Are you looking for a fast, easy card game to play with your family over the holidays? A game for the kids or to play with them perhaps? Then look no further, S'Quarrels is fun and takes only a few minutes to learn, players become Squirrels racing to collect and store the most nuts before winter.

Before dealing the first hand players will decide on a total score. After each round players will add their score to that of their previous rounds and if they reach the total score, for example: 50 first, that player is the winner. Every time the card Winter is drawn, players total the value of any Stored 'Acorn Cards' to get their score for the round.

Shuffle the deck and deal each player 7 cards. Players must discard any 'Action Cards' drawn and replace them until their entire hand is made up of 'Numbered Acorn Cards' or 'Special Cards'.

*If Winter is drawn during setup, any discarded Action Cards along with Winter are reshuffled back into the deck.

Each turn it is your goal to Store Acorn cards, in order to do this you must have 3 of a kind. At the start of your turn you must draw 1 card but can then continue drawing until you have 7, stopping at any point in between. Regardless of how many cards you draw, you must discard 1 at the end of your turn to the Hoard Pile.

*You can only store in sets of 3, you cannot play 4,5,6,etc of a kind.

Why would you want to stop drawing early? Well some 'Action Cards' are harmful to yourself if you draw them and can cause you to lose a set of acorns you already had in your hand, in some cases it is best to just Store the acorns.

Here are the different Action Cards

Ambush: Randomly take 1 card from each player's hand.

Hoard: Everyone except the player who draws the Hoard Card races to touch the Hoard Pile, the first player to do so claims the entire Hoard Pile for themselves!

Whirlwind: Collect all cards from all players' hands and shuffle them, then redistribute the cards starting with yourself, if you do not have 7 cards at the end of the Whirlwind draw until you do and then proceed with your regular turn.

Quarrel: All players select cards from their hand and reveal once every one has selected, the highest card takes all. If there is a tie, all tying players select a new card and Quarrel again! The Winner takes all cards played during the Quarrel, discards a card to the Hoard Pile and ends their turn.

Special Cards

Winter - The game ends immediately. Everyone totals their points and then adds them to their previous rounds' total, check to see if anyone reached the goal/limit. If no one has reached the goal all cards are shuffled together and players are dealt new hands.

Golden Acorn - If you have in your hand when Winter is played you score +5 points. It trumps all other Number Cards during a Quarrel. However once played, it must be discarded after it is played and is lost for the rest of the game, you may not discard the Golden Acorn unless it is the last card in your hand when discarding.

Rotten Acorn - If you have in your hand when Winter is played you score -5 points. It can only be passed during a Quarrel, Cycle, or Ambush. You may not discard the Lead Acorn into the ‘Hoard Pile’ unless it is the last card in your hand when discarding.

*If you have only the Golden Acorn and the Rotten Acorn, you may discard the Rotten Acorn over the Gold Acorn at the end of your turn.

Why do I enjoy S'Quarrels? Well not only is it a great game to play with my younger cousins but we have come up with pretty great drinking rules:
1. Each time you store acorns you give out drinks equal to the number of the set you stored.
2. When you get the Rotten Acorn you have to chug your drink whether you draw it or are given it by an Action Card.
3. Before slapping the Hoard Pile when a Hoard Card is played you must chug your drink.

Who Would Enjoy S'Quarrels?

Family Gamers - One of the problems of keeping games entirely PG is the lack of interaction or at least the lack of exciting interaction. In S'Quarrels each Action Card effects every player so there is always something happening that keeps all players involved. The rules are simple enough that you can teach anyone in your family and they will all have a good time. I think where S'Quarrels shines brightest is its ability to be played by kids without outside assistance.

Casual Gamers - Something to play with beer and pretzels or with your friends who "don't play games", I always need more games to play while we wait for the last person to show up for our game night. You decide the time limit by setting the goal to play to and most importantly you can teach it quickly to anybody you know.

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Elder Sign

Elder Sign is a co-operative "dice game" set in the Cthulhu Mythos. Players will take turns exploring the Miskatonic University Museum. Your goal, similar to other Mythos games is to stop an Ancient One from waking up and escaping the Museum because if it escapes it will surely destroy the entire world. To do this you must collect enough Elder Signs to seal away the Ancient One. Depending on which baddy you are facing you will require a different number of Elder Signs. In order to stop the Ancient One from awakening you must collect enough Elder Signs before the Doom Track fills up. Collecting clues will make your life easier etc, if you have played Arkham Horror this should all be sounding very familiar. In the following review I will cover how to play and then my thoughts on Elder Sign, if you are already familiar feel free to skip to the bottom.

