TEXT: The Worldwound 
  was once the land of 
  Sarkoris, a glittering 
  jewel of Golarion. Now 
  it is beset with demons 
  overflowing from 
  the rift to the dark 
  plane known as the 
  Abyss. For more than a 
  century, the crusaders 
  dedicated to the 
  goddess Iomedae have 
  striven to cleanse the 
  land, only to be driven 
  back again and again.
  Four crusades have 
  come and gone, and the 
  proud city of Kenabres 
  is barely hanging on 
  as a bastion against 
  evil. Queen Galfrey has 
  sent out the call: Are 
  there any heroes mythic 
  enough to enter the 
  Worldwound and close 
  off the demon lords’ 
  influence forever?
  WEEP FOR THE 
  WORLDWOUND.
  BASE SET RULEBOOK
  BASE SET RULEBOOK
  
  2
  BASE SET RULEBOOK
  Object of the Game
  In the Pathfinder Adventure Card Game, your party of adventurers 
  races against time on a quest to defeat a dangerous villain. Each player 
  has a deck of cards representing a character. In most scenarios, your 
  characters explore a variety of locations as you try to hunt down the 
  villain. You’ll need to clean out or protect these locations so you can 
  corner the villain and defeat him before time runs out. As you play 
  more games, you’ll complete scenarios, improve your deck, customize 
  your character, and take on more and more powerful challenges.
  Card Sets
  The Wrath of the Righteous Base Set is one of several Pathfinder 
  Adventure Card Game products. This box contains everything that 1–4 
  players need to begin the game, including the base card set for Wrath 
  of the Righteous. Included in the same box is your first Adventure 
  Deck, The Worldwound Incursion, which provides the cards needed 
  to tell the first chapter of the Wrath of the Righteous story. Other 
  Adventure Decks, available separately, continue the adventure by 
  adding new locations to explore, new villains to fight, new loot to 
  acquire, and much more. The Wrath of the Righteous Character Add-On 
  Deck, also available separately, adds new characters, monsters, and 
  other cards; it also increases the maximum number of players to 6.
  Each Wrath of the Righteous card is marked with a pair of set 
  indicators: the top of each card features the logo of the Adventure 
  Path, and a letter or number in the upper-right corner identifies 
  the specific product that the card came from. This might be a 
  letter, such as B (indicating the card is part of the base set) or C 
  (indicating that it’s from the Character Add-On Deck); adventure 
  deck numbers from 1 to 6 indicate that the card is part of one of six 
  Adventure Decks for Wrath of the Righteous. If a card has a letter 
  for the set indicator, treat its adventure deck number as 0.
  Also available separately are a variety of Class Decks. Each one 
  includes several different versions of a specific character type (for 
  example, the Fighter Class Deck has four different fighter characters) 
  and a variety of cards that are useful for those characters. Since Class 
  Decks are designed for use with any Adventure Path, Class Deck cards 
  are marked with the name of the Class Deck instead of the logo of an 
  Adventure Path. Class Deck cards are also marked with the letter B or 
  numbers from 1 to 6 in the upper right.
  RULES: THE GOLDEN RULE
  If a card and this rulebook are ever in conflict, the card should be considered correct. There is one exception to this: When the rulebook uses the word 
  “never,” no card can overrule it. If cards conflict with one another, then Adventure Path cards overrule adventures, adventures overrule scenarios, 
  scenarios overrule locations, locations overrule support cards, support cards overrule characters, and characters overrule other card types. Despite this 
  hierarchy, if one card tells that you cannot do something and another card tells you that you can, comply with the card that tells you that you cannot; 
  if a card tells you to ignore something, the thing you’re ignoring never has any effect. If a card instructs you to do something impossible, like draw a 
  card from an empty deck, ignore that instruction.
  RULES SIDEBARS 
  Throughout this rulebook, you’ll find a number of sidebars that 
  look like this one. These sidebars explain general rules that 
  deserve special attention. Make sure you read them all!
  STRATEGY SIDEBARS
  You’ll also find a variety of sidebars that look like this one. 
  These offer advice about game strategy. If you prefer to develop 
  strategies on your own as you play, feel free to skip these 
  sidebars—you won’t miss any rules!
  EXAMPLE SIDEBARS
  Sidebars that look like this provide examples. Don’t miss the 
  example of an entire turn on page 26!
  NEW SIDEBARS
  If you already know how to play the Pathfinder Adventure Card 
  Game, but you haven’t played Wrath of the Righteous, keep an 
  eye out for sidebars that look like this. They spotlight noteworthy 
  changes to the rules for this Adventure Path. 
  
