rules question


Rules Questions and Gameplay Discussion


Hello I put this on Boardgamegeek but I wanted your opinion.
I will put what I was told too to see if you all agree. I just wanted a different perspective

1. In permanently closing a location if I am in the same room and I have (for this example) a much better Wisdom can I close the location for someone else or does it have to come from the person’s turn. We have been playing that if you can not close the location then the turn moves to the next person they explore the location and then he can close it if he fails then the next person must explore and then attempts to close the location. I am talking about that we have already defeated the Henchman.
The response I got was that if the person who defeated the hetchman can not permenantly close the location, you have to clear all the card from that location then you can close attempt to close the location. That really doesn’t seem fair. Thought?

2. I have 3 cures in my hand. Tell me if this is correct. I cast 1 cure then if I don’t explore then my turn is done. Usually if I want to cast 3 cures I have to explore in between each casting? I am not sure If I can just cast all 3 or I have to explore between casting. I think for fairness you have to cast then do something then you can cast again. I also play that if I cast cure on an ally that I can only do that 1 on his turn and 1 on my turn i.e. 1 cast of cure per turn.
The response I got is that you can cast all your cures on your turn. I don’t think that is fair because I can recharge all my cures thus I can fully heal myself or someone (if they are in my location) and not take any penalty for that. Thoughts?


1. Fair or not that's the way it works. You get to try to close the location after defeating a henchman (most of the time, there's an occasional henchman that doesn't give this ability - it will say so on the card if not). If you fail at this, you have to empty the location and then you may attempt to close it if no cards are there.

It has to be the person at that location taking the turn who is attempting to close. In general, being able to make a check out of turn is pretty rare. You can cast some spells out of turn (like Cure or Strength) but in general if a roll is to defeat something or make a check it has to be the active player taking the turn to make that roll. There are a few exceptions to this (like fighting a monster with multiple checks - someone else at the same location can help as long as the active player makes at least one of the checks).

2. My understanding with that is that if you are casting Cure between phases (right before the exploration phase for example) you can cast as many as you've got. The restriction to casting more than one spell or using more than 1 item is while you are attempting a check.

In my experience it's pretty rare that you have 3 Cures in your hand at once for this to be an issue.

----

It seems like you're complaining that closing is too hard and Curing is too easy. *shrug* Consider that you can use those Cures to heal yourself while you're doing the extra explores to clear out a location and it balances out!


Brainwave wrote:

1. Fair or not that's the way it works. You get to try to close the location after defeating a henchman (most of the time, there's an occasional henchman that doesn't give this ability - it will say so on the card if not). If you fail at this, you have to empty the location and then you may attempt to close it if no cards are there.

It has to be the person at that location taking the turn who is attempting to close. In general, being able to make a check out of turn is pretty rare. You can cast some spells out of turn (like Cure or Strength) but in general if a roll is to defeat something or make a check it has to be the active player taking the turn to make that roll. There are a few exceptions to this (like fighting a monster with multiple checks - someone else at the same location can help as long as the active player makes at least one of the checks).

2. My understanding with that is that if you are casting Cure between phases (right before the exploration phase for example) you can cast as many as you've got. The restriction to casting more than one spell or using more than 1 item is while you are attempting a check.

In my experience it's pretty rare that you have 3 Cures in your hand at once for this to be an issue.

----

It seems like you're complaining that closing is too hard and Curing is too easy. *shrug* Consider that you can use those Cures to heal yourself while you're doing the extra explores to clear out a location and it balances out!

Brainwave thanks for your input. on my first question can you tell me where it says that. I have been looking for a clear answer and I may have missed it. on #2 As Lini (and this could be wrong) I chose 6 spells 4 cures and 2 inflicts. So when I cure which it is usually 2 or 3 turns and I can cure. That example did happen that I had been curing and recharging the card at the bottom of my deck because with my pet I can add a d4 to any check with my wisdom as a d10 I can pretty much recharge every cure I cast. When I shuffled the last time it just so happened that I drew 3 cures. :)

To everyone reading this thanks for your kindness. I love this game so much but I want to make sure I play it right.


1. Whoever defeats the henchman has the opportunity to close the location. If you fail (or choose not to take) that opportunity, you'll either need to find and defeat a henchman another time in that location (which isn't common, but not impossible) or remove all the cards from the location.

