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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Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks


Sorry if this has been asked before: I've got the first base set, Rise of the Runelords, but haven't played it yet (it was a gift). My question is: is it necessary to get the base set for skulls and shackles in order to play the 6 adventures of this specific AP? Or can I just buy these and play them with my base set?


daedel, el azote wrote:
Sorry if this has been asked before: I've got the first base set, Rise of the Runelords, but haven't played it yet (it was a gift). My question is: is it necessary to get the base set for skulls and shackles in order to play the 6 adventures of this specific AP? Or can I just buy these and play them with my base set?

You need the new base set for the new AP. A lot of the cards change between the story lines (along with all the villains and henchmen).


1 person marked this as a favorite.

On Skulls and Shackles (I ask that you please keep in mind that i am a super newbie to this world of RPGs) when it says "Combat Check", is it just referring to strength, or could you have a choice as to which trait yiu want to fight combat against?


Chumpzilla wrote:
On Skulls and Shackles (I ask that you please keep in mind that i am a super newbie to this world of RPGs) when it says "Combat Check", is it just referring to strength, or could you have a choice as to which trait yiu want to fight combat against?

It defaults to your Strength if you do not have a weapon, spell, or another ability/card to use. Usually a weapon will tell you which skills you can use (generally strength or melee, or dexterity or ranged) for the combat check and gives you a bonus die to add to the check. Spells are usually arcane/divine skill plus x dice as noted on the card.

Some items grant just a flat amount of dice (wand of scorching ray I believe is 4d6) without using a skill.

i hope this helps.

Paizo Employee Chief Technical Officer

Sniggevert wrote:
Chumpzilla wrote:
On Skulls and Shackles (I ask that you please keep in mind that i am a super newbie to this world of RPGs) when it says "Combat Check", is it just referring to strength, or could you have a choice as to which trait yiu want to fight combat against?

It defaults to your Strength if you do not have a weapon, spell, or another ability/card to use. Usually a weapon will tell you which skills you can use (generally strength or melee, or dexterity or ranged) for the combat check and gives you a bonus die to add to the check. Spells are usually arcane/divine skill plus x dice as noted on the card.

Some items grant just a flat amount of dice (wand of scorching ray I believe is 4d6) without using a skill.

i hope this helps.

Close—it defaults to Strength or Melee.

A better place for questions like this is the Adventure Card Game Rules Questions and Gameplay Discussion forum.


This (S&S) was my first entry into playing this "series" and I didn't realize until *after* playing with paizo volunteers at pax with Wrath of the Righteous, that for example a combat check with strength counts the "melee: strength +1" stat on some characters.

I thought that was only for general stat checks, not just combat checks. I hope a later edition makes that clear, because the rulebook is not really clear enough, or just flat out doesn't mention things making you look it up online. That's pretty annoying.

Paizo Employee Chief Technical Officer

Gvaz wrote:
...for example a combat check with strength counts the "melee: strength +1" stat on some characters.

It's more accurate to say that a combat check uses a character's Strength or Melee skill unless they play a card that changes the skill they're using for their combat check. So if you have Melee: Strength +1, and you're attempting a combat check without using such a card, you can use your Melee skill. And if you're using a card that says "for your combat check, use your Strength or Melee skill," then you can use your Melee skill. If you're using a card that says "for you combat check, use your Dexterity or Ranged skill" (or anything else other than Melee), then you can't use your Melee skill.

And it is certainly in the rules:

Rulebook, p12 (under "Determine Which Skill You’re Using") wrote:
Most monsters and some barriers call for a combat check. Weapons and many other cards that can be used during combat generally tell you what skill to use when you attempt a combat check; if you aren’t playing one of those cards, you must use your Strength or Melee skill.

It's even restated in the example on page 13:

Rulebook, p13 wrote:
Combat checks use Strength or Melee (unless a card changes it).

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