Thursday, February 27, 2014

Thursday Nerdsday - Pathfinder Adventure Card Game, Rise of the Runelords

You guys. I'm flying my nerd flag nice and high today, so be gentle.

Seriously. I don't think it get nerdier than this. Well, maybe if I was actually dressing as my character or actively LARPing, that would be more nerdier. Maybe.

Back in the day, Mr. Hive played Dungeons and Dragons. Then he met me and he stopped, probably because girls are sparkly and distracting and they smell better than other teenage boys. Or something like that. He didn't play for decades, then sometime last year he came home from the game store with a Pathfinder box. He was a bit nervous about it, since this is like the epitome of nerddom and all, but I said I would play.

We played the regular adventure game quite a few times, though he tired of all the planning and coordination of the game he had to do in advance. (He also can't roll for crap when he's the attacker, but that's another story...)

I am Ezren. I have always been Ezren. Because Ezren is a wizard and wizards kick ass.

The card version of the game came out and he was all excited because the basic idea of the game was the same, with the same characters, but he could play and didn't have to plan anything ahead of time. I wondered if we really needed a different version of the same game.

Then he ordered it anyway, because I clearly didn't know what I was talking about.

The first few times we played it, we messed up a bit. The play of this game is very different than regular Pathfinder, but once you get the hang of it, I've found that we all like it better.


I know, right?

That's probably in violation of some nerd code, right there.

Anyhow, onto the game, Pathfinder Adventure Card Game, Rise of the Runelords.

To play, each person selects a character to play as and draws cards from the decks based on the list for that character. The cards are shuffled and drawn to your particular hand size, which varies among the characters. Each character has different abilities and skills, and when you are playing it is best to have a variety of types to best confront the villain.

Depending on the number of players you have, you create decks for different locations, according to the round you are playing. Regardless of the number of players, since it is a cooperative game, there are a total of 30 turns in the game. You have 30 turns to explore the decks, confront and defeat the villains and close all the locations. Only when all locations have been closed can you declare victory.

It sounds complicated, and it is. Like, it's so complicated that I won't really even go into depth about the rules because it is easier to show someone how to play it than it is to explain it. Having some background in Pathfinder will likely help you get the gist of this version, but it isn't necessary. There are plenty of videos out there you can watch to learn how to play. If there is enough interest, we might even be willing to make one.

It will take a few rounds of play before you really get it anyway, regardless of how familiar you are with ordinary Pathfinder.

It's to your advantage to keep the same character from one round to another because the more times you play that character, the more experience credit you get, which increases your roll values and ups the number of cards allowed in your deck. Your deck carries forward round to round after being re-set to the allowed numbers of each card type.

This version of the game plays faster and is much easier to set up than the traditional version. I jokingly told Mr. Hive that I missed his narration and voices, so he obliges me with those now. It takes about 45 minutes to play a round.

Much like the regular Pathfinder, whether you are successful in this game will depend heavily on your rolls. In this version, you are also at the mercy of the deck. We've played rounds where the villain was confronted immediately, we've played games that we barely won on the last turn, and we have lost more than a few times.


I got my own dice.

Aren't they pretty???

The recommended age on this one is 13+, but again, our kids can play. The 8 year old can play independently with her own character. As it is a cooperative game, you are going to be consulting with the other players anyway, so we've never had an issue with the age limitations. You do definitely need to have at least one person playing who has a good grasp on the game, though age doesn't have much to do with that.

Since we bought this version, we haven't played the traditional game at all. This one has all the fun without the hassle and everyone gets to play.

Quick, throw me a blessing...because as much as wizards kick ass, they do get their asses kicked in combat.

1 comment:

  1. Throwing you a blessing!

    (And yes those dice are pretty!)


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