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Pathfinder Adventure Card Game: Core Set box art

Pathfinder Adventure Card Game: Core Set

Game ID: GID0241221
Game Info
Year
2019
Collection
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Description

Your Adventure Begins Here!

Belhaim's tower has just collapsed, its wizard is missing, and local kobolds are whispering the name of a long dead draconic nemesis. And that's just your first day in town...

This complete cooperative strategy game pits 1 to 4 players against monsters, perils, and traps as you become the heroes of Belhaim. As the town's new champions, an unending world of adventure awaits. Choose your character's class; build a deck of equipment, magic, and allies; and explore lethal locations as you journey through an exciting fantasy tale. As your adventures continue, your characters add remarkable gear and breathtaking magic to their decks as they gain incredible powers, all of which they'll need to challenge more and more powerful threats.

This set includes the storybook and cards for The Dragon's Demand Adventure Path as well as a modular core for infinite scenarios that allows you to control the difficulty and speed of play.

The Pathfinder Adventure Card Game Core Set includes:

440 cards featuring a wide array of powerful weapons, magical spells, protective armors, versatile items, helpful allies, and divine blessings to help you face a host of vicious monsters, dangerous barriers, vile scourges, and perilous wildcards
12 character pawns representing Pathfinder's iconic character classes from the classic human cleric Kyra to the new goblin alchemist Fumbus
A complete set of 5 polyhedral dice
63 colorful tokens for tracking scourges and secondary objectives
1 4-page quick-start guide
1 32-page rulebook
1 24-page storybook featuring The Dragon's Demand Adventure Path

Description

Your Adventure Begins Here!

Belhaim's tower has just collapsed, its wizard is missing, and local kobolds are whispering the name of a long dead draconic nemesis. And that's just your first day in town...

This complete cooperative strategy game pits 1 to 4 players against monsters, perils, and traps as you become the heroes of Belhaim. As the town's new champions, an unending world of adventure awaits. Choose your character's class; build a deck of equipment, magic, and allies; and explore lethal locations as you journey through an exciting fantasy tale. As your adventures continue, your characters add remarkable gear and breathtaking magic to their decks as they gain incredible powers, all of which they'll need to challenge more and more powerful threats.

This set includes the storybook and cards for The Dragon's Demand Adventure Path as well as a modular core for infinite scenarios that allows you to control the difficulty and speed of play.

The Pathfinder Adventure Card Game Core Set includes:

440 cards featuring a wide array of powerful weapons, magical spells, protective armors, versatile items, helpful allies, and divine blessings to help you face a host of vicious monsters, dangerous barriers, vile scourges, and perilous wildcards
12 character pawns representing Pathfinder's iconic character classes from the classic human cleric Kyra to the new goblin alchemist Fumbus
A complete set of 5 polyhedral dice
63 colorful tokens for tracking scourges and secondary objectives
1 4-page quick-start guide
1 32-page rulebook
1 24-page storybook featuring The Dragon's Demand Adventure Path

