Miniatures announcement for fans of PACG


Pathfinder Adventure Card Game General Discussion

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Vic Wertz wrote:

Yep—six brand-new cards in each box, and this will be the only way to get them.

The current plan is for 7 sets that will cover all 31 iconics from the Core Rulebook, Advanced Player's Guide, Ultimate Magic, Ultimate Combat, and the Advanced Class Guide, plus notable animal companion/familiar/eidolon.

So, I'm guessing that means we'll get the Wolf, the Cheetah, the Fox, the Horse, and the Eidolon?

Is it safe to assume that Harsk's badger, Seoni's gecko, and Erzen's owl aren't notable enough to get miniatures? (I think Erzen is only shown with an owl in Ultimate Campaign and the Animal Archive.)

Will Alain have a mounted variant of his miniature like Wrath of the Righteous?

Grand Lodge

jones314 wrote:
kitchenmouse wrote:


With the new ship cards in S&S, now I'm wishing that a ship mini was included in each box..

You could look for this. I have found some of these real inexpensive.

Good idea for the ships! I have a lot of those hanging in storage containers from year back. The Cursed Blade sits on my desk at work.

Pathfinder Adventure Card Game Designer

jones314 wrote:
kitchenmouse wrote:
With the new ship cards in S&S, now I'm wishing that a ship mini was included in each box..
You could look for this. I have found some of these real inexpensive.

I approve of this message.

Paizo Employee Chief Technical Officer

kitchenmouse wrote:
Hawkmoon269 wrote:
Here it the blog post Tanis hinted at the other day. Looks exciting.
With the new ship cards in S&S, now I'm wishing that a ship mini was included in each box..

FYI, the ship cards just sit on the table; while the ship moves around *conceptually*, the ship card does not actually move from location to location like character cards do.

Grand Lodge

Vic Wertz wrote:
FYI, the ship cards just sit on the table; while the ship moves around *conceptually*, the ship card does not actually move from location to location like character cards do.

And what fun is that?!?

I think with all the talk about the use of minis and pawns, we couldn't ignore the ships, could we?


Hmm, we were moving the ship at our guild sessions. Ooops?


If moving it helps you remember it, I dint think that hurts anything. But you don't need to move it, just remember that the player whose turn it is and everyone at that location is on the ship. (In the scenarios where the ship is docked you wouldn't need to move it anyway.) Since plunder goes under the ship card, moving it around might mean moving a stack of cards.


Hawkmoon269 wrote:
If moving it helps you remember it, I dint think that hurts anything. But you don't need to move it, just remember that the player whose turn it is and everyone at that location is on the ship. (In the scenarios where the ship is docked you wouldn't need to move it anyway.) Since plunder goes under the ship card, moving it around might mean moving a stack of cards.

I expect to put the plunder under the ship card that's supposed to be set off to the side. But I plan to use a little miniature ship (I picked up some of those Pirates of the Spanish Main ship cards that jones314 recommended--thank you jones!) to actually move around with the characters or leave "anchored" at a location.

Why? I know I'll forget where I left the ship and boy, will I not live that one down! (Cue Seoni or Valeros wandering around, wondering what happened to that ship that shoulda been parked right here....) And, well, it's just fun to move a little ship around...


kitchenmouse wrote:
Hawkmoon269 wrote:
If moving it helps you remember it, I dint think that hurts anything. But you don't need to move it, just remember that the player whose turn it is and everyone at that location is on the ship. (In the scenarios where the ship is docked you wouldn't need to move it anyway.) Since plunder goes under the ship card, moving it around might mean moving a stack of cards.

I expect to put the plunder under the ship card that's supposed to be set off to the side. But I plan to use a little miniature ship (I picked up some of those Pirates of the Spanish Main ship cards that jones314 recommended--thank you jones!) to actually move around with the characters or leave "anchored" at a location.

Why? I know I'll forget where I left the ship and boy, will I not live that one down! (Cue Seoni or Valeros wandering around, wondering what happened to that ship that shoulda been parked right here....) And, well, it's just fun to move a little ship around...

Mind if I ask where you got the Pirates of the Spanish Main ship cards from? kind of interested as well

Grand Lodge

Pathfinder Roleplaying Game Superscriber

A good start would be to search amazon for "chessex pirate card". There are a bunch of different versions. Ebay would likely have them too.

It's a fun little game in and of itself ...


NyteJKL wrote:
Mind if I ask where you got the Pirates of the Spanish Main ship cards from? kind of interested as well

I bought mine on eBay, but there were quite a few booster packs on Amazon if you don't mind a surprise. They're fairly inexpensive. I searched for pirates pocketmodel -any of the series seems to work.


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RyanH wrote:
It's a fun little game in and of itself ...

Check out the designer credits...


