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Pathfinder Adventure Card Game: Skull & Shackles (Base Set)
Overview
Pathfinder ACG Skull and Shackles is the second entry in their Adventure card game series. The number of players goes from One to Six, and is played over a series of “adventures” across several scenarios.
Components
Cards, a lot of them if you count in the expansion scenarios.
The insert is functional for the base set with out the expansion scenarios. You will most likely be making a new insert for it or buying one online or from a convention/store.
The quality of the cards is best put at mediocre.
The art is Good.
The Box is sturdy.
Gameplay
Setup is pretty easy as you follow what the location cards tell you to put there (IE: 4 Monsters, 3 Items, 2 Weapons, etc).
Each player begins play with a character of their choosing and a deck of 15 cards. This will change and grow some over the course of play.
Players “move” their character to a location, explore it, encounter the top card of that location deck. Play a card(s), roll some dice then add in some other numbers to get their result. Either you make it or you don’t.
Unfortunately PACG Skull and Shackles keeps up the tradition of its predecessor in being a really boring, arbitrary, formulaic, and repetitive game. The first couple of plays are good, but then you realize how the game is designed and realize its rather quite boring. This character min-maxes this, that one min-maxes that to be able to do this stuff. Play weapon, item, or spell and maybe a blessing to get more dice. You pick up and roll them and then add in modifier numbers. There is really no choices in this game. It is all random luck. If the dice are on fire you will do good, if not well then the opposite happens.
Pros
-Decent artwork
-Sturdy Box
Cons
-Extremely repetitive
-Lots of Downtime
-Breeds a lack of interest in what other players are doing on their turns
Thoughts/Conclusions
I know a lot of people seem to sing nothing but praises for this game. I may have the unpopular opinion on this, but the game is just boring after the first couple of games when you figure everything out. There is only luck in this game, no skill or thinking involved. Its just a flip and see what happens game. Which IMO is a bad design for a game now days, maybe a decade or two ago with would be great. If you want a dungeon crawl there is Decent, Imperial Assault, the D&D board games(all GM-less), Thunderstone Advanced is a way better card game choice, that give better experiences and have you interested in what other people are doing on their turn.
I found myself and the other players grabbing our phones to play other games, or else setting up side games and getting more involved in those then the Pathfinder Adventure Card game. There is no incentive to want to encounter monsters or obstacles other then you are forced to. I think Paizo needs to look at the Thunderstone Advance card game and see what they did right. That played way better.