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 5 · mix 2 · neu 1 · neg 0
Mentions per page
Showing 1–10 of 10
Video kB_P2uQwglA Watch It Played Discussion at 1:06 sentiment: positive
video_pk 92505 · mention_pk 248603
Watch It Played - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 1:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Physical treasures or keys add more weight to how the story might be told
  • Gaming group has been spoiled with these sorts of trinkets
  • Great way to help bring gameplay to life
Cons
none
Thematic elements
  • Storytelling
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • do you buy toys for your toys in other words do you purchase or make some enhancements to upgrade the components that come with your game just to bring that something extra to the gameplay
  • so i borrowed some petri dishes and radioactive labeling tape to give my pandemic game some more character
  • having physical treasures or keys adds more weight to how the story might be told
  • we also recently picked up i dark overlord and to show who the overlord was i got out my black cape
  • i went to a windshield shop and i got them to cut out a custom sized piece of plexiglass which i could then lay over top of the board once all the trains on there
  • i have my dreadfleet game in a pirate's chest and use a holo atlas book for the cards to go in
  • listen no one said the upgrades had to be expensive
  • as 3d printers become more and more mainstream and more affordable don't you just think this is going to dominate how board game prototypes are made
  • i have replaced the paper money in most of my games with poker chips for they are more solid and make a nice clinking sound
  • my only guilty pleasure is my dice tower i hate dice that roll on the floor
  • if our dice roll off the table onto the floor we always re-roll them even if the dice land on the table but they're on top of a token and they're just slightly slanted we re-roll those as well if it's not flat we take it back that's our smith's rule
  • i found some actual game of thrones souvenirs which would normally be way too expensive but they were 50 off i couldn't resist
  • fish tank gravel
  • i went on board gay geek and i found the file that lets you play sort of the game from the ghostbusters theme
  • they all will they're the ones i will use for playing relic
  • i designed my own pitches
  • i found painted figs.com
  • when you take damage in the game you will be inflicting pain to your victim so you put a little pin in there where you take damage
  • i totally saw yours and copied your idea
  • damn dice box now they won't go all over the place
References (from this video)
No references stored for this video.
Video Mx-z8lUaVcQ Drive Thru Games Analysis at 2:46 sentiment: neutral
video_pk 90410 · mention_pk 241585
Drive Thru Games - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 2:46 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • Role-playing game
Comparison games
  • Dungeons & Dragons
Mechanics (from transcript analysis)
  • Role-playing — Mentioned as another popular role-playing game alongside D&D.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • collectible card games like magic and pokemon they pulled in 745 million dollars of revenue
  • board games pulled in 495 so almost 500 million
  • mini war games he had down as 355 million
  • role playing games was only 80 million
  • the critical role has like 1.7 million subscribers and it's probably like the biggest sort of table tabletop you know analog gaming channel out there
  • board games i think for the most part don't seem to be played like at a location as part of a community like a healthy shop won't really necessarily have like a big board game club kind of thing
  • is magic really that much bigger than the board games and miniature games and rpgs
  • the only thing you can really look at here is the money spent
  • everybody's always talking about how board games are you know they're becoming part of the mainstream
  • isn't i mean magic is part is the mainstream i think you know
References (from this video)
No references stored for this video.
Video 2vgzjQIQYV0 Beyond Solitaire Interview at 53:21 sentiment: mixed
video_pk 86858 · mention_pk 226256
Beyond Solitaire - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 53:21 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
  • A character's death or a betrayal can upset players.
  • Dice rolls can go against players, causing negative feelings.
Thematic elements
  • Role-playing game
Comparison games
none
Mechanics (from transcript analysis)
  • Role-playing — Players take on roles within a narrative.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the competitiveness gets crappy if like you if you cannot admit to yourself that you're competitive because that's when you will start being like horrible
  • humans are I think generally really really honest with each other I think we'd be shocked really to realize how often we're quite honest that it's such a cultural norm and I think there's something lovely and delicious and interesting and empathy building about making consensual spaces where we go no we're going to do you
  • games are this wonderful Embassy space where we can meet each other and uh we can kind of hang out
  • the higher up that I was the better I was doing in a tournament the less eye contact there was at the table and stuff
  • the joy that I experience of those kids of of completely fooling me and lying to my face I think actually does build trust and it's wonderful
  • it turned out that they'd all been playing uh we one night werewolf in the dressing room and that was like a sign for like how they'd all sort of got this like developed an in team language of like of of lowering the mask to reveal that they were actually aw wolf
