Barriers


Rules Questions and Gameplay Discussion


I just started trying to learn this and I have tried playing a game and I think I was playing it right but I have watched videos and I am reading the message board for help on how to play

my question is : on the barrier large chest when you defeat the card it tell you to draw a 1d4 random weapon from the box how can you tell which weapon cards are 1d4

I have the base set of pathfinder adventure card game with the add-on character pack

I have looked at the board and the FAQS and I cant find anything that helps answer my question


It means roll a 4 sided die and randomly select that many weapons from the box.

Say you roll a 3, shuffle the weapons deck and draw 3 cards from it


The large chest instructs you to draw 1d4 random weapons from the box. It means you first roll a 4-sided die, then draw the corresponding number of weapons from the box. In other words, you will either draw 1, 2, 3, or 4 random weapon cards.

EDIT: I was out-ninja'ed!


Memetix wrote:

It means roll a 4 sided die and randomly select that many weapons from the box.

Say you roll a 3, shuffle the weapons deck and draw 3 cards from it

Oh ok now it makes sense thank you and I also have a question about the blessings deck I know it says they are there just for turns do you need to do any of the stuff on them, cause the rule book says you have to see if any of the text affects your players and the FAQ on here says no I am a little confused on it


ironbloodfist wrote:


Oh ok now it makes sense thank you and I also have a question about the blessings deck I know it says they are there just for turns do you need to do any of the stuff on them, cause the rule book says you have to see if any of the text affects your players and the FAQ on here says no I am a little confused on it

Generally, the blessings deck just serves as a "clock" that counts down the number of turns you have left to beat the scenario.

The blessings you flip generally have no direct impact on the game-play by themselves.

However, sometimes *other* cards will interact with the most recently revealed blessing from the blessing deck.

For example, a Blessing of the Gods played from your hand can match the effect of the most recently revealed blessing from the blessings deck. As another example, some monsters you encounter can have their difficulty increased if the most recently revealed blessing is a certain kind. This kind of thing is always made clear on the cards themselves.


QuantumNinja wrote:
ironbloodfist wrote:


Oh ok now it makes sense thank you and I also have a question about the blessings deck I know it says they are there just for turns do you need to do any of the stuff on them, cause the rule book says you have to see if any of the text affects your players and the FAQ on here says no I am a little confused on it

Generally, the blessings deck just serves as a "clock" that counts down the number of turns you have left to beat the scenario.

The blessings you flip generally have no direct impact on the game-play by themselves.

However, sometimes *other* cards will interact with the most recently revealed blessing from the blessing deck.

For example, a Blessing of the Gods played from your hand can match the effect of the most recently revealed blessing from the blessings deck. As another example, some monsters you encounter can have their difficulty increased if the most recently revealed blessing is a certain kind. This kind of thing is always made clear on the cards themselves.

That makes more sense I am also playing a solo round to learn it better and i defeated a henchman and I lost the attempt to close it and now I am on my next turn can you explore a the location your at and then try and close it.

How would that work

Sovereign Court RPG Superstar 2011 Top 32

If you fail to close a location after defeating the henchman, usually you have to empty out the rest of the cards before you can try to close it again.

There are situations where there might be a second henchman or a villain in the location deck, however.


ryric wrote:

If you fail to close a location after defeating the henchman, usually you have to empty out the rest of the cards before you can try to close it again.

There are situations where there might be a second henchman or a villain in the location deck, however.

When you say empty out the deck do you mean banish all the cards back to the box


ironbloodfist wrote:
ryric wrote:

If you fail to close a location after defeating the henchman, usually you have to empty out the rest of the cards before you can try to close it again.

There are situations where there might be a second henchman or a villain in the location deck, however.

When you say empty out the deck do you mean banish all the cards back to the box

He means you have to either acquire them, fail to acquire them, or in the case of (most) banes, defeat them.


