Hawkmoon269 |
Correct. You add the decks into the base set.
You can add the character add-on deck right away, even if you aren't playing more than 4 characters. Then play Perils of the Lost Coast. The cards will be from decks B & C.
When starting Burnt Offerings, add in all the deck 1 cards. When playing Burnt Offerings the cards will be from B, C & 1.
When starting Skinsaw Murders, add in all the deck 2 cards. When playing Skinsaw Murders, the cards will be from B, C, 1 & 2.
You repeat this process for each new adventure deck.
After you start Hook Mountain Massacre, if you ever are instructed to banish a bane, if it has the Basic trait, you remove it from the game instead of putting it back with the rest of the banes. You won't encounter that particular card again for the rest of the adventure path. Likewise, if you are instructed to banish a boon with the basic trait, you have the option to do the same thing if you want.
Note that simply putting something back in the box isn't the same as banishing it. Banishing happens when you fail to acquire a boon, when you defeat a bane, when you play certain boons that instruct you to banish them, and banishing a card to close a location.
Banishing does not happen when you rebuild your deck at the end of the scenario and decide not to keep a card. That card is NOT banished, it is simply put back in the box.
Hawkmoon269 |
Good question. That is banishment as well.
If you succeed at meeting the When Closing requirement, search through the location deck, take out the villain if it is there, and banish the rest of the cards.
There might be a few other situations I missed that are also banishment. But the cards or the rules should tell you. If in doubt, just post and I'm sure someone will be happy to help.
Hawkmoon269 |
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Making a list by combing through the rulebook. Someone's probably already done this, but...
Banishing happens in the following situations:
From the Rulebook:
- Failing to acquire a boon. (Rulebook pages 8, 9 & 15)
- Defeating an encountered bane. (Rulebook pages 9 & 10)
- Defeating a summoned bane. (Rulebook page 13)
- When removing cards left in a location after closing it. (Rulebook page 13)
- When scavenging your dead comrade's carcass for cards. (Rulebook page 14)
- When removing cards from the location after defeating the villain whether he escapes or not. (Rulebook page 18)
When a card's power tells you to do so
Examples include (but are not necessarily limited to):
- Items (particularly common in potions)
- Spells (particularly for those without the required magic skill)
- Some allies
- As part of the "At this location" rule for a location.
- As the closing requirement for some locations
- As the when closed requirement for some locations.
Keep in mind that a location or scenario may instruct you to not banish a bane when defeated. In that case you do not banish the bane.
Also, remember that the choice to remove the card from the game is optional for boons according to the Rise of the Runelords Adventure Path card. You may decide to not remove the card in that case. This will be particularly useful for Sajan's Drunken Master role card. He'll hopefully be recharging those potions, but if he fails on one and has to banish it, but wants to keep it available for setting up future scenarios in the game, he can.
Common situations that may feel like banishing, but are not include:
- When rebuilding your deck between scenarios and you decide to not keep cards you acquired during/as a reward for completing a scenario. (Rulebook page 19)
- When drawing random cards of a particular type to fulfill a requirement and you have drawn cards that did not fulfill the requirement. (Rulebook page 13) Example:An example here is playing the spell Charm Person. If you reach into box and pull an ally with the animal trait out, draw again until you find one with the human trait. Then put the other ones back in the box, but don't banish them. Pit of Malfeshnekor should be noted here too since its power does instruct you to banish the cards you do not chose.
hfm |
I have an interesting question about the promo cards.. I suppose those are meant to be used along with the decks that they came with? They are all labeled "P". I noticed Dance With Squealy Nord has a rather high difficulty it's probably supposed to be with AD3 in spirit. I guess I'll have to keep track of which deck they match well with.
Hawkmoon269 |
From the faq section on promo cards: any time after beginning deck 1. http://paizo.com/paizo/faq/v5748nruor1gk#v5748eaic9r58
hfm |
From the faq section on promo cards: any time after beginning deck 1. http://paizo.com/paizo/faq/v5748nruor1gk#v5748eaic9r58
Well now I'm slightly embarrassed for not seeing that. Thanks!
JoeCargo |
OK so you add all the add ons ( I have base set, character add on and skinsaw murders) and throw them all together? I ask because I could run a scenario and if all the barriers are mixed together from every set you could get no skinsaw barriers at all and it kind of defeats the flavor.
Thanks in advance for any answers and advice. Running my first game with friends tomorrow and we are STOKED to play.