Rulebook v3 p13 wrote:

Closing a Location

You may earn the opportunity to close a location in a number of ways. Usually you get the opportunity to close a location after a defeating a henchman from that location deck (see Henchmen on page 17), or after that location deck runs out of cards (see Your Turn on page 8).
Rulebook ve p17 wrote:
When you defeat a henchman from a location deck, you may immediately attempt to close that location by fulfilling that location’s When Closing requirement (see Closing a Location on page 13).

The you in the second quote is used for the person who defeated the henchman, so it has to be that person. And the henchman and this rule both say "immediately" so if you explore you are not immediately attempting to close, thus the opportunity is lost.

2. The limit on playing cards in only 1 card of each type by each character during each step of the encountering a card sequence, of which attempting a check is part.

Rulebook v3 p10 wrote:
Encountering a Card...Each player may play no more than 1 card of each type during each step.

You can not play cure during that sequence. So you can play cure between the steps of your turn. And thus there is no limit on the number you can play. The max benefit of 3 Cure cards would be 15 cards. If someone had 15 cards in their discard pile, then they are probably close to death. They could really use 3 Cures. But I think most people don't stock more than 2 Cure cards in a character deck, and a lot also employ the strategy of using 1 right away if they happen to get 2 in their hand, that helps to clear space in your hand.

The "penalty" or cost, so to speak, of playing 3 Cures would be 3 cards no longer in your hand for when you do explore and encounter a card. So each Cure in your hand is another card that is not in your hand.

I've not played Lini more than once or twice, but I think you might be stocking too much Cure. You should try some other spells too. Find Traps is a great one.


Hawkmoon. you have no idea how true that statement is. I finished the last of the #1 adventure path solo because my buddy's monk didn't watch his draw pile and needed to draw 5 cards and only had 4 and he had, had his hand wiped out by thus died by the villain. I played and won but (not knowing the rule) I took up to 2 turns to cure because I would have 2 cure in my hand. This would had made the game easier for me because when I got down to 4 cards I could had taken 1 turn to cure twice :)

Again all I did was flip the timer twice and cure twice. again this makes things easier :)


Barmace wrote:

Hawkmoon. you have no idea how true that statement is. I finished the last of the #1 adventure path solo because my buddy's monk didn't watch his draw pile and needed to draw 5 cards and only had 4 and he had, had his hand wiped out by thus died by the villain. I played and won but (not knowing the rule) I took up to 2 turns to cure because I would have 2 cure in my hand. This would had made the game easier for me because when I got down to 4 cards I could had taken 1 turn to cure twice :)

Again all I did was flip the timer twice and cure twice. again this makes things easier :)

I should also note, though you didn't directly ask it, you can play Cure on other character's turns, as long as they are at your location (which is the requirement on the card) and as long as it isn't during an encounter. Not sure if that would have saved your buddy or not, but its worth noting in case it might have.


Hawkmoon269 wrote:
Barmace wrote:

Hawkmoon. you have no idea how true that statement is. I finished the last of the #1 adventure path solo because my buddy's monk didn't watch his draw pile and needed to draw 5 cards and only had 4 and he had, had his hand wiped out by thus died by the villain. I played and won but (not knowing the rule) I took up to 2 turns to cure because I would have 2 cure in my hand. This would had made the game easier for me because when I got down to 4 cards I could had taken 1 turn to cure twice :)

Again all I did was flip the timer twice and cure twice. again this makes things easier :)

I should also note, though you didn't directly ask it, you can play Cure on other character's turns, as long as they are at your location (which is the requirement on the card) and as long as it isn't during an encounter. Not sure if that would have saved your buddy or not, but its worth noting in case it might have.

umm yea he didn't ask so when he said my turn is done and looked down he didn't have the cards and he was in a different location :)


I just wanted to explain why I think #1 seems unfair.

you just killed the henchman which completes 1 part of the permanent closing but you are not skilled enough to permanently close the location. I think the only piece missing is the location requirement. There are scenarios that add cards to your location thus makes it harder to close it if you have to completely empty the location before you permanently close the location.

again just looking for what the rules say about it. I have not found it but if someone points it out that would be easier for me to understand.


Defeating the henchman doesn't really complete any part of the permanent closing. It just gives you the opportunity to attempt to permanently close the location.

I thought I did point it out above, but maybe it wasn't clear enough. Henchman cards say "If defeated, you may immediately attempt to close this location." The "you" the card is talking to is the character that defeated it. It would have to say "If defeated, any character at this location may immediately attempt to close this location." if it meant that any character could.

The cards always "talk" to the person encountering or playing them. Look at Rat Swarm, which says "If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated." The "you" is clearly the person who encountered it. Another character at your location isn't going to apply that power to themselves on your encounter.

