weapon "unusable" and banished to the box.

I probably explained myself very poorly, but the main thing I want to get across is being able to provide henchman / bosses that extra random chance of additional danger. They already have their base difficulty plus whatever the maximum roll of the dice could be. So, even if the "extra" dice idea is a bit too tricky to implement, I don't think it's too hard to just add the base dice of a weapon card.

Sorry for the long post!


Writerguy911 wrote:

Thanks for the advice.

I don't think I am having any real problems with the character - just with the card draws. The beauty of this game is you can get incredibly lucky or incredibly unlucky with the draws.

Either way - this has been my go-to game since its release and I am still having a blast with it. I am an EFL teacher and am considering introducing it to my students to facilitate language learning in the classroom.

Best teacher ever! I wish I could have played some card game to facilitate learning when I was younger.

A bit off-topic, but it's pretty interesting seeing some teachers these days including games of any media into their learning schedule. this makes learning more fun and engaging.

Back on track, be sure to save blessing when you can for when you need them. Like fighting or picking up an important item. Even a card like Spy Glass to get a small peak ahead can help. I like items that can help keep your alive as well. Even though they get banish, Caltrops can be great in a pinch or finish off a weak monster.

I don't recall the name of the spear, but there's a spear type weapon that gives you a 1d8 and a re-roll opportunity if you first roll is poor or does not succeed. Not the BEST weapon in the game, but the re-roll opportunity has personally helped me so much.


I apologize if something like this was already stated, but maybe future Henchman can be "recycled." They can be used like the "veteran" type cards.

Here's what I mean: Like h4ppy said, it would be nice to have different cards in our future packs rather than so many of the same Henchman. Perhaps a scenario or Henchman card can give off "veteran" conditions. Those conditions being "increase this card's difficulty by the number listed on the scenario card" for using a previous scenario's henchman

I think this way other Henchman can still be used and keep some of their threat with an added increased difficulty.

Currently, the issue of this could be the immersion to the game might be thrown off a bit for certain scenarios.


Mike Selinker wrote:

I'll say it again, this time with Skeleton Horde.

Skeleton Horde at a location with Merisiel and Amiri, on Merisiel's turn:
Merisiel evades the barrier, it shuffles back into the deck.
or
Merisiel declines to evade the barrier, encounters a Skeleton, evades it, Amiri encounters a Skeleton.
or
Merisiel declines to evade the barrier, encounters a Skeleton, declines to evade it, Amiri encounters a Skeleton.
but not
Merisiel evades the barrier, Amiri encounters a Skeleton.

Wuuuuuuuutttt??? Merisiel can evade barriers!? I didn't know this! So OP! My party will no longer threaten me when I bump into <insert horde type here>. Wow!


WesWagner wrote:
Flat the Impaler wrote:
So... you want a PACG version of Zork?

You are standing in an open field west of a white Sandpoint Cathedral, with a boarded front door.

There is a small mailbox here.

>open mailbox
Opening the small mailbox reveals a bunyip.

>

Opening the mailbox reveals collapsing boulders 0.o;;


It does make sense now. I was confused, because the party I play with every character has some kind of escape ability. So when I saw people were going to escape and attempt temp-closing a location it was a head scratcher for me. I just never thought of a scenario where you might NOT be able to succeed at escaping, like Mike pointed out.

This is why I don't play with Bob, and play with my friends. ;p


Mike Selinker wrote:
Zebracakes4me wrote:
Wouldn't evading the Villain take priority before doing anything else? So why would you need to temp close a location?

Because there are circumstances where you might care, and in those circumstances we want you to care as much as you can.

For example:

  • You, as Seoni, encounter Black Fang at the Wooden Bridge.
  • You have 3 cards in hand.
  • Bob, playing Valeros, is at the Warrens.
  • He must succeed at a Dexterity 6 check, which you really want him to make.
  • You play Speed and a blessing, so he will roll 2d8+3.
  • Bob says, "Well, there's no way I can fail this."
  • He rolls two 1s and blows the roll.
  • You now want to evade Black Fang.
  • You look at the Wooden Bridge's power, which lets you discard 2 cards to evade a monster.
  • But you have only 1 card in hand, so you can't.
  • You resolve never to play with Bob again.

By making you make the close decisions first, we heighten the drama a teeny-tiny bit.

It took me some time, but now I get the point you are trying to make. What I gather from your information is that if a character might not have a guaranteed escape, you would want to take precautions in temp-closing other locations.

What about characters like Merisiel who can automatically evade. Or if another a character has Cape of Escape or the spell Invisibility? In this case, at least Merisiel's I'm certain, you wouldn't need try to temp-close other locations?

I think this is why I was confused as to why you would attempt to temp close locations if you are evading, but the example you provide makes sense. Thank you.


h4ppy wrote:

All of the "Encounter" steps are part of "Encounter the Villain". Encountering a villain is actually no different to encountering any other card, it's just that there are some things that happen before and after.

