Pathfinder Adventure Card Game: Skull & Shackles Base Set

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Avast, Ye Adventurers!

A group of press-ganged travelers seizes a ship and becomes embroiled in the troubles and machinations of the Shackles—a beautiful island chain dominated by pirate warlords. As these new freebooters make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory and plunder at stake?

Embark on a campaign of pillaging, piracy, and politics with the Pathfinder Adventure Card Game: Skull & Shackles Base Set. This complete cooperative strategy game sets 1 to 4 heroes against the monsters, surprises, flamboyant privateers, and treacherous terrain of the Pathfinder Roleplaying Game's popular Skull & Shackles Adventure Path. Choose your character's class; build a deck of retainers, gear, and magical marvels; and explore perilous locations as you play through multiple scenarios in an exhilarating nautical fantasy adventure. Characters grow more powerful after each game, adding new equipment and eldritch magic to their decks while learning expert skills, all of which will prepare them to surmount greater obstacles in a complete Pathfinder Adventure Card Game Adventure Path.

The Pathfinder Adventure Card Game: Skull & Shackles Base Set includes:

  • More than 500 cards, featuring 7 character classes, a wide array of gear and magical accoutrements, and dozens of allies, monsters, and villains from the Skull & Shackles Adventure Path.
  • The Wormwood Mutiny Adventure Deck, the beginning of the Skull & Shackles Adventure Path.
  • A complete set of 5 polyhedral dice.
  • BONUS! A pack of 10 Deck Protector card sleeves from Ultra Pro!

Supplement your Skull & Shackles experience with the Character Add-On Deck, Class Decks, Adventure Decks, or Pathfinder Adventure Card Game accessories (sold separately).

ISBN-13: 978-1-60125-647-8

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Doorway Drug into Pathfinder RPG universe!


This version of the Pathfinder RPG is made especially for those who may be tempted to play Pathfinder (or Dungeons and Dragons) but were intimidated by the massive library of massive books that contain massive quantities of massive rules,... And this is a pretty massive solution.

The ACG rulebook is more like a pamphlet (not massive), and the game mechanism is fun and very robust while being very economical (and therefore not massive). What is massive is the amount of cards included in the core pack! Literally hundreds of items, spells, monsters, etc... that fill out the universe of this card-based RPG.

All you have to do is lay out the cards properly, and the story unfolds. And, everyone at the table can just play. To get started, just pick one of the Iconic characters, select the scenario, set out the cards called for in that scenario, and you are rolling dice in minutes.
BTW: Be sure to read everything on the cards, including all of the color and descriptive text, because it really informs the game play, and gives you a feeling for the story, and sometimes makes a critical difference in game play.

OTHER ITEMS TO CONSIDER:
One set of dice is included (d4,d6,d8,d10x2,d12), but every player at the table needs a full set of dice. Typically we play with individual dice sets, and use the game set to supplement those!

The Character Add-On decks are great, and if you are playing with more than four characters in the game, you actually need those extra cards. The class decks are also a good to have, and ultimately, if you like this game you will start to buy the story expansions 2, 3, 4, 5, and 6 (expansion set 1 is included in the core set).

The Pathfinder Pawns are awesome, and younger players (such as my kids) really perceive the characters' locations better when using pawns instead of the Token Cards. However, the S&S Pawn Set DOES NOT include the Iconics or the bosses from the scenarios included in the Core S&S ACG. To collect all of the current Iconics, you need to buy the Inner Sea Pawn set, and the NPC Codex Pawn box. You may want to consider buying the PDFs from Paizo, and making the Pawns you need yourself. It's important to note that combat resolves rather quickly in the ACG, so by the time you mill through your pawn index to find the right Sea Hag, the combat is liable to be over with.

People who play the RPG may miss the level of richness available in the full game, and will definitely miss the ability to roll - or even convert - their own characters, but this should not be viewed as a replacement for the RPG! This is something that easily allows players to experience a story path, and it will ultimately broaden the community; it's an RPG for people who aren't ready to commit the time to a full RPG ...yet.


ing Side Report- Board Game Review of Pathfinder Adventure Card Game-Skull and S

5/5

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product-Pathfinder Adventure Card Game-Skull and Shackles
Producer-Paizo
Price- $60 here
Set-up/Play/Clean-up- ~25 min per player per scenario (1-6 players with expansion, 10 scenarios in the base game)
TL; DR- A fun addition to the Card Game. 89%

