Thazar |
Generally you use all of the cards you have at all times. For the very first few session on the lost coast they recommend not putting in the Burnt Offerings items but it is fine if you do. Later in the adventure after hook mountain they have rules to remove lower level cards as listed on the adventure path rules in the text box.
Thazar |
Sorry. Once you are on to the Adventure Burnt Offerings you will mix all of the B, C, and 1 monsters together and place them in the proper slot in the box. You will then mix all of the B, C, & 1 Weapons together and put them in the weapons slot for the box. Continue for spells, armor, items, ally, blessings, etc.
Then when you go to play a scenario card it will list what locations to pull from the box for those scenarios. You pull the correct number of locations based upon how many players you have. One player usually pulls three locations while two players would use four locations.
Each location lists how many random cards to pull for each type. So as an example you could pull 3 monsters, 2 Barriers, 1 Weapon, 1 Armor, 2 Spells for a location.
Note that after you build each location with the random cards needed based upon the list provided on the location card you would also pull a villain and henchman as instructed by the Scenario Card. If you had four locations you would pull a villain and three henchman. Mix them up and randomly place one from the mix of four into each location. This gives you 10 cards for every location. Shuffle these and set them in front of the location to begin the game.
This video here may help you in learning how to play. It is not perfect but does cover a lot of basics.
TClifford |
If you are playing just the three introductory missions, then you wouldn't include the 1 cards. Just B,C, and any P[Promo] cards you would have. My question is once the second adventure set comes out, do you still include the 1 into the decks or are those only for the quests in the first adventure set?
I guess later on, when you banish a Basic card, you can either keep them in the box or remove them completely. I think that is around the same time as when you start using the Role cards for each character.
Wruin |
You still include the 1 cards after the next adventure set comes out because the Rise of the Runelords adventure path card gives rules for removing them. After Hook Mountain, any B card encountered is removed from the game. At a later point 1 cards are removed. I don't have it in front of me right now. These are part of the adventure path rules on the card.
Thazar |
Close. It is not B (for base set) cards that are removed but cards with the Basic trait. Look at the list of words on the left hand side of the card. Some of them have basic and some have elite or other things. Both basic and elite are in the base set (B) and only the basic are removed at first. Elite are removed later. Cards without basic or elite appear to stay in the game the whole time.
Mike Selinker Pathfinder Adventure Card Game Designer |
Myriade |
When we receive the Adventure deck #2 and mix the cards with the rest, should we remove the cards numbered 2 when we want to replay an earlier scenario like the ones from Burnt Offerings (deck #1)? When all the cards are all mixed up at the end of the year, won't some of them be too strong to use in the earlier scenarios?
Thazar |
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My plan is to keep them all mixed together all the time. I then set the game up however I am playing it. If I happen to get a card that is from a set that I do not want in this particular game I will pull it and draw a new random card to replace it.
This way I do not have to constantly rebuild the box... and if something does pop up it is easy to deal with at the time it happens. I just need to make sure everyone at the table agrees that any "2" that comes up before the end of Burnt Offerings is redrawn at the time of encounter.
Mike Selinker Pathfinder Adventure Card Game Designer |
Steve Geddes |
My plan is to keep them all mixed together all the time. I then set the game up however I am playing it. If I happen to get a card that is from a set that I do not want in this particular game I will pull it and draw a new random card to replace it.
This way I do not have to constantly rebuild the box... and if something does pop up it is easy to deal with at the time it happens. I just need to make sure everyone at the table agrees that any "2" that comes up before the end of Burnt Offerings is redrawn at the time of encounter.
Sometimes my stupidity astounds me. Good (and obvious, now you've said it) solution.
DrSnooze |
My plan is to keep them all mixed together all the time. I then set the game up however I am playing it. If I happen to get a card that is from a set that I do not want in this particular game I will pull it and draw a new random card to replace it.
This way I do not have to constantly rebuild the box... and if something does pop up it is easy to deal with at the time it happens. I just need to make sure everyone at the table agrees that any "2" that comes up before the end of Burnt Offerings is redrawn at the time of encounter.
This is a good solution, but it won't exactly duplicate the effect of removing cards when you advance to later adventures. By the standard rules, you'd continue to play Basic cards until they get banished, at which time they are permanently removed from the game. Using your method, you're not going to play Basic cards at all from that point forward.
Cheezgrater |
Thazar wrote:This is a good solution, but it won't exactly duplicate the effect of removing cards when you advance to later adventures. By the standard rules, you'd continue to play Basic cards until they get banished, at which time they are permanently removed from the game. Using your method, you're not going to play Basic cards at all from that point forward.My plan is to keep them all mixed together all the time. I then set the game up however I am playing it. If I happen to get a card that is from a set that I do not want in this particular game I will pull it and draw a new random card to replace it.
This way I do not have to constantly rebuild the box... and if something does pop up it is easy to deal with at the time it happens. I just need to make sure everyone at the table agrees that any "2" that comes up before the end of Burnt Offerings is redrawn at the time of encounter.
I'm not sure I understand the problem you are describing, DrSnooze.
I believe that what Thazar is referring to is the process for building Location decks when playing previous scenarios, or when starting a new character/campaign.
This procedure would not be applied to character decks when advancing - basic cards in the character deck would stay in until they were banished. It would only apply to things that require random draws from the box. When drawing randoms from the box later in the campaign, rather than removing cards from the stacks, just redraw any random draws that yield "level-inappropriate" material (either too high level or too low level).
Can you clarify the problem you are seeing, possibly with an example? I am also considering doing this to simplify setup and running multiple campaigns. If there is some pitfall I am not perceiving, I would like to understand it so that I can avoid it.
NariusV |
The distinction is there can still be basic cards legally in play even late into the campaign, since they are not removed from the game until they are banished during the course of play.
With your method, if you redraw a card when it has the basic tag, how will you know if it was one that was already banished and removed from the game, but left in the box, or one that is still legally in play and has not yet been removed from the game?
If you leave all the cards in the box, it's hard to tell which were removed or not, unless you sleeve them and use a dry erase marker to mark them or something.