  • I've been like loving it which is a game uh I think it's published by Hobby Japan called Builders high it's a kind of weird mix of engine building and shedding it's a card game right where you are building laying down buildings um you've got to fulfill some kind of there'll be some City contracts out right uh you're You're Building buildings but you've also got to get rid of everything in your hand and there's also you some cards have got money on and some of them are buildings and the buildings once you've built them do stuff have special powers so you're slowly building an economic engine the wrinkle in the game is that you can only spend exact amounts of money so if you get because you're it's you're basically public you're doing stuff for the city your public industry so you've got to um use up every bit of money in your contract you can't have money left over that doesn't go anywhere so um it's a really interesting game of think actually quite a lot of spending is harder than it first looks it's also a race because there's this amazing point you can't you can't end the game until you've claimed one of the contracts by building a set number of buildings and they're they're different targets right and and then the game and then what you're doing immediately there's this beautiful art where it immediately turns and you are having to shed your hand so suddenly everything you've been doing in the game up to then get money get buildings build this thing you now don't care about and you're just trying to spend everything in your hand and empty your hand onto the table so there's this lovely Arc and this lovely turn and for me the artwork is never going to be hung in the Lou um it's you know the Box looks nice but for me it just does something that um a lot of other games it just doesn't feel like anything else in my collection
  • it just does something that a lot of other games it just doesn't feel like anything else in my collection
  • it's found a kind of like ecological niche in every game night I've had there's always time for it
  • Tim you are the most fantastically autistic person I've ever assessed
  • on one level it's like well it's your special interest him you know that that's like a quite a pat answer is that you're autistic and you find meaning by diving into something in its totality and then when you're very safe in that kind of area of knowledge like almost like throwing out grappling hooks and kind of like doing boarding actions on adjacent topics and using board games as a way of like relating to everything else from this kind of uh you know Fortress of Solitude of board games
  • as someone who's been particularly craving like human connection and human contact and I sometimes found that difficult and has found essentially what I would describe as a I'd characterize as kind of a uh an accessibility Aid uh through games
  • we think of autism as being a uh a social impairment right as as having deficits when it comes to connecting with other human beings but I just you know and I sort of don't want to speak to soon is but like I've loved talking to you right and at no point has my talking to you felt to me difficult or strained I feel like I'm just vibing out with someone who I've only just met
  • we all mask to an extent for different reasons
References (from this video)
No references stored for this video.
Video nO7eX2GHmks slickerdrips Discussion at 1:31:13 sentiment: other
video_pk 86459 · mention_pk 223730
slickerdrips - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 1:31:13 · YouTube ↗
Overall sentiment (raw)
disappointed (in voting)
Pros
none
Cons
  • Receiving disappointingly low votes for future play.
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a great big box uh like it's a campaign right well like not it goes over several sessions but I don't think like a completely ongoing thing.
  • I've heard it described as like a well I've actually heard a mix of people saying that it's like too many bones 2.0 and that it's like a mix of um too many bones and H Marcus I haven't played uh H Marcus but I've heard good things maybe I'll get stri at some point mixed together with the Elder Scrolls lured stuff I'm completely on board for this I cannot wait to play this.
  • it is completely like to to try and put you off if uh if you're not familiar and you're into Euro stuff it is completely dice chucking and there there is like there is Choice there is strategy and stuff into it but more than any of that there is Dice chucking there's rooll to move there's rooll to hit there's rooll to wound there's there's so much dice in this.
  • and so many things crop up in these um random cards that you're drawing whether it's the gear that you find whether it's those um events that um that come up or the the enemies that you tend to find that like you can you can see it happen even in like the the few episodes that I did of that playthrough like it's partly like just the human thing of wanting to recognize patterns but it comes up with these satisfying uh stories so often based on just a big pile of Randomness it is crazy that it can do that.
  • Shout out to bromstone is so good they had a big Kickstarter I think that was a couple of years ago now and it's projected for this year who knows if it will deliver.
  • if you get it and like it it is such a big rabbit hole that you can fall into like this game has been going for a long time like is like 2013 or something original Shadow to bromstone 2014 this game has been out for a long time and like 194 expansions.
  • Liz Boa is winning so I think we're going to be playing Liz boa next year next week.