Idris ap Llawr |
Joe,
You only add cards for the set you're running (and previous sets in the same series, but presumably you would already have run them and therefore included them. So if you're running Skinshaw Murders you would also include Burnt Offerings (and have played it). If the characters haven't been through Burnt Offerings they probably aren't going to be strong enough to do Skinshaw.
Jerry
Kierkegaard555 |
So what is the difference between banishing, returning to box, and removing from the game? Sometimes they all seem synonymous. Here they seem different. For instance, the back of the rulebook says, "Banish: Put it back in the box, shuffled in with the other cards of the same type." This leads me to believe that banish does not equal removal. Can someone clarify this for me?
Hawkmoon269 |
Some cards are put back in the box without being technically banished. For instance cards left in open or temporarily closed locations when the game ends. Up until Hook Mountain Massacre you could say "All banished cards are put back in the box, but not all cards put back in the box are banished."
Beginning with Hook Mountain Massacre, when the game instructs you to banish a card, if it has the Basic trait on it you must remove it from the game if it is a bane and may remove it from the game if it is a boon (i.e. the rest of your adventure path). Removed from the game means you will not encounter or use that particular card for any future scenario in the adventure path. So it isn't eligible to be included when building location decks or drawing cards from the box for any purpose.
Look at the Rise of the Runelords Adventure Path Card to see this rule.
Hawkmoon269 |
Correct. And practically speaking, you are probably going to put the "removed" cards back in the box too, unless you like to leave a stack of cards somewhere. You just need to come up with a way to keep them separate from the cards still in the game (i.e. not removed). An index card as a divider might be a good idea.
I made a sheet up that lists all the basic cards (and elite, because the same rule applies to them starting with Sins of the Saviors). You can mark down the number of each card that you've removed for your party. It is especially helpful if you play the game with more than one party and will need to switch out one groups removed cards with another's. It also has a guide to what is technically banished and what isn't. (It is the list I made above with a few clarifications and notes). You can download it here:
http://boardgamegeek.com/filepage/98267/game-accessories-layout-guides-remo ve-from-game-wo
You are welcome. Enjoy your adventure!
Jesse Steinfort |
Hello. I've come across this thread some months later and am confused by the statement that banishing a card is not the same as putting it back in the box.
Note that simply putting something back in the box isn't the same as banishing it.
However the rules state the opposite.
Banish: Put it back in the box, shuffling it in with the other cards of the same type (thus losing it for good).
What am I missing? Are you just talking about keeping the banished cards separate, in the box, during a scenario?
Hawkmoon269 |
There are other ways to put something back in the box besides technically "banishing" it. Certain things only happen when you banish cards. Those things don't happen when you put cards back in the box but aren't banishing them.
In the following cases you put cards back in the box, but you aren't banishing them:
Cards in your deck not kept after the scenario. (p 19)
Random cards drawn from the box to fulfill the requirement of another card, but which did not meet the requirement. (p 13)
Locations that are open, temporarily closed, or closed when the scenario ends. (p 19)
Andrew K |
Whether it says banish or "put back in the box", it will end up in the box. The destinction is important because certain things only happen specifically if the word "banish" is used. Think of it as a fingers and thumbs thing. All banishing is putting a card back in the box, but not all putting cards in the box is banishing. If something doesn't say banish, then it isn't banished, and it won't cause things like permanent game removal after Adventure 3.
csouth154 |
Hello. I've come across this thread some months later and am confused by the statement that banishing a card is not the same as putting it back in the box.
Hawkmoon269 wrote:Note that simply putting something back in the box isn't the same as banishing it.However the rules state the opposite.
Rise of the Rune Lords Rules wrote:Banish: Put it back in the box, shuffling it in with the other cards of the same type (thus losing it for good).What am I missing? Are you just talking about keeping the banished cards separate, in the box, during a scenario?
As others have said, it's a question of terminology. Prior to starting deck 3, there is no difference between "banish" and "return to the box". Once you start deck 3, cards with the basic trait (not to be confused with cards from the base set!) are permanently removed from the game if they are banished...but not if they are returned to the box.
Another important distinction is the difference between "acquire" and "add to your hand". The end result for both is putting one or more card in your hand, but "adding to your hand" doesn't trigger effects that depend on "acquiring".
Sir Barnick |
Running the game with multiple groups at various stages is such a colossal pain with the system the way it is right now.
One group is on Adventure Path 5, and another group is on AP2. It's a nightmare adding basic and elite cards back in for the newer group, then removing them again for the advanced group.
