Pathfinder Adventure Card Game


Rules Questions and Gameplay Discussion


Character Hand/Dying Question

After your turn is over and you reset your hand back up to whatever your hand size is...

If you can't draw back up to your hand size, are you dead?

Thanks


Yup - you have to be very careful about using your hand when you run low on cards in your deck.


Yep, just remember it is almost always on your turn only. For example, I'll leave only a few cards in several players' decks when I know I'm going to fight the villain the very last time (to increase Blessings in hand). They aren't going to have to draw back up to their hand-size because the villain will be dead.


hi i had a few ?s on the skull and shackles game could u help me?
First where are the ship class feats and what do they do?
Second why do all the ship you encounter in the base game seem to be worse than the ship u start with? example the shackles pirate ship when commanding the ship takes one additional damage? wheres the plus in that?


MarcusRosemen wrote:

hi i had a few ?s on the skull and shackles game could u help me?

First where are the ship class feats and what do they do?

The ship class feats are on the fleet card. They specify what ships you can choose to be your ship at the beginning of a scenario.

S&S Rulebook p7 wrote:
Place Your Party’s Ship. In Skull & Shackles, your party always has a ship. Choose one ship that’s been checked off on your party’s fleet card; that becomes your ship. When you play your first scenario, only the ship Merchantman has been checked off, but you’ll gain additional ships as rewards for completing certain scenarios and adventures.

So at the beginning you only have the access to the Merchantman. When you gain a Class 0 ship feat, you can check off the Shackles Pirate ship. Once you do, you can choose either of the checked off ships when you setup the scenario. Likewise, you access the ships of other classes when you are rewarded with higher class feats.

MarcusRosemen wrote:
Second why do all the ship you encounter in the base game seem to be worse than the ship u start with? example the shackles pirate ship when commanding the ship takes one additional damage? wheres the plus in that?

I think you are looking at the "wrecked" side of the Shackles Pirate ship. Every ship card has a front and a back. The front is in color, the back is sort of sepia-toned. The front will have both "When Commanding" and a "When Encountering" powers, while the back has only a "When Commanding" power.

The front side (non-wrecked) When Commanding power is something helpful that you may or may not want to use. The back side (wrecked) When Commanding power is something bad, that will hurt you if you let your ship get wrecked.

So check the Shackles Pirate ship again. The front side When Commanding helps you defeat ships if you check to defeat a ship has the Swashbuckling trait.


A ship class feat lets you add another ship on the fleet card, giving you more choices as to which ship you start with. You get them as specific scenario rewards.

I don't understand why you think the Merchantman is such a great ship to have. When you command it you can discard from the Blessings Deck to pick what category of Plunder you will pull. I don't think we have used that ability yet. I think the pirates shackle ship lets you discard to add a d12 to checks with a swashbuckling trait, which we have used. Plus, the merchantman is maybe the easiest ship to defeat and if you aren't using it, you can randomly get that as the ship you have to encounter :)


Ok cause my group kept asking and the play running it said that, the merchant was the better ship, Now knowing all of that it makes more scene. I myslef was thinking of running the game later, so i can pass the word on to the others.

Thank you


I'd say that for my group, we've preferred the Shackles Pirate Ship. Compare the two:

Merchant Man
Shackles Pirate Ship

The Merchant Man lets you discard a blessing from the blessings deck to choose your type of plunder instead of rolling for it. The Shackles Pirate ship lets you discard a card from the blessings deck to add a d12 to your check to defeat a ship if the check has the Swashbuckling trait.

With Jirelle carrying the Old Salt's Bandana, that was really useful for her. If your group was small enough or you got some locations closed quickly, spending what amounts to a turn to choose your type of plunder wouldn't be too bad, but it was something we never risked doing. Too little reward for the risk for us.


So last night we played another scenario, the question came up the barbarian power that allows u to move at the end of your turn. a few players say it useless cause moving at the beginning of your turn for free. so whats the perk of using that ability?