  • is still getting disappointingly low votes that's my personal I'd like to give uh the the re revised uh Pathfinder ago uh and the reckon is actually
References (from this video)
No references stored for this video.
Video Fhe5dy1ZsSs UndeadVikingVideos Analysis at 12:11 sentiment: mixed
video_pk 81420 · mention_pk 202121
UndeadVikingVideos - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 12:11 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Enjoyment from stacking powers and abilities.
  • Satisfaction in seeing character growth and power increase.
Cons
  • Seen as 'fifth edition light' by the host.
  • Complexity can come at a loss of playability.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Character building — The act of building a character by stacking powers and abilities is highlighted as fun.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Why is keeping rules simple better?
  • There's a lot of people that have the same belief as I do about keeping your rules simple. Uh and which allows things to be more fun.
  • It just makes it more convoluted and less fun.
  • When you have less rules and you have less worry about how you're going to look things up and the game master has less worry about how am I going to have a a situation that is going to be challenging for everybody in this moment...
  • The game master gets to relax and and and and enjoy the creation that they're doing. And the players get to also relax and enjoy themselves while they play.
  • I feel like that complexity that you get and that enjoyment you get comes at a loss of playability.
  • I want to be able to sit down and and go and not have like rules problems and questions and issues.
  • Who cares? It works as written. We'll fix it later.
  • Strip down those rules. You'll have more fun.
References (from this video)
No references stored for this video.
Video JiP_Fi0Xd0k Watch It Played Rules Teach
video_pk 68919 · mention_pk 165213
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's our attempt to take all the communal feel and excitement and pressure of an RPG and put it into a 60 to 90 minute play session with no game master and no recordkeeping but all the excitement all the fun all the permanence of of characters you can play a campaign forever
  • your characters will grow your you'll knock down scenarios all the things that you want out of a roleplaying game experience but you can play it in bite-size increments
  • characters die in this game you might you might uh uh suddenly be playing the Ranger and then you know the next session you're playing the Sorceress because you uh your character made a terrible decision along the way and met a bad end
  • the game is a series of scenarios built into a series of Adventures built into an adventure path
  • there's this timer in this deck that um timer deck in the game that is this incredible pressure packed element that if it runs out you're done you lose
  • your deck is actually also your health
  • all of this fits in the same box
  • the characters don't just have different powers and they don't just use different cards but they have very different play Styles
  • the blessings deck acts as a timer it's a measure of the progress of the villain throughout the plot of the scenario
  • if we run out of them and we can't then we have lost the scenario the vill has won and we have failed
  • we're constantly in a Race Against Time
  • all the cards tell you what they do there's no point at which a card will require you to go running to the rulebook to find out what it does it just tells you
References (from this video)
No references stored for this video.
Video if50qXz61jY Gaming Rules! Playthrough at 2:21 sentiment: positive
video_pk 41315 · mention_pk 125359
Gaming Rules! - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 2:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging live, cooperative play with deep deck-building and story progression.
  • Strong thematic flavor with a clear Pathfinder setting: Red Mantis assassins, Inferno danger, Bank of Abadar, and the city’s dungeon-like lanes.
  • High viewer engagement in a live-stream format, with chat interaction that adds energy and community.
  • Flexible deck-handling mechanics offer varied strategic paths (balancing vault upgrades, blessed checks, and harrow mulligans).
  • The scenario rewards planning and teamwork, with multiple routes to closing locations and preparing for the final checks.
Cons
  • Rule clarifications arise frequently in the heat of play, suggesting a steep learning curve and occasional ambiguity in end-of-turn interactions.
  • The session is long and densely packed with deck-management decisions that can slow pacing, potentially challenging for newcomers.
  • Some may find the shifting deck dynamics and scenario-specific rules complex to track without a dedicated reference during play.
Thematic elements
  • investigation and survival against a rising criminal underworld (Red Mantis assassins) amid a city-wide crisis; the party must adapt to escalating threats and shifting loyalties.
  • Corvosa, a plague-ridden city in a fantasy Pathfinder setting, with political intrigue and urban danger.
  • scenario-driven storytelling with evolving deck-building mechanics (vault upgrades, harrow cards) that reflect the party's progress and the campaign's progression.
Comparison games
  • Rise of the Runelords (Pathfinder Adventure Card Game)
  • Rise of the Rune Lords (Pathfinder Adventure Card Game, digital/analog references)
Mechanics (from transcript analysis)
  • Allies, items, and equipment management — The party acquires allies, weapons, armor, and items that modify checks and combat, and they must decide when to deploy or discard for optimal results. End-of-turn effects can trigger healing or additional draws.
