Playtime for each Adventure Deck?


Pathfinder Adventure Card Game General Discussion


Hi all.

Can anyone tell me how much playtime you get for each adventure deck? as far as i see all decks have about 3-5 scenarios right? that can be played in about 1 hour right? so the price for the adventure decks is really a bit high.

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

When I'm playing solo, each scenario plays in about an hour with setup. When I'm playing with other people, the time goes up to about an hour and a half to two hours depending on what the scenarios are like.

Then of course, I run at least two parties through each adventure path, along with the OP scenarios. So there's at least 10 hours of solo play in a single adventure deck. Plus Ron Lundeen has the extra APs out for Rise of the Runelords and Skull & Shackles.

I'm pretty happy with the replayability of the ACG.

Grand Lodge

Each adventure deck has at least 5 scenarios so far. If you are lucky, you can play a scenario in 1 hour. That does not include set-up time. Usually it is 1 1/2 - 2 hours depending on experience of players and luck (where the bad guys are in location decks).

And that doesn't include replay. A lot of people try different characters through the Adventure Path.

And then there's organized play. Uses the same cards with a different adventure path.

EDIT: Sorry, was excluding soloing. I don't solo unless I have to level a character for some reason.

Grand Lodge

Our 3-man group can tear through an AD in about 5 hours, provided we don't fail a scenario.

We are quite experienced, however, and we "work" together quite a lot. We've been through Ron Lundeen's Rannick AP and have just finished up S&S, plus we've been through Season of the Shackles together.


Wow, those numbers are ... interesting.

In my 6-character group, excluding narration, games easily average 3-4 hours.

For instance, we have about 15 min. setup, but then sometimes up to ten minutes go into discussing character placement and potential scenario strategy before drawing hands. THEN, in some extreme cases, another 5-10 minutes go into strategizing AFTER the strating hands are drawn (ex: Adowyn has no weapon; Imrijka has a bow, but if she gives it to Adowyn she'll need to get the spare lance from Alain; or Alain didn't draw an armor, so closing the Falling Bridge doesn't seem so hot right now... And then of course, if some of the players are at different locations, we need to figure out how to get them at the right place...)

Of course, our times may have something to do with the fact that during a single X-characters 'round', our characters are not fixed to a particular order of turns, so the options grow exponentially with the number of characters...

So, I'd wager your times comes down largely to play style and scenarion specifics, but an average 2 hour per estimate would seem reasonable. If you've never played the game and you go in with a large number of characters - maybe make that 3 hours.

Grand Lodge

Absolutely. More players = longer time.

Mine were 3-4 player games. And when I said I wasn't including set-up, I meant the shuffling, distributing cards into locations, reviewing what the villain and henchmen are, shuffling character decks and drawing up, discussing locations to start and what it takes to close, etc. I was simply talking from the time the first player flips the blessing ... 1 1/2 to 2 hrs per scenario on average. Longer if the villains and henchmen are entrenched.


I tend to roughly estimate the playtime for a scenario as half an hour a player, so for 4 players it's 2 hours.


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Here are the numbers that I came up with that are a very generous estimate if each scenario took 1 hour to complete with no replays through all 35(sorry, not including the promo scenario) for Skull and Shackles:

We had two people in the first playthough and three in the second playthrough. That's a total of 5 people playing 35 hours which yields a grand total of 175 hours of gameplay. If you pay full price for the base set, character add-on and all adventure decks(roughly $200 in total), then it comes out to be about $1.14/hr of gameplay.

If you were to throw in the hours for Organized Play, you're well below $1/hr of awesome fun!

My wife and I just talked about this the other day as we were discussing where we spend money. That's much cheaper than than the $5-$8/hr to go to the movie theater without popcorn or a drink.

In conclusion, well worth the money and replay value with so many different characters, boons and play styles. Hope that helps convey the value that I see.

Contributor

Kolasi, you'll drive that down even further with the 35 Bloodlust Corsairs scenarios available at welbybumpus.com.

/shameless plug

Grand Lodge

Ron, we're taking Corsairs on very soon. :)


Thank you all for your replies.

So i see that for mainly solo play the adventure decks are really expensive with only about 2-3 hours of play if you dont replay with multiple classes.

But ok, i still i really like the game and want to get all the content.
but the question is which ones should i get?

i current have the main games Rise of the Runelords and Skull & Shackles and both character addon packs.

I got Skull & Shackles after i heard that Runelords has very bad german translation for a lot of cards which makes everything very confusing so that you have to play with errata list.
so should i abandon Runelords and only get the adventure decks for Skull & Shackles? i also read that this version has much better rules.


Zanzar wrote:
So i see that for mainly solo play the adventure decks are really expensive with only about 2-3 hours of play if you dont replay with multiple classes.

Don't forget that you can (in fact, I would find it surprising if you don't, at some point) play an adventure with multiple characters, even if you're a single player. Also, once you get your teeth into the game, I can guarantee that you'll WANT to replay it with more characters.


