Pathfinder Adventure Card Game - cooperative adventures in the fantasy world of Pathfinder. The game resembles a simplified role-playing board game, in which the character's attacking and defensive capabilities are collected in his deck, which changes during and between scenarios, which reflects its development. Or a cooperative board game in which you can see both “Arkham Horror” and “The Lord of the Rings: The Card Game”. The game world, character classes, places, objects and more - everything migrated to The Pathfinder Adventure Card Game from the "big brother", which is based on the redesigned popular system "Dungeons & Dragons 3,5". The first set of the game will include 400 cards, including a deck for an adventure.
The game runs through scenarios that can be played both separately and as a campaign. Having completed the scenarios of one adventure, the player moves to the next. New adventures will be released as add-ons.
Each scenario provides several locations for research. Locations are assigned event cards (monsters, objects, characters - in the proportion specified by the location; somewhere more objects, somewhere more monsters). Then, the boss’s cards and his henchmen’s cards are mixed with the location event decks, so that the player does not know exactly where the main villain of the script is. The goal of the game is to defeat the boss before he can escape. He can escape through a location in which there is no player character. 2 locations more than characters.
In order to drive the boss into a corner, he must cut off his escape routes. This can be done by defeating the assistant boss of the location or by fulfilling the conditions for winning the location map. The conditions for the victory of the location are known, so it makes sense to send the most suitable characters to the location (for example, a charismatic hero to where the gift of persuasion is needed for victory).
On his turn, the player can move his character to any of the locations presented on the table in order to explore it (reveal the top card of the deck of her events). Having opened the test card, the player passes the test: in case of success, the card is withdrawn from the game, in case of failure it remains on the table. If the failed test was a fight with monsters, the player suffers damage: discards a certain number of cards from his hand. Having opened a card, for example, of an object, a player may try to get it in his hand; in case of a failed check, the card is removed from the game.
The mechanics of verification is reduced to throwing a cube: from tetrahedral to twelve-sided, depending on the level of the character in the parameter that is key for verification. The dropped number is compared with the difficulty level of the test, which ranges from 6 and above, so that in some cases you can’t do without help. To do this, some characters can bless others: each blessing allows you to roll another die with the same number of faces. A character may be blessed on the same thing by several associates, but all blessings are announced before the dice roll. In addition to blessings, there are other ways to help overcome the difficulty level in the game: they are provided by items, character skills, and spell cards.
The character’s deck and hand reflect its general and current capabilities, and a lot happens during or between scenarios. Sometimes it’s enough to show the card in your hand to use its effect. After use, more powerful cards are sent to the bottom of the character’s deck - they require a “recharge”. The most powerful cards are discarded after use. Discarded cards can be returned using treatment. Sometimes it is allowed to pass a check to “recharge” a card instead of discarding it - this usually applies to spell cards and magic items. The resulting damage causes the player to discard cards from his hand, as a result of which you can temporarily lose access to the necessary cards. In certain cases, the cards go into the "envelope", that is, they become inaccessible until the script is completed. In some cases, the cards are "expelled" - forever removed from the character’s deck. An example of such cards are various potions. Cards fall into the character’s deck when the conditions of the event cards, which are, for example, items, are met. In addition, characters located in the same location can at the beginning of a turn pass cards to each other from hand to hand.
At the end of the turn, the player gets the missing cards from the top of his character’s deck into his hand. The limit of cards on the hand depends on the orientation of the character. If there are few cards in the player’s deck, and most of them comprise a “recharge” card, they will very quickly return to the player’s hand. And here a couple of dangers await the character: if a player must take a card from the top of the deck, and it is over, his character dies and loses everything acquired during the adventure; if a player completes a move, exceeding his limit of cards on his hand, he discards extra cards, thereby losing opportunities that may come in handy during the execution of the scenario in the future.
The player has only 30 full moves at his disposal before the boss escapes and they lose. This number varies depending on the game events. For each of the eight locations, there is a deck of 10 event cards, plus a card from the boss or his assistant. Therefore, the player’s chances of winning directly depend on whether they can explore more than one location per turn. The game provides an opportunity to speed up the study of event cards if the player takes risks and sacrifices the safety of his characters. For example, a player may conduct additional research by discarding a blessing card (or some other card). But the more the player explores the locations, the fewer cards are in his hands, which means there are less opportunities to respond to emerging dangers.
The characters of the game are different from each other. For example, a warrior has a small limit on his hand, but his deck contains cards suitable for overcoming most of the trials. Since the damage received by the character cannot force the player to discard more cards than he has in his hand, the warrior is ideally suited for the role of a “tank” - goes ahead and ahead with a minimum of losses. The priest has at his disposal blessings and the ability to heal, which makes him a good “support” (support character). The magician is able to automatically "recharge" his spells, which allows you to use them again and again. Etc.
In case of victory, the player can rest and rebuild their characters' decks before moving on to the next scenario. A character’s deck must consist of cards of several categories, the number of cards for each of which is indicated by its features. But which cards to put in the deck, the player decides for himself. The player has at his disposal a general fund of cards - all cards acquired by them during adventures. Thus, the magician may ask the team to provide him with a sufficient number of cards that do not require difficult conditions to play and have the “recharge” property. Equipment is also subject to exchange, since for characters of any class there will be objects suitable to a greater or lesser extent.
Description taken from Teser
http://tesera.ru/game/...er_Deck_Building_Game/