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Player Turn Quick Reference

Skill Check and Damage Reference

Each player takes the following actions:

Preparing for the Check

1. Advance the Blessing Deck (mandatory)


Flip the top card of the blessing deck into the blessing discard pile. If there are no cards left to do
this, the players lose.

Review/resolve any effects on the card as appropriate.

2. Take Any Action(s) (optional but must be done in this order)


Give one card to another player at your location.
Attempt to repair wrecked ship. If successful, flip ship back up.
Move to another location. Resolve any leaving or entering effects. If commanding an unanchored and
unwrecked ship, other characters on the ship may choose to move with you.
Encounter a card by drawing the top card of the location deck.
If evading a card, it is neither defeated nor undefeated. Shuffle it back into the deck.
If encountering a boon, either attempt to acquire it or banish it. If unsuccessful, banish it.
If encountering a bane, you must attempt to defeat it.
If a barrier, follow its instructions. If undefeated, shuffle into deck unless stated otherwise.

For cards with a specific skill check, you must have that skill to attempt the check. Otherwise, use 1d4.
For combat checks, use either the skill(s) on a played weapon/spell/combat card, Strength, or Melee.

Making the Check


Before the check, you and other players may play cards or use powers to affect it. Each player may only
use one card per type per check. Then assemble all resultant dice and roll them.
To succeed in a check, the roll must equal or exceed the difficulty of the check (after the difficulty is
modified by any other effects).

Resolving the Check


If against a boon: If successful, add the boon to your hand. If unsuccessful, banish the boon.
If against a barrier bane: Resolve the defeated (if successful) or undefeated (if unsuccessful)
effects listed on the card.

If a monster, banish it if defeated. If undefeated, take damage and shuffle into the deck.

If combat or against a monster/henchman/villain: If successful, resolve the card as defeated as


follows:

If a henchman, banish it if defeated and attempt to close the location if desired (and if henchman
allows it). If undefeated, take damage and shuffle back into the deck.

If against a monster or henchman, banish it. If the henchman was encountered, you may attempt to
close the location.

If a villain, other players may first attempt to temporarily close their locations. Then resolve the
combat check:

If against a villain, resolve as detailed on the reverse side.

If the villain was defeated, permanently close the location (ignore the When Closing check).
If the villain was defeated and there are no open locations left, the players win.
Otherwise, regardless of whether the villain was defeated, the villain escapes. Draw blessing
cards (from the box if defeated, from the blessings deck if undefeated) equal to one fewer
than the open locations. Shuffle the villain in with the blessings and distribute one to each
open location. Then shuffle the location decks.
If encountering a ship, if you are not commanding a ship, banish it. Otherwise, encounter it as any
other bane, but return it after the encounter (unless seized).
If defeated, add one plunder to your partys ship. If the ship may be seized, you may banish
your ship and replace it with the new one.
If undefeated, take structural damage.
Attempt to close the location by attempting a When Closing check if you defeated an encountered
henchman or if there are no cards left in the location deck. If successful, resolve the When
Permanently Closed effect. Banish all non-villain cards. If there are villains left, keep them there; the
location stays open.
3. Reset Hand (mandatory)
Discard any cards from your hand if desired. Then draw back up to the characters hand size. (If
unable, the character dies.) Banish one plunder if the party ship is wrecked.
Play then passes clockwise.

If unsuccessful (undefeated), resolve any necessary effects and take damage.

Multiple Checks
If a check lists or, attempt against either skill to succeed. If it lists then, succeed against both.
Resolve or before resolving then.
If there are multiple checks, other players at your location may attempt them as long as you are able to
attempt at least one.

Taking Character Damage


Discard one card per point of the modified roll below the difficulty check, up to your entire hand.
If taking damage from an effect, discard one card per point of damage, up to your entire hand.
Damage of a specific type may only be modified by cards/powers that list that specific type, all
damage, or do not specify a damage type .

Taking Ship Structural Damage


Structural damage equals difference between the difficulty check and the modified roll. Each player
discard cards to reduce damage (one per card). If remaining damage is greater than 0, ship is wrecked.
If the ship is already wrecked, remove cards from blessings deck equal to remaining damage.

Plunder Rolls
1: weapon

3:

armor

5: ally

2: spell

4:

item

6: any of 15

RULES SUMMARY & REFERENCE


Version 2.0

Setup
1. Choose Character. Each player chooses a character
and takes that characters matching character card,
role card, token card, and deck. If necessary, build the
deck and trade cards with other players, conforming to
the card type limits listed on the character card.
2. Choose Scenario. Lay out your chosen scenario
card. If playing an Adventure/Path, lay out the
Adventure/Path Card(s) first, then the scenario.
3. Set Up Locations. Take the location cards listed
on the scenario card for your number of players and
all lower player numbers. Place them in the center of
the table.
4. Build Location Decks. Randomly add the number

of cards listed for each type on the location card to


that locations deck face down.

a location (if specified by the scenario). Stash one


plunder card facedown under the ship.

5. Add Villains and Henchmen. Take the villain card


listed in the scenario. Add (in order) enough of the
listed henchmen cards (using multiples of the last
listed henchman type if needed) to bring the total to
equal the number of locations. Shuffle these cards and
add one to each location deck face down. Then shuffle
each location deck.

8. Place Token Cards. Each player places the


character token card on any location (or at the ships
location if it is anchored).

6. Create the Blessing Deck. Shuffle 30 random


blessing cards facedown to form the deck.
7. Place Your Party's Ship. Place a ship from your
fleet card either next to the scenario or anchored at

9. Draw Starting Hand. Players draw cards from their


own decks to the hand size listed on their character
cards. The hand must include at least one Favored
Card Type card. If not, discard the hand and redraw.
Repeat if necessary. Then shuffle the discarded cards
back into the deck.
10. Select a starting player.

Turn Summary
Starting with the first player, each player takes a full turn as described below. Play then passes clockwise.
1. Advance the Blessing Deck:
Flip the top card of the blessing deck into the
blessing discard pile. If there are no cards left to
do this, the players lose.

2. Take Any Action(s):


These actions are optional, but if performed, they
must be performed in order. See descriptions
below.

3. Reset Hand and End Turn:


Apply any end of turn effects. Discard any cards
from hand if desired. Then draw back up to hand
size. Banish one plunder if your ship is wrecked.

DYING: At any time, if you must draw or remove a card from your deck but cannot, your character dies. Place all your cards under your character card. If you are not
resurrected by another player during the scenario, your character permanently dies.

ACTIONS
1. Give a Card
Give a player at your location up to one card from your
hand. Other players cannot give you one.

2. Move
You may attempt to repair a wrecked ship (see
Wrecked Ships on reverse) before moving.
Move your character token to another location deck.
You may move to a closed location, if desired, to
encounter any remaining cards.
If commanding an unanchored ship, other characters
at your location may move with you.

Resolve any effects that occur when leaving or


entering a location. Be aware of any At This Location
effects which affect your character at that location.

3. EXPLORE
Draw the top card of the location deck. Resolve any
effects that take place when encountered.
If able to evade the deck, you may shuffle the card
back into the deck. Do not count it as defeated or
undefeated. Do not resolve any more of its effects.
Otherwise, if it is a boon card, you may try to acquire
it or banish it. If it is a bane card, you must try to
defeat it. (See Attempting a Check below.)

Undefeated boon cards are banished. Undefeated


bane cards are usually shuffled back into the location
deck (unless stated otherwise; see also Faceup Cards
on reverse).
Any combination of effects that allow multiple
additional explorations at once may only count as one
more exploration action.

4. Attempt to Close the Location


If there are no cards left in the location deck, you may
attempt to close the deck. (See Closing a Location
on reverse.)

ATTEMPTING A CHECK
Checks are attempted when encountering cards during
an exploration or as the result of an effect of other
cards (such as closing a location or using a cards
ability).
Some cards have effects that occur before, during,
or after the skill check. Review and resolve them as
appropriate.

made using either the skill listed on a played weapon


card or (if not using a weapon, spell, or another
combat card) the Strength or Melee skills.

Playing Cards and Using Powers

If the check is against another card, it refers to any


check on the target card.

Before attempting a check, you and other players may


play cards and use powers to affect the check. Each
player may only use one card of each type and one
power per check. (If a card or effect replaces the die
used, it does not replace the skill itself.)

Preparing for the Check

MAKING THE CHECK

Examine the skill check required for the card. Boon


cards have a Check to Acquire skill check; bane cards
have a Check to Defeat skill check. Otherwise, if the
check is from a card effect, the requirement is listed
in the text.

Assemble the resulting dice and roll them. Add the


results together, applying any modifications from
effects (to a minimum of 0).

Most checks require having a particular skill. If you do


not have the listed skill (and do not have a card that
lets you change the required skill or gives you the
skill), you still may attempt it with 1d4. If one skill
refers to/builds off another skill, both of them count
as the type of skill in the check.
Combat checks, are skill checks against monsters,
henchmen, and villains listed as Combat. They are

To succeed in a check, the roll must equal or exceed


the difficulty of the check.

Resolving the Check


If against a boon: If successful, add the boon to your
hand. If unsuccessful, banish the boon.
If against a barrier bane: Resolve the defeated (if
successful) or undefeated (if unsuccessful) effects. If
undefeated, shuffle into deck unless stated otherwise.