You can control which location "start of your turn" and "end of your turn" effects you have to deal with.

Amiri's turn:
Start's at the Academy.
Move's to the Guard Tower. Doesn't summon a Bandit henchman because she didn't start her turn at the Guard Tower.
Explores, does stuff.
Moves back to the Academy at the end of her turn.
Repeat until closed.

Or even better is the Mountain Peak. While it is open, Amiri never has to attempt the Wisdom/Survival check because she can keep moving away at the end of her turn and back on her next turn. Then once it is closed, she can end every one of her turns there to examine location decks.

I vastly underestimated her power when I first looked at the game. My wife played her and she was awesome.


Moving at the end of the turn would be helpful for locations that have an effect at the start of your turn.

As an example, I believe, Raker Shoals. The power on that location is that at the start of your turn you take 1 structural damage. If you start your turn at another location, move to Raker Shoals and move out of the location after, you avoid the structural damage that you would have received if you stayed at Raker Shoals and started your next turn there


Oh yeah. You were talking about playing her in S&S weren't you. I've been tempted to do that myself. If your ship isn't anchored everyone can move with you at the end of your turn. And when upgraded you can bring someone to where ever you end your turn, even if they weren't where you moved from. You could totally setup the ship for the next turn.

Get Lem over to help Valeros! Get everyone away from Shark Island! She would be awesome. Hmm...I might have to rethink playing Damiel and go with her instead.


Amiri's power is also useful when she closes a location and you don't have all the locations covered. She can move to another location after closing her location, so she's ready to temp close it if the villain shows.


It's sometimes useful also to end your turn somewhere. I think the Mountain Peak when closed lets you examine top cards. So Amiri could shuttle there after the beginning of her turn to avoid burying cards and then shuttle there at the end of her turn to scout after closing it.


Hawkmoon269 wrote:

I'd say that for my group, we've preferred the Shackles Pirate Ship. ...

Hehe nothing compares to the Goblin ship... You can do SO MUCH reorganizing of decks with it.


Here's a question from our spell caster, if your the captain of the ship in skull and shackles, if u cast teleport can you teleport the ship as well the crew cause the card states that you can teleport any number of characters from that location?


Your ship doesn't move, your characters do.

If it is anchored, the ship card is placed by the location specified on the scenario card.

If it isn't anchored, the ship card is placed by the scenario card. If it isn't anchored, then when it is your turn you are commanding your ship. Anytime the commander moves, other characters at the location can move with him.

Teleport already lets you move everyone at your location, so there would really be nothing different from having a ship. Haste however, if played to move the commander, would let you move everyone at the commander's location with the commander. But Haste isn't in Skull and Shackles. Nautical Charts does something similar. So if you were the commander of a ship that wasn't anchored and played Nautical Charts, everyone at your location could move with you.


Here one about the druid power when using the power to use a d10 in place of the str, do u still get to add your plus one from your str? and if use the gorum blessing does it add the 2d10 to it or your original 2d6?

Sovereign Court

Yes, it is still a Strength check and you are still using Strength -- you've just changed what your Strength die is. So, you get your Strength feats.

A blessing will add d10s. You are using d10s as your primary die, so that is what generic dice-adding cards will give you.


The converse is true too. Imagine how crushed I was when I realized the Sapphire of Intelligence didn't let Damiel add his Int bonuses to a Dexterity check.


Frencois wrote:
Hawkmoon269 wrote:

I'd say that for my group, we've preferred the Shackles Pirate Ship. ...

Hehe nothing compares to the Goblin ship... You can do SO MUCH reorganizing of decks with it.

Playing solo Merisiel, I haven't gotten much use out of that power, but the Goblin ship's Strength 4 repair check compared to the others' Craft checks (which Meri is useless at) has been an absolute life-saver. "Salvage Operations" would've been nigh-impossible without it.


In Hook Mountain Massacre the scenario Here Comes the Flood says "Place the villain Black Magga next to the blessings deck. Shuffle all of the cards in the Henchmen list into a single stack and deal 3 into each location deck.

