
Isengrde |
1 person marked this as a favorite. |
Hi everyone,
I'm new and I have a (dumb likely) question.
If I play with adventure path 2, do I mix these cards with adventure path1+ base set or only with base set ?
In rules, it is written that you need to mix adventure path X with base set but nothing is mentioned on what you should do with the other adventure path.
Thanks for you answer.
Best regards
Ced

Bidmaron |
Well, if you played through, you'd have the adv #1 cards in there because nothing makes you take them out (until you get to Hook Mountain and beyond, but I don't know if there are any basic cards in #1 [or elites once you get to Sins])
If you wanted to skip #1, however (probably not a good idea, as you'd miss all the victory rewards and be underpowered), there's nothing to cover it, but I'd have to assume you'd add them in.

Adrian Firth |

Hi everyone,
I'm new and I have a (dumb likely) question.
If I play with adventure path 2, do I mix these cards with adventure path1+ base set or only with base set ?
In rules, it is written that you need to mix adventure path X with base set but nothing is mentioned on what you should do with the other adventure path.
Thanks for you answer.
Best regards
Ced
I think your misunderstood.......The 'Adventure Path' is rise of the runelords. This adventure path consists of so many 'Adventures' and each adventure has so many 'Scenarios'.
The base set comes with the adventure - perils of the lost coast which has 3 scenarios.
The base set also comes with adventure deck 1 - burnt offerings which has 5 scenarios.
To answer your question the next adventure deck (number 2) is skinsaw murders, which you would mix in with the core set, perils of the lost coast and burnt offerings.
At some point (can't remember) when you encounter a card with basic trait (you MAY) removeit ffrom the entire game never to be seen again, as the likely hood of encountering better gear would increase.
Now you stated 'adventure path 2' this would be considered a whole new base set adventure with it's own adventures and scenarios. So I presume you meant to say 'adventure deck 2'

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At some point (can't remember) when you encounter a card with basic trait (you MAY) removeit ffrom the entire game never to be seen again, as the likely hood of encountering better gear would increase.
Starting with the third set of cards in the adventure path (Hook Mountain Massacre) you will take any BASIC bane card out of play when it is discarded (IOW: put back in the box after it is defeated). Any BASIC boon cards that go back in the box can either be taken out of play or left in play when returned to the box.
In the future you will be doing the same thing for cards that are ELITE.

h4ppy |

In the future you will be doing the same thing for cards that are ELITE. [/QUOTE
Does that mean that Elite cards are 'worse' than cards with neither the Elite nor Basic traits? Or are the Elites 'better' but removed to make the game harder (e.g. if there are many more elite boons than banes)?

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There's *some* ability to judge power level by the presence of Basic and Elite traits, but it's not completely straightforward. Cards with the Veteran trait, for example, scale up in power as you play. And some cards with neither the Basic or Elite trait are not especially *powerful*, but they are *useful*, and never get a higher-powered replacement.

OberonViking |

Is this line in the FAQ in need of some TLC?
If I'm making a Perception check, and my Perception is based on my Dexterity, do cards that help Dexterity checks help my Perception?
I thought it should have said:
If I'm making a Perception check, and my Perception is based on my Wisdom, do cards that help Wisdom checks help my Perception?
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Question about bannished basic cards.
When I use Caltrops, they are bannished to the box becsause they are one time use cards. At the end of the game can I put them in my hand again, or am I only allowed to do that if there are no Item cards that were collected during the scenario?

Proto Persona |

Question about bannished basic cards.
When I use Caltrops, they are bannished to the box becsause they are one time use cards. At the end of the game can I put them in my hand again, or am I only allowed to do that if there are no Item cards that were collected during the scenario?
Under the official rules your second statement is the correct one, you can't just raid the box anytime you want. You're free to fish it back out of the box no matter what, but it's a house rule at that point.

delslow |

A new version of the Rulebook has been posted, incorporating all of the resolutions to date from the Rules Questions section of the FAQ.
Paizo,
Is there a nice printable FAQ somewhere? I understand maintaining the FAQ on your website is easier, but sometimes it's not convenient to look up the site every time we have a rules question while playing.
Also, is there a quick reference somewhere for all the changes to cards? (ie, Scorching Ray not having the Basic trait and Bugbears having the Goblin trait)
Thanks!

