Anyone TPK at 0-6F?


Pathfinder Adventure Card Society


I know I am a season behind, but was interested to know if there were groups that actually TPK'd (total party kill) this scenario since there is no way to run out of blessings and time out. Playing this with my wife and daughter we are now in Adventure 6, lost out first go at 0-6A due to running out of time and getting nervous at the thought of 0-6F.


And a month with no answers... let's try again! Just played with only two and if there is no way to concede/ choose to lose, then both of us die. Which isn't huge since it's the end of the adventure *except* that I wanted to play Enora in Righteous, which requires completing/succeeding at 0-6F....

2/5 *

I think I would lose my mind if that happened in Wrath. In a way it's kind of funny/dramatic too though, a good story.

Grand Lodge

PezKat wrote:
And a month with no answers... let's try again! Just played with only two and if there is no way to concede/ choose to lose, then both of us die. Which isn't huge since it's the end of the adventure *except* that I wanted to play Enora in Righteous, which requires completing/succeeding at 0-6F....

All three groups prepped as best we could prior to doing 0-6F. We replayed a couple of scenarios to change out spells and items. We knew that 0-6F was do-or-die. Extra explores is very key. Examines/Augury/Scry are great to reorganize the deck as you go. Make sure you get cards in your hand you don't care about. Utilize the loot that's available. Two was hard, three was a little easier.


Our run at this scenario was very smooth. I believe the party was Jirelle, Kyra, Wu Shen, pregen Kyra, pregen Lem. We were very aggressive on this scenario. The name of the game was spend allies for extra explores, spend all blessings to help on all checks, and rely on healing to refill the decks. In addition, I know our Lem was using the bardic inspiration power on every single check, so by the time it came to his turn he had no cards in hand and didn't take damage.


The "win or die" scenarios where you bury a card each turn are much easier with large parties. In a party of 6, each character ends up burying 4 cards or so. In a party of 2, each character may bury 12 cards.

(I don't recall exactly how many cards are in the location deck in 0-6F, but I recall it being around 20, with each extra character just adding a single card.)

Grand Lodge

elcoderdude wrote:

The "win or die" scenarios where you bury a card each turn are much easier with large parties. In a party of 6, each character ends up burying 4 cards or so. In a party of 2, each character may bury 12 cards.

(I don't recall exactly how many cards are in the location deck in 0-6F, but I recall it being around 20, with each extra character just adding a single card.)

Absolutely the larger the party, the easier the scenario was. Maximizing the extra explores keeps less cards out of the burial pile. Cures/healing is great if possible. Making sure we could prep for stuff coming up was helpful. I think this was the only scenario we prepped for by replaying scenarios and upgrading cards.


We knew it would be difficult (the other player had done it w/the original, larger group), just thought the worst that could happen was losing, not dying! Bad rule to misunderstand, but now we know.

Also tough because obviously at the end of the Adventure you've maximized your deck so there aren't "cards you don't care about".

Grand Lodge

PezKat wrote:

We knew it would be difficult (the other player had done it w/the original, larger group), just thought the worst that could happen was losing, not dying! Bad rule to misunderstand, but now we know.

Also tough because obviously at the end of the Adventure you've maximized your deck so there aren't "cards you don't care about".

You'd be surprised what you don't mind discarding (burying) in order to keep other cards in your hand.

Also, when you start a session or simply when you receive a scenario, read it and make sure you understand it before starting. You can always ask questions here.


Theryon Stormrune wrote:


Also, when you start a session or simply when you receive a scenario, read it and make sure you understand it before starting. You can always ask questions here.

I guess if we knew we didn't understand it we wouldn't have had a problem; ie an incorrect assumption was made (that conceding was allowed). ;) Thanks tho!

3/5

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We TKPed. Two players.

We had a troll in the deck. Neither of us had acid or fire in our decks. One us looted a fire weapon earlier in the scenario but buried it before realizing there was a troll.

We had a good laugh about being defeated by a lowly troll.

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