If combat/check against a monster: If successful,


resolve the card as defeated as follows:
If against a monster or henchman, banish it. If the
henchman was encountered, you may attempt to
close the location.
If against a villain, resolve as detailed on reverse.
If unsuccessful (undefeated), resolve any necessary
effects and take damage (see below).

Multiple Checks
If a card has multiple checks joined by or, you
may make a check against either of the abilities
to succeed. If they are joined by then, you must
succeed against both checks. If it includes both or
and then, treat either the two checks joined by or
as one of the required checks, the one after then as
the other.
If other characters are at the same location as where
you are attempting sequential (then) checks, they
may attempt one or more of the checks, as long as
you are also able to attempt a check. If you are unable
to attempt any of them, nobody may attempt them
(the card is undefeated).

Additional Encounter Rules


Playing Cards
Unless otherwise specified, a card may be played at
any time appropriate to its effects.
If a card lists multiple effects, unless otherwise stated,
you may only choose one effect.
Only one of each card type per player may be played
on a check (such as for a single encounter). Multiple
players may play one of the same card type each.

FACEUP CARDS
If a card (e.g., undefeated barrier) stays faceup, it
is placed to the side of a deck. It is part of that deck
and counts as the top card of the deck for effects but
is not shuffled into the deck unless resolved. If there
are multiple faceup cards, they may be placed in any
order.

Taking Damage
When taking damage resulting from a check against
a monster, henchman, or villain, for each point your
result was below the difficulty, choose and discard one
card as damage, to a maximum of your entire hand.
(This is combat damage unless specified otherwise.)
For damage resulting from any other effect, choose
and discard one card per point of damage, to a
maximum of your entire hand.
You and other players may play cards or powers to
reduce this damage if desired. If damage dealt is due

to a specific type, only cards and powers that reduce


that type of damage, all damage, or do not specify a
damage type may be used.

Encountering Villains
When a player encounters a villain, all players in
other locations may first attempt to temporarily close
their locations (see to right) in any order.
Then the player who encountered the villain must
attempt a check against it. Resolve the combat check
(see Attempting a Check on reverse).
If undefeated, deal damage and resolve any effects.
If defeated, immediately permanently close the
villain's location (see to right). Ignore any When
Closing checks but resolve any When Permanently
Closed effects.
Regardless, the villain will attempt to escape:
If the villain was defeated and there are no open
locations, the players win.
If the villain was defeated and there are remaining
open locations, draw random blessings from the
box (one fewer than open locations). Shuffle the
villain in with the blessing cards, deal one to each
open location deck, and shuffle each location deck.
If the villain was undefeated, perform the same
step as above but draw random blessings from the
blessings deck. If the villains location is the only
open location, just shuffle it back into that deck.

Closing a Location
A location may be closed permanently by defeating a
henchman that specifically allows you to do so, by an
action on a location with no more cards in its deck, or
by other special actions.
Defeating a henchman allows you to attempt closing
the location only if the henchman was encountered
from that locations deck (not summoned).
Players at other locations may temporarily close them
when a player encounters a villain card.
To close the location, you must pass any When
Closing requirement. If successful, close the location:
If permanently closed, search through the location
deck. If the villain card is in the deck, it remains at
the location and may be encountered. The location
remains open. Banish all remaining cards in the
location deck.
If there were no villains left in the deck, flip over
the location card. Resolve any When Permanently
Closed effects. Banish all remaining cards.
If temporarily closed, the location is only closed for
purposes of the villains escape attempt and re-opens
immediately afterwards. Do not banish any cards. Do
not resolve any When Permanently Closed effects.
If you fail to close the location, it remains open
until another attempt can be made (encountering a
henchman, running out of cards, or effect).

SHIPS AND PLUNDER


Plunder
Any time you obtain plunder (e.g., start of the game
or defeating a ship), roll 1d6. Gain a random facedown
card of the type rolled from the box:
1: weapon
2: spell
3: armor

4: item
5: ally
6: any of 15

COMMANDING AND MOVING SHIPS


You command a ship if your character is on the ships
location during your turn. All characters at a ships
location are on that ship; other characters are not.
If the ship is unanchored and unwrecked and you
move to another location, other characters on the ship
may move with you (movement restrictions apply).

If the ship is anchored at a specific location, it may


not be moved. If you leave its location, you no longer
command it.

ENCOUNTERING SHIPS
If you encounter a ship while not commanding a ship,
banish it. If commanding a ship, treat it as a bane for
purposes of evasion/encounter checks, but return it
after the encounter (unless you seize it).
If you defeat it, stash a plunder. If you can also seize
the ship, you may replace your current ship with
the defeated ship (move any plunder cards to it and
banish the old ship). Seized ships do not get added to
the fleet card.
If undefeated, deal structural damage to the ship
equal (one per point of difference between the

difficulty and your check result). Apply any effects or


powers that modify structural damage. Then players
may discard cards to reduce structural damage by one
per card. If 0, the ship is undamaged.
If dealing structural damaged to an unwrecked ship,
the ship is now wrecked. If dealing to a wrecked ship,
discard cards from the blessings deck equal to the
amount of structural damage.

WRECKED SHIPS
If a ship is wrecked, flip it facedown. Before moving,
the player in command may attempt the check on its
card to repair the ship. If successful, flip the card up.
If the ship is still wrecked at the end of any players
turn, banish one random plunder stashed under it.

End of the Game


Winning/Losing

After the Scenario

Players win if they complete the scenario objectives


and defeat the villain. Players lose if all their
characters of them die or if there are no more blessing
cards to advance.

Gain any stashed plunder and rewards/loot as a


result of the scenario. Then rebuild your character
deck (including discarded and buried cards), trading
if desired. If necessary, add cards from the box to

ensure your character conforms to the card type limits


on its character card. You may add any cards with the
Basic trait at the beginning, or from an adventure
deck number two lower than your current adventure
once youve started Adventure 3.

Glossary of Terms
Bane: Cards that must be defeated: villains,
henchmen, monsters, and barriers.

Discard: Place the card faceup in your discard pile.

Banish: Remove the card from the game. Put it back


in the box. You do not get this card back.

Evade: Ignore an encounter with a bane and shuffle


it back into the deck (or return it to the box if it was
summoned).

Boon: Cards that may be acquired: weapons, items,


armor, spells, allies, blessings, and loot.

Examine: Look at the specified card in the deck, then


place it back where you found it.

Bury: Put the card under your character card. You do


not have access to this card for the remainder of the
scenario but gain it back afterwards.

Immune: Cards, powers, and effects of the listed


type may not be used in a skill check against the
immune card.

Combat: A skill check to defeat a monster,


henchman, or villain.

Recharge: Place the card facedown at the bottom of


your draw deck.

Defeated: Won a check against a bane.

Reveal: Show the card from your hand to apply its


effect (once per check) and put it back into your
hand. Do not discard it.

Display: Put the card faceup in front of you. The


cards power is in effect until discarded.

Search: Look through a deck (from the top) until you


find the specified card or type. Choose that card, and
reshuffle the deck afterwards.
Stash: Place a plunder card under your ship.
Summon: Take the specified card (or a random
card if only the type is specified) from the box.
Encounter and banish it when done (unless directed
otherwise) or building it if it is a location. Summoned
henchmen/villains do not allow you to close a
location. Summoned cards do summon other cards.
Support Cards: Ship and Fleet cards (they are neither
boons nor banes).
Undefeated: Lost a check against a bane. The effect
varies based on the card. If not otherwise stated, the
bane is shuffled back into the deck.

Pathfinder Adventure Card Game FAQ April 24, 2014


THINGS TO KEEP IN MIND
If youve played other card games, board games, or
roleplaying games, you may find a lot of familiar concepts
in the Pathfinder Adventure Card Game. However,
bringing in assumptions from other gamesincluding the
Pathfinder Roleplaying Gamecan potentially trip you up.
Here are some guidelines you might want to keep in
mind.
Cards Do What They Say. Read any card as it is
encountered or played, and do whatever it says as soon
as it makes sense to do so. Let the card tell you what to
do, and dont impose limitations that arent there. You
can play an armor card even if there isnt one in your deck
list. You can play a Cure spell even if its not your turn.
You can play a blessing on a check even if someone else
has played one. Cards say everything they need to say.
Cards Dont Do What They Dont Say. Each cards powers
reference specific situations, and if youre not in those
situations, you cant play it. If a card says it works on a
check, you can play it on anyones check, but if a card
says your check, it only works on yours. You cant play a
Cure spell to reduce the amount of damage youre taking,
because Cure isnt about reducing damage. You cant play
Detect Evil to examine a location deck that has no cards.
Your weapon doesnt help you acquire new weapons.
Each card tells you what its for, and you can use it only
for that.
No One Else Can Take Your Turn for You. Whenever you
encounter a card or make a check, youand only you
must resolve it. No other character can evade it, defeat it,
acquire it, close it, decide what to do with it, or fail at
doing any of those things. If Sajan encounters a monster,
Merisiel cant evade it for him. If Kyra encounters a Ghoul,
Seoni cant attempt the check to defeat it. If Amiri
encounters a Battered Chest, Lini cannot use Thieves
Tools against it. If Valeros encounters a Spyglass, Harsk
cant attempt the check to acquire it. If Ezren defeats a
henchman at the Sandpoint Cathedral, Seelah cant
discard a blessing to close the location. If the game tells
you to do something, you have to do it.
Cards Dont Have Memories. Cards forget theyve been
played after theyve done whatever they do. So if you
reveal an item to reduce damage dealt before an
encounter, you can reveal that item again during the
encounter. A monster isnt affected by anything you did in
a previous encounter with it. Even though youve played a