Basics-Ahoy matey! This game is the sequel to the hit Pathfinder Adventure Card Game-Rise of the Runelords. Players take the role of one character and progress between scenarios to move along the Skull and Shackles adventure path. You have a character that has the six standard Pathfinder stats as a die. Each turn you can move between different locations, and draw the top card of that deck as an encounter. That card is either something you can equip like a spell or a weapon (a "boon") or something that will attack you like a monster or an obstacle (a "bane"). You can then play cards from your hand to give you extra dice or bonuses to your roll, select an ability based on the card encountered and roll the die related to that ability score. If you beat the number on the card, you can add it to your hand if it's a boon, while banes are defeated. If you don't beat the number on the card, you discard any good cards you encountered or take damage if you fought a monster. When you take damage you discard cards from your hand. If you can't play cards from your hand to keep exploring, you draw up to your hand size. If you can't, then your character dies. If you encounter something called henchmen while exploring, you encounter it as above, but if you defeat it, you can close the location the henchmen was at. If you encounter and beat a villain or man bad guy for the scenario and the other locations are closed, you win! While much hasn't changed, what has changed is pretty different.

Mechanics-This game is and isn't much different from the original. Let's look at each section individually.
Basic Play- The basics play described above hasn't changed. The rules go a little more in depth and make that section MUCH clearer, so that is very appreciated. However, it feels like there are definitely winner and loser abilities and skills. Maybe further in the game, some of the skills will matter. But right now, it feels like some of the characters just don't matter.

Ships-The largest new mechanic is the addition of ships. The ships provide a constant bonus or ability for your group and the bonus to move as a group. Also, the ships provide an awesome way to deal with not getting enough gear. When you beat another ship or get to store plunder, you roll on a random chart, and place one of five different types of cards under the ship. If you win, you get these cards in addition to any other bonuses for the scenario.
Display and Other Small Changes-Display is a new mechanic where you don't just reveal a card from your hand, you set it in front of you. The card now provides an effect and will then tell you when you can pick it up or if you have to discard it. Some cards allow you to constantly use a displayed card. This is just part of a handful of new terms for the game. These new cards do an excellent job of updating the rules. It provides new options for card design and helps the players. I like how the rules have moved along.
Summary- The game plays like the basic adventure card game. It's a great game, but some of the characters don't feel like they matter. Maybe that will change, maybe not. That will depend on what comes out later in this scenario. Ships are amazing and help prevent characters just not getting enough cards. The new terms and mechanics like display provide some new design and play space, and the new characters are fun. It's not perfect, but it is a blast to play. 4.75/5

Theme-You're a pirate and you sail the high seas! You get to move through the Skull and Shackles adventure path with was an amazing adventure series. I like what I've seen so far as it hits the high points reasonably well. However, if you haven't played the adventure path, you will feel lost. You do feel like an island hopping pirate, but the story does lack a bit since the story is still told by half card length paragraphs. I really wish Paizo would publish a quick summary of each adventure part and an epilogue so the players would know a bit more about what is going on. 4/5

Instructions- Here there are some problems, but they don't break the game. You just might end up cheating by accident. The rules are a giant tome! There's a lot going on here, but what it really needs is a one page summary to help character jump in the action. The rules are a bit of a text book that tends to bury some important rule points under lots of other text. The rules by themselves are ok. They get the points across, but some concepts like who controls ships, number of cards per check, and even the blessing deck can get lost in the text. Rules on the cards need some work too. The first scenario of the main campaign is already errata'ed by the designers. That's a major problem! That's the scenario that should have gotten the absolute most number of plays and should be the most rock solid. A bit more writing in some areas and much less in others would really help make the concepts and story much clearer. 4/5

Execution-For $60 you get a ton of cards, rules, and a nice box. The cards are well done with great art, and they're of decent enough quality to withstand lots of shuffling. The design has slightly changed, but again, it's all for the best. As always with Paizo, the art is well done. All and all, this is well done. 5/5

Summary- The Pathfinder Adventure Card Game is a great co-op game. My wife and I love to play this game. The Skull and Shackles is a great addition to the franchise. I loved playing through the Skull and Shackles adventure path, and this give almost the same experience. The major problems in this game could be fixed with some clever writing. Some of the rules and story need clarification, while some excess writing needs to be trimmed. The characters are fun, but some just don't seem as interesting or useful. However, all told, I'm enjoying what's this new base set, and I can't wait to see what's next. 89%


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Paizo Employee Chief Technical Officer

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Announced!