In other words you do:

1. Attempt to temp close open locations
2. All the encounter stuff (from "1. Evade the card" through to "6. Resolve the Encounter")
3. If You Defeat the Villain, Close the Villain’s Location.
4. Check to See Whether the Villain Escapes.
5. If the Villain Has Nowhere to Escape to, You Win!

As far as I know, you can temp close locations and THEN evade the villain if you really want to.

Wouldn't evading the Villain take priority before doing anything else? So why would you need to temp close a location?

Example:

You draw the villain and decide to evade. The villain is neither defeated or undefeated, so they get re-shuffled in the same location they were found. I also believe that you do NOT apply any "if encountered" status effects. I'm fairly certain you don't take away from the blessing deck as if you were not successful in a check.

If you decide to NOT evade, you proceed as normal being sure to apply the "if encountered" effects first, if the card has any, and finish determining the rest of the outcomes.


Vic Wertz wrote:
Rules: Card Sets wrote:
To the left of the letter or number, you’ll find the card type. There are more than a dozen different card types in the Pathfinder Adventure Card Game. Among them are character cards, roles, and tokens; story cards, which include an Adventure Path, adventures, and scenarios; locations; banes, which include villains, henchmen, monsters, and barriers; and boons, which include weapons, spells, armors, items, allies, loot, and blessings."
Henchman and villains (and loot) have an *additional* type, but it doesn't replace the original type—it adds to it. So an Ancient Skeleton has two types: henchman and monster.

Vic,

Does this also apply "abstract" henchmen like "Poison Traps" for the second scenario in the base set? The Poison Trap henchmen cards also serve as multiple types?


Memetix wrote:


Thanks - that does help.
The rules on page 18 that detail the steps when encountering the villain don't expect you to have found a way to have closed the location where the villain is, so you end up having one rule saying you have won if the villain has nowhere to hide and another saying you need to have defeated him and cornered him.

This issue is probably moot because, as Mike says, the location deck knows it is not empty so it can't be closed. I had interpreted the situation differently as it wasn't obvious to me that the card on the Medusa mask was still considered to be in the location deck. As far as I was concerned, the location deck was empty and the location could then be closed.

My intention was to find out if I had
a) Misplayed it
b) Misinterpreted the rules
c) Found a problem that needed fixing in the rules/errata

I'm happy to leave it with the designers to decide if anything needs to change. They can make the final call as to whether those rules are open to interpretation and if an amendment would make the rules clearer and make the product better.

No problem. Glad we could all provide some help.

Just one final bit of information: The beauty of being able to play at home and with your friends is that mistakes can happen, and it's ok. Just remember next time to change what you do. Not all the rules and conditions are perfect, so sometimes you might have to wing it in a way that makes sense and that is fair. I don't exactly recall where I saw the message, but in the end the Game Designers really want you to have fun with the game. Granted, they want to make it as clear and easy to understand as possible, but they really just want you to have fun.

Game on! =)


Page 17

Unlike monsters and henchmen, villains don’t just need to be
defeated—they also need to be cornered, meaning you need to ensure
there are no open locations for them to escape to.

Perhaps this message above will help? This says the villain needs to be defeated AND cornered.


No real advice from me, but I just want to say that Harsk is a beast! His ranged support is so useful in team play. =)


Sometimes the game can be hard, IMO. A lot of the game is based on luck, and having other team members to provide backup.

Since this game has RPG elements, your attacks and counters are all based on luck / roles and whatever you might have in your hand.

I was playing a game with my group where you had to fight the dragon in the base set and we were down to the very last Blessing card from the Blessing Deck. I was up to defeat the Dragon. My team used their blessings to beat the previous henchmen, so I had only one blessing going in. I had like 6 dice and needed to role a 9 or higher to win. Pretty good odds for me....or so I though. I seriously rolled like all 1's and ended up with an 8. Horrible!

Good news is that I did make a minor mistake going into the fight being a bit excited trying to win and forgot I actually had a +1 to my base skill. This was JUST enough to beat the dragon. My friends were ready to choke me lol.

TL;DR: Need good roles, need good hands, and hopefully high level monsters are not lurking in the locations.


@ h4ppy

You make a very valid point. I guess I just like the feel of the cards and what not. The friends I played with know how to shuffle and I just used a shuffle machine...lol.

Digital Game would make setup and clean up much faster. Here's a neat idea, I think at least, with technology advancing as it is you could like "sync" up with other players that have the app on their device.

You're just really making me want to play with my friends again, and I'm not at home at the moment. Lol


While I would love a digital copy of this amazing game, I just personally feel for me that a digital version would take away from many of the experiences of the games. For instance being with your friends and being a bit more involved and actually interacting with the game.

I guess you could say some people might feel less immersed with the game. I would still love to give it a try though, especially if some minor graphics are added to "attacks" and what not.