| Shade325 |
So my group is just starting Season of the Righteous. I was reading the Adventure Path card/sheet and noted the following.
After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait.
My question is how do we track that from week to week and from store to store. Does each character keep a list of cards removed from the game?
Sorry if this has been answered already but I couldn't find the answer.
| Hawkmoon269 |
Is that on the adventure path for Season of the Righteous? I haven't purchased any of those PDFs yet. I know for Season of the Shackles it said this:
After you finish Treacherous Waters, at the beginning of each new adventure, when you add a new Adventure Deck to your game box, remove all cards with the Basic or Elite trait that have adventure deck numbers at least 3 less than the adventure deck you just added. (Treat the set indicators B, C, and P as 0.) Do not remove Blessings of the Gods.
And the Guide to Organized Play says this:
Purge Basics and Elites by Adventure Deck: Each season’s Adventure Path tells you when and how to begin removing cards with the Basic and Elite traits from the game. To make things more interesting and to help you remove the right cards faster, when you add a new Adventure Deck to your game box after adventure 3, remove all cards with the Basic and Elite traits with adventure deck numbers at least three lower than the adventure deck you just added.
Purge Basics and Elites on the Fly: Alternatively, if you can’t spend as much time preparing the game box before play, you can purge the Basic and Elite cards when you encounter them. Just set everything up as usual, and when you run into a card that would have been removed, immediately remove it from the game and replace it with another card of the same type from the game box.
| Shade325 |
I had the same question. The text Shade quoted was part of the AD1 and AD2 text for OP. There's no point in removing banished cards from the game since the game box is often reset for many people to use in OP.
I'm guessing they made a mistake since the S&S and OP guide make perfect sense.
Yep that text comes from the Adventure Path "card" that comes with the Season of the Righteous PDF's? Thought it was strange but maybe they're trying something different.
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Now that I look at that, I do see where it is on the version of AD1 that I downloaded. I'm pretty sure that's in error, because there's basically no way of tracking that, or at least it's a ridiculous amount of paperwork. I'd agree that's an error, and you should handle it (when the time comes) in the way that the OP guide says. Assuming no one's corrected it officially by then.
Vic Wertz
Chief Technical Officer
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No, it's not wrong; it's the standard procedure. The "Preparing the Game Box" Adventure Card Guild Guide sidebar offers options to streamline your setup process—but they are nonetheless options.
If you're playing the AP in sequence with a consistent group, I recommend using the standard procedure; if your group varies, or you play out-of-sequence a lot, I would recommend using whichever option from that sidebar best suits your play style.
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I'm not sure I understand. This is for organized play, not campaign play, and the passage was included in an organized play document.
Even if it's an option, I don't think most people play that way. And if you do, you're at a disadvantage compared to groups who just ignore boons that are outside of the scope of the AD they are playing. I would think consistency is something you'd want in OP. And simplicity.
In any case, it was confusing for our group.
Vic Wertz
Chief Technical Officer
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I'm not sure I understand. This is for organized play, not campaign play, and the passage was included in an organized play document.
You are making a distinction that doesn't exist. Just because PFSACG makes it *easier* to play scenarios out of order and with different characters, that isn't the only way it can be played. My personal opinion is that the closer you can get to what you call "campaign play" the better, and many groups can and do just that. And if you're doing that, I recommend you follow the card removal rules on the AP card, which are the default rules. The options in the Guide are quick-and-dirty ways to *approximate* that effect while minimizing the time it takes to set up the box for multiple groups and out-of-order play.
Theryon Stormrune
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Jason S wrote:I'm not sure I understand. This is for organized play, not campaign play, and the passage was included in an organized play document.You are making a distinction that doesn't exist. Just because PFSACG makes it *easier* to play scenarios out of order and with different characters, that isn't the only way it can be played. My personal opinion is that the closer you can get to what you call "campaign play" the better, and many groups can and do just that. And if you're doing that, I recommend you follow the card removal rules on the AP card, which are the default rules. The options in the Guide are quick-and-dirty ways to *approximate* that effect while minimizing the time it takes to set up the box for multiple groups and out-of-order play.
If I was playing with one group, I'd follow the default rules like Vic was saying (and are on the AP), however since I am running two groups out of the same box, it is a lot easier for me to use the quick-n-dirty setup. Rather than tracking cards for removal for each group, the once and done approach allows me to flip the box back-n-forth until both are in the same adventure.
| Shade325 |
You are making a distinction that doesn't exist. Just because PFSACG makes it *easier* to play scenarios out of order and with different characters, that isn't the only way it can be played. My personal opinion is that the closer you can get to what you call "campaign play" the better, and many groups can and do just that. And if you're doing that, I recommend you follow the card removal rules on the AP card, which are the default rules. The options in the Guide are quick-and-dirty ways to *approximate* that effect while minimizing the time it takes to set up the box for multiple groups and out-of-order play.
As someone who runs the guild with his own box this wouldn't be practical for me. I'd have to either dedicate my box to the guild and not play at home or keep a record of what cards have been taken out of the game during guild play and pull them out each time the guild meets which is too much work. I'll be using the quick and dirty rules but would like to here from people who play campaign style.
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If I had a stable group, I wouldn't be playing OP, I'd play the AP normally, and I'd be playing with the AP rules (like I do with Runelords).
I understand your point however, it's an option, however it would be better if all the options were presented in one place. Presenting only one option in an Adventure Guide is redundant (with the OP guide), confusing, and makes it seem like it's the only option.
Anyway, my 2 cents.
Theryon Stormrune
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If I had a stable group, I wouldn't be playing OP, I'd play the AP normally, and I'd be playing with the AP rules (like I do with Runelords).
I understand your point however, it's an option, however it would be better if all the options were presented in one place. Presenting only one option in an Adventure Guide is redundant (with the OP guide), confusing, and makes it seem like it's the only option.
Anyway, my 2 cents.
I'd have to disagree with you about the confusion. When running Organized Play, the "host"/organizer/venture officer (whomever is setting up the box and recording the session) should be familiar with the guide book.
Purge Basics and Elites by Adventure Deck: Each season’s Adventure Path tells you when and how to begin removing cards with the Basic and Elite traits from the game. To make things more interesting and to help you remove the right cards faster, when you add a new Adventure Deck to your game box after adventure 3, remove all cards with the Basic and Elite traits with adventure deck numbers at least three lower than the adventure deck you just added.
Purge Basics and Elites on the Fly: Alternatively, if you can’t spend as much time preparing the game box before play, you can purge the Basic and Elite cards when you encounter them. Just set everything up as usual, and when you run into a card that would have been removed, immediately remove it from the game and replace it with another card of the same type from the game box.
If that first sentence didn't exist, then I'd have to agree with you. But when you take what's written on the Adventure Path along with the rest of the section, it's clear that there are multiple methods of removing cards. You have to choose what suits you and the group best.