I am using Harsk for a combat check do you use dexterity or does it have to say on the card what kind of check to use if it says on the card or can you just choose like harsk has dextrity of d8 and then ranged dex : +3 its confusing but fun to learn


ironbloodfist wrote:
I am using Harsk for a combat check do you use dexterity or does it have to say on the card what kind of check to use if it says on the card or can you just choose like harsk has dextrity of d8 and then ranged dex : +3 its confusing but fun to learn

For combat checks, you use Strength or Melee, unless you play a card or use a power that says "for your combat check...", in which case you follow the instructions on the card.


csouth154 wrote:
ironbloodfist wrote:
I am using Harsk for a combat check do you use dexterity or does it have to say on the card what kind of check to use if it says on the card or can you just choose like harsk has dextrity of d8 and then ranged dex : +3 its confusing but fun to learn
For combat checks, you use Strength or Melee, unless you play a card or use a power that says "for your combat check...", in which case you follow the instructions on the card.

that helps me alot thamks cause i was using dex but now i know the right way


ironbloodfist wrote:
I am using Harsk for a combat check do you use dexterity or does it have to say on the card what kind of check to use if it says on the card or can you just choose like harsk has dextrity of d8 and then ranged dex : +3 its confusing but fun to learn

If you are using a card (weapon, item, spell, etc.) for the check, it will say "for your combat check...". That sets what dice you are using (Dex, Ranged, Str, etc.). If you choose not to use a card that specifies what combat dice to use, you will use your Str. or Melee dice.


jubrayl vhiski says that you have to recharge 2 cards do you have to recharge two of them or what if you dont have two you can recharge them


ironbloodfist wrote:
jubrayl vhiski says that you have to recharge 2 cards do you have to recharge two of them or what if you dont have two you can recharge them

If you don't have two cards in your hand, just recharge one or none. Remember that the special rule in that scenario allows you to draw the same number of cards that you recharge.


I seen in a video if you dont kill the main villan and he runs i seen that you add another 2 henchman if you playing with 3 locations and you shuffle them into the 3 decks when you dont defeat the villain escapes no matter what


ironbloodfist wrote:
I seen in a video if you dont kill the main villan and he runs i seen that you add another 2 henchman if you playing with 3 locations and you shuffle them into the 3 decks when you dont defeat the villain escapes no matter what

No. If you defeat the villain, first immediately close the location in which he was defeated. If he still has open locations (that weren't temporarily closed before the fight) to escape to, you count the number of locations that he could escape to, subtract one, and draw that many BLESSINGS from the BOX. Shuffle the villain with those blessings and then deal them one each onto the locations he could escape to, then shuffle those decks.

If you DON'T defeat the villain, he MIGHT change locations. Count the number of locations he could escape to and DON'T FORGET TO INCLUDE THE LOCATION YOU JUST FOUGHT HIM IN (this could be the only possibility if all other locs were permanently or temporarily closed before the fight) BECAUSE IT IS STILL OPEN AND HE MAY STAY THERE! Subtract one from that number and draw that many blessings FROM THE BLESSINGS TIMER DECK, and do the same as above.


ironbloodfist wrote:
I seen in a video if you dont kill the main villan and he runs i seen that you add another 2 henchman if you playing with 3 locations and you shuffle them into the 3 decks when you dont defeat the villain escapes no matter what

You add blessings, not henchmen. When you defeat the Villain you may immediately close that current location for free, if there are any other locations remaining the villain will escape to one of those randomly.

When you defeat the villain and he escapes then you draw one blessing from the box for every remaining open location -1, so if there's 3 open locations remaining, you would draw 2 blessings from the box and shuffle the villain and the blessings together, then place each card on the remaining location decks. Afterwards, shuffle each of the location decks.

If the Villain defeated you, you may not close the current location and instead of drawing blessings from the box you will draw them from the Blessings Deck. Shuffle the villain and the blessings together, then place each card on the remaining location decks. Afterwards, shuffle each of the location decks.


Jjiinx wrote:
ironbloodfist wrote:
I seen in a video if you dont kill the main villan and he runs i seen that you add another 2 henchman if you playing with 3 locations and you shuffle them into the 3 decks when you dont defeat the villain escapes no matter what

You add blessings, not henchmen. When you defeat the Villain you may immediately close that current location for free, if there are any other locations remaining the villain will escape to one of those randomly.

