Return to Pathfinder Adventure Card Game — The Campaign

Pathfinder Adventure Card GameI’ve enjoyed watching the deckbuilding genre emerge over the last several years. However, only a few of the deckbuilders have caught my attention enough to become regular members of my gaming catalog. Dominion (2008) and Ascension (2010) were both early members of that club, racking up 100 and 21 plays to date respectively. However more recently another one has really caught my eye: the Pathfinder Adventure Card Game (2013). Though I’ve only been playing it since last April, I’ve already recorded 23 plays of the game, which has put my group almost halfway through the Rise of the Runelords campaign.

When I first played Pathfinder ACG, I wrote extensively about its interesting elements. With many more plays under my belt, I’ve decided to return to the topic — to talk about what else makes the game fascinating (and very replayable).


A Revised Opinion

The Cards Quickly Become Manageable. When I wrote my original article, I said that you could easily get lost in your hand. Because the cards are all quite unique, it’s hard for a first-time player to track everything that they can do. However, I found that this problem resolved itself within several plays. Now I can sit down with my familiar deck of cards and instantly know what everything does. Continue reading

Deckbuilding Interviews: Eric B. Vogel & Don’t Turn Your Back

Don't Turn Your BackLast year, I talked with my friend Eric B. Vogel about his first published deckbuilder design, Zeppelin Attack! Now that he’s got his second deckbuilding (and first worker placement!) design, Don’t Turn Your Back, on Kickstarter, I couldn’t resist talking to him again, to see how his ideas about deckbuilding have evolved in the last year.


Shannon Appelcline: Don’t Turn Your Back is your second deckbuilding game, following Zeppelin Attack! Why did you return to the genre?

Eric B. Vogel: For me it didn’t feel like a return to the genre so much. That’s because when you’re playing, the worker placement element feels most prominent. You really only shuffle every turn or two, buy one or two cards a turn, but you place 4-7 workers every turn. You also have the area control elements. I would say this game is 1/2 worker placement, 1/4 deckbuilding, and 1/4 area control. So to me, I felt more like I was creating my first worker placement game, instead of my second deck-building game.

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The Alea Analysis, Part Six: Palazzo (M#2), Augsburg 1520 (M#3), Rum & Pirates (#10)

Over the last few years I’ve slowly been updating, expanding, and revising my series of articles on Alea games. If you’d like to catch up, you can read about: Ra, Chinatown, and Taj Mahal in Part One; or Princes of Florence, Adel Verpflichtet, and Traders of Genoa in Part Two; or Wyatt Earp, Royal Turf, and Puerto Rico in Part Three; or Die Sieben Weisen, Edel, Stein & Reich, and Mammoth Hunters in Part Four; or San Juan, Fifth Avenue, and Louis XIV in Part Five.

This article brings Alea past the mid ’00s and through the rest of what I think of as its lowest peak. After Palazzo and Rum & Pirates, following on the heels of Fifth Avenue, I was wondering if I should give up on the series … and then the good Feld games started appearing (in part seven!). I think it’s notable that I haven’t played any of these three games since my alea-thon of 2009, though two of them remain in my collection.


Medium Box #2: Palazzo (B-)

Author: Reiner Knizia
Publisher: Rio Grande (2005), out-of-print
Alea Difficulty Scale: 3
Other Articles: Knizia-Thon Part 2: Palazzo & Obscurity (11/07)
My Plays: 6

Palazzo ThumbnailThe object of Palazzo is to build Renaissance palaces composed of multiple floors. You bid for those floors in auctions and/or purchase them. Each floor is made of a specific material, has 1-3 windows or doors, and bears a number from 1-5 (which must be placed in increasing order as you build). The final value of each palazzo is dependent on how many floors it contains, whether it’s all made of one material, and how many doors and windows it has.

Strengths: Auctions & Options

Both the auctions and the options in Palazzo include some clever design.

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