Same with higher AP cards (such as monsters, barriers, etc).
Another hassle is the locations. From what I've noticed each Adventure Path adds a few locations but its the only Path that uses those locations. For example, Adventure Path 4 uses only locations that have A, B, or 4. However, when I'm trying to prep a scenario I still have to sort through all the other locations adding several minutes to the preparation time.
And nothing is worse than being on AP6 and seeing the scenario 2 reward is a random boon from the box. Is Valeros really supposed to be excited about getting that Dogslicer +1 he's been putting back in the box for the last 5 months?
I might try adding only the current AP cards to the game and then removing them (putting them back into their package) at the end of the session. In fact, the character class decks seem to promote this since we won't have to keep previous AP cards around in their character decks any more.
Hawkmoon269 |
There some ideas discussed in this thread that you might find helpful alternatives when running multiple groups. The guy that brought up the idea seems to know what he's talking about.
Also, I totally recommend keeping locations, villains, and henchmen sorted alphabetically. It makes it pretty easy to find the ones you need. Because I'm bored right at the moment, here is how I sort all my cards:
Characters: By Name, then Type (Token, Character Card, Role)
Adventure Path, Adventure, & Scenario: In story order.
Locations: Alphabetical
Villains: Alphabetical
Henchmen: Alphabetical
Monsters: Random
Barriers: Random
Weapons: Random
Spells: Random
Armors: Random
Items: Random
Allies: Random
Blessings: Random
Loot: In order received as rewards
I also use these to separate decks or removed cards when I need to. I keep them in that section of the insert, with the divider keeping them separate from the active pool.
Theryon Stormrune |
There some ideas discussed in this thread that you might find helpful alternatives when running multiple groups. The guy that brought up the idea seems to know what he's talking about.
Also, I totally recommend keeping locations, villains, and henchmen sorted alphabetically. It makes it pretty easy to find the ones you need. Because I'm bored right at the moment, here is how I sort all my cards:
Characters: By Name, then Type (Token, Character Card, Role)
Adventure Path, Adventure, & Scenario: In story order.
Locations: Alphabetical
Villains: Alphabetical
Henchmen: Alphabetical
Monsters: Random
Barriers: Random
Weapons: Random
Spells: Random
Armors: Random
Items: Random
Allies: Random
Blessings: Random
Loot: In order received as rewardsI also use these to separate decks or removed cards when I need to. I keep them in that section of the insert, with the divider keeping them separate from the active pool.
Pretty much the way we set things up. We already played the way Mike had suggested for multiple groups living out of one box (well, similar to). I have a feeling I'm going to have multiple groups living out of my S&S box since I'm the only one with the base and add-on for now.
jones314 |
There some ideas discussed in this thread that you might find helpful alternatives when running multiple groups...
.. I also use these to separate decks or removed cards when I need to. I keep them in that section of the insert, with the divider keeping them separate from the active pool.
I had two sets of Rotr and that was often not enough when running multiple campaigns. Reading Hawkmoon's post and others gave me the idea that really the whole gradual removal of banes/elites could be done more simply and keep the same balance.
First there'd need to be some play testing to figure out how many basic monsters, for instance, typically get removed before a given scenario. Then this all gets put in a table. Setting up a scenario would involve looking at the table and counting how many basics and elites have already been removed (and behind a divider for each type) and then either randomly removing more or adding some back in. There'd be no tracking for each campaign of what cards have been removed.
You still have to decide whether to pull the higher deck number cards when you switch to a lower deck campaign before setup or swap on the fly.
First World Bard |
Mine all mine...don't touch wrote:I found a second copy of RotRL at a goodwill for 2$ and wondered if there was any merit to adding them together or are there cards you can use twice?No merit at all. It will dilute each pool too much.
There's no merit to adding them together. However, I'd pick up a second copy for $2 just to swap out any cards I've dinged up while shuffling, or things like that.
Theryon Stormrune |
jduteau wrote:There's no merit to adding them together. However, I'd pick up a second copy for $2 just to swap out any cards I've dinged up while shuffling, or things like that.Mine all mine...don't touch wrote:I found a second copy of RotRL at a goodwill for 2$ and wondered if there was any merit to adding them together or are there cards you can use twice?No merit at all. It will dilute each pool too much.
Bard and jduteau are giving sound advice. No reason to mix up two base sets.
I also have an extra set of RotR and S&S but use them for playtesting things. At this point, I have one RotR set for Season of the Runelords and the other base set is now set up for Season of the Goblin!