Secret of Mancatcher Cove question - banishing a villain?


Rules Questions and Gameplay Discussion


The scenario instructions for The Secret of Mancatcher Cove indicate that when the listed villain, Isabella "Inkskin" Locke, is banished, the location Mancatcher Cove is summoned/built and the villain The Matron is shuffled in.

My question is, when would you banish Isabella? As she's a villain, she isn't normally banished when defeated, even when cornered and defeated. The Matron lists a banish condition which puts Krelloort into the deck, but Isabella does not.

Is the scenario missing a condition to banish Isabella? Or is her card missing a banish condition? Or when would you otherwise banish a villain?


Villains are (normally) banished when they are defeated and have no open location to eacape to.

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She wouldn't normally be banished if cornering and defeating her satisfied the win conditions, you're correct. However, this scenario specifically says you don't win until you defeat Krelloort. That means that when Isabella is cornered and defeated, she's banished and you build the new location. That's the way I interpreted it (and I'm pretty sure how they meant it to be done).


That's how I played it as well. Although, after losing on time I started wishing I was wrong.

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We played this one last night and it came down to the very last exploration and Oloch and Valeros beating the tar out of Krelloort. I was worried we weren't going to finish it on our first time through. I'm glad we did.


Anyone has a strategy for this scenario? We're playing with 6 characters, we have saved all our blessing and the capable allies for additional exploration and, even so, we failed miserably 2 times by running out of time. Thanks.


It's hard to say without knowing the particulars of your group, but I'll try to give some tips based on my experiences with 6-player games. Note that this really isn't all that different from a standard scenario, so I'm mostly being very broad here:

1. Using Blessings and Allies for exploration is definitely an essential for large games. In general you should be using all the exploration you have each turn unless doing so could be dangerous.

2. Don't be afraid to help others. Using a blessing on a combat that would otherwise fail is the same as an exploration, since you're reducing the location deck by 1, and therefore a good investment. Also, support powers are very good, especially after power feats have been invested in them, so don't be afraid to use a Bard Song or Gunslinger Shot very often.

3. Group up to support each other, but spread out enough to cover things. How you distribute the group is very dependent on who you have. Generally, weaker combatants should have Valeros, Lem, Feiya, or a similar way to improve combat to cover them as often as possible. But, you shouldn't be just one clump, or you won't be able to corner the villain fast enough, since there just isn't enough time to permanently close every location. I generally find 3 groups (usually a 3, a 2 and a 1 sized group) works well.

4. Heals, heals, heals. Since you have to discard so many cards to explore, decks are going to dry up quickly. Characters with divine should have one or more cure spells each, and should be using them like candy, especially on characters with mostly exploration in their discard. Do not treat cures like a last resort. Odds are your deck will cycle enough that you're going to see it again, probably several times.

4. Don't be intimidated by the new location. That's made up for by the presence of one less location at the start of the game. Just play like you normally would at the start, burning through locations, closing them quickly, and cornering and defeating the Villain. After that, a new location appears, but you have the luxury of knowing exactly where the Villain is. Depending on how much time you have left, and how many locations are open, you can choose then whether to be aggressive or patient. The other big luxury you have is that you will never fight the Villain until he is the last card in the location, so you can plan your positioning accordingly. Make sure you never fail a check to defeat a bane at that location after you've seen Krellort once, since you don't want him shuffled back in. That should be a very high priority, worth at least two blessings I would argue.

Hope that helps! Sorry if I got a bit rambly. But, most people here don't do 6-player games, so it's rare I get to talk about them.


Also, keep in mind that once you've banished Isabella "Inkskin" Locke, you don't need to corner the other villains, just defeat them. There is one less location then normal, so your group just needs to permanently close one location, corner and defeat Isablla "Inkskin" Locke, then all head to Mancathcher Cove to finish off the Matron and Kreeloort.

I'm not sure if you thought that you had to corner all the villains, but if you did it would definitely make the scenario way harder than it needs to be.


Hawkmoon269 wrote:

Also, keep in mind that once you've banished Isabella "Inkskin" Locke, you don't need to corner the other villains, just defeat them. There is one less location then normal, so your group just needs to permanently close one location, corner and defeat Isablla "Inkskin" Locke, then all head to Mancathcher Cove to finish off the Matron and Kreeloort.

I'm not sure if you thought that you had to corner all the villains, but if you did it would definitely make the scenario way harder than it needs to be.

That would be our problem !!! We thought we had to cornered all the villains so we would leave characters at open locations to insure that they would be temporary closed for the Matron and Krelloort.

Where does it says we don't have to corner the last 2? Just curious to find out what we've be missing or misinterpreting.

Thanks Hawkmoon and thanks Isaic16 for the heads up, but by playing it correctly, we should be able to win without to much problems. For your curiosity, we play with Lirianne, Seltyiel, Feiya, Oloch, Jirelle and Damiel.


On the scenario card. It only says you have to defeat, not prevent them from escaping.


Hawkmoon269 wrote:
On the scenario card. It only says you have to defeat, not prevent them from escaping.

Thanks again Hawkmoon.


You are welcome. I should also note, the Matron also says only "if defeated", not cornered. So simply defeating the Matron brings Kreeloort out.

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