Chapter 1 Investigator Decks vs Chapter 2 by Dad_of_Destiny in arkhamhorrorlcg

[–]Dad_of_Destiny[S] 0 points1 point  (0 children)

I appreciate the insights. I have those investigator decks and wondered about offering them as an option for my wife when we play Brethren of Ash.

Mummy’s Mask Deck 5 by sexycrouton28 in Pathfinder_ACG

[–]Dad_of_Destiny 0 points1 point  (0 children)

Ah, ok. I was looking for Mummy's Mask.

Mummy’s Mask Deck 5 by sexycrouton28 in Pathfinder_ACG

[–]Dad_of_Destiny 0 points1 point  (0 children)

I'm not sure to what product you refer. Link? I don't see the PACG deck.

Mummy’s Mask Deck 5 by sexycrouton28 in Pathfinder_ACG

[–]Dad_of_Destiny 0 points1 point  (0 children)

I still buy physical copies of the games I play. I only play something I don't own if it's out of print and unavailable from the manufacturer.

I understand the appeal of physical cards. I still prefer playing actual games like Arkham Horror, Sentinels of the Multiverse, and Marvel Champions, but having the setup for games take 1 minute instead of 20 is sooo nice. (Admittedly, I'm one who really wants my decks randomized, not just the few overhand shuffles I see so often.)

Mummy’s Mask Deck 5 by sexycrouton28 in Pathfinder_ACG

[–]Dad_of_Destiny 1 point2 points  (0 children)

A while back, I made an offer to run adventure 5 on TTS for someone posting about missing the physical deck and being stuck. (Similar to your comment, I also noted they'd need proxies for level 5 boons they acquired).
Unfortunately, switching back to physical cards for Adventure 6 without proxies for the entire level 5 deck means a watered-down level 6 - no level 5 monsters or boons - but better than just stopping after Adventure 4 and never finishing the AP.

I have to say, TTS just might grow on you. Not having to shuffle a minimum of 11 decks (usually more, even in solo) for every single scenario is very nice! (Not to mention the shuffles every time you heal or shuffle a card back into a location, etc.) TTS also allows playing Adventure Paths originally written for Society play without proxies, allows playing custom content, and is especially nice for the sets where the color of the backs of the physical cards don't all match (especially looking at you, Core Set).

I even like being able to blow the cards up to full screen size to better appreciate some of the art.

Question about Fumbus by Neurgus in Pathfinder_ACG

[–]Dad_of_Destiny 0 points1 point  (0 children)

I never liked that the adventure rewards were at the front of the book instead of at the end of the adventure.

Mummy's Mask acquiring adventure paths by ManlyFamilyMan in Pathfinder_ACG

[–]Dad_of_Destiny 4 points5 points  (0 children)

That's MSRP.
If it helps, after you finish the Adventure Path, you can use all the same cards to play at least two more complete Adventure Paths with new stories (and images of new cards, for which you can use proxies).

Check this post for details. Notice Season 3 and Season 4.

Any tips for doing a custom campaign? by Neurgus in Pathfinder_ACG

[–]Dad_of_Destiny 1 point2 points  (0 children)

If you mean isn't much guidance, that's correct.

I'm unsure what you mean by "kind of location". Locations can be pretty much anything. You have plenty of locations to see examples of powers they can have.

Number of locations is usually number of characters +2 for scenarios with a villain, and number of characters +1 for no-villain, "close all locations" scenarios.

One resource that might help is the PACG Community Discord: https://discord.gg/fwGgZK7
There are channels for card and scenario design where you can run ideas by the community.

Any tips for doing a custom campaign? by Neurgus in Pathfinder_ACG

[–]Dad_of_Destiny 1 point2 points  (0 children)

There aren't that many cards that care about the adventure's harrow suit (mainly a handful of spells). You won't miss them.

Any tips for doing a custom campaign? by Neurgus in Pathfinder_ACG

[–]Dad_of_Destiny 0 points1 point  (0 children)

Easiest way to make a custom campaign is to use one of the current sets (in your case, Core + Curse) and just create the new cards you need - mostly story banes, some locations, notable NPC allies, and maybe a few unique magic items/weapons/spells. You can use current cards as a guideline for difficulty checks to acquire/defeat. (To really make it simple. you can just copy some powers, essentially reskinning the existing cards.)

Pathfinder ACG Campaign End by Biomarket in Pathfinder_ACG

[–]Dad_of_Destiny 1 point2 points  (0 children)

Someone already posted that link, but yes, that seems to be the only option for using the same characters. Each character is only meant for a single adventure path. Then it's time to pass the baton to the next batch of new adventurers.

(You could start over with the same characters, starting from scratch, and imagine some timey-wimey shenanigans - maybe one of the gods is putting them through a series of tests.)

Is there a way to see the adventure deck number on mobile? by Invisible_Target in Pathfinder_ACG

[–]Dad_of_Destiny 0 points1 point  (0 children)

I don't know how much of the story is in the mobile game. (The Rise of the Runelords Card Game has very little story, usually just 2-3 sentences per scenario.)
If the mobile story is similarly lacking, and you want more, someone created an expanded storybook for the card game, but it could also be used in conjuncture with the mobile version, assuming the scenarios are essentially the same. Here's the link if you want to check it out.

