What Basic & Elite boons have you kept around?


Rules Questions and Gameplay Discussion


For both adventure paths, once you start deck 3 you remove any banished basic banes from the game. You have the option of doing the same with boons. Once you start deck 5, you do the same for cards with the elite trait.

My group pretty much removes all basic boons except for the following:

1. Cure spell. We keep this around because it's always useful to pick up during a scenario.

2. Easy to pick up allies that give an explore. Keeping these around helps get through location decks faster.

3. Potion of Glibness. In our S&S game, this item has come in handy too many times for us to remove it from the game.

So far we haven't had to make a decision on Masterwork Tools, but I think we may end up holding on to this card as well.


There are some comments about this for RotR in this thread for anyone interested.

I think the answer to this really depends on who is in your party.

For Skull and Shackles, so far I've removed every Basic and Elite we've had opportunity to. But the only party I have at that point yet is Oloch, Jirelle, Lirianne, and Merisiel. Oloch has 1 Cure spell and I don't feel the need to keep any more than that around for him and since no one else will be carrying spells, other Cures will be removed.

In another group that is still only deck 1, I'm playing Damiel. It will depend on whether there are other great items later, but I would right now expect to keep pretty much every auto-succeed alcehmical item in the game.

Other that Damiel and those alchemical items, I haven't yet seen a card that is basic that would become more useful with role cards (i.e. RotR Illusionist Ezren and Invisibility).


I tend to keep Cures around (sometimes it's really hard to find Major Cures and Mass Cures; Cures are also easier to recharge while still being effective). In RotR, I kept a lot of the low level 1d6 non-combat allies around; I'd remove some of them, but not all. The higher level non combat check allies in RotR were powerful, but very specialized.

I think I'd keep a single Potion of Fortitude and Potion of Glibness with Damiel; I don't know if I'd keep every one. Damiel never really has enough Item slots for everything. They are really useful, but so is Alchemist's Fire. (Noxious Bomb less so because a lot more things are immune).

Sovereign Court

We've gotten rid of everything so far in S&S, and having seen the cards with Basic and Elite, I can't see keeping any of them besides a few BoGs and maybe a Potion of Glibness since I'll likely eventually take that for Damiel. With the Feast available now in Adventure 4, even Cures are likely to go away, especially since we have Oloch. Can't remember if there are one or two feasts, but I certainly wouldn't mind my Damiel carrying one around.

When it comes down to it, 99% of the basic / elite cards have strictly better versions (at least they did in RotR, and S&S is pretty hefty on pure upgrades too), so I'd rather permanently get rid of that awesome weapon I've been waiting for, since we just opened a box that has an Awesome Weapon +2.


Based on the card list for S&S, there will be no Major Cures or Mass Cures.

Removed one Cure before we realised, will be keeping the rest

Sovereign Court

There's a Feast that lasts a round for everyone to heal at, so losing Cures won't be that bad. It's like a longer lasting Mass Cure. I recommend keeping Cures in Adv3, but dropping them once you start 4.

Speaking of spells, is... Frostbite, I think it's called (reduces damage if you fail the combat check), Basic? If so, I could see keeping that around.

Although, if you have Feiya, I'd probably more inclined to even start losing things like Frostbite and Glibness, since higher cards are better for her just on the adventure number.


In RotR, I kept the crowbars around. Actually kept one in Merisiel's deck for the entire game, and it never stopped being useful, really. 1 or 2 dice on any non-combat strength, lock, or obstacle check? That's a sizeable number of barriers, half the weapons....


Holy Feast Cures 3 cards from all characters at the same location. The one that lasts a round is Safe Harbor, and requires a person who wants to heal to skip their exploration to do it.

The set of healing spells in S&S seem harder to be super effective with since you have to have more than 1 person that's hurt rather than just 1.


zeroth_hour wrote:


The set of healing spells in S&S seem harder to be super effective with since you have to have more than 1 person that's hurt rather than just 1.

But the game balances that by making it more likely to have people hurt ;)


Aside from Cures and Blessings of the Gods, we remove everything.

Concerning Cures and Blessings of the Gods, it really depends on the characters that are in your party. In some cases, you need to keep certain number of those.


As Adventure 4 won't be arriving in the UK until some time in the new year, could someone quote it for me?


A case could be made for Black Spot as well, but otherwise, removing everything is probably the right call, at least from what I've seen.


MightyJim wrote:
As Adventure 4 won't be arriving in the UK until some time in the new year, could someone quote it for me?

Holy Feast?

Holy Feast:
Reveal this card. Each character at your location may shuffle 3 cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it, otherwise discard it.


Thanks.

Shame about the lack of recharge check (even on a high number), but in the unlikely event that we're ever all at the same location, 3 cards, rather than D4 is nice.

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