When you defeat the villain and he escapes then you draw one blessing from the box for every remaining open location -1, so if there's 3 open locations remaining, you would draw 2 blessings from the box and shuffle the villain and the blessings together, then place each card on the remaining location decks. Afterwards, shuffle each of the location decks.

If the Villain defeated you, you may not close the current location and instead of drawing blessings from the box you will draw them from the Blessings Deck. Shuffle the villain and the blessings together, then place each card on the remaining location decks. Afterwards, shuffle each of the location decks.

okay that helps quite a bit thank you


I got to say for me buying this game and learning its already a challenge but very fun and thanks to all you guys that have helped me so far it has made it alot easier for me does anyone else think the rule book does not explain stuff like it should


ironbloodfist wrote:

I got to say for me buying this game and learning its already a challenge but very fun and thanks to all you guys that have helped me so far it has made it alot easier for me does anyone else think the rule book does not explain stuff like it should

I highly recommend you read through the updated Rulebook PDF instead of the one that comes in the box

Link: http://paizo.com/download/pathfinder/PZO6000-Rulebook.zip

Just unzip the file using an unzipping program such as Winrar or 7zip, then open the .pdf file using a PDF reader such as Foxit

Once you read that a lot of questions will be cleared up.

Also when you have a chance, reading through the FAQs can never hurt!

Link: http://paizo.com/paizo/faq/v5748nruor1gk


They are working on clarifying some things in the rulebook. There is an updated copy out from November, and like I said they are working on updating it again right now.

Remember, this is new ground be broken (at least for me) so some of the problem is the sheer volume of rules that have to be learned and remembered. But no one (well at least me) is willing to sit there and read the rulebook multiple times and pass a test before beginning to play it.

The best thing to do is play multiple times with the rulebook right there and for every step of every turn read the rulebook. Like this (this was basically me the fist time playing):

"Ok, its my turn. What do I get to do? Ah, here we are page 8. Advance the blessing deck. Ok. And there are still cards in the deck, so now I can give a card. I'm playing solo, so now need to do that. And I can move? Well I just started here so no need to do that. Ah, I can explore. So it says I flip over the card. A Great Sword? What the heck am I supposed to do with that? Attempt a check to acquire it? What does that mean? Oh, it says to go to page 10. Alrighty...."

And then later in the game: "You know, I think I've got this down. So its my turn again, I'm going to advance the deck, no need to give a card or move, so I'll just flip this card over and...A villain? What the heck am I supposed to do with that? Oh look there is a section on encountering the villain on page 17. Lets have a look. Attempt to temporarily close any open locations. Well like I said I'm going solo this time, so that ain't happening. Encounter the Villain and attempt the check to defeat him. Well how does that work? Oh, just like other checks with banes. Back to page 10!!....

"Man that was epic. I smoked him. Did I just win? Lets see...Close his location. Ok. Check to see whether the villain escapes. How does he escape? Oh, if there are other locations open. Well yeah there are two others. Lets see I defeated him, so I subtract 1, so that equals 1. So I get one blessing from the box and shuffle it with this guy and put 1 on each open location and then shuffle them. Ok. So here we go again..."

Yeah its slow and maybe a bit tedious the first few times, but its worth it. Because this game is awesome.

Sovereign Court RPG Superstar 2011 Top 32

ironbloodfist wrote:
ryric wrote:

If you fail to close a location after defeating the henchman, usually you have to empty out the rest of the cards before you can try to close it again.

There are situations where there might be a second henchman or a villain in the location deck, however.

When you say empty out the deck do you mean banish all the cards back to the box

Just to be clear, if you defeat a henchman but fail to close the location, the location deck stays put with whatever cards are remaining. The other standard way to close location happens when the location deck is empty, so you'd have to explore your way through the rest of the deck until it is empty, one explore per card, before making another attempt.