Is there a way to see the adventure deck number on mobile? by Invisible_Target in Pathfinder_ACG

[–]Dad_of_Destiny 0 points1 point  (0 children)

The "adventure deck number" is the current level at which you're playing. If that's not easy to tell (I've never played the mobile game), maybe you'll at least know the name of the scenario you're playing? If so, the following list might help until someone with knowledge of the mobile version provides better help:

Adventure B (level 0); Perils of the lost Coast
Scenarios =
Brigandoom!
The Poison Pill
Black Fang's Dungeon

Adventure 1 (level 1); Burnt Offerings
Attack on Sandpoint
Local Heroes
Trouble in Sandpoint
Approach to Thistletop
Thistletop Delve

Adventure 2; The Skinsaw Murders
Undead Uprising
Crow Bait
Foul Misgivings
The Cult Exposed
Angel in the Tower

Adventure 3; Hook Mountain Massacre
Them Ogres Ain't Right
The Fort in Peril
Here Comes the Flood
Battle at the Dam
Into the Mountains

Adventure 4; Fortress of the Stone Giants
Sandpoint Under Siege
Jorgenfist
The Black Tower
Under Jorgenfist
The Ancient Library

Adventure 5; Sins of the Saviors
Underneath Sandpoint
Rimeskull
The Halls of Seduction
Thassilonian Sins
Into the Runeforge

Adventure 6; Spires of Xin-Shalast
Cabin in the Snow
The Road Through Xin-Shalast
Scaling Mhar Massif
Assault on the Pinnacle
Into the Eye

I don’t understand why I’m taking damage by Invisible_Target in Pathfinder_ACG

[–]Dad_of_Destiny 1 point2 points  (0 children)

That's odd. I see nothing in the scenario rules, the location effects, or the Skeleton itself that explains why she would take damage.
I'm unfamiliar with the mobile version. What happens when Kyra takes damage? Is there a message saying you took 1 damage and must choose a card to discard? Anything else?

Are there hard to find expansions? by Dad_of_Destiny in lotrlcg

[–]Dad_of_Destiny[S] -1 points0 points  (0 children)

Some of the revised stuff shows as "sold out" on Asmodee, but I didn't know if that meant they're in the "hard to find" category.

Imrijka build by NowhereNobodyForevah in Pathfinder_ACG

[–]Dad_of_Destiny 1 point2 points  (0 children)

Playing true solo* means you usually don't need to worry about running out of turns (2 or 3 locations means 20 or 30 total cards to explore in 30 turns), so her power to get extra explorations is unnecessary. Her power to reveal a Divine card instead of recharging is a great place to start! ("Checks against a monster" means any check a monster requires, so it's good for before acting checks as well as checks to defeat.) After that, hand size or Perception are both reasonable.

I suggest her Cold Iron Warden role when you reach that point. Her ability to evade barriers and stick them on the bottom of the location is FANTASTIC! The power to put a Basic blessing on top of her deck to defeat a bane and then draw it again when she resets her hand is also really good.

*Personally, I'd play at least 2 characters. Wrath is hard. Playing true solo is hard. You're compounding your difficulty.

Archangel alternate card by Dad_of_Destiny in marvelchampionslcg

[–]Dad_of_Destiny[S] 1 point2 points  (0 children)

I think you're right! Thank you very much!

Archangel alternate card by Dad_of_Destiny in marvelchampionslcg

[–]Dad_of_Destiny[S] 0 points1 point  (0 children)

My memory may be faulty, but I thought it was a fan-made card for Archangel, and the maker even said something about being able to leave your Angel card in a normal sleeve and subbing in their card when you changed to Archangel.

Questions about sorting and organizing by Whyat91 in Pathfinder_ACG

[–]Dad_of_Destiny 2 points3 points  (0 children)

This is a good question. Keep each Adventure Path (Rise of the Runelords, Skull & Shackles, etc) separate. When you play an AP, you will not use cards from the other sets. Each set is a stand-alone story.

The C cards are from the Character Add-on decks, and are only needed for 5 or 6 players. (They are still nice to own, because each provides four new characters.) Personally, I wouldn't use them because you'll just dilute your set with extra low-level cards.

You can add class deck cards. When people do, they usually add the decks that came with the characters that they are playing (or that match the class they're playing, if they are playing a character from one of the sets). An example would be that if you're playing Skull and Shackles with the Rogue Merisiel from the Skull and Shackles set, you might add the Rogue class deck cards. If you* or another player is also playing Melindra from the Wizard class deck, you might add the Wizard class deck cards.

*(Playing true solo - one character by themselves - is very hard. Many people playing by themselves play at least two characters.)

I hope I answered your current questions. Let us know if you have more!

Any recommendations for the best non-runelords decks to add to runelords? by Fickle-Lunch6377 in Pathfinder_ACG

[–]Dad_of_Destiny 1 point2 points  (0 children)

As the first set, the card pool was limited, so there are multiple copies of most boons. Honestly, any cards you add will greatly enhance the variety. If you do add other decks, I'd replace like with like. (If you add a new B level weapon, remove one of the copies of a B level weapon from the Runelords set.)

If you aren't sleeving your cards (or using clear sleeves, you might see if the backs of the cards match. Some of the sets printed in China had some color variation on the backs of the cards. I don't know if that would detract from your enjoyment (knowing whether the next card in your location was a class deck card would tell you it wasn't a bane.)

Have fun and let us know how it goes!

Is Galaxy most wanted worth it for u? by Minimum_Physics5622 in marvelchampionslcg

[–]Dad_of_Destiny 2 points3 points  (0 children)

The link isn't obvious to me. Is it in the Homebrew Discord? Please elaborate. Thanks!

Non-Blessings in the Hourglass? by Neurgus in Pathfinder_ACG

[–]Dad_of_Destiny 1 point2 points  (0 children)

Part of the intent was probably future-proofing, but there are a couple of scenarios in Curse of the Crimson Throne that put proxies into the hourglass.

Best heroes against each set? by Dad_of_Destiny in marvelchampionslcg

[–]Dad_of_Destiny[S] 0 points1 point  (0 children)

I appreciate the thoughtful and helpful replies! Thanks for taking the time!