Ched Greyfell |

Oh, so there's eventually going to be a reprint of the Core book incorporating clarifications based off stuff a lot of folks didn't understand? How cool is that. Guess I need to get my list of questions out to post before that happens sometime.

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Vic Wertz wrote:A new version of the Rulebook has been posted, incorporating all of the resolutions to date from the Rules Questions section of the FAQ.Paizo,
Is there a nice printable FAQ somewhere? I understand maintaining the FAQ on your website is easier, but sometimes it's not convenient to look up the site every time we have a rules question while playing.
Also, is there a quick reference somewhere for all the changes to cards? (ie, Scorching Ray not having the Basic trait and Bugbears having the Goblin trait)
Thanks!
I highlighted the FAQ list, copied it and pasted it to Word. A little editing to get rid of "back to top" and I had a nice sheet.

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I adjusted two resolutions to the FAQ yesterday.
This one had the resolution entirely rewritten.
This one only changed a tiny bit:
•Change "If you fail to defeat a monster, you take damage" to "If you fail a check to defeat a monster, you take damage".
•On the back page, under "Attempting a Check", change "Take damage if you lose a check against a monster" to "Take damage if you fail a check to defeat a monster."

Markon |
I would like something added to clarify that henchman and villains have multiple card types (applies to stuff like Augury), and same thing with Loot cards (Lem can chose Loot as his favored card for his starting hand, for example). This seems like the sort of thing that most people (myself included) would not think to do. :)
Edit: I just saw your reply to this on the other thread, missed that at first, sorry. I can see your point.... by posting here I bet I helped more people discover that trick though, hehe.

Dave Riley |

I definitely wouldn't think to cite "Loot" as a card for Lem's favored type! Interesting! Of course, I don't think there's any current loot cards that would override Lem's desire to start with his crossbow, but for future reference it could be valuable.
Though for the purposes of Augury, I don't think that would change things much for us. We almost always Augur for "Monsters," and if the Villain or Henchman is in the top we sort appropriately. Auguring for Henchmen or Villains would accomplish that, but it would lose the benefit of ditching up to 3 monsters to the bottom of the deck if there's no Villain or Henchman present.

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One new FAQ entry today.
The entry listed says: Can cards like the Staff of Heaven and Earth be used to defeat a boon that lists the check to defeat as "None"?
That should say: Can cards like the Staff of Heaven and Earth be used to defeat a bane that lists the check to defeat as "None"?

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This FAQ item has been updated to exclude using powers as well as playing cards.

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Vic,
With some of the recent rules changes in the rule book since Nov 12th when the book was last updated.. are you going to be doing another revision anytime soon?
I am only asking to save some ink on my printer for printing it for a friend of mine that does not have access to it in electronic form while promoting it at our local game store.
He has a running game once a week with one group and another once a week with another group and some pick up games once in a while. So he would love to print this out but if there is going to be an update soon he would like to know to save on printing cost is all if that is possible??
I would love to help him do this as to promote the game as much as possible :)
Thanks in advance sir :)

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This FAQ item has been updated to exclude using powers as well as playing cards.
Whoa, this is a major change! So this means that we can no longer Cure ourselves or others at the end of our turn, correct?