During their turn each player will go through the following three phases with the majority of the gameplay taking place in phase 2 where players will roll dice in attempt to complete the tasks listed on the Adventure Card they are located at.

1. Movement Phase - The active player moves their Investigator to the Museum Entrance, Adventure Card, or Other World Card of their choice. Alternatively, players can leave their Investigator at their current location.

2. Investigation Phase - The active player may attempt to solve all the Tasks on the Adventure or Other World Card they occupy by matching symbols on their dice with the tasks corresponding on the Adventure or Other World Card. Players may instead perform one of the actions listed on the Museum Entrance Card.

3. Doomsday Phase - Players advances the Doomsday Clock forward by three hours. After advancing the Doomsday Clock, your turn is over and the next player begins their turn.

Adventure and Other World Cards:

Each Adventure and Other World Card has one or more horizontal rows of symbols. Each row is called a Task, player must complete these Tasks, one at a time, by matching all of the symbols listed with die rolls. Players are normally able to complete each card's Tasks in any order, however if the card shows an Order Arrow (see picture above) to the left of its Tasks then they must be completed from top to bottom.

Players cannot attempt to solve an investigation if succeeding would bring an Investigator’s Sanity or Stamina to zero or less.

Other Worlds Cards are a special type of Adventure Card that represent gates to other dimensions. These Cards enter play only after a Player earns a Gate reward. When an Other World Card enters play, place it below the six Adventure Cards. There is no limit to the number of Other World Cards that may be in play at once.

Other World Cards remain in play even after they have been solved.
The Dreamlands somehow the one Other World I always end up in doesn't matter which game.

Rewards and Penalties:

An Adventure or Other World Card is considered a Success once all the Tasks on the card have been solved. 

The successful player returns all Investigators on the card to the Museum Entrance. 

The Reward and Penalty symbols explained.
The successful Player claims the solved card as a Trophy, and then replaces the solved Adventure Card with a new card. 

Other World Cards are never replaced and can be revisited repeatedly.

Trophies - Every Adventure Card, Other World Card, and Monster Marker has a Trophy value. When a Player successfully solves a Card or Monster Marker, they take them into their Play Area as  Trophies.

Trophies may only be spent at the Museum Entrance. However failing an investigation can occasionally cause you to lose your trophies.

Ally Cards stay in play until they say otherwise. Only the Player who drew the Card may use its ability.

Clue Tokens:
Players can spend Clue Tokens to re-roll dice. After failing a Task, you may spend one of your Clue Tokens to re-roll one, some, or all of the dice. The dice may be re-rolled once for each Clue Token spent with no limit on the number of tokens you spend.

Item Cards:
Common and Unique Item Cards allow players to perform a number of different actions. Most of these actions range from gaining lost Sanity or Hitpoints back to gaining additional dice or rerolls. After using a card it is always returned to the bottom of the deck. Gained dice are kept until they are either used to complete a task, or discarded when failing a task.


The Incantation Deck contains powerful spells that will help investigators, most are fairly straightforward however some allow players to Secure dice.

Securing a die is a huge advantage, after rolling the dice, the Incantation Card is cast, you then chooses one die from your roll and place it on the securing icon without changing its result. Any die secured by an Incantation Card remains there until any player chooses to use it to solve a Task. When using the secured die a player may opt to use the face or reroll the die.

*New dice cannot be added to an Incantation Card to replace those that were removed from it.

The Museum Entrance:

Investigators located at the Museum Entrance may select any one of the listed actions:

1. Regain either one of their Sanity or Stamina Tokens for free.
2. Spend two Trophies to regain either all of their Sanity or all of their Stamina Tokens.
3. Spend four Trophies to regain all of their Sanity and Stamina Tokens.
4. Search the Lost and Found - Roll one green die and consult the chart on the entrance sheet. Players cannot use Items or Investigator abilities to affect this roll.
5. Buy a Souvenir - Spends some Trophies to buy one of the listed objects. Players can buy only one souvenir per turn, even if they have enough Trophies to afford more than one souvenir.

*Players may spend any combination of Cards and Markers, however you do not receive change and lose the extra Trophy points.

After being spent, Cards are returned face-down to the bottom of their decks while Monster Markers are returned to the Monster Cup.

Players begin an Investigation Phase by gathering up all the Green Dice and then deciding if they can and want to add more dice. Players then roll all the dice and determine success or failure of the Tasks.

