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Pathfinder Adventure Card Game: Rise of the Runelords Base Set
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<blockquote data-quote="Jhaelen" data-source="post: 6489725" data-attributes="member: 46713"><p><strong>2 out of 5 rating for Pathfinder Adventure Card Game: Rise of the Runelords Base Set</strong></p><p></p><p>Unfortunately, the Pathfinder Adventure Card Game is a failure in almost all respects. It's sole saving grace is a mechanic to advance the characters you're playing by allowing you to slowly replace cards in your deck and gain bonuses to skill rolls. The game mechanism is as simple as it is dull: There's a number of locations consisting of an almost completely random deck of 10 cards of monsters, items, etc. Each location also contains either the scenario's villain or one of his minions. You encounter these cards by sending a character to a location, draw the top card and make one or two skill checks as directed by the card. There's a number of ways to add extra dice to your rolls based on the characters in play and their decks. After defeating minions or exhausting a location deck you get a chance to close the location, preventing the villain from evading you (otherwise encountering him just causes him to be shuffled into a different, random location). Defeating the villain (by succeeding at a skill ckeck) ends a scenario. So, the 'game' boils down to: flip a card, make a roll. Rinse, repeat. It's also extremely easy: You have a maximum of 30 turns to defeat the villain, otherwise you have to start over (yay!), but there's no other detrimental effect. There's a miniscule chance of a character to die if you cannot draw up to your max hand size at any point in the game. This is annoying since you have to start with that character from scratch, but it's easily avoided once you get the general hang of the game. Theoretically, there's a bunch of scenarios (8 come with the core set), but except for different villains, they're all the same. TL;DR: Avoid this.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6489725, member: 46713"] [b]2 out of 5 rating for Pathfinder Adventure Card Game: Rise of the Runelords Base Set[/b] Unfortunately, the Pathfinder Adventure Card Game is a failure in almost all respects. It's sole saving grace is a mechanic to advance the characters you're playing by allowing you to slowly replace cards in your deck and gain bonuses to skill rolls. The game mechanism is as simple as it is dull: There's a number of locations consisting of an almost completely random deck of 10 cards of monsters, items, etc. Each location also contains either the scenario's villain or one of his minions. You encounter these cards by sending a character to a location, draw the top card and make one or two skill checks as directed by the card. There's a number of ways to add extra dice to your rolls based on the characters in play and their decks. After defeating minions or exhausting a location deck you get a chance to close the location, preventing the villain from evading you (otherwise encountering him just causes him to be shuffled into a different, random location). Defeating the villain (by succeeding at a skill ckeck) ends a scenario. So, the 'game' boils down to: flip a card, make a roll. Rinse, repeat. It's also extremely easy: You have a maximum of 30 turns to defeat the villain, otherwise you have to start over (yay!), but there's no other detrimental effect. There's a miniscule chance of a character to die if you cannot draw up to your max hand size at any point in the game. This is annoying since you have to start with that character from scratch, but it's easily avoided once you get the general hang of the game. Theoretically, there's a bunch of scenarios (8 come with the core set), but except for different villains, they're all the same. TL;DR: Avoid this. [/QUOTE]
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Pathfinder Adventure Card Game: Rise of the Runelords Base Set
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