card to explore again, after that exploration you can play


another. Dont ask your cards to remember what
happened, because theyre just cards.
Finish One Thing Before You Start Something Else. You
do many things in a specific order, and you need to finish
doing each thing before you do the next thing. You move
before you explore, not after. If a spell used in a check can
be recharged, finish the first check before you begin your
check to recharge it. If a villain requires two sequential
combat checks, finish the first before starting the second.
Dont start a new process until youve finished the last
one. (That said, if the game doesnt specify an order for
things, you decide the order.)
If It Isnt Called Something, It Isnt That Thing. Every term
described in the rules and on cards has a specific
definition. The Goblin Warchanter has the Goblin trait,
but the Goblin Dog doesnt, even though it has Goblin in
its name. A Potion of Healing may sound like its magical,
but it doesnt have the Magic trait. A Ghost deals Combat
damage when it damages you, even if you failed a Divine
check to defeat it. Detect Magic doesnt use the word
explore, so you can play it at times when you cant
explore. Dont make assumptionsjust read the card.
Add Only What You Are Told to Add. If a card adds
another die, thats all it gives you: a die. It doesnt give
you your bonuses again. It doesnt give you the skill
associated with that die. It doesnt give you the ability to
recharge an Arcane spell if you dont have the Arcane
skill. When you play a Longbow to add your Strength die
to a Combat check, you dont get to play a Blessing of
Gorum to add 2 dice, because youre not attempting a
Strength check. You just get a die.
Allow for Abstractions. Sometimes the story you imagine
can get in the way of playing the game. Despite their
aquatic nature, Bunyips can be encountered in the
General Store. Caltrops work against Ancient Skeletons,
even if they dont have flesh on their feet. Harsk can fire a
Heavy Crossbow from the Mountain Peak into the Deeper
Dungeons. Dont force the cards to fit your story; let the
cards tell you their stories.
Choices Matter. Your choices have consequences. Once
you choose cards for your character, you cant trade them
for other cards whenever you like. If a location makes you
choose between attempting a check or banishing a card
before closing it, you cant attempt the check and then

banish the card if you fail. If you roll too low on a Combat
check, its too late to play a Strength spell to improve your
result. Once you choose a side of a role card, you cant
switch to the other side. If something kills your character,
your character dies. Every choice matterstake your
choices seriously.
What if a card tells me to do something impossible, like
examine a card from an empty deck, or draw more cards
than there are left in a deck?
Ignore the impossible partand only that partof the
card. Resolution: On page 2 of the rulebook, at the end of
the Golden Rule, add the following: "If a card instructs
you to do something impossible, such as examine a card
in an empty deck, ignore that instruction. If a card tells
you to do something with a specific number of cards, and
there aren't that many cards available, use as many as
there are. For example, if you're told to draw 4 cards from
a deck that has only 3 cards, draw the 3 cards. (Regardless
of this, if you need to remove any number of cards from
your deck and don't have enough, your character dies; if
you need to remove any number of cards from the
blessings deck and don't have enough, you lose the
scenario.)"
How do I read the d4? And can I really roll a 0 on the
d10?
On the d4, read the number thats upright when you
look at the die. And the 0 on the d10 should be treated as
a 10. Resolution: In the "Rules: Rolling Dice" sidebar on
page 6 of the rulebook, add the following as a new
paragraph at the beginning: The game comes with five
dice: a 4-sider, 6-sider, 8-sider, 10-sider, and 12-sider.
When you roll the 4-sider, use the number that is upright.
The 0 on the 10-sider should be treated as a 10.
I have a card that tells me to add a particular die to
multiple checks. Do I roll the die once and add the same
result to all of the checks, or do I roll it once for each
check?
Roll once for each check. Resolution: In the Rolling Dice
sidebar on page 6, the last sentence should be: If a card
calls for a die roll that affects multiple characters or
situations (for example, if it says that each character at a
location is dealt 1d4 damage), roll separately for each.
I'm drawing my starting hand, and my favored card is
one of the last cards in the deck. After all that discarding,
there are only a couple cards left. Do I just start with a
smaller hand?
Nojust draw the last few cards, which will guarantee
you've finally got your favored card type (as long as you
remembered to actually put any in your deck!), then

shuffle your discards and continue filling your hand.


Resolution: On page 7 of the rulebook, under "Draw
Starting Hands," add the following, just before the last
sentence: "If you discard so many cards that you can't
draw up to your full hand size, draw all of the remaining
cards, then shuffle the discard pile into your deck and
draw the rest of your hand."
Ezren's Illusionist role card says " Add 2 ( 4) to your
check to acquire a spell ( or ally)." I know I have to
check the "Add 2" box before I can check the "( 4)" box,
but do I have to check the "( 4)" box before I check the
"( or Ally)" box?
No, you may check the "( or Ally)" box first, if you like.
Resolution: On page 7 of the rulebook, under "Feats,"
change the following: "...you must check the unchecked
box farthest to the left before you can check subsequent
boxes" to "...you must check the unchecked box farthest
to the left before you can check any immediately adjacent
boxes"
Do I really have to write on my character cards?
Not if you don't want to. If you like, you can track your
cards with the handy character sheets we created.
Resolution: On page 7 of the rulebook, under "Feats",
change the last sentence of the first paragraph to end
"...lightly check the feat boxes, or track your character
with the free character sheets posted online at
paizo.com/pacg."
Does the role card count as a character card?
Kind of. It counts as part of the character card.
Resolution: On page 8, at the end of the first paragraph
under "Role Cards", change the following: "of the
original character card" to: "of the original character
card, and your role card counts as part of your character
card."
I've just advanced the blessings deck. How do I acquire
the blessing on top?
You don't. Resolution: On page 9 of the rulebook, under
"Advance the Blessings Deck", add the following after the
first sentence: You never acquire this card, though some
cards may refer to it during your turn.
The rules say that if I have to advance the blessings deck
and can't, my party loses the scenario. Does this mean
that if the deck is empty, and something would cause me
to remove a card from the blessings deck without
actually advancing it, we don't lose?
No. You lose. Resolution: On page 8 of the rulebook,
under Advance the Blessings Deck, replace the entire text
with the following: "Flip the top card from the blessings

deck faceup onto the top of the blessings discard pile. You
never acquire this card, though some cards may refer to it
during your turn. If you have to remove one or more cards
from the blessings deck for any reason, and there are not
enough cards to do so, the players lose the scenario (see
p. 18: Ending a Scenario, Adventure, or Adventure Path)."
Also, on page 18 of the rulebook, under Ending a
Scenario, Adventure, or Adventure Path, replace the first
sentence with the following: "If, at any point, you need to
remove one or more cards from the blessings deck but
there are not enough cards remaining in it to do so, the
scenario ends immediately, and your party of adventurers
loses."
If something happens "at the start of my turn," does it
happen before or after advancing the blessings deck?
It happens after. Advancing the blessings deck is always
the very first thing that happens on your turn. Resolution:
On page 8 of the rulebook, under Advance the Blessings
Deck, add the italicized text: At the start of your turn, flip
the top card from the blessings deck faceup onto the top
of the blessings discard pile. You never acquire this card,
though some cards may refer to it during your turn. If you
have to remove one or more cards from the blessings
deck for any reason and there are not enough cards to do
so, the players lose the scenario (see Ending a Scenario,
Adventure, or Adventure Path on page 18). After
advancing the blessings deck, apply any other effects that
happen at the start of your turn.

reset your hand and end your turn. After resolving these
effects, you may no longer play cards or use powers for
the rest of the turn.
"Next, you may discard any number of cards. Then, if
you have more cards in your hand than your hand size
specifies, you must discard until the number of cards in
your hand matches your hand size. Finally, if you have
fewer cards than your hand size, you must draw cards
until the number of cards in your hand matches your hand
size."
On the Turn Overview on the back page, change the
Reset Your Hand entry to: Reset your handapply endof-turn effects, then discard any number of cards; finally,
discard down to or draw up to your hand size.
How do I know if I can play (this card) to (do this thing)
(at this time)?
Just read the card. If it says it does something, it does
that, and doesn't do anything else that's not specified in
this rulebook. If the card doesn't say when it can do what
it says, it can do it whenever the situation is applicable
and you're allowed to play cards at all. Resolution: On
page 10 of the rulebook, under Playing Cards, add this as
the first sentence: "Anyone can play a card whenever the
card allows it."

Can I play a blessing or ally to explore my location before


I take my "free" exploration on my turn?
No. The rulebook says that many effects allow you to
explore again on your turn, and we mean that.
Resolution: On page 9 of the rulebook, under "Explore,"
add the following before the first sentence: "You may
explore your location once each turn without playing a
card that allows you to explore; this must be your first
exploration for the turn."
Later in the paragraph, strike the sentence "You may
explore your location once per turn."

