Pathfinder adventure card game dice tower


















Im gonna get hate for this but the truth is its hard to find people to play and even harder to find a decent dm. I don't think I've ever disagreed more with Tom's opinion on a game.

This is not even remotely like a RPG. It must have been a long time since he last played one if he seriously thinks so. This game is also a snoozefest. There's no story at all; you're just flipping random cards and then roll a bunch of dice. Rinse, repeat. The only saving grace is the character development which is kind of neat, even if it's way too slow. Unfortunately, you have to play a bazillion of boring scenarios to get that sense of achievement when a character is finally noticably better than at the beginning.

Just got his for 2 bucks at my local thrift store and it was almost in perfect condition. Can't wait o star playing! I actually thought this game was pretty bad.

Repetitive and unbalanced characters plus good amount of errors in the game. Lots of good points but the gameplay failed. I hope this see better games based on this solo adventure card game. I sold my copy. But I saw a few player created variants that seemed to add more to the theme and help the game out. Wished I tried those out first. Weird how I see tons of negative comments about this game but not many bad reviews. Guess people who hate a game will never bother taking the time to do a review.

Just played my first game of pathfinder adventure card game and really enjoyed it. The instructions manual isn't that great at covering the basics though. I was at fist very confused about the Blessing Deck and how to handle battle. A quick trip to BGG and all was well. I highly recommend watching some of the walkthrough or session videos to learn the mechanics.

We play this game a lot, but the idea of marking up the cards made everyone twitchy and makes it hard to re-use them in other campaigns, so we just typed up some simple, one-page character sheets for each character. Do NOT throw the card packages away. You need them in the future for storing cards that won't be used in future decks. Also, when you start a new adventure, it's nice to store everything in their respective decks.

Your deck of cards is also very important, if you ever run out of card to draw, it means that your character dies. Hence the strategic approach to the game. It will define how you play your character. Overall, a very good game that nicely brings together two very popular type of game. The balance between the two elements is in my opinion the strong point of the game. The only week point in my view is campaign mode versus the single game.

The campaign mode will allow you lots of possibilities and create good flow for game progression. On the other hand, if you are looking to play a quick game with friends, you might find that you are limited to the first few scenarios. Although there is a good replay value, the game really takes on its full meaning when you evolve the characters. I have never played a tabletop RPG before. It has interested me, but the time commitment and being able to meet with a group of friends would be difficult plus my friends would be harder to convince to play a tabletop RPG.

The aspects that we like are the:. You also can create a memorable story from filling in the blanks as you play the game — the villain kept escaping or finding the much needed holy candle from a treasure chest. The number of characters will change the number of locations but not the time limit, so that adds a different experience.

Finally, the characters are very different as well. Your play style will change depending on the character…or else you will make the same mistake as I did and Kill Lem to Blackfang because you decided to leave him at a location alone, thinking it would be safe. Thus far in my limited experience, I have failed or died a few times but beat the scenario a majority of the times.

Yet most of the time, it has been really close games. In my opinion, those close games are more memorable. I have also not played Adventure 2 yet, which I hear is the easiest. If you follow what the card says, you should be good to go. In terms of the inaccuracies on the cards; I have not come across anything detrimental towards my enjoyment of the game. A player faces a monster can be helped by other players.

What another player does, will directly affect you. They can obtain a boon for you, help close down locations, defeat monsters, and even heal you. For me it feels like you are actually working together, instead of working separately towards the same goal. In terms of me and my wife, we talk about our options for what we should do next.

For instance, taking a risk to use a blessing to explore again or saving the blessing for later. I also find it hard to shuffle these small decks so they are even mixed. In other words, I feel that shuffling so few cards does not even out the different boons and banes that make up the deck. This depends on how serious you play.

I am more laid-back, so this does not cause me as much grief as it would others. The developers have also included a faq sheet of fixed rules and cards that you can download or printed. However, there is a lot of dead space in the background of the rest of the cards. This is a minor complaint, but I think having a background to the subject of the card would make them more appealing.