So the character that encounters the henchman gets the opportunity to attempt to close the location, no one else.

But it is also explicitly right here:

Rulebook v3 p22 (emphasis mine) wrote:
No One Else Can Take Your Turn for You. Whenever you encounter a card or make a check, you—and only you—must resolve it. No other character can evade it, defeat it, acquire it, close it, decide what to do with it, or fail at doing any of those things. If Sajan encounters a monster, Merisiel can’t evade it for him. If Kyra encounters a Ghoul, Seoni can’t attempt the check to defeat it. If Amiri encounters a Battered Chest, Lini cannot use Thieves’ Tools against it. If Valeros encounters a Spyglass, Harsk can’t attempt the check to acquire it. If Ezren defeats a henchman at the Sandpoint Cathedral, Seelah can’t discard a blessing to close the location. If the game tells you to do something, you have to do it.

And I agree, it is tough to defeat a henchman and be at a location you have no realistic shot at closing. But that is part of the challenge of the game. That is why you plan as best you can to be at locations you can close. And if you can't close one you go looking for the villain to make him escape to there, because if you defeat the villain at that location, you don't have to succeed at the closing requirement, the location is automatically closed.


I am at lunch and here is the official answer you are correct

You may earn the opportunity to close a location in a number of ways.
Usually you get the opportunity to close a location after a defeating
a henchman from that location deck (see Henchmen on page 17), or
after that location deck runs out of cards (see Your Turn on page 8).


The rules for closing a location may not seem fair at first, but there are strategies that let you work around that. For example, the game we played the other night had a location with 6 monsters in it, plus the henchman/villain and a barrier or two. We found that deck's henchman pretty quickly (2nd card, I think) and defeated him. But the player failed the Close Location check.

Rather than slog through 6 or 7 more banes to have another shot at closing the location down, we just left it alone. By exploring other locations, we got lucky and managed to determine which location the villain was in without encountering him (we found all the henchmen.) So I, as Sajan, went back to that location that was left open to sit there an be prepared to temporarily close it. My wife, as Lini did the same for another open location. Our friend, as Harsk, went to the last open location where we knew the villain was, and proceeded to explore and encounter him. My wife and I succeeded at our temp-closing checks, Harsk walloped the villain who had nowhere to escape to, and we won!

Note, there is a possible downside to that strategy: If either my wife or I failed our temp-close checks, the villain would have escaped. As it was, we prevailed, and after winning and checking those location decks, we avoided encountering some pretty nasty banes!

As for the Cure spell, my wife has 3 of them in her Lini deck too. And during that same game, she had all of them in her hand at once. Remember that you can cast a card at any time, unless it specifies that it can only be cast at a specific time. So, a Cure doesn't specify a time, and therefore can be cast whenever.
- Any time during your turn, as long as you're not in the middle of an encounter or another check.
- Any time during someone else's turn, as long as you're not in the middle of an encounter or another check.

I suggested to my wife that the best time to cast her Cures was right before she ended her turn. That way she cast them, restocked her deck, successfully recharged them also putting them back into her deck, and THEN completed the turn, resetting her hand and having a full hand for the next round of turns.

You could look at a "penalty" for casting 3 Cures sometime after you reset your hand, such as during other people's turns, as having a depleted hand when it got back to your turn. Or if you needed cards to assist other people's checks.


Hawkmoon269 wrote:
That's a good point Pixel Hunter. You don't have to permanently close every location. If you can start to figure out where the villain is you can get a character to a location to temporarily close it and win.

Most of the scenarios we've won have used that strategy. We usually don't have enough time, or run into banes that are tough to beat if we try to permaclose every location.


That's a good point Pixel Hunter. You don't have to permanently close every location. If you can start to figure out where the villain is you can get a character to a location to temporarily close it and win.

Edit: I deleted my post to correct part of it and you already replied really quickly!


Hawkmoon269 wrote:

That's a good point Pixel Hunter. You don't have to permanently close every location. If you can start to figure out where the villain is you can get a character to a location to temporarily close it and win.

Edit: I deleted my post to correct part of it and you already replied really quickly!

I was wondering what happened. I quoted you, but by the time it posted, your post was gone! (I time traveled!)


Barmace wrote:
I just wanted to explain why I think #1 seems unfair.

I prefer to call it "challenging" instead of "unfair". "Challenging" situations are what make the game interesting. If you could always use the best character to get the job done for each situation, I think the game would be a lot less fun and compelling.

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