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Pathfinder Card Game Subscriber. Organized Play Member. 548 posts. No reviews. No lists. No wishlists. 1 alias.



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tikiwaka wrote:

I just recently purchased the pathfinder adventure card game core set along with the curse of the crimson throne expansion. While playing I’m running into a few problems that some cards to specify too clearly what they mean.

Kobold horde says “if not defeated by at least 4, suffer 1 ranged combat damage.” Does this mean I have to beat it by 4 over the required combat check? Or that if my roll is 4 lower than the required combat check I take the damage?

Kobold sorcerer says “if the check to defeat does not have the attack trait, and you succeed, re roll.” I don’t have a clue what an attack trait is, I couldn’t find it listed on any card or the rule book. As such if I don’t have an attack trait on the check do I just constantly re roll until I fail or does his power only happen once?

Lastly, I’m on the adventure welcome to Belhaim: Scenario 1C: The wizard’s estate. I’m informed that at the end of my move step I need to encounter a random eldritch story bane depending on my roll. I looked all through my story bane cards and could not find any of them with a eldritch label on it. Am I possibly missing cards at all?

You try to defeat the Kobold horde like normal. Then you see if you not only defeated it, but defeated it by at least 4 more. So if your check was like just 2 over, then the card is still defeated, but you take 1 ranged combat damage.

Attack trait appears on certain spells like Lightning Touch. If your using a weapon, for instance, and make the check to defeat, then reroll once and take the new result.
Look on the back of one of the wildcards for the list of Eldritch banes.


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Hawkmoon269 wrote:
Googam wrote:

Oloch's first power seems very good if I'm reading it right.

A character at oloch's location fights some horrorbeastie but fails the check, they then discard to evade before any damage would be taken, yeah? Then oloch greatswords it into little chunks of horrorbeastie meat.

I am not sure they avoid the damage. It basically lets them evade in the resolve the encounter step, which is after you take damage for failing the check to defeat.

Really hate to disagree with Hawkmoon but "would fail to defeat" means that actually the monster could still be defeated. Seems to me that you take damage if the monster is undefeated and that's not the case yet. But a clarification would help, for sure.


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Mike Selinker wrote:


We had so much fun working on the goblin not-quite-class decks that it made some sense to take some time and figure out what new and interesting things we can do. Now that we're almost done with Mummy's Mask, we'll be brainstorming new ideas for PACG Real Soon Now™.

Just throwing this out there, since you will be thinking up ideas, how about a not-quite-class deck with playable Orik, Ameiko, and Shalelu? You could put in cards that the Bard, Fighter, Ranger decks need to make the original class decks more viable. Even though you would need other decks to play one of these characters in organized play, I think that such a deck would sell and maybe make some people give those original class decks another look.


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Hawkmoon269 wrote:
Huh. I can see the image both in the blog and via the link even when not signed in or when incognito.

C'mon, you think the Paizo computers don't always know you're Hawkmoon?


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OMG! Yet another reason to get Pathfinder Adventures the second it comes out. Our PBF group just finished Foul Misgivings. Because we aren't face-to-face, we have more storytelling, more moments where the cards tell a great story. But this app looks set to add greatly to the story possibilities.


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Calthaer wrote:
So really the only question is whether "you" is plural or singular. Man...we need different words for that in English.

You and y'all :)


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When do the rest of us less fortunate types get to see previews of Mummy's Mask? Or will that all wait until after the Season of Runelords?


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The thing about larger groups that the designers might not have thought of is that you're more likely to get a wide range of player abilities and familiarity with the game. From my experience, and from reading others' accounts, this game has a lot of those fifth and sixth players being somewhat casual pick-up players. So they pick a character that appeals to them and because we don't want to tell them what to do too much, they sometimes make sub-optimal plays. It's exciting when we mange to eke out a win anyways but its happened a lot where we fail and then the next time we play it, with just the usual players, we hammer through for the win.

So yeah, maybe if you are playing with experienced players the large groups have a better win ratio but not in more typical play conditions. The fact that a whole lot of people can get drawn into a PACG game is an indication of how great the game is and designing scenarios and cards that kinda over-punish large groups is a bummer, imo.