I have a power that lets me discard a card to trigger an


effect. If I discard a spell, can I recharge it?
You may only recharge cards that you play; playing
involves triggering an effect on that card, not on some
other card. Resolution: On page 10 of the rulebook, under
"Playing Cards," change the following: "Playing a card
means activating a card's power by revealing, displaying,
discarding, recharging, burying, or banishing the card." to
"Playing a card means activating that card's power by
revealing, displaying, discarding, recharging, burying, or
banishing that card. Doing something with a card that
does not activate that card's power does not count as
playing that card. For example, if Kyra discards a spell to
activate her healing power, it doesn't count as playing
that spell (meaning she also can't recharge it)."

There's a bunch of stuff I don't understand about


resetting my hand and ending my turn, especially when I
can and can't play cards. Can you help?
Yes! We've rewritten the "Reset Your Hand" section of
the rules to help with that. Resolution: On page 9 of the
rulebook, replace the Reset Your Hand section with the
following: "Reset Your Hand: First, apply any effects that
happen at the end of the turn; if a power allows or directs
you not to reset your hand, you must still apply any
effects that happen at the end of the turn. You may play
cards and use powers unless a power directed you to

I've just acquired a spell that says "If you do not have the
Arcane or Divine skill, banish this card." My character
does not have a required skill. When exactly do I banish
the cardwhen I acquire it, or when I play it? Also, if my
character isn't a spellcaster, can I actually play it?
You can play itonceand then you have to banish it.
(As for not being a spellcaster, think of it as using a spell
from a scroll.) Resolution: On page 10 of the rulebook,
under "Playing Cards," add the following sentence to the
end of the first paragraph: "Any paragraph in the power
section of a boon that doesn't involve playing the card for

a particular effect is not itself a powerit's a mandatory


action that you must take when you play the card."
Can I reveal two Belts of Incredible Dexterity over and
over to add to my Dexterity?
Of course not. Any specific card's power can be
activated once per check or step, and then it can't do that
again until the next time you do something. So you cannot
reveal a single Belt of Incredible Dexterity twice to add 2
to your Dexterity check, but you could reveal two copies
once each; similarly, you cannot reveal a single Magic
Shield three times to reduce a single instance of Combat
damage dealt to you by 6, but you could reveal it once to
reduce before the encounter combat damage dealt by a
Scout, and then reveal it a second time to reduce Combat
damage if you fail to defeat the Scout. Resolution: On
page 9 of the Rulebook, under Playing Cards, add the
following sentence to the definition of Reveal: "You may
not reveal the same card for its power more than once
per check or step."
Can I play a card to reduce damage when damage is not
being dealt, or play a card to evade a monster when I'm
not encountering a monster?
No. Resolution: On page 10 of the rulebook, add the
following as a new paragraph immediately after the
example: "You may not activate a power that doesn't
apply to your current situation. For example, you may not
play a card to reduce damage when damage is not being
dealt, or play a card to evade a monster when you are not
encountering a monster."
If something tells me I have to bury a card, can I choose a
card from my discard pile?
Only if it says to bury it from your discard pile.
Otherwise, you must bury it from your hand. Resolution:
On page 9 of the rulebook, under Playing Cards, add the
following sentence to the start of the paragraph beneath
the Example sidebar: "If you are instructed to play, reveal,
display, discard, recharge, bury, banish, or otherwise
manipulate a card, that card must come from your hand
unless otherwise specified."
Does a location deck still count as a location deck if it's
empty?
Yesjust as your deck still counts as your deck when it's
empty, your hand still counts as your hand when it's
empty, your discard pile still counts as your discard pile
when it's empty, etc. Resolution: On page 10, just before
Encountering a Card, add the following to the end of the
previous section: "A deck is a deck, a hand is a hand, and a
pile is a pile, whether or not it has any cards in it."

There's a bunch of stuff I just don't understand about


encountering cards, especially when I can and can't play
cards. Can you help?
Yes! We've rewritten the "Encountering a Card" section
of the rules to help with that. Resolution:
1) On page 10 of the rulebook, under "Playing Cards",
replace the paragraph that begins "If a card in your
hand..." with the following sentence: "If a card in your
hand does not specify when it can be played, you can
generally play it at any time, with the exception that
during an encounter you may only perform specific
actions at specific times."
2) On the same page, replace the "Encountering a Card"
section with the following text: "When you encounter a
card, youand only youcan go through the following
steps. No one else can perform these steps for you,
though other players might be able to play cards to help
you deal with the encounters challenges. During each of
these steps, you and the other players may perform only
the specified actions. Players may only play cards or
activate powers that relate to each step. Each player may
play no more than 1 card of each type during each step;
for example, no one player may play more than 1 blessing
while attempting a check, though multiple players could
each play 1 blessing during that check. Each player may
activate any power no more than once during each step.
Players may not play any cards or activate any powers
between these steps.
If the card youre encountering states that it is immune
to a particular trait, players may not play cards with the
specified trait, use powers that would add that trait to the
check, or roll dice with that trait during the encounter.
After you flip over the top card of the location deck, put
it on top of the deck and read it, then go through the
following steps in order:
Evade the card (optional). If you have a power or card
that lets you evade the card youre encountering, you
may immediately shuffle it back into the deck; it is
neither defeated nor undefeated, and the encounter
is over.
Apply any effects that happen before the encounter,
if needed.
Attempt the check. If the card is a boon, you may try
to acquire it for your deck; if its a bane, you must try
to defeat it (see Attempting a Check, below). If a
banes Check to Defeat section says None, look at
the banes powers, and immediately do whatever it
says there.
Attempt the next check, if needed. If another check is
required, such as if you played a boon with a check to
recharge, or if your bane requires a second check to
defeat, resolve it now. Repeat this step until you have
resolved all such checks.

Apply any effects that happen after the encounter, if

needed. Do this whether or not you succeeded at


your checks. At this time, deal with any effects that
were triggered by the checks. For example, If Ezren
played a spell with the Arcane trait during the check,
he may now use his power that allows him to examine
the top card of his deck.
Resolve the encounter. If you succeed at all of the
checks required to defeat a bane, banish it; if you
dont succeed, it is undefeated shuffle the card
back into its location deck. If you succeed at a check
to acquire a boon, put it in your hand; otherwise,
banish it."
3) On the back page of the rulebook, add the following
as a new list:
Evade the card (optional).
Apply any effects that happen before the
encounter, if needed.
Attempt the check.
Attempt the next check, if needed.
Apply any effects that happen after the encounter,
if needed.
Resolve the encounter.
There's a bunch of stuff I just don't understand about
attempting a check, especially when I can and can't play
cards. Can you help?
Yes! We've rewritten the "Attempting a Check" section
of the rules to help with that. Resolution:
On page 11 of the rulebook, replace the "Attempting a
Check" section with the following text:
Many times during the game, you will need to attempt a
check to do something, such as acquiring a new weapon
or defeating a monster.
Each boon card has a section called Check to Acquire.
This section indicates the skills that can be used in checks
to acquire the boon, and the difficulty of the checks. If
multiple checks are listed on the card with or between
them, choose one of them. If you succeed at the check,
put the card into your hand. If you fail, banish the card.
Each bane card has a section called Check to Defeat.
This section indicates the skills that can be used in checks
against the bane, and the difficulty of the checks. If
multiple checks are listed on the card with or between
them, choose one of them. If theres a then between
them, youll need to succeed at both checks sequentially
to defeat the bane; you must attempt both checks, even if
you fail the first, because failure often has consequences.
Or takes priority over then, so if a card says Wisdom
10 or Combat 13 then Combat 15, you must first attempt
either a Wisdom check with a difficulty of 10 or a Combat
check with a difficulty of 13, and then attempt a Combat
check with a difficulty of 15. In the case of a bane that

requires sequential checks, any character at that location


can attempt one or more of the checks, as long as the
character who encountered the bane attempts at least
one of them. If you fail to defeat a bane, it is usually
considered undefeated and is shuffled back into the
location deck. If you fail a check to defeat a monster, you
take damage (see Take Damage, If Necessary, below). If
you defeat the bane, it is usually banished.
Many cards also require checks to activate powers or to
recharge the cards after playing them.
Attempting a check requires several actions that are
explained below. Remember that each player may not
play more than one card of each type or activate any one
power more than once during each check.
Determine which die youre using. Cards that require a
check specify the skill or skills you can use to attempt
the check. Each check to defeat or acquire a card lists
one or more skills; you may choose any of the listed
skills for your check. For example, if a check lists
Dexterity, Disable, Strength, and Melee, you may use
any one of those skills to attempt your check. Most
monsters and some barriers call for a combat check.
Weapons and many other cards that can be used during
combat generally tell you what skill to use when you
attempt a combat check; if you dont play such a card,
use your Strength or Melee skill. (A few items that can
be used in combat dont use any of your skills; they
instead specify the exact dice you need to roll or the
result of your die roll.) Some cards may allow you to
replace the required skill for a check with a different
one; as part of this action, you may play only 1 card or
use only 1 power that changes the skill you are going to
use. When you play a card that does this, add that
cards traits to the check; for example, revealing the
weapon Longsword +1 for your combat check adds the
Sword, Melee, Slashing, and Magic traits to the check.
(This isnt the same as giving you a skill; for example,
the spell Holy Light adds the Divine trait to your check,
but it does not give you the Divine skill.) Even if your
character doesnt have any of the skills listed for a
check, you can still attempt the check (unless youre
trying to recharge a card; see Recharge on p. 15), but
your die is a d4.
Determine the difficulty. To succeed at the check, the
result of your die roll and modifiers must be greater
than or equal to the difficulty of the check. In checks to
defeat a bane or acquire a boon, the difficulty is the
number in the circle under the skill youve chosen. In
other checks, the difficulty is the number in the text
that follows the skill youve chosen. (For example,
where a cards power instructs you to attempt a
Fortitude 7 check, the difficulty is 7.) Some cards
increase or decrease the difficulty of a check; for

