Season 3 Traders


Pathfinder Adventure Card Society


Am I reading this right and if you trade you will actually be down a health point for the scenario? This effectively says, that we can't use garbage loot and instead have to cough up loot from our health pool, the way I read it.

And by garbage loot I mean having extra Weapon Bs for a Spell based char at the end of a scenario.
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In Season of Plundered Tombs, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it
off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have
recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards
from your deck, but instead of putting those cards in the box,
put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck
box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
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So if I do my first trade at the start of the next scenario I will only have 14 cards in my deck, is this simply the price of doing business? It would make sense but my understanding was that Traders were a way to filter away un useful loot. My hope was that in adv4 and up we'd finally have a way to filter out the B cards still in the box for actual upgrades that translated into CD upgrades.


Looking again, this would mean you also have a hole in your deck, but perhaps that is on purpose so you can fill it with something applicable to tier?

Assuming Tier 1
15 card count start
-1 to deck box
-1 to buried
13 card count
+1 from trader
14 card count
+1 from buried
-1 from trader resolve
14 card count
+1 from CD?
15 card count at end of session

Now if this were a tier 3 character, I would say that the +1 from CD can be a adv 1 or below card, which would give me a way to filter out old cards that I never got a decent upgrade for.

Silver Crusade 4/5 ***

The way traders work in organized play is that you trade out the number of cards listed on the trader in your deck for the card from the trader. You put one of these cards back in the box, and you bury the others. So, yes, if you trade somewhere other than Sunburst Market, you are down 1 or more cards from your deck total.

You also have the same restrictions on what you can trade with the trader, which means you have to trade cards of the same adventure deck or one below. So if you want a 3 card from a trader, you need to trade cards with adventure deck number of 2 and 3 from your deck.

The advantage to traders, other than getting Mummy's Mask specific cards like Remove Curse and Elemental Treaty, is that you can trade out any kind of card for the card. So if you've got a bunch of item slots, but you really want spells, you can trade items for spells.

Paizo Employee Chief Technical Officer

Eliandra Giltessan wrote:
So, yes, if you trade somewhere other than Sunburst Market, you are down 1 or more cards from your deck total.

Unless you happen to have a way to unbury cards...

Lone Shark Games

Also, if you're feeling confident in your toughness, being able to bury your least helpful cards can make cycling your most optimal options pretty powerful.


I've found that a handy trick for new chars can be using sunburst to grab a basic ally for another explore in exchange for an item that is situational. I bribe a lot of sages with potions here in the desert,

Grand Lodge

Vic Wertz wrote:
Eliandra Giltessan wrote:
So, yes, if you trade somewhere other than Sunburst Market, you are down 1 or more cards from your deck total.
Unless you happen to have a way to unbury cards...

Play (b)Angban(g). You can bury a firearm (or armor, after a power feat) and get it back first turn...


James McKendrew wrote:
Vic Wertz wrote:
Eliandra Giltessan wrote:
So, yes, if you trade somewhere other than Sunburst Market, you are down 1 or more cards from your deck total.
Unless you happen to have a way to unbury cards...
Play (b)Angban(g). You can bury a firearm (or armor, after a power feat) and get it back first turn...

Exactly what I planned. Then I joined 6-character party. Poor Angban does not explore very much (maximum 6 explores in his deck, I think). Of course, he could trade for one more...

Other characters do have the ability to access buried cards - not recalling them at the moment. CD Sajan; at least one Damiel; not sure who else.

Grand Lodge

elcoderdude wrote:
Other characters do have the ability to access buried cards - not recalling them at the moment. CD Sajan; at least one Damiel; not sure who else.

CD Sajan? I thought he could only regather buried cards if he died, and then he had to turn around and bury 5 cards. I don't feel like that's a net-beneficial way to reduce the cost of trading...

CD Damiel the Miscibility Master can, but he needs his role and two power feats. Not so useful until Scenario 3-4C, I guess.


James McKendrew wrote:
elcoderdude wrote:
Other characters do have the ability to access buried cards - not recalling them at the moment. CD Sajan; at least one Damiel; not sure who else.

CD Sajan? I thought he could only regather buried cards if he died, and then he had to turn around and bury 5 cards. I don't feel like that's a net-beneficial way to reduce the cost of trading...

CD Damiel the Miscibility Master can, but he needs his role and two power feats. Not so useful until Scenario 3-4C, I guess.

Yeah, you are right on Sajan. Not really one that assists with traders. The cool part is giving him Holy Candle or the Emerald Codex, lucking out, and getting to use it twice.

Lone Shark Games

Playing scenario 3-1A with 3+ players will give you an opportunity to close the Tarworks and get back a buried card.

Or you could just get killed and wait for someone to play Raise Dead on you. Not sure if that's your optimal strategy.

Lone Shark Games

It's particularly scary, given what happens when your character dies in Organized Play. But some folks like to play dangerously.

Lone Shark Games

Keith Richmond wrote:
It's particularly scary, given what happens when your character dies in Organized Play. But some folks like to play dangerously.

That's a good point. Perhaps the floor rule for my OP rule should be "Should, at the end of the scenario, your character be dead, you die too."


If you die in the game you die in real life! Game over man, game over!


Mike Selinker wrote:
Keith Richmond wrote:
It's particularly scary, given what happens when your character dies in Organized Play. But some folks like to play dangerously.
That's a good point. Perhaps the floor rule for my OP rule should be "Should, at the end of the scenario, your character be dead, you die too."

Nope, nenni, nada, nein!

Real floor rule is:
"If your character dies, you die too BUT if your character is raised, you are too."
Much more fun...


Yes but you are raised as what? Same race and class? Is it a reincarnate or a resurrection spell? BIIIIIGGG difference


Raise dead is raise dead...
Until Mike adds a Reincarnate card to the game (blink blink, just saying) you are not supposed to change race or specie while raised.

Reincarnate would be a fun tricky spell to add to the game but hey they managed Shapechange so why not...

Sovereign Court RPG Superstar 2011 Top 32

Reincarnate: choose a random unused character from the box, choose feats equal to what you had, and unbury 10 random cards. Go!

Silver Crusade 4/5 ***

ryric wrote:
Reincarnate: choose a random unused character from the box, choose feats equal to what you had, and unbury 10 random cards. Go!

I think you have to keep your skill feats but can choose new power feats...

4/5 Designer

lorddax wrote:
I've found that a handy trick for new chars can be using sunburst to grab a basic ally for another explore in exchange for an item that is situational. I bribe a lot of sages with potions here in the desert,

It's also a handy way to get rid of weapons or armors for a character who either has too many of them or has one good option diluted by worse options. For instance, I'm reminded of Selim because Linda is playing him in Season of the Runelords. There's pretty much no way that you'd rather have a weapon that isn't the Melted Blade, so you could bury your other two weapons to ensure that you draw it (which is, if I recall without my cards here, a role card power for one of his roles, and you can therefore use his powers for some of the other great stuff he has on those roles) just like the trick with Lem and the undead bane crossbow and choosing weapons as your favored card type.

Grand Lodge

Mark Seifter wrote:
I'm reminded of Selim because Linda is playing him in Season of the Runelords. There's pretty much no way that you'd rather have a weapon that isn't the Melted Blade, so you could bury your other two weapons to ensure that you draw it (which is, if I recall without my cards here, a role card power for one of his roles, and you can therefore use his powers for some of the other great stuff he has on those roles) just like the trick with Lem and the undead bane crossbow and choosing weapons as your favored card type.

Oooooh... Sneaky!

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