Hawkmoon269 |

The rule about not playing cards after resetting your hand has been in the FAQ for a while. It is even in the updated rulebook I believe. This FAQ entry just added "powers" to the things you can't do after you begin resetting your hand. So this particular change doesn't effect cure, since Kyra has to do that at the beginning of her turn and everyone else would be playing a card.
It should be noted that even though you can't play cure on your turn after you begin resetting you hand, you can play it after you decide to stop exploring but before resetting your hand. And you can play cure immediately after the next character begins their turn. So if you reset your hand, then the next character discards a card from the blessing deck, you can right then play cure before they explore. So practically speaking, it shouldn't have much impact on cure.
There is a thread here where I brought up the issue of using powers at the end your turn. (Sorry.) Since the FAQ thread is for discussion of the FAQ itself, I'll make a friendly recommendation that we move any discussion about the "end of your turn" to there instead.

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The rule about not playing cards after resetting your hand has been in the FAQ for a while. It is even in the updated rulebook I believe. This FAQ entry just added "powers" to the things you can't do after you begin resetting your hand. So this particular change doesn't effect cure, since Kyra has to do that at the beginning of her turn and everyone else would be playing a card.
It should be noted that even though you can't play cure on your turn after you begin resetting you hand, you can play it after you decide to stop exploring but before resetting your hand. And you can play cure immediately after the next character begins their turn. So if you reset your hand, then the next character discards a card from the blessing deck, you can right then play cure before they explore. So practically speaking, it shouldn't have much impact on cure.
There is a thread here where I brought up the issue of using powers at the end your turn. (Sorry.) Since the FAQ thread is for discussion of the FAQ itself, I'll make a friendly recommendation that we move any discussion about the "end of your turn" to there instead.
Huh, fair enough. I had totally missed that FAQ then. :)

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More FAQs pretty much every day this week. I also amended the entry on the Golden Rule.

3ldfilms |
I want to customize my character's deck for my first play through but am wondering if there are any rules to govern what kind of cards s/he can start with (besides being basic). i.e. Would Valeros have a magic item or a holy water which he wouldn't have the skills to otherwise acquire if it was a boon?

huskyskins |
I want to customize my character's deck for my first play through but am wondering if there are any rules to govern what kind of cards s/he can start with (besides being basic). i.e. Would Valeros have a magic item or a holy water which he wouldn't have the skills to otherwise acquire if it was a boon?
A character can start his deck with any card that has "Basic" written in the upper left hand corner, whether he'd be likely to acquire it during exploration, or not. Of course, you must honor the card number restrictions from the character card. You'll find the "Basic" cards are fairly mundane/non-magical.

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In addition to other FAQ updates, this lengthy entry about timing during the encounter sequence got some new text. Specifically, the "Apply any effects that happen after the encounter, if needed" step gained this: "At this time, deal with any effects that were triggered by the checks. For example, If Ezren played a spell with the Arcane trait during the check, he may now use the power that allows him to examine the top card of his deck."

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In addition to other FAQ updates, this lengthy entry about timing during the encounter sequence got some new text. Specifically, the "Apply any effects that happen after the encounter, if needed" step gained this: "At this time, deal with any effects that were triggered by the checks. For example, If Ezren played a spell with the Arcane trait during the check, he may now use the power that allows him to examine the top card of his deck."
We also tweaked the example of play to make Ezren's action better match the order given in the rules, taking into account the above clarification.

Hawkmoon269 |

Vic Wertz wrote:In addition to other FAQ updates, this lengthy entry about timing during the encounter sequence got some new text. Specifically, the "Apply any effects that happen after the encounter, if needed" step gained this: "At this time, deal with any effects that were triggered by the checks. For example, If Ezren played a spell with the Arcane trait during the check, he may now use the power that allows him to examine the top card of his deck."We also tweaked the example of play to make Ezren's action better match the order given in the rules, taking into account the above clarification.
Reading over the updated example of play, I noticed it doesn't say what Edward (nor Monica) do with the Ancient Skeleton Henchman they encountered. i.e.: Edward defeated his, but it doesn't say he banished it after doing so. Without that it still might be a bit ambiguous as to whether Ezren activates his power during that step of the "Encounter a Card" sequence or after the sequence is over.