Closing Location after Death of Henchman


Rules Questions and Gameplay Discussion


There have been moments when my friends and I would kill the Henchman within a location but would not be able to complete the rule to closing the location. Because of there only being one henchman in each location, it would take time to fully rid of all the cards in that location. We must be doing something wrong, can anyone explain?


Nope, you aren't. The only way you typically get the opportunity to close a location is to defeat a henchman or empty the location. So if you fail to close after defeating a henchman, you will probably have empty location. For that reason, you should think carefully about which locations you go to.

But, what you can do is force the villain to the location you can't close. Defeat the villain elsewhere, and he'll flee to an open location. Repeat until he flees to the problem location.

Shadow Lodge

Nope, you're doing it right. Closing a location can be very important. You usually don't want to be at a location unless you're comfortable with being able to close it. Your other options if there's a lot of cards left is to leave it open for the villain to run to or leave someone there that can close it temporarily when needed.

Sovereign Court

If you aren't going to be able to close it, then don't bother running the deck because you're just going to have to try again once it's empty. Forcing the villain to go there is a great way to get past troublesome closing requirements.


Adding to what has been said - While a Henchman doesn't close a location, if you kill the villain at the location, it automatically closes without having to make a when closing roll card drop, ect.


If you defeat a villain at a location and there are other locations open for the villain to escape to does the location you defeat the villain at close, or would you have to go through the deck at that location?


It closes automatically, without needing to fulfill the closing requirement. See page 16 of the S&S Rulebook for more details:

Encountering a Villain wrote:


Attempt to temporarily close open locations.
Encounter the villain.
If you defeat the villain, close the villain’s location.
Check to see whether the villain escapes.

Grand Lodge

Just to clarify my own understanding, if you fail to close a location after defeating a henchman, then empty the location, and fail to close again, can you continue to make checks to attempt to close that location (once per character per turn)? This is how I've been playing, rather than treating it as permanently open, but after reading this thread it occurred me to double-check. Given how long I've been playing, I should really know this!


You're doing it right.


Yup. And that part of the turn is near the end, after moving, exploring, all that stuff. So if start your turn and all you want to do is attempt to close an empty location, you can't then move to another location and explore.

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