  • Banish and recovery — Banishment removes boons from play (sometimes banished boons return as per scenario rules), and recovery/repair actions allow players to heal or recharge cards at various locations or at end of turns.
  • Blessings and blessing deck — A dynamic boon system where players draw blessings to influence checks, re-rolls, and other benefits. Blessings can be spent or discarded to modify outcomes, and the availability of blessings shifts as the session progresses.
  • Burn and fire damage hazard — Inferno and fire hazards impose ongoing damage, demanding careful positioning and resource management. Players may need to discard or banish cards to mitigate damage, increasing the tension in a race-style finish.
  • Character checks and dice pools — Checks rely on attributes like Charisma, Knowledge, Wisdom, Perception, Dexterity, and Fortitude, often using D8-D12 dice pools, with modifiers from blessings, harrow cards, and gear. Difficulty scales with veteran status and scenario effects.
  • Deck Manipulation — The Harrow deck expands options by enabling a mulligan-like mechanic and providing special effects when drawing certain harrow cards. It introduces a thematic layer of fortune and luck that interacts with checks and encounters.
  • Encounter design: dangers, proxies, and inferno — Red Mantis assassins act as proxies for the danger (Inferno). At the end of turns, players may examine top location cards, summon encounters, and resolve layered danger mechanics with damaging effects.
  • Harrow deck integration — The Harrow deck expands options by enabling a mulligan-like mechanic and providing special effects when drawing certain harrow cards. It introduces a thematic layer of fortune and luck that interacts with checks and encounters.
  • Location-based objectives and closing locations — Scenario 3a introduces location-based objectives (Bank of Abadar, Library, Manor, Office, Storehouse, etc.). Players must close locations by meeting specific checks and discarding or burying required cards, which reshapes the deck composition.
  • Reclaim as Action — Banishment removes boons from play (sometimes banished boons return as per scenario rules), and recovery/repair actions allow players to heal or recharge cards at various locations or at end of turns.
  • Vault upgrade and scaling difficulty — The vault (collection of rewards and modifiers) is upgraded periodically, and level-zero/non-veteran cards may be removed to increase the game's risk-reward dynamic. This expansion alters loot quality and encounter difficulty.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The vault has been upgraded for the first time in this campaign.
  • This is a race scenario with a lot riding on the order you resolve checks.
  • The deck's not big enough already—things are getting bigger.
  • Oh my goodness, this is intense.
  • End of your turn, exactly as you said, draw up six cards.
  • That was awesome—really felt like a climactic finish.
  • We win by closing all locations; it's tense but incredibly rewarding.
References (from this video)
No references stored for this video.
Video 6BdrKC5xLno Gaming Rules! Interview at 5:01 sentiment: positive
video_pk 35552 · mention_pk 106175
Gaming Rules! - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 5:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • improved rules in the second edition
  • engaging, campaign-driven play
Cons
  • steep learning curve
  • complex setup and management of decks
Thematic elements
  • adventure, exploration, cooperative campaign
  • Pathfinder universe
  • campaign-based with modular encounters
Comparison games
  • Through the Ages: A New Story of Civilization
  • Clash of Cultures
Mechanics (from transcript analysis)
  • Character progression — gaining new cards and abilities across sessions and scenarios
  • Cooperative Game — players work together to overcome encounters and achieve shared objectives
  • cooperative play — players work together to overcome encounters and achieve shared objectives
  • Deck Building — cards represent items, weapons, and abilities; used to perform actions and progress in scenarios
  • deck-building — cards represent items, weapons, and abilities; used to perform actions and progress in scenarios
  • scenario-based campaigns — play through connected adventures with evolving challenges
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rulebooks are the least favorite part of the job; they can be frustrating and hinder learning.
  • Patreon support pays for all of this equipment and production.
  • The secret word is whatever animal that is.
  • Comments are always important; engagement matters for publishers.
References (from this video)
No references stored for this video.
Video 5xEyl_pc9X4 AzureDeath | Solo Board Gaming Discussion at 6:19 sentiment: positive
video_pk 8022 · mention_pk 109701
AzureDeath | Solo Board Gaming - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 6:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • robust system for ongoing campaigns
  • great for persistent characters
Cons
  • rules and setup can be lengthy
  • gear management adds complexity
Thematic elements
  • cooperative deck-building with scenario-based play
  • fantasy-rich dungeon-crawling adventures
  • story-driven, modular encounters
Comparison games
  • Gloomhaven
  • Descent
Mechanics (from transcript analysis)
  • Deck Building — build your combat deck through scenarios
  • deck-building — build your combat deck through scenarios
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's not plug and play, it just works like a switch