example, if a card says that the difficulty is increased by


2, add 2 to the number on the card you encountered; if
it says that the difficulty is decreased by 2, subtract 2
from the number.
Play cards and use powers that affect the check
(optional). Players may now play cards or use powers
that affect the check. Players may not play cards that
modify a skill unless youre using that skill, and players
may not play cards that affect combat unless youre
attempting a combat check. Do not add traits from
these cards to the check; for example, playing the spell
Guidance on a check does not give the check the Divine
trait.
Assemble your dice. The skill youre using and the cards
you played determine the number and type of dice you
roll. For example, if youre attempting a check using
your Strength skill, and your Strength die is d10, youll
roll 1d10. If another player played a blessing to add a
die to your check, youll roll 2d10.
Attempt the roll. Roll the dice and add up their value,
adding or subtracting any modifiers that apply to the
check. If the result is equal to or greater than the
difficulty of the check, then you succeed. If the result is
lower than the difficulty, then you fail. No matter how
many penalties are applied to a die roll, the result
cannot be reduced below 0.
Take damage, if necessary. If you fail a check to defeat
a monster, it deals an amount of damage to you equal
to the difference between the difficulty to defeat the
monster and your check result. Unless the card specifies
otherwise, this damage is Combat damage. For
example, if the difficulty to defeat a monster is 10 and
the result of your check is 8, the monster deals 2
Combat damage to you. See Taking Damage, below.
Remember that players may not play more than one of
each card type during a check, so if you previously
played a spell to affect the check, you may not play a
spell to reduce damage.
On the back page of the rulebook, modify Attempting
Checks to read as follows (and rename to Attempting a
Check):
Determine which die youre using.
Determine the difficulty.
Play cards and use powers that affect the check
(optional).
Assemble your dice.
Attempt the roll.
Take Damage if you fail a check to defeat a monster.

his deck, when does he attempt to recharge the spells,


and how many times does he get to examine his deck?
After he attempts the first check, he gets to examine his
deck. Then, he attempts to recharge the spell he played
on the first check. Then, he attempts the second check
required by the monster, and examines his deck again.
Finally, he attempts to recharge the spell he played on the
second check. (This assumes that both of his spells would
have been discarded after being played. If a spell was
instead displayed, he wouldn't attempt to recharge it until
it would be discarded.) Note that if he somehow
managed to play two Arcane spells on a single check, he
would only get to examine his deck once, as he can't
activate the same power twice during a single step.
Resolution: On page 10 of the rulebook, under
Encountering a Card, change "Players may only play cards
or activate powers that relate to each step" to "Players
may only play cards or use powers that relate to each
step, or relate to cards played or powers used in the
step."
At the end of Attempt the Check, add "After you
attempt the check, deal with any effects that were
triggered by the check."
Under Apply Any Effects That Happen After the
Encounter, If Needed, delete "At this time, deal with any
effects that were triggered by the checks. For example, if
Ezren played a spell with the Arcane trait during the
check, he may now use the power that allows him to
examine the top card of his deck."

If Ezren is attempting to defeat a monster that requires


two checks to defeat, and he casts an Arcane spell in
each check, when does he get to examine the top card of

There's a bunch of stuff I just don't understand about


taking damage. Can you help?
Yes! We've rewritten the "Taking Damage" section of
the rules to help with that. Resolution: On page 12 of the

If I'm making a Perception check, and my Perception is


based on my Wisdom, do cards that help Wisdom checks
help my Perception?
Yes. Resolution: On page 11, insert this paragraph at
the end of "Play cards and use powers that affect the
check": "Some cards and powers affect only specific types
of checks, such as Dexterity checks, Acrobatics checks, or
noncombat checks. If, on your character card, the skill
you're using refers to another skill, both skills count for
the purpose of determining the type of check. For
example, if you're using the Arcane skill on a combat
check, and your character card says that your Arcane skill
is Intelligence +2, the check counts as both an Arcane
combat check and an Intelligence combat check. Traits
also determine the type of check; for example, if you're
making a combat check and you played a weapon that
added the Ranged trait, it counts as a Ranged combat
check."

rulebook, before "Examining and Searching", add the


following new section:
Taking Damage
When you are dealt damage, you and other players may
play cards and use powers that reduce or otherwise affect
the specific type of damage youre being dealt. If youre
being dealt Fire damage, for example, you may play cards
that reduce Fire damage, or cards that reduce all damage,
but you may not play cards that reduce only Electricity or
Poison damage. Each player may play no more than one
of each card type to affect damage to the same character
from the same source. If a card says it reduces damage,
with no type listed, it reduces all types of damage.
When you are dealt an amount of damage, choose that
number of cards from your hand and discard them. If you
dont have enough cards in your hand, discard your entire
hand and ignore the rest of the damage.
The example on p. 12 says that Seoni's Arcane skill is her
Charisma die plus 1shouldn't it be plus 2?
Yes, it should. Resolution: On page 12 of the rulebook,
change sentences 4 and 5 of the example as follows: "Her
character card says her Arcane skill uses her Charisma die,
which is d12, plus 2. She rolls a 3 and adds 2 for a result of
5, 1 less than she needed to acquire the spell."
What happens if a summoned creature would cause
more creatures to be summoned? Can there be an
infinite number of Ancient Skeleton henchmen in Black
Fang's Dungeon?
Summoned cards cannot cause other cards to be
summoned. Resolution: On page 12 of the rulebook,
under "Summoning and Adding Cards," add the following
sentence to the end of the first paragraph: "Summoned
cards cannot cause other cards to be summoned."
A card is telling me that everyone needs to summon and
encounter the monster I'm fighting. Do I really have to
go fetch cards from the box for that? And what happens
if there are no other copies in the box?
The good news: You don't need to go to the box. The
bad news: Even if the monster is unique, the rest of the
party doesn't get to avoid it. Resolution: On page 12 of
the rulebook, under Summoning and Adding cards,
replace the first paragraph with the following:
"Sometimes you will be told to summon a card and
encounter it, or to add a card to a deck. When this
happens, retrieve the card from the box. However, if
you're told to summon and encounter a card that's
already in play, just imagine that you have another copy
of that card for the new encounter; this summoned copy
ceases to exist at the end of the encounter. Summoned
cards cannot cause other cards to be summoned."

Can I evade a summoned monster? What do I do with it?


You can. Like any other summoned card, it goes back in
the box when you're done with it. But it's important to
note that while most cards that summon things require
you to "summon and encounter" a monster, there are
cards that ask you to "summon and defeat" a monster for
an effect. If you evade that monster, it's not defeated, so
the effect won't be triggered. Resolution: On page 12 of
the rulebook, under "Summoning and Adding Cards,"
change the following: "After encountering a summoned
card, return it to the box..." to "After evading or resolving
all checks against a summoned card, banish it..."
Do summoned cards ever get returned to location decks?
No. Summoned cards don't come out of location decks,
so they can't return to themthey always get banished to
the box when you're done with them. Resolution: On
page 13 of the rulebook, add the following after the
sentence "If the summoned card is a villain or henchman,
defeating it does not allow you to close a location or win
the scenarioignore any such text on those cards":
"Summoned cards are not part of any location deck."
If I encounter a Skeleton Horde and I don't have enough
Ancient Skeleton henchmen cards in the box for all the
players to encounter, what happens?
Resolve each encounter sequentially, including the part
where you banish it at the end. This means that as long as
there's one in the box for anybody to fight, there's one in
the box for everybody to fight. Resolution: On page 12 of
the rulebook, under "Summoning and Adding Cards",
after "...unless you're instructed otherwise," add the
following sentence: "If an effect causes multiple
characters to summon and encounter cards, resolve the
encounters sequentially, in any order you like, including
banishing the card at the end of the encounter."
Blessing of Gozreh lets me add dice to a check to close a
location. If a location makes me defeat a monster to
close it, does the Blessing help on the check to defeat the
monster?
Nowhen we say "check to close a location", we mean
a check specifically listed in the "When Closing" box on a
location card. Resolution: On page 13 of the rulebook,
under "Closing a Location", add the following after the
first sentence: "Locations often require specific checks to
close them; otherwise, they list specific tasks you must
perform."
Shrine to Lamashtu's When Closing box says "Succeed at
a Divine 6 check or banish a blessing." Can I attempt the
check and if I fail, banish a blessing?