Zanzar wrote:


I got Skull & Shackles after i heard that Runelords has very bad german translation for a lot of cards which makes everything very confusing so that you have to play with errata list.
so should i abandon Runelords and only get the adventure decks for Skull & Shackles? i also read that this version has much better rules.

It's true that the german translation for Runelords is bad, but there is a second (german) edition out, which might be a lot better. As long as they took to put it on the market I sure _hope_ they ensured the translation was better this time, though I'm not 100% sure that's true.

On the other hand I just love RotR and haven't played S&S all that much, so I can't just go ahead and advise you to buy the latter. I think Runelords is good despite the bad translation and you can actually make it work (plus, as I said, it might have gotten better with the new edition, though I can't verify that). It's a tough choice to make, but I wouldn't base it entirely on the translation problems is all I am saying.

But since you have both base sets you can actually decide for yourself. If you have played the german RotR version (at least the base set and the first adventure), you can tell if it worked for you or if you had to second guess everything because they aren't consistent with their vocabulary. Then you can compare it to S&S and see if the translation is better (as I don't own it, I can't even say whether it is or not).


Zanzar wrote:
So i see that for mainly solo play the adventure decks are really expensive with only about 2-3 hours of play if you dont replay with multiple classes.

Pardon me for saying so, but you seem to really *want* to think that the adventure decks are expensive for what they give. I would disagree and I think others have pointed out.

I have played both RotR and S&S at least twice. Once with my children with 3-4 characters and then once more only by myself but with 4 other characters. I am now replaying RotR with just one character and plan to do S&S similarly.

If you are buying any of the PACG sets to play once with one character, then yes it probably isn't a fantastic deal for your money. But you would also be missing a lot of the game if you did it that way. The game played with one character is vastly different from the game played with four characters and you would do well to try it out at least once in each way.


Ron Lundeen wrote:

Kolasi, you'll drive that down even further with the 35 Bloodlust Corsairs scenarios available at welbybumpus.com.

/shameless plug

Haha, I have looked at it and my wife and I will most likely make our trek through it as well. Thanks for your contributions! You are able to do something that is beyond me.


Depends on players and scenario type.

Usually 3-4 about a couple hours.. But sometimes 30 mins if lucky.
6 players .. Anything goes really. Timer usually runs out.


Pathfinder Adventure Path Subscriber

My friend and I have been running through RotR. Each weekend we go through a deck. We spend about 4 hours average...less if we blitz, longer if we farm.

I also run the decks solo with various characters just to see how well they fare, so there's definitely replay value for me.

Have not touched OP, time limitations. Definitely interested in the indie adventures.

Grand Lodge

On Saturday, a bunch of us played through the first OP adventure consisting of 5 scenarios. (Two tables of four. Playtime was about the same on each scenario per group.)

Most of us were with brand new classes and characters (3 Paladins, 1 Monk from the just released class decks). Several of us are experienced PFSACG players. But all were fairly experienced players overall.

Just over an hour per scenario. None were quick close and done scenarios. But none were played until the end of the blessings; so about average. That was fairly quick.


Actually, Theryon, two of ours ended on the very last turn (my turn in both instances).


Hmm... That is interesting, because I felt like your table was playing slightly faster than ours. Not a whole scenario faster, but slightly. You guys broke for lunch about 15 minutes before us I think.

We also did have one end on the last turn at our table (with Theryon) but it was strategic so we could stock up on blessings and other check boosters for the villain. So the 4 turns before the last turn were all very quick (discard anything that won't help the person encountering the villain and reset hand). I wouldn't really consider that in the same weight for play time as a scenario where it really does take you until the very last turn to win.

Scarab Sages

My Lem wasn't doing a ton of two-explore turns, because he was recharging a ton of cards every round to a) help everyone out and b) get more Cures going. I just didn't have the resources to explore again and / or be safe about doing it (YOLO-explores can be dangerous). So the turns themselves went quickly, but we had to take more of them.

Play-style / choices (like these) as well as random card encounters can definitely increase or decrease the time it takes to complete a scenario. Multi-step barriers like Arboreal Blight and Demonic Horde definitely take more time than (and slow the pace of the game considerably more than), say, Treasure Chest or Spiked Pit Trap. Villains / henchmen might be higher in the location decks or not...lots of variables.

I would say that the convoluted cards of Wrath tend to take longer than the straight-forward cards of Runelords, and scenarios in that set necessarily tend to take longer as well - at least in my experience.

Grand Lodge

Yeah, that one we actually planned it to the last turn so I didn't count it. We just set up our hands for that.

Rebel Song, didn't realize any of yours went that long.

Calthaer, have to agree that Wrath cards are a bit more thought provoking than RotR but that's the evolution of the game. And I like that.

But I think the level of experience helped both groups get through those scenarios at a fairly decent pace compared to my normal groups which are closer to 2 hrs.

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