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Hawkmoon269 wrote:


Sorry. The timing of my daughter's birth interfered with that possibility.

Congratz!


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Really? No one suggested gobs of goblins?


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MightyJim wrote:

These cards look interesting.

Too bad our 6-character party will never get to try them, being permanently stuck on the Siege of Drezen.

Why do you think they call it a siege? :p


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We never replayed a scenario that we won in Runelords. To design for that kind of boon-grubbing seems wrong, to me. I mean if you think that your group *must* have the Deathbane Light Crossbow, just pull it out of the box and play your game, which is a different game than the one designed for everyone else.

What we did do in Runelords, because of the wait for the next Adventure, was play some of the fan scenarios. The rewards, I think, were not OP but maybe our decks got tuned a little better, don't know. We haven't had time to play any fan scenarios with monthly Adventures plus more failed scenarios.


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Or you could try mixing up 5 random monsters and 3 random barriers and adding one of them to each location.


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Several months ago (don't remember in what thread), Vic was talking about differences between the sets and let slip that the next was Mummy's Mask. I pointed that out and within minutes, Vic's post was edited and mine was mysteriously gone.

It pays to watch the boards :)


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Mummy's Mask.

Just 'cuz.


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Theryon Stormrune wrote:


But remember that if you intentionally fail the combat with the villain, you do take the damage plus whatever conditions on the villain's card. Plus you must take blessings off the blessings deck along with the villain and shuffle them into the open locations. So you've lost time as well. (It would be better if you could evade the villain so that he/she/it gets shuffled back into the location deck.)

And ironically, if you encountered the villain anywhere else in this scenario, you could discard two cards to evade and move to the Temple!


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First World Bard wrote:
After I shuffle a location deck, I almost always roll a d10 (or smaller if I am reshuffling a deck) to determine where to "cut" the deck. That way i can blame it on the dice, not my terrible shuffling / cutting.

We had to do something like this last night when we faced Whalebone Pilk in the last open location with just one other card. Shuffling 2 cards is challenging when you really, really want to have them ordered a certain way. So shuffle under the table and then roll 1-3 change the order, 4-6 don't.

Still faced him 3 times like this where he was the top card of two ...


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Maybe a small card with a cricket on it that you keep in front of you and it reads "before you explore again, do you know how many cards you have left in your character deck?"


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pluvia33 wrote:


Have you seen Shark Island? Yeah, Merisiel says, "Sharks? What sharks? *grin*"

the kind that can't be evaded, that's what sharks


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Yeah, recharging seems not as good as revealing but I agree with rayric that it can be real useful for moving through your deck. Right now, I'm playing Alhazra and I try to recharge Cure and not Fireblade. At the end of my turn, I keep one Divine card to swap with Fireblade, (if that's in discard) and the rest get recycled to scout locations. I often draw back up five cards so I get a Cure back. I like her because she has options on other player's turns. And for combat, her +2 to Attack spells is nice. The Divine attack spells seem better this time too.


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Do any of the class decks have stat stones? Cuz that would make a big difference for some characters making a Craft check.


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My subscription base set arrived today. Yay! Played it right away and had a total blast. Kinda tight but we made five players work.


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I should add that we're somewhat speculating about the course of events here because Paizo hasn't given more details about what happened with the add-on decks. Perhaps the printer shipped stock directly to Gencon and was supposed to send more to Paizo in WA for orders but something went wrong with the WA shipment. Somewhere I read that actual copies of the game arrived on the 11th at Paizo so probably the Gencon stock didn't go there first. By the time it was clear that there were few to none of the add-on decks to ship, Gencon was over and happy buyers went home with their games.

tl;dr - we will see what actually happened and I expect more details soon.


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RyanH wrote:
It's a fun little game in and of itself ...

Check out the designer credits...


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kitchenmouse wrote:


With the new ship cards in S&S, now I'm wishing that a ship mini was included in each box..

You could look for this. I have found some of these real inexpensive.