See today's Paizo Blog for more!

Liberty's Edge

Avast me hearties! Hoist the mainsail, weigh anchor and let the winds blow us for aye!


Pathfinder Adventure Path, Lost Omens Subscriber

I haven't played the first one, but I was told these card games basically go through the story of the APs. is this true?

They sound interesting, but I don't want to spoil the actual adventures for my players if that was the case.

Paizo Employee Chief Technical Officer

They do go through the AP stories, and will reveal information about the setting and characters.


1 person marked this as a favorite.

Will people who complete the Rise of the Runelords Adventure Path be able to carry their characters over to Skull and Shackles in any capacity?

Paizo Employee Chief Technical Officer

You're starting with low-level challenges here, so just like RPG Adventure Paths, we expect you to "roll up a new character." And frankly, we're giving you a lot of reasons to want to, with new classes, new powers, and new cards.


Will there be new characters for the classes that appear in Rise of the Runelords or will we see Valeros as the Fighter again?

If so, will we see new powers/rearranged stats or just a different pic/story and recommended starting deck?

(REALLY looking forward to this game every month by the way! Keep it coming!)


Vic Wertz wrote:
You're starting with low-level challenges here, so just like RPG Adventure Paths, we expect you to "roll up a new character." And frankly, we're giving you a lot of reasons to want to, with new classes, new powers, and new cards.

Then why does the Adventure Path have a reward for completing it? If that is the end of the character's life/use why even give a reward?


Daniel Hamrick 458 wrote:
Vic Wertz wrote:
You're starting with low-level challenges here, so just like RPG Adventure Paths, we expect you to "roll up a new character." And frankly, we're giving you a lot of reasons to want to, with new classes, new powers, and new cards.
Then why does the Adventure Path have a reward for completing it? If that is the end of the character's life/use why even give a reward?

Just because there is no material currently planned for high-level characters after finishing the 6th chapter of an AP doesn't mean there never will be. Kind of a future proofing measure. Also, you or other fans can always dream up custom scenarios for such characters.

Paizo Employee Chief Technical Officer

Daniel Hamrick 458 wrote:

Will there be new characters for the classes that appear in Rise of the Runelords or will we see Valeros as the Fighter again?

If so, will we see new powers/rearranged stats or just a different pic/story and recommended starting deck?

(REALLY looking forward to this game every month by the way! Keep it coming!)

Valeros will still be the fighter, and he will have the same iconic artwork, but he will have different stats and powers.

Liberty's Edge

What classes and characters will we be seeing in this set? Rise of the Runelords had the core book classes/iconics and I'm wondering if any of the others will see some love in this one.

EDIT:

Nevermind, it's right there in the product description.

That being said, will it be possible to play characters from the previous game in this one? I don't mean fully leveled characters, but classes that don't appear in this set but did appear in RotRL.

Liberty's Edge

They have said yes, but you might run into some complications in that some characters might be built around card types that will be more or less prevalent in S&S than they were in RotRL. For instance, with guns being a part of S&S, I'd expect a number of the ranged weaponry cards to be guns rather than bows or crossbows - but if firearms proficiency is separate from weapons proficiency, Harsk might find himself locked out of many good ranged weapon options. (Note: I have no idea if anything I just said will actually be true; this is a purely hypothetical example.) There might be other, similar problems for other characters.

The converse, though, is what has me pondering. Since I am head over heels in love with Lirianne and a big fan of gunslingers, I want to be able to play Lirianne in RotRL - not to mention whatever comes out in Feb 2015 - but I'm worried about how feasible she will be without guns in the weapon decks. How hard or easy will it be to bring those elements into other AP decks?


Shisumo wrote:
The converse, though, is what has me pondering. Since I am head over heels in love with Lirianne and a big fan of gunslingers, I want to be able to play Lirianne in RotRL - not to mention whatever comes out in Feb 2015 - but I'm worried about how feasible she will be without guns in the weapon decks. How hard or easy will it be to bring those elements into other AP decks?

If you tried to play Lirianne without guns, she would likely have quite a few wasted abilities. But, I wouldn't see any problems with taking all of the firearms from the Skull & Shackles set and the chapter packs and mixing them into the weapons of the corresponding RotRL cards. It might be a bit of work to manage where the cards are and such, but I think she would mostly work fine as long as she has enough guns available. She might have a few powers that work with some of the other mechanics unique to S&S, though.

