RULES
Pathfinder Adventure Card Game
Pathfinder Adventure Card Game Basics
4
The Basics: Objective of the Game
The Basics: Card Basics
The Basics: Card Sets
The Basics: Getting Started
Setting Up the Game
13
1 - Open the Storybook to the Scenario
2 - Decide on the Challenge Mode
3 - Set Out the Locations
4 - Build the Locations
5 - Prepare the Story Banes
6 - Create the Hourglass
7 - Position Yourselves
8 - Trade Cards
9 - Choose Starting Locations
10 - Draw Starting Hands
11 - Add Cohorts
12 - Decide Who Goes First
Play Area Example
Playing a Scenario
49
Your Turn
7
Your Turn - Overview
Your Turn - Advance the Hour
Your Turn - Give a Card
Your Turn - Move
Your Turn - Explore
Your Turn - Close Your Location
Your Turn - End Your Turn
Playing Cards
11
When Cards Can Be Played
Using Character Powers
Playing a Card
Revealing a Card
Setting Cards Aside
Instructions on Cards
Using Powers as Boons
Using Cards In Hand vs. Displayed Cards
Powers Apply to the Current Situation
Powers from Cards Leaving Your Hand
What "Your Cards" Are
Encountering a Card
13
Encountering a Card - Overview
Apply Effects From Encountering a Card
Apply Any Evasion Effects
Villain Step: Guard Distant Locations
Apply Effects that Happen Before Acting
Attempt the Check
Attempt the Next Check, If Needed
Apply Effects That Happen After Acting
Resolve the Encounter
Avenge the Encounter
Villain Step: If You Defeat a Villain
Villain Step: Does the Villain Escape?
Villain Step: The Villain Can't Escape
Attempting a Check
7
Attempting a Check - Overview
Determine Which Skill You're Using
Determine the Difficulty
Use Cards & Powers To Affect Your Check
Assemble Your Dice
Roll the Dice
Suffer Damage, If Necessary
Suffering Damage
1
Suffering Damage
Dying
1
Dying
Searching and Examining
1
Searching and Examining
Resetting
1
Resetting
Summoned Cards and New Cards
6
Summoned and New Cards - Overview
Summon and Encounter
Summon and Acquire/Summon and Defeat
Summon and Play
Add a New Card
Add a New Location
Closing Your Location
1
Closing Your Location
After the Scenario
2
Ending a Scenario, Adventure, or Ad Path
Rebuilding
Play It Your Way
6
Change the Size of Some or All Locations
Change the Number of Locations
Change the Hourglass Size
Adjust # and Bane Level
Add Wildcards
Normal, Heroic, and Legendary Modes
Card Types
7
Card Types: Characters
Card Types: Roles
Card Types: Locations
Card Types: Support Cards
Card Types: Proxies
Card Types: Banes
Card Types: Boons
Get the Most Out of the Game
3
Join the Community!
Join the Adventure Card Society!
Make Your Own Cards!
Example of Play
4
Example of Play: Setting Up
Example of Play: Sam's Turn
Example of Play: Alice's Turn
Example of Play: Lee's Turn
Transition Guide
6
Transition Guide
New Game Features
New Game Terms
Replaced Game Terms
Rules Changes
Compatibility with Older Sets
Deck Suggestions
12
Amiri
Ezren
Fumbus
Harsk
Kyra
Lem
Lini
Merisiel
Sajan
Seelah
Seoni
Valeros
Things to Keep In Mind
12
Things to Keep in Mind
Cards Do What They Say
Cards Don’t Do What They Don’t Say
No One Else Can Take Your Turn for You
Cards Don’t Have Memories
Finish One Thing Before Staring Another
If It Isn’t Called Something...
Do What You Are Told
When Things Happen Matters
Allow for Abstractions
Choices Matter
This Game Will Try to Kill You
Glossary
6
Glossary: # - B
Glossary: C - D
Glossary: E - H
Glossary: I - O
Glossary: P - R
Glossary: S - Z
Quick Reference
5
Turn Overview
Encountering a Card
Attempting a Check
Playing a Card
A Few Rules That Are Easy to Forget
Additional Rules
28
Rules: The Golden Rules
Rules: Traits
Rules: #
Rules: Level
Rules: Proxies
Rules: Tracking the Hour
Rules: Local and Distant
Rules: Moving
Rules: Faceup Cards on Locations
Rules: Dealing with Cards
Rules: Compatibility with Other Sets
Rules: Invokes
Rules: Healing
Rules: Timing
Rules: Active and Optional Powers
Rules: Affecting the Situation
Rules: Optional vs. Required Checks
Rules: Skills, Dice, and Modifiers
Rules: Bless
Rules: Rolling Dice
Rules: Character Proxies in Locations
Rules: Counting Resources
Rules: Hero Points
Rules: Loot
Rules: Feats
Rules: Owner Trait
Rules: Promo Cards
Rules: Markers
Strategy
10
Strategy: Where Should You Sit?
Strategy: Should You Split the Party?
Strategy: Should You Always Explore?
Strategy: Should You Acquire Every Boon?
Strategy: Should You Look Ahead?
Strategy: Should You Be Selfish?
Strat.: Should You Burn Thru Your Deck?
Strategy: Where Should You Explore?
Strategy: Should You Hoard Blessings?
Strat.: Should You Adjust the Challenge?
Examples
4
Example: Deck Lists
Ex.: Pay Costs For Each Power Separately
Ex.: Multiple Powers & Playing Freely
Example: Closing a Location
Additional Official Paizo Resources
1
Additional Paizo Resources
FAQ
Pathfinder Adventure Card Game
Play Area Example
menu
Pathfinder Adventure Card Game
Setting Up the Game
Play Area Example
Next
Playing a Scenario
Related Rule(s)
1 - Open the Storybook to the Scenario
2 - Decide on the Challenge Mode
3 - Set Out the Locations
4 - Build the Locations
5 - Prepare the Story Banes
6 - Create the Hourglass
7 - Position Yourselves
8 - Trade Cards
9 - Choose Starting Locations
10 - Draw Starting Hands
11 - Add Cohorts
12 - Decide Who Goes First