The Victory Lap


Homebrew and House Rules


We've finished Runelords and although our but-kicking, end-game characters may carry over to a new adventure someday, we needed to kill something with them right now. So we came up with the simple grind of the Victory Lap endurance run to throw at them. Set up is pretty simple:

1. You'll need your end-game characters from the campaign. Use their character decks as is from the end of the adventure. Fill in any gaps in the deck as per the normal rules if you're missing cards. Don't forget to take advantage of those last two Card feats.

2. Mix together all the cards from all of the Adventure Decks, even Basic and Elite cards that were removed from the game. Shuffle them all up and place them down on the table so you have one stack for each type of Bane and Boon. This will make for some unwieldly large stacks of cards but you just beat Rise of the Runelords. There is no stack of cards created by man that you can't shuffle.

2. Take one of each Villain (except for Iesha Foxglove and The Thing From Beyond Time) and one of every Henchman. Shuffle all of these together and place that deck with the others.

3. Shuffle together ALL of the Location cards except for the Runeforge Hub. Don't want anything easy sneaking in there. I recommend putting these in some opaque card sleeves to keep everything honest.

4. Draw a Location and assemble its deck as you normally would. Add one random card from the Villain/ Henchman pile. Shuffle that up and you're ready to start.

For the Victory Run, all characters are always at the same location. Players take turns and explore each location in turn to close it as they normally would. Each time a location is closed, immediately draw a new location and assemble a deck for it. The one big exception to note is the Sihedron Circle. Ignore the part about creating 7 Stone Head Locations. Just make one location deck as normal. It'll be a smaller deck but that's just the way she goes.

No Blessing deck is used for the Victory Lap. This is just an endurance run, no timer required. When you pull the Apothecary feel free to hang around and heal up everyone. You may need it. Note that his means Blessings will never Recharge on their own and there are no Blessing discards for Blessings of the Gods to copy. You can pretty much ignore anything that refers to the blessing deck. Also, if you're ever instructed to Banish cards from your character deck, Burry them instead. It's not the purpose of the Victory Run to alter the contents of your deck or permanently loose your nifty new Loot cards. If any card refers to the Adventure Deck Number (such as Mercenary), use the deck number of the current location. Any B (base set) location counts as 0.

And that's pretty much it. Grind away and clear every location. The Reward for clearing the Victory Lap? Bragging rights. You just defeated over fifty locations in one go. Pathfinder now cowers at your approach.


hmmm... needs something more to keep things moving with how many boons youll get... maybe all cards discarded for damage are buried instead?

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