Sczarni

Shisumo wrote:
The converse, though, is what has me pondering. Since I am head over heels in love with Lirianne and a big fan of gunslingers, I want to be able to play Lirianne in RotRL - not to mention whatever comes out in Feb 2015 - but I'm worried about how feasible she will be without guns in the weapon decks. How hard or easy will it be to bring those elements into other AP decks?

All I've got is hopes and speculation to share...

My greatest hope is that these games are almost completely compatible with each other. I know that the backs of the cards from the current set do not have their AP identified on them, and I hope that doesn't change... but even if it does, I expect that when appropriately sleeved, you will only be able to tell the difference between—for example—a RotR Blessing of the Gods and a S&S Blessing of the Gods because it will likely have different card art including a different AP banner at the top.

Because of that, I speculate that you could draw Lirianne into RotR, including the guns she will inevitably have access to. So another thing I'm hoping for is that Mike Selinker's team at Lone Shark Games works to balance the new characters for play in RotR. And I know that's a tough balancing act, too, because that means they have to be balanced for both PACG Adventure Paths, and what tips the scales slightly more toward balanced for one AP could easily put the other one completely out of balance.

Dark Archive

Will there be a small intro adventure like there was in Rise of the Runelords?

The Exchange

The first PFACG set, Rise of the Runelords, started as a base set with a short intro of three scenarios, then six Adventure Decks, each representing one chapter of the AP.

The description here implies that this box will include the first chapter of the AP, instead of a short intro.

Is it the general intent that future iterations of the game will have a base set with 1 chapter, then each of the other 5 chapters will be a single Adventure Deck?

So, instead of Base Set plus Character Add-On plus 6 Adventure Decks, we will see Base Set/Chapter One plus Character Add-On plus 5 Adventure Decks to complete the six chapter AP?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

The Rise of the Runelords base set also included the first adventure deck, just as this one will. The listing says "Nearly 500 cards", and since the The Wormwood Mutiny adventure deck probably will account for 110 cards only, I think it's safe to assume there will be introductory scenarios.

Paizo Employee Chief Technical Officer

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It's looking like there are actually going to be *5* introductory scenarios in addition to the 5 that make up the first chapter of the Adventure Path.

Yes, the cardbacks are the same, and you should have no problem mixing and matching cards from the two sets.

Silver Crusade

This is probably a given, but I figure I'll ask here (may have even missed it, I do that from time to time); Can we use characters from the previous game. For example, if I really like Lem, and he's not present in the S&S set, can I sue the Lem from ROTRL instead. Furthermore, if I don't like the Valeros from S&S would I be able to use the Valeros from ROTRL instead.


Joseph Davis wrote:
This is probably a given, but I figure I'll ask here (may have even missed it, I do that from time to time); Can we use characters from the previous game. For example, if I really like Lem, and he's not present in the S&S set, can I sue the Lem from ROTRL instead. Furthermore, if I don't like the Valeros from S&S would I be able to use the Valeros from ROTRL instead.

Well, a new version of Lem is in S&S, but I get your point. Yes, you can use previous characters in the new set. For some characters you might want to add some RotRL boons into the S&S pool to make them fully effective (similar to adding guns to RotRL to play it with Lirianne). The only example I can think of off hand is moving over Amulet of Mighty Fists-type cards if you want to use Sajan in S&S, but there might be others you'd want to consider.


will the rules be streamlined or made easier to understand?

Paizo Employee Chief Technical Officer

The rules will be based largely on the updated rulebook we released yesterday, with some additions and a few tweaks here and there, but probably no sweeping changes.


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This should be obvious but I rather ask for clarity. This base set does not combine in any way with RotRL? And is in now way required to buy RotRL to use this set?

Silver Crusade RPG Superstar 2014 Top 16

TinyTitan wrote:
This should be obvious but I rather ask for clarity. This base set does not combine in any way with RotRL? And is in now way required to buy RotRL to use this set?

The Skull & Shackles set is completely independent of the RotRL set, yes.

Grand Lodge

Will this be part of the adventure card subscription? or will the subscription end when Rise of the Ruelords does? I am subscribed currently for the cards, but wouldn't want to pay the, no doubt,huge shipping on this over to me in New Zealand.

Webstore Gninja Minion

Kraal55 wrote:
Will this be part of the adventure card subscription?