Solving Tasks: If enough die results match all the symbols of one Task (horizontal line) in one throw, then you must place each matching die onto the corresponding symbol on the card. These dice are no longer available for the remainder of the Investigation Phase.

Some Tasks require an Investigator to lose Sanity/Stamina Tokens or requires the Player to advance the Doomsday Clock by three hours. These actions are only performed after the symbols in the rest of the Task have been matched with die rolls (you do not perform these actions if you fail the task).

A Player can only match one Task per dice roll, even if the dice rolled could match more than one Task.

Once all Tasks are completed you have completed the task and claim the rewards as well as the card as a Trophy.
The wildcard result on the red die may be used as a Lore, Peril, Terror, or 4 Investigation result.
Failing Tasks: A Task is considered failed if there are not enough matching results to solve any of the listed Tasks (or the next task listed in order). To continue you must discard any one of the remaining dice and then reroll the remaining dice in another attempt to solve a Task. Discarded dice are no longer available for the rest of the Investigation Phase.  If failing a task means you must discard your last die without completing the last Task, then you have failed the Card and must suffer the Penalties.

Terror Effects: If you fail a Task (not the entire card), and at least one of the dice showed a Terror result, then any Terror Effect listed on the Adventure/Other World Card and the current Mythos Card take effect. Terror Effects take place before discarding a die or suffering Penalties, due to failing the Task.

Focusing Dice
After a Failed Roll, you may Focus any die, you may only do this once per Player Turn (not roll). To Focus a die, you first discard any one die as normal, due to the Failed Roll. Then you select one of your remaining dice and place it on your Investigation Marker without changing the die-result. Focused die are no longer available for rolling but are still available to solve a Task during a later dice-roll during the current investigation. When needed, the die is simply removed from the Investigation Marker and placed with the other required dice on the solved Task. Unused Focused dice are returned to normal play at the end of each Investigation Phase.

Requesting Assistance 
During an Investigation you may request Assistance from another Player after a Failed Roll, in order to do this you must both occupy the same card. To receive Assistance, the current Player first discards one die due to the Failed Roll.

You then request Assistance from any other player at your location. If they agree, you selects any one of the rolled dice and place it on the Assisting Player's Investigator Marker. 

You may use the die held by the Assisting Player just like any other Focused die. However, if you fail the card, the Assisting Player loses either one Sanity or Stamina Token. 

*After each Failed Roll, you may either Focus a die or request Assistance, not both.
*Players may only be assisted by one Investigator per die roll.
*Each Investigator may only provide Assistance once per player turn. 

This particular card locks a green die and will
not return it until all the tasks on the
Adventure Card are completed.
Locked Dice:
Some Cards and Monster Markers feature a Locked die icon. When an icon enters play, place the corresponding die on the icon, even if the die is currently on an Incantation Card or Investigator Marker.

Locked dice cannot be used until they have been unlocked in the following ways:

1. If a die is Locked by an Adventure or Other World Card, it must be solved to free the die.

2. If a die is Locked by a Monster Marker, it must be defeat to free the die.

3. If a die is Locked by a Mythos Card, the die is Locked until a new Mythos Card is drawn at Midnight.

Multiple Locks - It is possible for a die to be Locked by more than one card or Monster. After the die is freed from the first card or monster, it is then placed on the second Lock icon. Only after the last Lock is solved may the die be used in play once more.

*Multiple Green Dice can be locked at the same time.

Character Abilities - Several Investigators have special abilities that allow them to use extra dice during investigations. Obviously these do not allow you to roll locked dice. 

When instructed by the game,you must randomly draw one Monster Marker from the Monster Cup and places it on a Monster Area. Monster Areas are a Task on an Adventure or Other World Card surrounded wholly or partially by a white border.

Monster Markers function as an extra Task that the Players must investigate in order to solve the Card. Players choose which white bordered Monster Area they wish to use as somewhere to place a Monster.

If there are no white bordered areas available, the Player chooses one Adventure or Other World Card and places the Marker below the last Task of the Card. Players must distribute Markers as evenly as possible. Cards may not be given a second Marker until all the other Cards already have at least one Marker.

If a Marker is placed on a Card with an Order Arrow, the Marker becomes that Card’s last Task.

If a card’s reward causes a Monster to appear, you may place the new Marker on the replacement Adventure Card.
The left hand Adventure Card is an example of a 'Completely Covered Monster Area'
The right hand Adventure Card is an example of an 'Empty Monster Area'
1. Monster Area is completely covered: Players must complete the Task on the Monster Marker instead of the Task it covered.