At the start of each turn select a random location deck and out its bottom 1d4 cards face down under Black Magga without looking at them.

When you acquire an ally place it under this card (the Here Comes the Flood card)

When there are no cards in the blessings deck if the number of allies under this card is at least equal to the number of allies under Black Magga you win the scenario".

My questions: 1) Must we close the locations as normal or is this optional? 2)What happens if all the location cards run out before the blessings deck. Do we just proceed to game end as above? 3) Do we need to fight Black Magga or do we just win/lose depending upon the number of allied? If we don't need to fight why does BM have a combat value? If we do need to fight does this happen after the ally numbers check or before?


1) No need to close locations in this scenario. Note that defeating the henchmen doesn't give you that opportunity, iirc.

2) Once all the location cards run out, you can end the scenario.

3) You don't encounter Black Magga in this scenario. The combat value is there so that you could use the card in your own scenario.


1. No. There is no need to close locations.
2. It is in the FAQ. You can end the scenario and see if you won or not.
3. Nope. You will not encounter Black Magga. She is still set up as a regular villain so she can be used in "fan content".


not looking forward to that scenario lol


MarcusRosemen wrote:
not looking forward to that scenario lol

One thing to note is that Black Magga targets a random location, not just ones with cards. So power through some locations as quick as you can, esp. ones with lots of allies. Then you gotta get a little lucky with the rolls.


MarcusRosemen wrote:
not looking forward to that scenario lol

You should! It's probably my favorite scenario in RotR


isaic16 wrote:
MarcusRosemen wrote:
not looking forward to that scenario lol
You should! It's probably my favorite scenario in RotR

Agreed


well slowly getting there lol, got a few to go bought alot of expansions got alot of good cards

Scarab Sages

Hawkmoon269 wrote:
Hmm...I might have to rethink playing Damiel and go with her instead.

That would leave us short on healing...but then again, if we avoid the nasty per-turn penalties, maybe we won't need as much. Too bad AP went with Feiya...Valendron also has the ability move (although he needs to recharge a spell to do so).


Well, I played playtest Feiya through all of RotR. Real Feiya only ended up a little bit different. Though RotR didn't have Dimension Leap, which makes Feiya awesome.

Drunken Master Sajan has been my favorite PACG experience so far, so I think Damiel is the choice for me. Its just that Amiri is the one character I most regret having not played. I discounted both her powers when you first showed me the game. Little did I know...

Sovereign Court

We had Harsk in our RotR, so his help to acquire and his hand me downs for Ranged Weapons made Zen Archer an easy choice. I loved the idea of Drunken Master, but the required roll vs benefit of liquids wasn't worth it for me at the time.

Damiel, however, is by far my favorite S&S character. My build is basically utility spells, with everything else used to throw everything but the kitchen sink at everything I find. It's a really fun playstyle, and we have Oloch standing by with 5 hand size and +2 reveals to help us on just about anything.


I maxed out Sajan's Constitution and held onto the Amulet of Fortitude. all before I got his role card. With that in hand, the recharge check was a lock. Other items in later decks also helped.


I think I'm reading too much into this but want to confirm. The ship is not anchored and person 1 is at location A and person 2 is at location B. Person 1 is in command of the ship and ends his/her turn making person 2 the captain of the ship. Can person 1 move with the ship to person 2's location? Thanks in advance.

Grand Lodge

Only on the move portion of his turn.

1) Flip blessing
2) Give card. *
3) Move. *
4) Explore. *
5) etc

However, Person 1 is at Location A. Person 2 is at Location A. Person 1 has his turn and passes to Person 2. Person 2 decides to move to Location B. Person 1 can come with Person 2 (at this point).

Sovereign Court

You can only move with a ship when the player commanding it moves with it.


Thank you both, this is what I thought.


Hi how are you. I am new to PATHFINDER the card game. I will try to rely on the rules but if I need help I hope you can help me!

Johnny


Hi, Johnny! I hope so too!

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