  3
  BASE SET RULEBOOK
  TRAY LAYOUT
  ADVENTURE DECKS
  CHARACTERS, ROLES, AND TOKENS
  VILLAINS
  WEAPONS
  SPELLS
  ARMORS
  LOOT
  HENCHMEN
  BARRIERS
  ADVENTURE PATHS, ADVENTURES, 
  AND SCENARIOS
  LOCATIONS
  MONSTERS
  CHARACTER DECKS
  ITEMS
  ALLIES
  BLESSINGS
  TABLE OF CONTENTS
  OBJECT OF THE GAME 
  2
  CARD SETS 
  2
  ORGANIZING YOUR CARDS 
  4
  SETTING UP 
  4
  PLAYING A SCENARIO 
  8
  Your Turn 
  8
  Playing Cards 
  9
  Encountering a Card 
  10
  Attempting a Check 
  11
  Taking Damage 
  13
  Dying 
  14
  Examining and Searching 
  14
  Redeeming Cards 
  14
  Reset Your Hand 
  14
  Summoning and Adding Cards 
  14
  Servitor Demons 
  15
  Closing a Location 
  15
  Encountering a Villain 
  16
  AFTER THE SCENARIO 
  17
  Ending a Scenario, Adventure, or
  Adventure Path 
  17
  Between Games 
  18
  CARD TYPES 
  19
  Character Cards 
  19 
  (Character, Role, and Token) 
  Story Cards  
  21
  (Adventure Path, Adventure, and Scenario)
  Location Cards 
  21
  Support Cards 
  (Cohort, Mythic Path, and Redemption) 
  21
  Boon Cards 
  23 
  (Weapon, Spell, Armor, Item, Ally,  
  Blessing, and Loot) 
  Bane Cards 
  25 
  (Villain, Henchman, Monster, and Barrier)
  EXAMPLE OF PLAY 
  26
  SUGGESTED DECK LISTS 
  28
  THINGS TO KEEP IN MIND 
  29
  REFERENCE SHEET 
  32
  SUPPORT CARDS
  
  4
  BASE SET RULEBOOK
  Setting Up
  Any crusade requires preparation. Even when you march into the 
  Worldwound with an army, you can only rely on what you can 
  carry. And once you descend into the depths of the Abyss, there’s no 
  turning back to retrieve what you’ve left behind.
  Choose Your Character. Each player chooses one character card; this 
  represents the character you’ll be playing in the game. Characters 
  have skills, which tell you which dice to roll when you attempt a 
  check; powers, which are special things you can do before, during, or 
  after the game; and other details that make them different from one 
  another (see Character Cards on page 19). You might use some of your 
  character’s powers at the start of the game, so read them right away.
  Locate the token card that matches your character card. Then place 
  both on the table in front of you.
  Build Your Character. Each character needs a character deck; if you 
  don’t already have one, you’ll need to build one. If you’d like to start 
  playing quickly, use the suggested deck for your character provided 
  at the back of this rulebook (see Suggested Deck Lists on page 28). 
  Alternatively, you can choose your own cards to create your deck. 
  The Cards List on your character card indicates the exact quantity of 
  each card type that you must choose from the box to make up your 
  character’s deck. You may choose only cards with the word “Basic” in 
  the list of traits underneath the card name.
  Trade Cards If You Like. Before starting a scenario, players may freely 
  trade cards from their character decks. After trading, each character deck 
  must still conform to the list of card types specified by the character card.
  To the left of the letter or number, you’ll find the card type. 
  There are more than a dozen different card types in the Pathfinder 
  Adventure Card Game. Among them are character cards, roles, and 
  tokens; story cards, which include an Adventure Path, adventures, 
  and scenarios; locations; support cards, which include cohorts, 
  mythic paths, and a redemption card; banes, which include villains, 
  henchmen, monsters, and barriers; and boons, which include 
  weapons, spells, armors, items, allies, blessings, and loot.
  On story cards and location cards, the side with the more colorful 
  version of the artwork is the face; the less colorful version is the 
  back. Very rarely, a card can have two faces. 
  For your first play session, you’ll need only the base cards, so leave 
  The Worldwound Incursion sealed for now. If you own the Character 
  Add-On Deck, go ahead and combine that set with the cards in the 
  base set as described in Organizing Your Cards (see below). If you 
  own any Class Decks, you may also add any cards from them that 
  have a B in the upper-right corner.
  We have also published a number of promotional cards; these 
  are marked with the letter P in the upper-right corner. If you have a 
  character promo card, or you have a promo card with the Owner trait 
  and you are playing the character listed as the owner, you can use it 
  right away. Don’t add other promo cards to the game until you begin 
  the first chapter of the Adventure Path.
  Organizing Your Cards
  The way you organize your cards is important, since there are times 
  when you’ll need to quickly locate specific cards during play. The box 
  includes a special tray to keep all of the cards organized. It has room 
  for the cards from the base card set, the Character Add-On Deck, and 
  all six Adventure Decks.
  Each type of card has its own place in the box, so you’ll need  
  to divide up the cards by type as shown in the illustration. For  
  now, leave the character deck slots empty. You’ll build your first 
  decks soon.
  When you use adventures, scenarios, locations, cohorts, villains, 
  henchmen, and loot, you’ll often be asked to locate specific cards. 
  You may wish to alphabetize the cards within each type to help 
  you find them quickly during play. Group the character, token, and 
  role cards by character. The other card types should have their cards 
  shuffled, as you will often be asked to draw random cards from 
  those groups.
  Alain’s deck 
  includes 4 
  weapons, no 
  spells, 3 armors, 2 
  items, 3 allies, 3 
  blessings, and the 
  cohort Donahan. 
  (The checkboxes 
  are for card feats 
  he’ll gain later.)
  