2. Empty Monster Area: Players must complete the Task on the Monster Marker in addition to the Card's other Task.

3. Partial Monster Area: Only the single white bordered Monster Area is completely covered, adding to the difficulty of the already existing Task.

Solving Monster Tasks A Player completes a Monster Task in exactly the same way as any other Task. If a Player solves a Monster Task, they collect the Monster Marker at the end of their Investigation Phase as a Trophy.

*Penalties are suffered after the Monster Marker is collected.

Doomsday Clock:

At the end of each player's turn you must advance the Doomsday Clock’s hand clockwise by three hours.

When the Clock strikes Midnight:
1. The “At Midnight” boxes on all Cards currently in play take effect.
2. Any “The next time the clock strikes midnight” text on the current Mythos Card takes effect.
3. Replace the current Mythos Card with a new one. Return the used Mythos Card face-down to the bottom of its deck.
4. All “once per day” Investigator Abilities are once again available.

Midnight occurs immediately after any player’s turn in which the Doomsday Clock's hand moved to or past XII.

Mythos Cards:
Each time Midnight strikes players draw a Mythos Card, returning the previous Mythos Card to the bottom of its deck. Each Mythos Card has one immediate effect on the Card’s upper half and one lingering effect on the Card’s lower half. The immediate effect occurs right after drawing the card while the lingering effect applies as long as the Mythos Card remains in play.

Doom Track:
The more tokens there are on the Doom Track, the closer the Ancient One is to awakening in the Miskatonic University Museum. If a Doom Token is placed on a space with a Monster Icon, then a new
Monster is drawn from the Monster Cup and placed on a Monster Area.

After placing a Doom Token on the final space of the Doom Track, the Ancient One awakens and the Investigators must confront it in battle. (I will leave this part of the rules for you to discover once it happens).

*In the odd event that someone places the final Doom Token and collects the final Elder Sign at the same time, the Ancient One is sealed away and the Investigators win.
The game ends immediately as soon as any of the following conditions arises:

1. The Players win the game if the Investigators seal away the Ancient One by collecting more than or equal to the number of Elder Sign listed on the Ancient One’s Card.
2. The Players win the game if they defeat the Ancient One in battle by removing the last Doom Token from its Doom Track.
3. The Players lose the game if all the Investigators are devoured by the Ancient One.

My Thoughts:

I have enjoyed Elder Sign every game I have played, that being said I have 2 main issues. 

First off I think the game is a tad too long for what it is and near the end it tends to drag, this makes it hard to get people really hooked on it even though this problem vanishes once your group knows how to play. So I guess my problem would be that it is a little rules heavy for a "dice game". 

Secondly even though Elder Sign has the weakest theme out of the Cthulhu games there is a special disconnect between the Monsters and the general Theme of the other games. The Monster Markers are pretty boring although mechanically work great, I do feel like there should be more monsters or each Adventure Card should come with a monster as one of the tasks, I guess I could put it this way, in other Arkham games there are more monsters than gates so it feels weird that Elder SIgn features more gates than monsters.

So the verdict, who would enjoy Elder Sign?

Casual Gamers: Although yes Elder Sign is accessible enough to be played by a group of casual gamers, I am torn. Mechanically and as a game it makes sense, however I hate how unsatisfying the theme is. Don`t get me wrong as an experienced Arkham Horror and Cthulhu LCG player I found there enough theme to hold my interest, but mostly because I was able to see past the cards. So, if you are looking to sell someone on the Cthulhu/Lovecraft universe and maybe convince them to play one of the lengthier games with you, I don't think this is your game. However if you are already a fan of Cthulhu Mythos then this is definitely worth picking up, also if you are looking for a slightly longer, cooperative game with a lot of interesting decisions and dice it is worth giving a shot.

Gamer Gamers: Elder Sign gives you a lot of decision making, it is not brain busting and it is pretty luck based, however so are all the other Cthulhu Mythos games and I do not feel Elder Sign is like "Yahtzee" despite some people claiming that on BGG. I think Elder Sign fits here because as a cooperative game it stands out in a few ways: Lots of randomness combined with multiple choices for an Ancient One to fight against makes it a lot more re-playable than other Co-Ops. Simplifying movement / no board takes one big step out when compared to similar co-op games, this lets you get down to the real planning and strategizing not worrying about boring old movement points / speed. 
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Pathfinder: The Adventure Card Game