No. You have to make the choice and live with the
results. Resolution: On page 13 of the rulebook, under
"Closing a Location", following the second sentence in the
second paragraph, add the following sentence: "If the
'When Closing' text offers multiple options separated by
'or', you must make your choice of options before you
make any rolls or play any cards.
The rules say that my character dies if I have to draw a
card from my deck, but can't. So if I'm forced to bury a
card from my empty deck, that doesn't kill my character,
right?
He has passed on. This character is no more! He has
ceased to be. He's expired and gone to meet his maker.
He's a stiff. Bereft of life, he rests in peace. He's kicked the
bucket, he's shuffled off his mortal coil, run down the
curtain and joined the bleedin' choir invisible. He is an excharacter! Resolution: On page 14 of the rulebook, under
Dying, change the first sentence to: "If, for any reason,
you are ever required to remove one or more cards from
your deck and you don't have enough cards, your
character dies."
When I die, are all my cards buried?
Yes. Resolution: On page 13 of the rulebook, under
Dying, change "Place any cards in your deck, hand, and
discard pile under your character card" to "Bury your
deck, hand, and discard pile."
Are the text boxes on story cards considered powers?
Yes. Resolution: On page 14 of the rulebook, adjust the
following sentences as indicated in bold:
Under Story Cards: The front of each story card includes
powers for playing it. Some rules are used during play,
and some are used as you set up a particular scenario, so
make sure you read them right away.
Under Locations: At This Location: These are special
powers that are in effect while the location is open. When
Permanently Closed: When a location is permanently
closed, the powers listed here go into effect.
When a card tells me to select a random card, how do I
do it?
Shuffle the hand, deck, or pile of cards and then draw.
Yes, this can indeed have major effects on the deck.
Resolution: Add a "Rules" sidebar to the rulebook (we will
probably add it on page 15) that says the following:
Randomizing Cards: Whenever you are instructed to
choose random cards, shuffle the cards you're drawing
from and draw from the top.

The die on some wands doesn't mention a skillit's just


a fixed die type. Can I use a blessing to get an extra die?
What type of die do I add?
You can use a blessing; it will add more of the type
listed on the card. Resolution: On page 16 of the
rulebook, change the last sentence of the "Blessing"
section to: "The dice added are normally of the type
associated with the skill the character is using for the
check; if a card instead specifies the exact dice to roll for
the check, the added dice are of the type specified by that
card."
Can cards like the Staff of Heaven and Earth be used to
defeat a bane that lists the check to defeat as "None"?
No. Resolution: On page 17 of the rulebook, replace the
"Check to Defeat" section with the following: "Check to
Defeat: This is the skill check or combat check needed to
defeat the bane. If the check is listed as "None", the bane
cannot be defeated. You normally take damage if you fail
a check to defeat a monster (see Take Damage, If
Necessary on page 12)."
Do temporarily closed locations really stay closed until
the end of the turn?
Nojust until the end of the encounter. Resolution: On
page 17 of the rulebook, under "Attempt to Temporarily
Close Open Locations," change "the villain cannot escape
there this turn" to "the villain cannot escape there during
this encounter".
The rulebook says that if I fail a scenario, I need to try
again. Can I move ahead now, and try again later?
No. Resolution: On page 18 of the rulebook, under
Ending a Scenario, Adventure, or Adventure Path, change
the last sentence of the first paragraph to:
"You do not earn the reward on the scenario card, and if
youre playing an adventure, you didnt complete that
scenario; you will need to replay it successfully before you
can attempt the next scenario in the adventure."
Can I keep replaying scenarios to get lots and lots of
rewards?
You can replay scenarios in the hopes of acquiring
better boons through exploration, but a character can't
gain the reward for a given scenario more than once.
Resolution: On page 19 of the rulebook, at the end of the
second paragraph of "Ending a Scenario", add the
following: "No character may gain a reward from a given
scenario, adventure, or Adventure Path more than once."
In the Example of Play, the players are playing Black
Fang's Dungeon, but the henchmen they're encountering
are Bandits. Shouldn't they be Ancient Skeletons?

Yep. There are a handful of little issues with that


example. Try this one instead: Resolution: On page 20 of
the rulebook, replace the "Example of Play" section with
the following:
Edward and Monica sit down to play their third session
of the Pathfinder Adventure Card Game, using the
scenario Black Fangs Dungeon. Edward has opted to play
the mighty wizard Ezren, and Monica plays Merisiel, the
rogue. After setting up the location and blessings decks,
Edward and Monica decide to start their characters
together in the location Throne Room, so they put their
token cards near the Throne Room card. Both players
draw their starting hands, but since Monicas hand
doesnt include any item cardsMerisiels favored card
typeshe has to discard her hand and draw again. This
time, she gets an itema Blast Stoneso she keeps her
new hand and shuffles the old one back into her deck.
Edward begins play by advancing the blessings deck,
and then he chooses to have Ezren explore the Throne
Room. He flips the top card over to reveal the spell Acid
Arrow, which has a check to acquire of Intelligence or
Arcane 4. Edward looks at his character card and sees that
Ezrens Arcane skill is d12+2, better than his Intelligence
skill of just d12. He rolls a 7 and adds 2 for a total of 9,
which easily exceeds the difficulty. Edward adds the Acid
Arrow to his hand.
Since he has just acquired a card with the Magic trait,
one of Ezrens special powers triggers, allowing him to
immediately explore again. Edward flips over the next
card of the location deck to discover an Ancient Skeleton
henchman! Monica and Edward are excited because they
know that defeating the henchman will allow them to
close the Throne Room and move one step closer to
completing the scenario and winning the game. The
scenarios special rule is When any character encounters
an Ancient Skeleton henchman, each other character at
that location must summon and encounter an Ancient
Skeleton henchman. This means Merisiel must encounter
one too, but Monicas not worriedMerisiel has a power
that allows her to evade her encounter, so she banishes
her summoned Ancient Skeleton right away.
To defeat his Ancient Skeleton, Ezren must attempt a
combat check. Edward opts to play the Acid Arrow spell
he just acquired, which lets him roll his Arcane die
d12+2plus 2d4 for his check. The difficulty of the check
is 8, and Edward wants to make absolutely sure hell
succeed, so Monica plays her Blast Stone to add another
1d4 to the check. Edward assembles 1d12 and 3d4, and
rolls a total value of 12, then adds 2 (the +2 from his
Arcane skill) to get a result of 14. Now Edward can try to
recharge his Acid Arrow. The card says he must succeed at
an Arcane 6 check, so he rolls d12+2 and gets a 9. He puts
the card at the bottom of his deck. Playing the Acid Arrow

spell triggered another of Ezrens powers: after he plays a


spell with the Arcane trait, he can examine the top card of
his character deck, and if its a spell, he can add it to his
hand. The top card is the spell Levitate, so he puts it in his
hand. Best of all, because Ezren succeeded at the check,
the Ancient Skeleton is defeated; Edward banishes it.
Edward can now immediately attempt to close the
Throne Room. To do so, he must attempt a Charisma or
Diplomacy check with a difficulty of 6. Ezren doesnt have
the Diplomacy skill, and his Charisma die is just d6, so the
odds arent in his favor. Monica sees that her friend could
use some help, so she plays a Blessing of the Gods on
Ezrens Charisma check. Though Monica has 2 blessings in
her hand, she can only play 1 card of any given type on a
particular check, so she keeps the second blessing for
later. Edward rolls 1d6 for Ezrens Charisma die and
another 1d6 for the blessing, and gets exactly 6. The
Throne Room is now closed, and Ezren and Merisiel are
one step closer to defeating Black Fangs Dungeon.
He gained 2 cards and played only 1, so if he resets his
hand now, he'll need to discard down to his hand size of
6. Instead, he plays his new Levitate spell to move to the
Desecrated Vault, but rolls a 5 on his recharge roll, and
discards the card. Since he played a spell, his power lets
him look at the top card of his deck, which is a Codex.
That's not a spell, so he puts that back on his deck, and
the turn passes to Monica. Black Fangs days are
numbered!
What's the deal with the Starknife and Half-Plate on the
suggested deck lists? They don't have the Basic trait!
That's a mistake. It's a pretty small one, thoughif
you've already built your deck with those cards, don't
worry about it! Resolution: On page 21 of the rulebook,
replace Kyra's and Seelah's Half-Plate with Chain Mail, and
replace Harsk's Starknife with a Sling.
The rulebook says that you can use the suggested deck
lists to build any of the listed characters with any others,
but there's only one Potion of Vision in the Base Set, and
both Harsk and Merisiel have one; also, there are only
two Burglars, but Lem, Merisiel, and Seoni each call for
one. What should I do?
D'oh! This calls for adjusting the deck lists! (If you've
already built a deck for any of these characters, don't
worry about changing anything). Resolution: On page 21
of the rulebook, replace Harsk's Potion of Vision with Holy
Water, remove Seoni's Burglar, and give her a second
Guide, and replace Sajan's Holy Water with Potion of
Vision.