In addition, the border colors of the card types are a little bland for the boon cards. Banes have a very different border colors depending on the card type: Villians are a dark red, henchmen are red, monsters are orange, and barriers are yellow. On the boon side, the colors are a lot more similar, ranging from light blue, light purple, and different hues of grey. It makes it a little difficult to quickly know what type of card it is for instance, between an item and a blessing.

The adventure card and the scenario cards give a short synopsis of what is going on, which helps you understand what is going on. I would have liked to see more flavor text on the different cards like the villain cards.

For instance, a short description or quote for the named allies and henchmen. Also maybe having some unique cards for a scenario that are not monsters or henchmen, like a unique ally that is included into the scenario in a similar fashion as you include the villain.

Again, this is a very minor gripe I have…which is oddly turning into a suggestion. These are just my opinion, and it may change. But at this point, my wife and I are enjoying this game a lot.

I can guarantee that we plan on getting the next adventure path Skull and Shackles once it comes out late summer.

On the one hand, this is sort of a deck builder game. But the deck building is pretty light overall. Choose a location, reveal a card, deal with the card with your cards. Look for villain, close locations until villain has no place left to run. Sounds like advanced Munchkin. Yet somehow this all seemed to gel for us. I think part of it is that you have to be open to the game. You have to be willing to bring some of your own fun to it.

You have to invest yourself in the character your playing so you can be excited when they find a new, cool weapon, or be upset when they lose something important to them. Want to roleplay? The ghost is back. Even so, I really look forward to my future adventures! It is heavily flawed, the rule book is a mess, there are not enough options or diversity and it is bloody expensive.

Yet for all of this it can be vastly immersive, engaging, interactive, and in the end left me desperately wanting more. The game is a co-operative deck building game. Each player chooses one of 7 character decks to begin the game with, each deck consisting of 15 cards. As you explore you will come across additional weapons, tools and allies that you will want to add to your hand and ultimately your deck. You are building a persistent character deck that can be used in all future games.

The cards and characters are beautifully put together and very interesting. I have certainly seen better, but the cards are nothing to be ashamed of. Their short background stories provide a colour backdrop to draw you in and the items do very different things and creating interesting texture and strategic combinations. The largest problem with the game is its insane use of language and its mish-mash of rules.

A quick examination of the character cards shows a lot of needlessly complex information. But I can still use my base d4 check says I. Rulebook says, silly you, information is for rabbits. But in addition to the poor layout of the rules, there is the frustrating inconsistency of the narrative. However, once it does draw you in, it slaps you in the face with so many ridiculous and arbitrary situations owing to the random construction of the location decks.

The location decks are constructed from a set list of card types where you are supposed to randomly pick the number of cards of a certain type to add to that location deck. The mystery this adds to the decks is great, the sometimes downright drug-trips that result are not. For example you might head into town to investigate some rumours about bandits being involved in the operation of the general store.

You investigate, open a closet and discover a hill giant… in the closet. Or better yet, a massive aquatic Bunyip which bites your head off. While hilarious, the game is not painted as a comedy and the experience is jarring to say the least. The game is in fact amazing. The problem solving, sharing and persistent engine building are absolutely fantastic.

The game plays on a massive amount of chance with dice but allows you to manage your chance using cards and abilities. The narrative elements are truly engaging and interesting. But the entire game feels as though it should have been heavily edited, brushed and combed by someone outside the development team before being released to the wilds.

That being said, there are many things being done tame the game and to alleviate the problems of this game by both by Paizo and the community. Certain house rules regarding monster types have been proposed regarding populating location decks, gorgeous play mats are available at BGG that simplify and explain the character skills, new and interesting scenarios are being proposed and created in the forums. Unless you are living under a rock you have seen or at least heard of the Pathfinder Adventure Card Game by now.