Yes.


1 person marked this as a favorite.
Kraal55 wrote:

Will this be part of the adventure card subscription? or will the subscription end when Rise of the Ruelords does? I am subscribed currently for the cards, but wouldn't want to pay the, no doubt,huge shipping on this over to me in New Zealand.

Yeah me too, it'll have to be stop sub, buy on Amazon, re-up sub after. Hopefully we can start with the add-on set.


cartmanbeck wrote:
TinyTitan wrote:
This should be obvious but I rather ask for clarity. This base set does not combine in any way with RotRL? And is in now way required to buy RotRL to use this set?
The Skull & Shackles set is completely independent of the RotRL set, yes.

Thanx, is there a card list I can view somewhere? Just card titles will do, not looking to print them or anything lol. Would be nice to see the card names on a list while I wait for my order lol.

Verdant Wheel

mach1.9pants wrote:
Kraal55 wrote:

Will this be part of the adventure card subscription? or will the subscription end when Rise of the Ruelords does? I am subscribed currently for the cards, but wouldn't want to pay the, no doubt,huge shipping on this over to me in New Zealand.

Yeah me too, it'll have to be stop sub, buy on Amazon, re-up sub after. Hopefully we can start with the add-on set.

Me too. The box size is extremelly cost proibitive to me.

Paizo Employee Chief Technical Officer

TinyTitan wrote:
cartmanbeck wrote:
TinyTitan wrote:
This should be obvious but I rather ask for clarity. This base set does not combine in any way with RotRL? And is in now way required to buy RotRL to use this set?
The Skull & Shackles set is completely independent of the RotRL set, yes.
Thanx, is there a card list I can view somewhere? Just card titles will do, not looking to print them or anything lol. Would be nice to see the card names on a list while I wait for my order lol.

There is no card list at this time. Not only is the set still in development, but... we like for people to be surprised when they open the box. We'll sneak some peeks in Paizo blogs in the coming months, though!


Will ordering the Skulls and Shackles game and the Character Add on deck come with any promo cards and/or other exclusives by purchasing directly from Paizo?

Paizo Employee Chief Technical Officer

Pathfinder Adventure Card Game *subscribers* get free promo cards with their shipments. (We also insert promo cards into some paizo.com orders, but there are no guarantees on that...)


Vic Wertz wrote:
Pathfinder Adventure Card Game *subscribers* get free promo cards with their shipments. (We also insert promo cards into some paizo.com orders, but there are no guarantees on that...)

I have accepted the fact that I will never have Promo cards (cept maybe eBaying them). I be Canadian EH! Point is that shipping costs to me are insane. The base set $59.99 + $41 shipping? Even with the subscription rate that is just not going to happen. [SARCASM] I will just have to support my local Hobby shop [/SARCASM] since they sell it at $59.99 CAD.

Paizo Employee Developer

Your local hobby shop should be able to get a limited number of most of the promos from its distributor. They're not only available from paizo.com.

Grand Lodge

So could you take the skull and shackes characters and use them directly company with Rise of the Runelords?

Also any guesses on the next set after Skull and Shackles?

Paizo Employee Chief Technical Officer

Helaman wrote:
So could you take the skull and shackes characters and use them directly company with Rise of the Runelords?

Yes... but certain cards from one set may not be as effective in the other; for example, the gunslinger Lirianne will not be as useful in an Adventure Path that doesn’t have firearms (unless, of course, you also bring some firearms into the game).

Helaman wrote:
Also any guesses on the next set after Skull and Shackles?

There are people making such guesses here.


Any word on the dice that will be shipped with the new AP? I personally didn't like the dice that came in the RotR AP. They just seemed a little bland, and didn't offer any flavor.

I know that I can get themed dice from Q-Factory, but I was wondering about the 'stock' AP set. Thanks!

Paizo Employee Chief Technical Officer

The S&S dice will be very similar to the RotR dice in terms of materials and texture. However, I believe that we're going to have new molds in place, where all dice use the same font, and the d10 has a "10" on it instead of a "0".


Okay, I guess I was not expecting a big difference between the two. I think it is interesting that you have a different mold for the ten-sided die, though. I didn't know that the 0 instead of 10 was big enough a deal to make that change. I guess I come from a background of tabletop and trading card games, though.

Has there been any thought to changing the dice that come with the APs, though?