Thanks KitchenMouse and RyanH, will be checking these out

Paizo Employee Chief Technical Officer

Hawkmoon269 wrote:
If moving it helps you remember it, I dint think that hurts anything. But you don't need to move it, just remember that the player whose turn it is and everyone at that location is on the ship. (In the scenarios where the ship is docked you wouldn't need to move it anyway.) Since plunder goes under the ship card, moving it around might mean moving a stack of cards.

In the playtest, we had people actually move the ship card around, and it created a mental disconnect that made people unhappy, and made it hard for them to grok ship movement. Specifically, the card would have to move between turns, and the person whose turn it just was does *not* get to ride the ship to the person whose turn it is now. Putting the ship card off to the side removed that disconnect and made it much easier for people to conceptualize: It's your turn? You're commanding the ship. You're at the same location as the commander? You're on the ship. You're somewhere else? You're not on the ship. Simple. (Plus, since most people tend to stay put, it's kind of useless busywork, as you'll be moving the ship every turn even when you're only actually doing anything with it every now and then.)

I strongly recommend you don't move the ship around, at least until you've played a bunch.


Hmm, I think that is another thing we got wrong. We allowed anyone who was at the current ship location to move with the ship. When I get a break (this weekend maybe) I'll have to go back over the entire rules sheet. It is hard to unlearn.


Oath wrote:
Hmm, I think that is another thing we got wrong. We allowed anyone who was at the current ship location to move with the ship. When I get a break (this weekend maybe) I'll have to go back over the entire rules sheet. It is hard to unlearn.

So, if I ended my turn and then it was your turn and you were at another location, you would have let me move to your location at the start of your turn? Yeah, that isn't correct. And that kind of supports Vic's comment that not actually moving the ship keeps things clear.

Grand Lodge

In general (without specific cards/rules in play and without the ship being anchored at a location), during the character's ability to move, that character is commanding the ship. All characters at that location are on the ship. All characters not at that location are not on the ship. When the character moves to a new location, the ship goes with him/her. Any or all characters on the ship may choose to go with the ship or stay at the old location.

So yes, anyone that is at the current location when the active character is moving is allowed to go with them to the new location. It is not a "must go". And only when the ship is not anchored elsewhere. (Page 17 in S&S rulebook where it also explains anchored ships.)

But moving a pirate ship is FUN!!!


Hawkmoon269 wrote:
Oath wrote:
Hmm, I think that is another thing we got wrong. We allowed anyone who was at the current ship location to move with the ship. When I get a break (this weekend maybe) I'll have to go back over the entire rules sheet. It is hard to unlearn.
So, if I ended my turn and then it was your turn and you were at another location, you would have let me move to your location at the start of your turn? Yeah, that isn't correct. And that kind of supports Vic's comment that not actually moving the ship keeps things clear.

We treated the ship as a real thing. Our cards were on it. If a player moved the ship, you could stay on the ship or at the location and be left behind.

I think the disconnect is that we moved the ship on our own turns as if it was on remote control. So if I was at location 1, I could move the boat from 2 to 4 and the folks on the boat could move with it. (I still haven't read through but I'm answering your question since I'm waiting for a process to run at work).


Yeah. The better way to think of it would be to take a miniature ship and give it to each player on their turn. If the player with the miniature moved and you were at their location, you could move with them. So you can move with the active player (the commander of the ship) when they move.


Or a captain's hat. Or a parrot. Or an eye patch. Or all of it.


Hawkmoon269 wrote:
Yeah. The better way to think of it would be to take a miniature ship and give it to each player on their turn. If the player with the miniature moved and you were at their location, you could move with them. So you can move with the active player (the commander of the ship) when they move.

A mini ship makes a great active player marker! No one gets to move with the ship until it goes to the current or active player. Then characters at the location of the active player (the one with the ship) can choose to move with the ship. Simple.

A mini ship is totally unnecessary, but cool.


I very much like this game mechanic of the active player having the ship. It makes acting as a sub-party more cohesive as you can bring the full force of a pair of characters that complement each other into a new location without having to have one character "going it alone" for one turn while they wait for the other character to arrive to back them up on their turn.

Never split the party. :) (Unless you're Merisiel)

Grand Lodge

hfm wrote:


Never split the party. :) (Unless you're Merisiel)

Or unless you are moving to one of the many, many locations in S&S that does bad things at the start of your turn :)

Dark Archive

sorry to keep the off-topic tangent going, but are those the only two options: conceptual movement and moving from character to character?

Why not move it from *player* to *player* and use it almost like a "whose turn is it" counter?

EDIT: stopped reading four posts too early. What Jones 314 said

Paizo Employee Chief Technical Officer

Just to be clear here, whether you use a mini on not, the rules don't change, and the rules do not allow characters to move at the end of one turn/start of the next—only when the commander moves during his move phase.

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