In solo play, the timer isn't too much of a threat, but once you start adding players the lost turns from a failed close attempt eat away at your time.


for light crossbow it says for your combat check, reveal this card to roll your Dexterity or ranged die + 1d8

Now harsk has dexterity d8 but under his dex it says ranged:dexterity +3
so my question is if i play that card i would roll a 1d8+1d8+3 for my combat check


Correct. Harsk has the ranged skill which is related to his dexterity skill. Do you roll exactly what you posted.


also can you play only 1 item, armor, blessing, spell, or ally once per turn or can you play 1 of each as long as there in your hand

From what I have read and heard you are only allowed to play one item at a time

and when do you get to help a friend on there turn before they encounter the monster to roll for their check

Dark Archive

Pathfinder Roleplaying Game Superscriber
ironbloodfist wrote:

also can you play only 1 item, armor, blessing, spell, or ally once per turn or can you play 1 of each as long as there in your hand

From what I have read and heard you are only allowed to play one item at a time

You are allowed to play one card per type per player per check. E.g. In a 3 player game, if you encounter a monster, each player may play a blessing and/or a spell and/or a weapon, etc. If you explore again and encounter, say, a barrier, each player may, again, play a blessing and/or a spell and/or a weapon, etc. even if they played one in the previous check.


ironbloodfist wrote:

for light crossbow it says for your combat check, reveal this card to roll your Dexterity or ranged die + 1d8

Now harsk has dexterity d8 but under his dex it says ranged:dexterity +3
so my question is if i play that card i would roll a 1d8+1d8+3 for my combat check

Hawkmoon269 wrote:
Correct. Harsk has the ranged skill which is related to his dexterity skill. Do you roll exactly what you posted.

What? Wouldn't he roll 1d8+3 on a ranged roll?

He typed "1d8+1d8+3" which would be 2d8+3, I don't think that's right, unless I've been playing wrong D:


1d8+3 from ranged +1d8 from crossbow?


Brainwave wrote:
1d8+3 from ranged +1d8 from crossbow?

OH! I wasn't thinking about the crossbow at all xD

Nvm me, I'm not reading properly tonight D:


3Doubloons wrote:
ironbloodfist wrote:

also can you play only 1 item, armor, blessing, spell, or ally once per turn or can you play 1 of each as long as there in your hand

From what I have read and heard you are only allowed to play one item at a time

You are allowed to play one card per type per player per check. E.g. In a 3 player game, if you encounter a monster, each player may play a blessing and/or a spell and/or a weapon, etc. If you explore again and encounter, say, a barrier, each player may, again, play a blessing and/or a spell and/or a weapon, etc. even if they played one in the previous check.

Its actually 1 card of each type by each player per step in the encountering a card sequence, not specifically per check. The check is part of that sequence, so its true that the rule applies then, but the rule also applied to the other steps. They are

Evade the card (optional)
Apply any effects that happen before the encounter
Attempt the check
Attempt the next check, if necessary
Apply any effects that happen after the encounter
Resolve the encounter.

This FAQ entry has the details: http://paizo.com/paizo/faq/v5748nruor1gk#v5748eaic9ral

Your second question was about how to know when you get to help a friend. The cards will differiente whether they can help just you, just other players, or anybody. For instance, blessings say "Discard this card to add 1 die to a check." It doesn't specify who's check, so it can be anybody's check. A different card might say "Recharge this card to add 1 die your non-combat dexterity check." Notice it says "your" so it can only help you when you play it. Valeros has a power to add 1d4 to "another character's" combat check at his location. That can't help himself because it says another character.

In general, card will tell you when you can play them as well. You can only use Valeros' power during another character's combat check. You can't use it while they are exploring. The blessing can be played on any check at any point in the turn. A card that effected a non-combat dexterity check could only be played when there was a non-combat dexterity check.

There are two restricted points in each turn when you have to follow the rules about which cards you can play. Besides these points may may freely play cards between the different steps in your turn. The first is during the "encountering a card" portion of your turn. Once you are in that step the 1 card per type per person rule applies as mentioned above. The second is after you begin resetting your hand. You can only play cards and use powers after you reset your hand if they say "at the end of the turn". Other than that, if the card applies to the situation you can play it. So cure can be played after you discard a blessing from the blessing timer, but before you explore, after you explore, but before you explore again, or after you decide to stop exploring but before resetting your hand.

There is a document here that many have said has been helpful: http://boardgamegeek.com/filepage/95118/turn-sequence-breakdown. Though be aware it needs to be updated regarding the end of the turn limit.

Post back if you have any more questions.


Can you evade a boon?


Yep.

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