Temporarily Closing A Location vs. Villain


Rules Questions and Gameplay Discussion


Maybe the answer is very simple...Maybe it's not..

But let's say I'm playing with a few friends and i come across the villain and I defeat him. My friends are separated and are covering all available Open Locations. If all of them Temp. Close, then is the villain defeated and the scenario is over?


yep, at least that's the way I see it anyway


Korded wrote:

Maybe the answer is very simple...Maybe it's not..

But let's say I'm playing with a few friends and i come across the villain and I defeat him. My friends are separated and are covering all available Open Locations. If all of them Temp. Close, then is the villain defeated and the scenario is over?

Yes, that's how it works. That's about the only way to win with 5 or 6 players without a LOT of luck.


Quote:
That's about the only way to win with 5 or 6 players without a LOT of luck.

I disagree; maybe in the first couple of scenario but normally you wouldn't upgrade your card feat at 5-6 the same way you would at 3-4.

At 5-6 , at my table the most of the character takes blessings / allies till they are capped and the first power feat are almost always taken for hand size boost => so we just pump up our exploration ratio to the maximum of our possibilities.

If 4 out of 6 people do that you will finish most of the scenario with about 5 blessing in the deck and all location closed(if you shut down the location asap of course), and if you want greed a bit more consider the candle on one of your character that mill hisself quite efficiently.

It was very rare after the first adventure that we have to think about inteligent splitting of the group to squeeze our timer.


It's still easier (and more typical) to win a game by temp closing locations compared to closing all locations.


Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Superscriber
Jason S wrote:

It's still easier (and more typical) to win a game by temp closing locations compared to closing all locations.

That depends heavily on your party size. For a 4-6 player game, that's more typical. For a 2 or 3 player game, I feel that the blessings deck is less of an issue and you've got the time to permanently close all your locations. (And in a solo game, temporary closing isn't an option at all) That said, my standard group is Valeros + Lem, so we have an incentive to stay together. We'll only split up if only one one of us has a chance to make the When Closing check, or if we've scouted enough to know where the villain is and want to pull a Temp Close off.


We're talking about table sizes of 6.

I've had a fair number of games now with table size 6 and haven't come close to (permanently) closing all locations, so I'm wondering how it's happening consistently.


I have only played six players on a handful of occasions, so I can't speak to that experience.

I have played a huge number of 4 player games, and at this point I almost never win by permanently closing location. In my 41 games of S&S, it's happened on only once or twice.


Pathfinder Card Game Subscriber
Jason S wrote:

We're talking about table sizes of 6.

I've had a fair number of games now with table size 6 and haven't come close to (permanently) closing all locations, so I'm wondering how it's happening consistently.

In my experience (almost entirely 6-player games), it does happen, but fairly rarely (and even more rarely in S&S). The key is to have a few locations that can be burned through quickly (Chapel and Academy with Ezren are prime examples). After that, a few of the locations need to have henchmen or villains right at or near the top. Then, if you manage to get down to 3 or 4 locations left with more than half the blessings deck left, it's just a matter of which location you find the villain in first, or which ones you find the henchman in. By sheer odds, you'll usually find the Villain with a few other locations open, but occasionally you'll get everything else closed first.

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