Unless you are living under a rock you have seen or at least heard of the Pathfinder Adventure Card Game by now. This review will help you get a better understanding of just what you're getting into if you plan on picking up a copy of the Pathfinder ACG. Lets start by answering your first question, what is an Adventure Card Game? Well I am not entirely sure anyone can easily describe that, the description I liked best reading board game geek was a "deck leveling game" that does pretty well, but in my head it reminds me of deck building games where you are free to acquire cards and construct your deck as you please, this is not the case with Pathfinder ACG. Think of it as an Dungeon Crawl in a card game format, sort of a mashup of Descent and Arkham Horror, but borrows a fair amount from the Living Card Games. The essence of the game is that you and your groups' decks (characters) will level up and get stronger (better / more cards and bonus feats / traits) as you successfully complete scenarios. Your deck will serve as your hit points as well as your means to success. In each Scenario your party's goal is to defeat a Villain, the trouble is you are not quite sure which Location he is hiding at, and to make things worse he will just run away from a fight as long as he has somewhere (a Location) to escape to. That means it is your job to lock down these Locations so you can corner the Villain, to accomplish this you will need to defeat his Henchmen at each Location and then pass a Check corresponding with said location. But it isn't that easy, your adventure is only blessed for so long, and after 30 turns (tracked via the Blessings Deck) your party will fail and your adventure will come to an end.

The gameplay in Pathfinder ACG revolves around 2 key mechanics, Exploring and Checks. Even though they go hand in hand, to properly understand Exploring it is important that you understand how Checks work.

Objective/Goal: Your goal is to defeat the Villain before the blessing deck runs out or your entire party is dead. In order to defeat the Villain he must have no Location left to escape to.

Making a Check:

When you 'encounter' a card via exploring, regardless of what it is you will be required to make a check. Succeeding will result in defeating the monster, acquiring the item, bypassing a trap, meeting allies etc. The card you 'encounter' will decide what type of check you will have to make. When making a check you will refer to your character card to tell you which dice to roll then use any cards in your hand to add additional dice or manipulate the check in other ways. If the traits from the Check are not listed on your character card you can always roll 1D4.

Type of Check: For a lot of people starting out, determining the type of check is the hardest part. I think the fact that this section on the cards has very small print and lists 2 different types of words. It lists Primary stats such as strength, dexterity and wisdom but then they also list other words such as melee, perception and survival this can get confusing because these are secondary traits that are not listed on every character's card and they show up in smaller text on your character card, when a secondary is listed, you roll the primary stat die and then add your bonus listed next to the corresponding secondary stat to the result of your roll.

These are examples of a combat check.
Regardless of the type of check it will always be found along the right hand side of the card.

Here is an example of a check to acquire a boon in progress:
To ensure success a Blessing of the Gods was played to roll an additional die,
and a good thing too because if you fail a check to acquire a boon it is
discarded back into the box!


Exploring is your bread and butter, this is your primary action and where most of the gameplay takes place. On a player's turn they are given 1 free explore action, after that they must meet conditions or spend cards to explore again. Exploring multiple times is not always necessary but remember that you are racing against the blessings deck, so if you have bad luck encountering henchmen, or passing the tests required to close down a location then you will not be victorious with only 1 exploration per turn. It is a good idea to have 1 member of your party keep and eye on the blessings deck and let everyone know when it is under half and then close to running out. You can only explore at the location you are present in and you must complete the checks on cards you encounter with your character's stats, however other characters may be able to give you additional dice to help complete that check.

This is an example of how to explore second time:
Discarding a card usually means you won't get it back until your next adventure.


Combat is pretty straight forward and this is where I get my comparison to Descent. When encountering a monster you must fight or evade it, if you choose to fight you must gather your combat dice, unless you have a weapon or spell that says otherwise, this will always be your strength die. Defeating the monster is like any other check, you must tie or beat the required number with the total of your dice. Most monsters have some sort of extra effect like in descent, these are listed on the card and range from damage, extra goodies, loss of equipment etc and can happen when you encounter, defeat or lose to a monster. If you fail to succeed at your combat check, you take damage equal to the difference of your check, every point of damage is a card you must discard, if the damage exceeds the number of cards in your hand you simply discard your entire hand and ignore any excess damage.

Here are some examples of weapons:

Here are some examples of spells:

Here is an example of a complex combat:

As you can see above playing is relatively simple, in fact I have read complaints that there aren't enough options! However when you hear that a game is deep, or there is more too it than first glance that is a mere understatement for Pathfinder ACG and it will only get deeper as more addon packs (expansions) are released. To demonstrate the wide array of deep choices I will show an example of how a round went during one of our 5 player games in the second scenario.