Lets start by answering your first question, what is an Adventure Card Game? Think of it as an Dungeon Crawl in a card game format, sort of a mashup of Descent and Arkham Horror, but borrows a fair amount from the Living Card Games.

Your deck will serve as your hit points as well as your means to success. That means it is your job to lock down these Locations so you can corner the Villain, to accomplish this you will need to defeat his Henchmen at each Location and then pass a Check corresponding with said location. My Thoughts: Well, I will be honest my first couple plays we probably made more than a few errors, and I did not enjoy the game at all. However after reading many great reviews and spending the cash on the game I decided I wanted to give it more of a chance, I am very glad I did.

I found that I did not enjoy the recommended decks for any of the characters I tried and that was the verdict from the rest of my gaming group, there were some that only needed slight tweaks and then some that felt way off.

Since I started playing as Lem I have felt much more involved in the game and that is probably my biggest point to stress about the Pathfinder ACG, the more involved you are the more fun it is. I will delve a bit into my thoughts on each character below. Regardless of who you choose to play as you can easily keep track of your deck and progress through the scenarios by using this excellent spreadsheet found on bgg. I enjoyed the solo play a lot more than I thought I would and we have played with every number of players from , excellent with any number and is an odd number for a cooperative game which I think it handles the too easy or too hard problem better than other cooperative games.

Lem: Lem has a lot of options for customization, you can make him very offensive so that he can explore and handle almost any situation on his own, he can help other characters in the same location as him, he can be a very effective healer by using cure and his passive ability of changing cards in his hand with his discard.

What I like most about Lem is the speed at which he churns through his deck, recharging cards to assist other players and still having the resources left on your turn to handle an exploration is awesome and can be done almost every turn with Lem.

Weapon: Sling. If you are someone who has been on the fence about Pathfinder after trying it, try the first adventure deck. It adds some much needed variety. The Pit of Malfeshnekor is very cool, it gives you the option to take a free item but at the expense of damage and I was wondering where the Fiery Weapon was in the base set. The new blessing is much needed, it adds bonus to combat checks against monsters. The henchmen have some variety in the adventure pack with most scenarios hosting more than just a generic type of henchmen.

I saw this game released at Gen Con and it was my brother who was more excited about it than I was. He bought a copy at our local game store but never played it. He eventually sold it to my husband and I. After playing it for the first time I was floored.

This game is really good! Several more play throughs later and I fall more in love with this game each time. You have to first choose your quest and then find all the locations, villains, and henchmen that go along with the chosen quest. The rulebook shows a fancy set up for laying the cards out but I find it unnecessary and just usually line them up in a row.

However, you take individual turns but can play Blessings, Spells, etc. On your turn you flip the top Blessing card. There are 30 of them and they are basically a timer. You run out of Blessing cards in this deck and you lose.

Next you move your hero to one of the locations and flip the top card. Then you encounter the flipped card. This can be a fight, acquiring items, armor, spells, etc. The game ends when either all heroes have died, the villain has died, or the Blessing deck has ran out. This can get you some awesome equipment or feats. This makes the game have that RPG feel. GOOD -mechanics are straightforward -excellent replayability -custom decks that change and get better as you level up -RPG feel with no DM -quick gameplay usually 45 minutes -great storage solution in the box.

It has so much going for it. This makes you feel like you are playing a RPG. This game is really fun with a lot of replayability. I have been a fan of the Pathfinder property for years. Turns out the translation was both intuitive and well done. Mechanics: The mechanics of the game are excellent.

Each scenario details how to build the locations, which are basically decks the players will explore. Each player controls a character who in turn has their own deck which represents the characters powers, equipment, and health. The ingenious part is that though common rules govern how the characters play each character is different enough to create diverse play.