Paizo Employee Chief Technical Officer

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Clearly, we need to provide a playable game to people who don't have "weird gaming dice", but since many of the potential customers already have huge collections of dice, providing special dice is not a wise investment—the added cost would force us to either increase the retail price or reduce our profit margin, while not making the game notably better to most purchasers. The Base Set is already very expensive to manufacture, so we use standard low-cost materials for making the dice—the same dice we use in our Beginner Box, and the same dice used by many other manufacturers.

When we were printing in China, our only reasonable option was a standard dice mold, which has a 0 on the 10-sider and uses 3 different fonts among the 5 dice. (Speaking for myself alone, the last bit bugs me more than the first bit.)

We're printing Skull & Shackles entirely in the US, and in a volume sufficient to justify making our own die mold, so we're going to fix those issues. We intend to use our new mold for a good long while, so the cost of making it is negligible. Yes, we *could* do something fancy with the mold, but making them easy to read is a more important goal, especially for the benefit of people unaccustomed to "weird gaming dice".


Thanks for getting back on this with such detail. I see what you are saying, though. When you get the mold, you really need to consider the ROI, and legibility should be at the top of the list on improvements. The 3 different fonts issue is pretty big for me as well, which is one of the reasons that I do not use the RotR dice very often.


So I finally gave in and got the Rise of the Runelords card set and I've been having a lot of fun with it. One thing I've found I like to do is use the iconic pawns from the NPC Codex Box to mark their locations. I've even gone so far as to use the Bestiary and RotRL pawns for monster, henchman, and villain encounters. ^_^

If I end up getting this S&S card set I'd like to do the same. Which should be fine for the banes but there's some iconic character pawns missing! :/ Is there any chance of there being an "Advanced NPC Codex" and pawn set? I'd really like to have markers for the APG and ACG classes. :)


Speaking of dice, have you considered using a different color for each die? If it's not cost-prohibitive, that might make it easier for people to differentiate between the different "weird gaming dice" if they're not already used to them.

For myself, I'm already used to weird dice, but I ended up buying them in different colors anyway. Why? Because I hate having to roll the same die multiple times for one check, so I bought a lot of additional dice. Having each type be a different color makes it marginally faster to pick the correct dice out of the pile.

Paizo Employee Chief Technical Officer

Yeah, it would cost significantly more. All the dice are in one steel mold, so they're made at the same time using the same plastic and then handled as a single unit.


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Vic Wertz wrote:
Yeah, it would cost significantly more. All the dice are in one steel mold, so they're made at the same time using the same plastic and then handled as a single unit.

Thanks for taking the time to respond. I love the fact that Paizo actually talks about their business with customers, and not just their products. I learn a lot. But it must be time-consuming on your part.


Erixian wrote:
Thanks for getting back on this with such detail. I see what you are saying, though. When you get the mold, you really need to consider the ROI, and legibility should be at the top of the list on improvements.

I'd prefer lower cost and no dice. They are in all the stores and I already have tons of dice that are fine. Then everyone can pick out their own set with their own preferences.

Webstore Gninja Minion

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Aladron wrote:
I'd prefer lower cost and no dice. They are in all the stores and I already have tons of dice that are fine. Then everyone can pick out their own set with their own preferences.

Dice may be available in gaming stores, but this game goes out to places that do not carry such accessories. We want people to be able to pick this game up and start gaming right away, not to have to spend an additional $5+ for dice. I may have enough dice to fill a gumball machine the size of my head, but there is always someone who has never played a card game, and has never seen these funny dice. Why make it harder for them to start playing by asking them to buy just one more thing?


mach1.9pants wrote:
Kraal55 wrote:

Will this be part of the adventure card subscription? or will the subscription end when Rise of the Ruelords does? I am subscribed currently for the cards, but wouldn't want to pay the, no doubt,huge shipping on this over to me in New Zealand.

Yeah me too, it'll have to be stop sub, buy on Amazon, re-up sub after. Hopefully we can start with the add-on set.

My understanding is that the adventure decks are included in the subscription, not the boxed base set. You'll notice that the upcoming products listed with the subscription go from RotRL 6 to S&S 2; there is no mention of the base set.

Shouldn't be any need to cancel the sub temporarily. Just keep it rolling and order the S&S base set from wherever you can get it cheapest (or with the lowest shipping).

Paizo Employee Chief Technical Officer

The subscription listing is currently incorrect. The Base Set is indeed part of the subscription, as is the Character Add-On Deck; both ship in August.

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