  • five possible tables just cuz one isn't enough
  • you own your board games, you own them; video games are a lease
References (from this video)
No references stored for this video.
Video esk0j12WZTo slickerdrips Playthrough at 0:00 sentiment: positive
video_pk 7643 · mention_pk 102100
slickerdrips - Pathfinder Adventure Card Game: Core Set video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cooperative play with clear player roles and synergistic teamwork
  • explicit long-term progression via hero points and deck upgrades
  • rich narrative setup with a defined campaign arc and evolving threats
  • variety in exploration, combat, and puzzle-like checks that keep sessions dynamic
  • flexible tactical options through blessings, allies, and cards that can be re-used or recycled
Cons
  • steep learning curve due to numerous dice rules, trait interactions, and card effects
  • long session lengths per scenario can be demanding on players and recording schedules
  • inventory/hand management and card tiering can become intricate and time-consuming
  • potential for rules ambiguities or misreads during live play without references
Thematic elements
  • adventure, exploration, political intrigue, smuggling, and dungeon-delving in a fantasy setting
  • Bellheim region, western Toddor forest, witch tower ruins, caravan narrative and cobalt conflict
  • story-driven, scenario-based campaign with evolving conditions and branching outcomes
Comparison games
none
Mechanics (from transcript analysis)
  • blessings and powers — Blessings grant extra dice, rerolls, or buffs to checks; character powers (e.g., divine, charisma) can boost specific checks and alter the outcome landscape.
  • boss and henchman encounter design — Named threats (e.g., cobalt champion, goblin troublemaker) provide boss-like checks and rewards; failures can trigger additional penalties or reshuffle threats into the location deck.
  • Boss Battler — Named threats (e.g., cobalt champion, goblin troublemaker) provide boss-like checks and rewards; failures can trigger additional penalties or reshuffle threats into the location deck.
  • combat with items and allies — Weapons, armor, and animal allies modify combat dice pools; cards can be recharged or discarded to boost checks and damage, with some abilities forcing temporary boosts or protections.
  • Cooperative Actions — Characters with complementary abilities (e.g., melee, divine checks, diplomacy) magnify each other’s success when coordinating actions and checks.
  • deck management and recharging — Discarding, recharging, and shuffling cards is central to resource management; upgrading decks through acquisitions or effects increases options and longevity.
  • Deck Manipulation — Discarding, recharging, and shuffling cards is central to resource management; upgrading decks through acquisitions or effects increases options and longevity.
  • dice-based skill checks — Checks use dice pools (D4, D6, D8, D10) with modifiers from items, blessings, and ally powers; success thresholds drive outcomes and may grant boons or complications.
  • failure risk and recovery — Failure can lead to consequences like loss of cards or entanglements; recovery and healing options exist to re-enter the fray without sinking into deck depletion.
  • hero points and upgrades — Hero points are earned and can be spent to upgrade stats, add powers, or improve deck resilience; they also serve as a last-resort buffer to avoid death in tight spots.
  • location exploration and closure — Exploration of distant locations yields items, allies, or hazards; the primary objective in this run is to close all locations rather than to defeat a single villain.
  • Narrative Choice — Story beats escalate with each completed objective (e.g., closing a location or defeating a bane), driving tension and player motivation across multiple sessions.
  • progression of narrative stakes — Story beats escalate with each completed objective (e.g., closing a location or defeating a bane), driving tension and player motivation across multiple sessions.
  • resource synergy and class interdependence — Characters with complementary abilities (e.g., melee, divine checks, diplomacy) magnify each other’s success when coordinating actions and checks.
  • Risk Management — Failure can lead to consequences like loss of cards or entanglements; recovery and healing options exist to re-enter the fray without sinking into deck depletion.
  • story/scenario deck — A narrative frame drives progression; story bane cards, location cards, and encounter cards determine difficulty and progression, with the objective often shifting from villain defeat to location closure.
  • talent and equipment upgrade path — Upgrading weapons, armor, and allies changes dice outcomes, allows better survivability, and enables more ambitious checks or combats.
  • Time Track — The hour track modulates effects and available actions; advancing hours can alter results, and some actions trigger at the start or end of an hour.
  • turn-based hour system — The hour track modulates effects and available actions; advancing hours can alter results, and some actions trigger at the start or end of an hour.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's 30 turns this time rather than the 12 from last time.
  • We close all locations.
  • Each character gets a hero point.
  • The town is a wash with rumors that cobalts lie dead within.
  • The witch tower lies in ruins. We fear Bolus Hunglay took matters into his own hands and now cannot be found.
  • Defeating the cobalt champion is essential to closing the location.
References (from this video)
No references stored for this video.
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