For instance the Fighter plays very differently from the Sorcerer, and each is very evocative of the class represented. Components: The base game comes with a basic card pool, plus the first of 6 scenarios. This is enough for 4 players to play, but inevitably players will want more. The designers created a campaign for the game, and every two months each month with later game a new scenario is released to continue the story. In addition to that the also released a character add on deck, which expands the number of characters available as well as adding enough additional cards to allow two more players to participate.

Theme: The campaign is based around a previously released RPG campaign. Likewise, as you play the card game story elements of the RPG will be spoiled. PAC has given my wife and I a fun alternative to rpgs. This is mainly due to the fact that Paizo has managed to capture the feel of a Pathfinder rpg adventure in a card game. As a veteran of over 3 decades of roleplaying, I had my doubts but PAC delivered. Each player has a character complete with starting class, race, powers and abilities that are familiar to any rpg gamer.

Each character starts with a beginning deck, but as they complete adventures and challenges, additional card will be added, equipment upgraded, etc. These dice are rolled when attempting to overcome a challenge bane or to claim a new card a boon. As a cooperative adventuring party, the players send their characters on scenarios along an Adventure path. Each scenario presents a number of location decks according to the number of players.

Each location deck is comprised of monsters and barriers as well as cards of the aforementioned types. Each location is unique and has unique properties and decklists. There are five scenarios to an Adventure and six Adventures to the Adventure Path.

Well I finally managed to sit down and play my first game of Pathfinder the Adventure Card game. The scenario I played was called Brigandoom. The is an introductory scenario, but it was quite enjoyable and one that I would play again with a different character. My character for this scenario was the Paladin from the Character expansion pack who felt it was her responsibility to track down a bandit leader who had been causing lots of trouble in the area.

The Paladin was on her own and as such had three locations in which to search for this villain. The Paladin is a great character to play when adventuring on your own.

She has very good stats and certain abilities that can help you on your quest. She is also proficient with armor and weapons and has quite a few blessings of the God on her side. The longest part about the game was the setup, but even that was kind of minor considering the fun I had tracking down the bandit leader. Deciding which location to start at is important and a player should read the location cards as well as all the other cards carefully when making this decision.

The rules were pretty easy and I only had to look in the rule book a couple of times. There are some good player aids available online that are of great help when playing this game game summary of turns… As I was playing a story kind of developed in my head about what my character was going through and the hardships she had to endure. Most of the encounters were pretty easy to overcome, but there were many. The villain was defeated on all occasions but always managed to elude me by escaping to another location to which I had not yet searched.

Another wonderful thing about this game is that your character will or may not acquire various items, allies, spells.. The game ended when the villain was finally cornered at the Waterfront and attempted to make a last ditch effort to avoid capture, but all to no avail. I won this game and was rewarded with a random item for my effort, but what does a Paladin do with a crowbar? The Gods work in mysterious ways and as such I should be grateful they have found me worthy of such an item.

I look forward to more adventures with my stalwart Paladin as she journeys onward. I think this game would be more immersive if it had better artwork and overall card layout. Artwork has that "penciled" look, and the font and card layout looks so standard like a book report or something. Having said that though, Pathfinder ACG still has better gameplay. Well, can't win 'em all. Not sure if it's typical of deck building games, but setup is ridiculously long and complex and game play is mediocre.

Off to the recycling center it went. I tried this game at home. This game is luck plus strategy plus skill checks, skill checks, skill checks!!!!! I like games with luck and strategy to mitigate the luck. However, without playing the game before and without knowing what the next draw will be, there was no way to strategize about what cards to keep in my hand and what to discard during the first playthrough.

That left the whole first game being just, "Roll the dice. See if you win. Repeat several dozen times…" I don't think I'll be buying anymore skill check games. What are the games he mentioned, when he says "In fact this is kind of, in my sense, a sister game to the ….

Thanks for the in-depth play-by-play review! At when the video actually starts I already was so bored I wanted to click away because the first 3 minutes are mostly about the box the game comes in and at 5 min so far all I know that is useful is "This is what a character card looks like". Watch the dice falling into the tower on.



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