Card Questions:
Rise of the Runelords Base Set
In her healer role, does Kyra have to draw a card every
time she uses her healing power (assuming she has the
"draw a card" feat)?
No. Resolution: On the Healer side of Kyra's role card,
change the parenthetical text at the end of the first power
to "( and you may draw a card)".
I'm playing Brigandoom! If a monster makes me
recharge two cards, do I draw two cards?
Yes. Resolution: On the scenario Brigandoom!, change
the power to: "If a monster's power causes you to
recharge one or more cards, do so, then draw the same
number of cards."
Does the person who encounters the first monster at the
Garrison have to encounter it twice?
No. Resolution: On the location Garrison, in the At This
Location section, change "each character" to "each other
character".
What does placing the weapons and armor "under this
location" mean on the Garrison card?
We mean you should assemble a location deck out of
them. Resolution: On the location Garrison, change the
When Permanently Closed text to read as follows: "On
closing, do not banish any weapons or armors from this
location; shuffle any that remain into this deck."
I'm in the General Store, and the only card left is a
monster that I can only beat if I roll really well. But once
I'm out of cards, it can no longer hurt me, so I get to keep
trying until I beat it, right? That's awesome!
You might enjoy it, but we know our friends would not
be thrilled watching us repeatedly roll dice until we get
exactly the result we want. Sorryno wandering through
the General Store empty-handed. (No cards? No service!)
Resolution: On the location General Store, change "At
This Location" to: "If, during your exploration, you
encounter anything other than an armor, an item, or a
weapon, after the exploration you may reveal a card to
explore again."
On Sandpoint Cathedral and Town Square, barriers and
monsters are not in the usual order on the deck list. Are
the numbers next to them correct?
The two rows are swapped, but the right number
appears next to each card type. Resolution: On the
locations Sandpoint Cathedral and Town Square, in the
deck list, swap the rows so that monster is before barrier.

Temple refers to players. Shouldn't it refer to characters?


Yes. Resolution: On the location Temple, change "Any
player" to "Any character".
When Town Square is permanently closed, do all
characters get to draw, or just the ones at the location?
Just the ones at the location. Resolution: On the
location Town Square, change the When Permanently
Closed text to: "On closing, each character at this location
must immediately choose a card and recharge it, and may
then draw a card."
I'm confused by the "succeed at a check to move or be
moved" text on Treacherous Cave.
If you want to move or are forced to move from the
cave, you must attempt the check. If you fail, you stay
where you are. Resolution: On the location Treacherous
Cave, change the At This Location text to: "You must
succeed at a Constitution or Fortitude 6 check to either
move or be moved to another location."
The Siren in the Character Add-On Deck has the Elite
trait, but the Siren in the Base Set doesn't. Which is
correct?
The one in the Character Add-On Deck. Resolution: The
monster Siren should have the Elite trait.
Do I shuffle the Ambush card back into the location deck
if it's undefeated?
Nobanish it. Resolution: On the barrier Ambush, in
the last sentence, change "Shuffle" to "Banish this card
and shuffle".
Why would I discard the Throwing Axe or Sling instead of
revealing it?
"Instead" should be "additionally". Throwing it is better
than swinging it. Resolution: On the weapons Sling and
Throwing Axe, change "instead" to "additionally".
Should Warhammer +1 be Magic?
Yes. Resolution: On the weapon Warhammer +1, add
the Magic trait.
If I've already played a spell on a check, can I play Arcane
Armor or Mirror Image to reduce damage?
Generally, you can't play a second spell on a check
unless it says so. However, damage-reduction spells (and
only spells, for the most part) should usually say so.
Resolution: On the spell Arcane Armor, add the following
at the end of the first power: "You may play this card even
if you have played another spell on this check." On the
spell Mirror Image, change the first power to the

following: "If a monster deals damage to you, you may


display this card, even if you have played another spell on
this check. Roll 1d4; on a result other than 1, reduce the
damage to 0. Do this each time a monster deals damage
to you. Discard this card at the end of the turn."
Can Charm Person be recharged? It doesn't have a
Recharge box like the other spells.
No, you can't recharge itit either gets buried or
banished. But our design sensibilities say it really should
have had that box. Resolution: Treat the spell Charm
Person as if it had a Recharge box with the text "None".
Can I play Detect Evil or Detect Magic on somebody
else's turn?
No. Resolution: On the spells Detect Evil and Detect
Magic, change the first power to begin "During your turn."
(Detect Evil also appears in the Character Add-On Deck.)
Is the check to recharge Detect Magic supposed to be
that high?
No, it's not. Resolution: On the spell Detect Magic,
change "Arcane or Divine 14" to "Arcane or Divine 4."
I've played a spell that has an effect for the entire turn,
but I keep forgetting the effect because the card is no
longer in front of me. Can you help?
Yes, we can! Resolution: Change the following spells as
follows:
Glibness: "Display this card and select a character. For
the rest of the turn, add 3 to that character's checks
that use her Charisma die. Discard this card at the end
of the turn."
Strength: "Display this card and select a character. For
the rest of the turn, add 3 to that character's checks
that use her Strength die. Discard this card at the end
of the turn." (This card also appears in the Character
Add-On Deck.)
Can I play Potion of Ghostly Form even if there's no
barrier to evade?
No. Resolution: On the item Potion of Ghostly Form,
change the power to: Banish this card and choose a
character at your location to evade a barrier; that
character may immediately explore again.
Can I use Tome of Knowledge to let another character
succeed on his check?
No. Resolution: On the item Tome of Knowledge,
change "succeed at a Knowledge check" to "succeed at
your Knowledge check".

Is a "Dexterity-based" check the same thing as a


Dexterity check, or is it something different?
It's the same thing, but we didn't define it, so we
shouldn't have used it. Resolution: On the Blessing of
Erastil, change "Dexterity-based combat check" to
"combat Dexterity check". On the Blessing of Gorum,
change "Strength-based combat check" to "combat
Strength check". (Both of these cards also appear in the
Character Add-On Deck.)
Does Blessing of the Gods copy the recharge information
from the top card of the blessings discard pile?
Nojust the powers. Resolution: On the blessing
Blessing of the Gods, change the last power to:
"You may instead treat this card as if it had the same
powers as the top card of the blessings discard pile."
(This card also appears in the Character Add-On Deck.)
Earlier in the turn, I cast Strength on my character, and
now I'm making a check. If I play Blessing of Pharasma,
can I add 2 dice to the check?
Nothe spell must be played as part of the current
check for Blessing of Pharasma to add 2 dice. Resolution:
On the blessing Blessing of Pharasma, in the second
power, replace "to add 2 dice to a check when playing a
spell" with "to add 2 dice to a check if a spell was played
during that check." (Note: This card also appears in the
Character Add-On Deck.)

Character Add-On Deck


In her shapeshifter role, does Lini have to add the Fire
trait to when she rolls her d10 instead of her Strength or
Dexterity die (assuming she has that feat)?
No. Resolution: On the Shapeshifter side of Lini's role
card, update the power below with the bolded text: "You
may discard a card to roll 1d10 (+1) (+2) ( and you
may add the Fire trait) instead of your Strength or
Dexterity die for any check."
In her wild warden role, does Lini's ability to add to her
Divine checks when playing spells also work for her
Divine checks to recharge spells?
It should, yes. Resolution: On the Wild Warden side of
Lini's role card, update the power below with the bolded
text: "Add 2 (4) to your Divine check when playing or
recharging a spell."
When Sajan uses his power to make a combat check
without using a weapon, is it a Dexterity or Strength
check?

Dexterity. When using this power, Sajan's combat


checks benefit from cards like Blessing of Erastil and Belt
of Incredible Dexterity, but not from cards like Blessing of
Gorum or Belt of Giant Strength. Resolution: On Sajans
character card and both sides of his role card, change the
first power under his hand size to the following: "For your
combat check, you may roll your Dexterity die ( and add
the Magic trait) ( and the Fire trait); you may not play a
weapon on the check." (This change has been made in the
second printing.) Note: this text has had further
changessee the resolution immediately below.
Does Sajan have to add the Magic trait and the Fire trait
to his combat checks when he uses his Dexterity die
(assuming he has the appropriate feats)?
Nohe can choose to add both, either, or neither.
Resolution: On Sajans character card and both sides of
his role card, change the first power under his hand size
to the following: "For your combat check, you may roll
your Dexterity die ( and you may add the Magic trait) (
and/or the Fire trait); you may not play a weapon on the
check."
Can Sajan use the Amulet of Mighty Fists when he uses
Dexterity for his combat check?
Yes. Resolution: On the item Amulet of Mighty Fists,
change the power to: "Reveal this card to add 1d4 with
the Magic trait to your combat check; you may not play a
spell with the Attack trait or a weapon on this check."
(This change has been made in the second printing.)

Burnt Offerings (Adventure Deck 1)


Bruthazmus is a bugbear. Shouldn't he have the Goblin
trait?
Yes, he should. Resolution: On the henchman
Bruthazmus, add the Goblin trait.
If I have to reroll every time I would defeat the Giant
Hermit Crab, how do I defeat it?
You only need to reroll once. Resolution: On the
monster Giant Hermit Crab, replace the power with the
following: "If the Giant Hermit Crab would be defeated,
reroll the dice. The Giant Hermit Crab is defeated or
undefeated based solely on the results of the second die
roll."
The Bastard Sword is 2-Handed. Shouldn't the Bastard
Sword +1 be as well?
Yes. Resolution: On the weapon Bastard Sword +1, add
the 2-Handed trait.

Is Scorching Ray really supposed to be Basic?


