Closing a Location: After a Failed Check


Pathfinder Adventure Card Game General Discussion


Hi Guys,

So we just defeated the Ancient Skeleton Henchman at the Desecrated Vault. Thus, it's time to perform an immediate Divine 6 check to close it and my daughter attempts to do so as this was on her turn. She fails the check.

My question is: My character is also at this same location. It's now my turn. Can I try to close the location? Or, have we lost that chance and consequently, the only way to close is by going through all the remaining cards in that location deck? I'm a little fuzzy on what are all the opportunities to close a location are (besides finding a henchman or villain).

Side Note: I had no idea one could close a location and still go through that location's cards if one wanted to (provided no villain was still in that deck). I thought closing a location always banished all its cards. Glad I caught that rule on pg. 13 before we started a campaign adventure.

Ben
BensRPGPile.com


It does banish all the cards, except possibly villain cards.

You can only explore cards at a closed location if there's a villain or if some bizarre special effect adds cards to it.

So, on your next turn, you could try to close the location (which is empty of cards, of course).


nkorppi wrote:
So, on your next turn, you could try to close the location (which is empty of cards, of course).

Just to clarify this last line of your post.

So my daughter failed at her attempt to close the location. It's now my turn. All of the remaining location cards are still there though as she didn't successfully close it.

Now the only way for my character to close that location is to finish going through the cards in that spot, right?

Ben


Yes, that's right.

Another way to close it is to defeat the villain there later on. Then the closing check is bypassed, the location closed and all cards (bar other villains) auto-banished.


Thanks again for the feedback.


Cheez wrote:

Hi Guys,

So we just defeated the Ancient Skeleton Henchman at the Desecrated Vault. Thus, it's time to perform an immediate Divine 6 check to close it and my daughter attempts to do so as this was on her turn. She fails the check.

My question is: My character is also at this same location. It's now my turn. Can I try to close the location? Or, have we lost that chance and consequently, the only way to close is by going through all the remaining cards in that location deck? I'm a little fuzzy on what are all the opportunities to close a location are (besides finding a henchman or villain).

Side Note: I had no idea one could close a location and still go through that location's cards if one wanted to (provided no villain was still in that deck). I thought closing a location always banished all its cards. Glad I caught that rule on pg. 13 before we started a campaign adventure.

Ben
BensRPGPile.com

Yes, Cheez, your options at this point are to completely explore all the cards in the location then close it with another Divine check OR to close the other locations either by defeating Henchman or the Villain, let the Villain flee to the open location (the one with the Divine check) and then defeat the Villain there.

On the side note, once you close a location, those cards are gone unless the location itself or some other effect comes into play (like the General Store location).

However, I was wondering, when you defeat a henchman the card says you MAY attempt to close the location at that point. I guess you could choose not to and then fully explore the location for loot.


@DrJay - this is correct. You do not HAVE to attempt the closing check when you defeat a Henchman (whether you do or not probably depends on the state of the timer deck and how many boons you think are left at that location).

However, when you defeat a Villain the location is automatically closed whether you like it or not.

Silver Crusade

One other thing that hasn't been mentioned is that if you don't close a location when you beat the henchman, you can still close it temporarily when you find the villain.

So if fail on your close check, or intentionally don't close it because you want to keep "shopping" there, you can still make sure the villain doesn't go there later. If you're sure the villain isn't already there (such as early in the game when nobody's seen him yet), then it can be a reasonable strategy to just plan to close it temporarily later when someone goes for the kill on the villain.

This actually happened to me recently. Lini beat a henchman early, at a location with more boons than banes that could be a good "shopping" spot. Also, the cost of closing that location was to banish a card, and she only had cards in hand that were essential for her. We play with only rebuilding between sessions with the cards the characters have between them - no going back to the box to pick out new basic cards between sessions, unless the group doesn't have enough cards of a particular type for all their decks. So losing one of her animal allies or certain spells that are essential for her character would have hurt pretty badly.

So she chose not to close it, even though she could have. Given the situation, very early in the game, and knowing it was an easy location to close temporarily to keep from going there, it was fine. Late in the game, when we finally had the villain cornered and were setting up to kill him, Lem actually gave her a Blessing of the Gods that she wouldn't mind banishing to close the location. She actually skipped her last turn (flipped the blessing deck and discarded one card to get her hand down, but nothing else) to wait to temporarily close the location when Valeros went after her and fought the villain.


All good, @Fromper.

As a side note, until today I didn't realise that the rules, as written say that you cannot go back to the box to pick up basic cards unless your party doesn't have enough cards of the right type between them.

If anyone is doing this they should know that they're cheating rather than doing it by accident! ;)

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