Pathfinder Adventure Card Game

No One Else Can Take Your Turn for You

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When you encounter a card or attempt a check, you—and only you—must resolve it. No other character can evade it, defeat it, acquire it, close it, decide what to do with it, or fail at doing any of those things. If Seelah encounters a Poison Gas barrier, Fumbus can’t play his Cape of Escape to evade it for her. If Lem encounters a Cave Bear, Amiri can’t attempt the check to defeat it. If Valeros encounters a Scorching Ray spell, Ezren can’t acquire it. If Harsk defeats a Dire Wolf closing henchman at the Cathedral, Sajan can’t bury a blessing to close the location. If the game tells you to do something, you have to do it.