Nope. Resolution: On the spell Scorching Ray, remove
the Basic trait.
Speed has both Arcane and Divine traits, but the checks
to acquire and recharge it don't include Divine. Should
Divine be an option for those checks as well?
Yes. Resolution: On the spell Speed, the check to
acquire should be Intelligence/Arcane/Wisdom/ Divine 6.
The last sentence in the Powers section should read "If
you do not have the Arcane or Divine skill, banish this
card." And the Recharge text should begin "Succeed at an
Arcane or Divine 8 check..."
I've played Speed, which has an effect for the entire turn,
but I keep forgetting the effect because the card is no
longer in front of me. Can you help?
Yes, we can! Resolution: Change the spell Speed as
follows: Speed: "Display this card and select a character.
For the rest of the turn, add 3 to that character's checks
that use her Dexterity die. Discard this card at the end of
the turn."
The Sihedron Medallion in this set has a B in the upper
right corner.
That wasn't a question, but you're rightit should be a
1. Resolution: On the loot Sihedron Medallion, change the
set indicator from B to 1.

The Skinsaw Murders (Deck 2)


How do you defeat the Zombie Horde and the Zombie
Nest?
Defeat all of the Zombie Minions they summon.
Resolution: On the barriers Zombie Horde and Zombie
Nest, add the following sentence between the two
existing sentences: "If all Zombie Minions are defeated,
the Zombie [Horde/Nest] is defeated."
I've been dealt Ranged Combat damage. Can I recharge
my Wooden Shield to reduce it? Or can only cards like
Arrow Catching Studded Leather reduce Ranged Combat
damage?
Ranged Combat damage is Combat damage that is also
Ranged damage; you can use either card to reduce it.
However, Arrow Catching Studded Leather is supposed to
be a lot better at it... Resolution: On the armor Arrow
Catching Studded Leather, replace the first two powers
with the following: "Recharge this card to reduce Combat
damage dealt to you by 1, or 3 if it is also Ranged Combat
damage."
Are there any cards that use the "display" action?

There's a loot card in Chapter 2 that does, but there are


four spells and another loot card that should use it.
Resolution: Change "Place this card in front of you" to
"Display this card" on the following cards:
Toxic Cloud (Chapter 2)
Incendiary Cloud (Chapter 3)
Blizzard (Chapter 5)
Corrosive Storm (Chapter 6)
Also, on the loot Emerald Codex (Chapter 4), change
"place the spells faceup next to your character card" to
"display the spells".
Is the monster on top of the Medusa Mask still part of
the location deck? And do I really have to remember
which deck it came from all the way until the end of the
turn? Ohand can I use the Mask to just completely
avoid a summoned creature?
That was three questions! But fineyes to the first, no
to the last two. Resolution: On the loot Medusa Mask,
change the power to the following: When you encounter
a monster from a location deck, you may display this card
next to that location deck and put the monster atop this
card. The monster is neither defeated nor undefeated; it
still counts as part of the location deck except for the
purpose of exploring. At the end of your turn, return the
monster to the top of its location deck and bury this card.

The Hook Mountain Massacre (Deck 3)


I'm playing the scenario Here Comes the Flood. What
happens if all the locations are empty before the
blessings deck is empty?
Well, you could play it out, but there's really not much
point in doing so... Resolution: On the scenario Here
Comes the Flood, change the beginning of the last
paragraph to read as follows: "When either the blessings
deck or all of the location decks have no cards remaining,
if the number of allies..."
I don't understand what happens when you fail to defeat
Muck Graul. Does he keep passing around until
somebody beats him?
Nohe triggers one extra encounter, and then he goes
to the bottom of his deck. Resolution: On the monster
Muck Graul, change his last power to the following: "If
undefeated, choose a random character at this location to
encounter Muck; after that encounter, put Muck on the
bottom of the location deck."
Can I use Swipe to let another character succeed on her
check?

No. Resolution: On the spell Swipe, change "succeed at


a check" to "succeed at your check". (This change has
been made in the second printing.)

Fortress of the Stone Giants (Deck 4)


Can Sajan use the Amulet of Fiery Fists when he uses
Dexterity for his combat check?
Yes. Resolution: On the item Amulet of Fiery Fists,
change the power to: "Reveal this card to add 1d8 with
the Fire and Magic traits to your combat check; you may
not play a spell with the Attack trait or a weapon on this
check."
Should Bracers of Greater Protection be an Accessory?
Yes. Resolution: on the item Bracers of Greater
Protection, replace the Object trait with the Accessory
trait.
Can I use Lizard to let another character succeed on his
check?
No. Resolution: On the ally Lizard, change "succeed at a
Stealth or Survival check" to "succeed at your Stealth or
Survival check".
What's a "creature"?
That should say "character". Resolution: On the
henchmen Hill Giant Runeslave and Jorgenfist Stone
Giant, and the monster Stone Giant, the word "creature"
should be "character".
Isn't it possible to nearly kill myself in order to run a
sequence of two Restoration spells and some other cards
to win most scenarios through a series of clockwork
explorations, except when something knocks cards off
my deck and actually kills me? I mean, not that I'd ever
do that myself, but... Restoration is totally broken, right?
Restoration works exactly like we want it to work. If you
play it like a living, breathing character on an adventure
would, it works great. But Restoration (or rather, a pair of
them) also allows you to do something else: intentionally
come close to killing yourself so that you can break the
game. No one wants you to do that: not your friends, not
the game designers, probably not even yourself. You're
taking turn after turn solely to get your engine going and
not advancing the game one whit, just so you can end the
game in a firestorm of activity on one turn. It's a thing you
have to work hard at, yet it ends by making the game less
fun for yourself. Since no one wants that, no one is likely
to do it.
But leaving the door open to a joyless side-corner
exploit and just saying "Don't do that!" isn't our style. We
don't want to have a game which anyone can torpedo just

because they can. So we're ruling that the card needs to


be unavailable to you until the end of your turn, so that
it's much harder to get the Restoration-Restoration-Robe
of Runes-Augury-whatever engine going. If you're not
trying to wreck the game, the card will play almost
identically to how it did before. (If you are trying to wreck
the game, let us know if you find something else you can
do it with, so we can change that too.)
Resolution: On the spell Restoration, change the first
power to "Display this card and choose a character at
your location to draw 2 cards from his deck. Discard this
card at the end of the turn. You may not play this card
during an encounter."

Sins of the Saviors (Adventure Deck 5)


In Thassilonian Sins, do I have to defeat the villains, or
corner and defeat them?
You have to corner them as well. Resolution:On the
scenario Thassilonian Sins, the During this Scenario text
should read: When a villain is defeated and cannot
escape, put it next to this card; any characters at that
villains previous location may immediately move. To win
this scenario, all three villains must be next to this card.
Since Xyoddin Xerriock is a zombie, shouldn't he have the
Undead trait?
Yes. He should also be immune to Mental and Poison.
Resolution: On the henchman Xyoddin Xerriock, add the
Undead trait, and the sentence "Xyoddin Xerriock is
immune to the Mental and Poison traits."
Why is Bolstering Armor not as good as Lesser Bolstering
Armor?
Sadly, Bolstering Armor is missing its first power.
Resolution: On the armor Bolstering Armor, add the
following as a new first power: "Recharge this card to
reduce Combat damage dealt to you by 2. You may draw
up to 2 cards."
What does my Velociraptor do if there's more that 1
combat check on the exploration?
He helps on all of them. Resolution: On the ally
Velociraptor, change "combat check" to "combat checks".

Spires of Xin-Shalast (Deck 6)


What's a "creature"?
That should say "character". Resolution: On the
henchmen Warden of Runes, the word "creature" should
be "character".

Card Questions: Promo Cards


What are all the promo cards, and how and when will
they be released?
Here's a list of all 8 promo cards for Rise of the Runelords:
Fire Sneeze
Aug. 2013 Paizo Convention
Poog of Zarongel
Aug. 2013 Retail Promo
Blessing of Zarongel
Oct. 2013 Retail Promo
Dance with Squealy Nord Nov. 2013 Game Trade Mag.
Birdcruncher Crown
Dec. 2013 Retail Promo
Grindylow
Feb. 2014 Retail Promo
Horsechopper +1
April 2014 Retail Promo
Goblin Plate +1
June 2014 Retail Promo
Cards listed as "Retail Promo" will be available at game
stores, and will also be inserted into selected paizo.com
orders during the appropriate month. Pathfinder
Adventure Card Game subscribers will be shipped promo
cards along with their subscription orders.
When can I add promo cards to the box?
Anytime after you begin the Adventure Path.
How many of each promo card can I have?
We recommend one of each promo card per box.
How do I acquire Dance with Squealy Nord?
You don'tlike any other barrier, you defeat it.
Resolution: On the barrier Dance with Squealy Nord,
change "Check to Acquire" to "Check to Defeat".
Is the second power on Goblin Plate +1 supposed to be
useless?
No. Resolution: On the armor Goblin Plate +1, change
"reduce all damage dealt to you by 0" to "reduce all
damage dealt to you to 0".
Can Birdcruncher Crown be recharged? It doesn't have a
Recharge box like the other items.
It either gets revealed or recharged for its power, so it
really doesn't need that box. While this inconsistency
disturbs our design sensibilities a bit, adding that box
would have left no room for the Goblin coronation song,
and we like that song a lot better than the words
"Recharge: None." Sorry. Resolution: Treat the item
Birdcruncher Crown as if it had a Recharge box with the
text "None".

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