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What is Pathfinder Adventures?
Pathfinder Adventures translates the best-selling Pathfinder Adventure Card Game into an entirely new breed of digital card game, where players adventure cooperatively to battle monsters and villains, and acquire new feats, items, weapons, and allies.
Obsidian Entertainment is bringing this award-winning game to tablets, mobile, and PCs. Pathfinder Adventures will initially be available on iPad and Android tablets with additional platforms to follow.
Rise of the Runelords
A forgotten evil stirs in the ancient land of Varisia. Dark magic once more thrums amid crumbling ruins, cultists murder in the name of foul deities, and maniacal goblins plot a fiery end for the peaceful town of Sandpoint.
The Rise of the Runelords, the first of an ongoing series of Adventure Paths, begins with a goblin attack in the sleepy coastal town of Sandpoint. Players then embark on an epic journey through the land of Varisia as they track a cult of serial killers, fight depraved ogres, stop an advancing army of stone giants, delve deep into ancient dungeons to reclaim weapons of unbelievable power, and finally go up against an all-powerful wizard-king in his ancient mountaintop city.
The Digital Experience
Pathfinder Adventures brings one of Paizo's most successful products, the Pathfinder Adventure Card Game, into the digital realm in an enhanced experience. Not only will the game be mobile, it will also emphasize the characters, story, and world of Pathfinder's rich and diverse world.
Features players will experience exclusively in the digital version include:
- Reactive cutscenes featuring Pathfinder's iconic characters.
Dive into an expansive adventure with a party of Pathfinder's iconic heroes. Each character has a unique playstyle as they use their cards and powers together to fight monsters and discover powerful weapons, items, and spells. From the heart-of-gold mercenary on an eternal quest for the next drink to the intensely serious Cleric of Sarenrae, to the always optimistic and sharp-tongued Halfling bard, every dialogue is different depending on the characters you decide to bring on this quest.
Explore the cities, towns, countryside, and dungeons in the dangerous landscape of Varisia. The wild frontier of Varisia is composed of rural communities, independent city-states, cyclopean ruins, and uncharted wilderness. Your adventures will take place on beautifully rendered maps like the goblin fortress, Thistletop, and the burgeoning metropolis of Magnimar.
Here's a number of "metarules" that explain how to approach the game:
THINGS TO KEEP IN MIND
If you’ve played other card games, board games, or roleplaying games, you may find a lot of familiar concepts in the Pathfinder Adventure Card Game. However, bringing in assumptions from other games—including the Pathfinder Roleplaying Game—can potentially trip you up. Here are some guidelines you might want to keep in mind.
Cards Do What They Say. Read any card as it is encountered or played, and do whatever it says as soon as it makes sense to do so. Let the card tell you what to do, and don’t impose limitations that aren’t there. You can play an armor card even if there isn’t one in your deck list. You can play a Cure spell even if it’s not your turn. You can play a blessing on a check even if someone else has played one. Cards say everything they need to say.
Cards Don’t Do What They Don’t Say. Each card’s powers reference specific situations, and if you’re not in those situations, you can’t play it. If a card says it works on “a check,” you can play it on anyone’s check, but if a card says “your check,” it only works on yours. You can’t play a Cure spell to reduce the amount of damage you’re taking, because Cure isn’t about reducing damage. You can’t play Detect Evil to examine a location deck that has no cards. Your weapon doesn’t help you acquire new weapons. Each card tells you what it’s for, and you can use it only for that.
No One Else Can Take Your Turn for You. Whenever you encounter a card or make 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 Sajan encounters a monster, Merisiel can’t evade it for him. If Kyra encounters a Ghoul, Seoni can’t attempt the check to defeat it. If Amiri encounters a Battered Chest, Lini cannot use Thieves’ Tools against it. If Valeros encounters a Spyglass, Harsk can’t attempt the check to acquire it. If Ezren defeats a henchman at the Sandpoint Cathedral, Seelah can’t discard a blessing to close the location. If the game tells you to do something, you have to do it.
Cards Don’t Have Memories. Cards forget they’ve been played after they’ve done whatever they do. So if you reveal an item to reduce damage dealt before an encounter, you can reveal that item again during the encounter. A monster isn’t affected by anything you did in a previous encounter with it. Even though you’ve played a card to explore again, after that exploration you can play another. Don’t ask your cards to remember what happened, because they’re just cards.
Finish One Thing Before You Start Something Else. You do many things in a specific order, and you need to finish doing each thing before you do the next thing. You move before you explore, not after. If a spell used in a check can be recharged, finish the first check before you begin your check to recharge it. If a villain requires two sequential combat checks, finish the first before starting the second. Don’t start a new process until you’ve finished the last one. (That said, if the game doesn’t specify an order for things, you decide the order.)
If It Isn’t Called Something, It Isn’t That Thing. Every term described in the rules and on cards has a specific definition. The Goblin Warchanter has the Goblin trait, but the Goblin Dog doesn’t, even though it has Goblin in its name. A Potion of Healing may sound like it’s magical, but it doesn’t have the Magic trait. A Ghost deals Combat damage when it damages you, even if you failed a Divine check to defeat it. Detect Magic doesn’t use the word “explore,” so you can play it at times when you can’t explore. Don’t make assumptions—just read the card.
Add Only What You Are Told to Add. If a card adds another die, that’s all it gives you: a die. It doesn’t give you your bonuses again. It doesn’t give you the skill associated with that die. It doesn’t give you the ability to recharge an Arcane spell if you don’t have the Arcane skill. When you play a Longbow to add your Strength die to a Combat check, you don’t get to play a Blessing of Gorum to add 2 dice, because you’re not attempting a Strength check. You just get a die.
Allow for Abstractions. Sometimes the story you imagine can get in the way of playing the game. Despite their aquatic nature, Bunyips can be encountered in the General Store. Caltrops work against Ancient Skeletons, even if they don’t have flesh on their feet. Harsk can fire a Heavy Crossbow from the Mountain Peak into the Deeper Dungeons. Don’t force the cards to fit your story; let the cards tell you their stories.
Choices Matter. Your choices have consequences. Once you choose cards for your character, you can’t trade them for other cards whenever you like. If a location makes you choose between attempting a check or banishing a card before closing it, you can’t attempt the check and then banish the card if you fail. If you roll too low on a Combat check, it’s too late to play a Strength spell to improve your result. Once you choose a side of a role card, you can’t switch to the other side. If something kills your character, your character dies. Every choice matters—take your choices seriously.