Let's meet the villains:

Battling a Villain is fairly straight forward, if you succeed and there are locations open for him to escape to, you must shuffle the Villain into that new location deck. The tricky part is closing the locations, you have the opportunity to do this whenever you defeat a henchman or the location deck has been depleted.

Handling the Henchmen: 

Example 5 Player Round:
To save space I have left out the following:
1. Blessings cards being turned over at the start of each player's turn.
2. Players' hands and discarding/drawing to your hand size at the end of each turn.

My Thoughts: Well, I will be honest my first couple plays we probably made more than a few errors, and I did not enjoy the game at all. However after reading many great reviews and spending the cash on the game I decided I wanted to give it more of a chance, I am very glad I did. It wasn't until I tried my 3rd character that I really 'enjoyed' the game, before that I felt kind of like a car salesmen trying to hook my friends on it in hopes that the game got better as we learned the rules and more adventure decks are released. I found that I did not enjoy the recommended decks for any of the characters I tried and that was the verdict from the rest of my gaming group, there were some that only needed slight tweaks and then some that felt way off. Since I started playing as Lem I have felt much more involved in the game and that is probably my biggest point to stress about the Pathfinder ACG, the more involved you are the more fun it is. I will delve a bit into my thoughts on each character below. Regardless of who you choose to play as you can easily keep track of your deck and progress through the scenarios by using this excellent spreadsheet found on bgg. http://boardgamegeek.com/filepage/94190/pathfinder-acg-character-tracker-spreadsheet Finally I would like to add that I love how well this game scales, probably better than any other game I have played. I enjoyed the solo play a lot more than I thought I would and we have played with every number of players from 2-6, excellent with any number and 1-6 is an odd number for a cooperative game which I think it handles the too easy or too hard problem better than other cooperative games.

I would also recommend using the following files from BGG to really get the most out of  The Pathfinder ACG.

Card Errata Highlighting Misprints and the Corrected Wording

Character Standees Because Moving Card Characters Around The Table is a Pain and Way Less Cool

Character Playmats to Help With the Clutter

Lem: Lem has a lot of options for customization, you can make him very offensive so that he can explore and handle almost any situation on his own, he can help other characters in the same location as him, he can be a very effective healer by using cure and his passive ability of changing cards in his hand with his discard. What I like most about Lem is the speed at which he churns through his deck, recharging cards to assist other players and still having the resources left on your turn to handle an exploration is awesome and can be done almost every turn with Lem.

The cards I used in Lem's starting deck are a little different than the recommended cards. I used these cards to help with Lem's weakest checks so he is more effective at solo play and exploring on his turn, while still being able to aid his friends.

Weapon: Sling.
Items: Mattock, Thieves Tools
Spells: Cure x2, Lightning Touch, Invisibility
Allies: Standard Bearer x2, Sage

If anyone is curious the first feats of each type I selected were Another Spell Card, Charisma +1 and +1 to aiding other characters.

Included Adventure Deck: Burnt Offerings

If you are someone who has been on the fence about Pathfinder after trying it, try the first adventure deck. It adds some much needed variety.

I think the 'weapons' additions were boring to say the least but the Barriers, Monsters, Villains, and especially Henchmen were all done exceptionally well. The Pit of Malfeshnekor is very cool, it gives you the option to take a free item but at the expense of damage and I was wondering where the Fiery Weapon was in the base set. The new blessing is much needed, it adds bonus to combat checks against monsters. The henchmen have some variety in the adventure pack with most scenarios hosting more than just a generic type of henchmen.

Who Would Enjoy the Pathfinder ACG?

It is hard to recommend Pathfinder in the way I usually recommend games, To make this quick I have compiled a list of features that I think are done exceptionally well or are deeply intertwined with the game's mechanics. If you enjoy half of them then I say you are safe to get a copy of the adventure card game. Pathfinder is a really unique game but you have to be willing to invest the time, it definitely gets more fun as you play.

Push Your Luck
Table Talk
Tactical Decisions
"Campaign Mode"
Fantasy Theme
Lots of Card choice with plenty of expansions already on the way
Seemingly Infinite Replay Value (Variable Setup)
Random Monster Encounters
Hand Management
Variable Player Mechanics
Infinitely Customizable with Player Made Additions
Small Expansions Sets (Adventure Decks)
Deep Strategic Choices
Dungeon Crawling
Dice Rolling
Deck Construction Between Plays
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