  5
  BASE SET RULEBOOK
  ADVENTURE PATH
  DISCARD PILE
  ADVENTURE
  CHARACTER DECK
  LOCATION DECK
  LOCATION CARD
  SCENARIO
  CHARACTER CARD
  BURIED CARDS
  BLESSINGS
  DISCARD PILE
  BLESSINGS
  DECK
  TOKEN CARD
  LOCATION DECK
  LOCATION CARD
  TOKEN CARD
  TOKEN CARD
  LOCATION DECK
  LOCATION CARD
  LOCATION DECK
  LOCATION DECK
  LOCATION CARD
  LOCATION CARD
  DISCARD PILE
  CHARACTER DECK
  CHARACTER CARD
  BURIED CARDS
  DISCARD PILE
  CHARACTER DECK
  CHARACTER CARD
  BURIED CARDS
  CARD SETUP
  
  6
  BASE SET RULEBOOK
  Decide Whether You’re Playing a Standalone Scenario, an Adventure, 
  or the Wrath of the Righteous Adventure Path. A scenario is intended 
  for a single play session, an adventure consists of a number of linked 
  scenarios, and an Adventure Path is a series of linked adventures. We 
  recommend you begin with the base set scenario The Godless Ones; you 
  can play it either by itself or as the first of five scenarios in the Into the 
  Worldwound adventure. We suggest you complete that adventure and 
  then move on to the Wrath of the Righteous Adventure Path.
  If You’re Playing the Adventure Path, put the Wrath of the Righteous 
  Adventure Path card faceup on the table. It lists the adventures that 
  make up the Adventure Path, starting with The Worldwound Incursion, 
  as well as the reward you’ll get for completing the Adventure Path. 
  Whenever you start a new adventure in the Adventure Path, add all of 
  the cards from that Adventure Deck to the box, sorting all of the cards by 
  type and combining them with the cards you already have in the box.
  If You’re Playing an Adventure, put the appropriate adventure card 
  faceup on the table. It lists the scenarios that make up that adventure, 
  along with the reward you’ll get for completing that adventure. (If you’re 
  playing the Into the Worldwound adventure, put that card on the table; 
  if you’re beginning the Wrath of the Righteous Adventure Path, use the 
  adventure card The Worldwound Incursion from that Adventure Deck.)
  Choose a Scenario. Put the scenario card faceup on the table. The 
  scenario card describes the goals and any unusual rules for this 
  particular game session. (If you’re playing The Godless Ones, put 
  down that card; if you’re starting Wrath of the Righteous, put down 
  The Fall of Kenabres, the first scenario listed on the adventure card 
  The Worldwound Incursion.)
  Set Out the Locations. The back of a scenario card lists the locations 
  the scenario uses; a required number of players is listed next to each 
  location. Use all of the location cards listed up to the number of 
  players you have. For example, if you have 3 players, you’ll use all of 
  the location cards listed for 1, 2, and 3 players, but you won’t use any 
  of the location cards listed for 4, 5, or 6 players. Put the location cards 
  you’re using faceup in the middle of the table.
  Build the Location Decks. Each location card has its own list of card 
  types that are used to build a location deck, in much the same way 
  RULES: COMPATIBILITY WITH OTHER SETS
  Cards in the Wrath of the Righteous set are intended to be 
  compatible with cards from other sets. Certain cards from one set 
  may not be as effective in another one; for example, the weapon 
  Lance will not be as useful in a set without Mounts.
  When the same characters or cohorts appear in different 
  sets, they are represented with different cards having different 
  abilities and powers. For example, among other differences, the 
  cleric Kyra has the Knowledge skill in Wrath of the Righteous and 
  the Melee skill in Rise of the Runelords. To distinguish between 
  them, we add the Adventure Path name to the card name. For 
  example, “Wrath of the Righteous Kyra” is a different card than 
  “Rise of the Runelords Kyra,” so you may not exchange feats or 
  role cards between them.
  RULES: ROLLING DICE 
  The game comes with six dice: a 4-sider, 6-sider, 8-sider, 10-sider, 
  12-sider, and 20-sider. When you roll the 4-sider, use the number 
  that’s upright.
  The game uses a shorthand form describing the number and 
  type of dice to roll: Xd#, where “X” represents the number of dice 
  to roll and “d#” represents the number of sides on the dice. For 
  example, if you’re asked to roll 2d6, that means to roll 2 6-sided 
  dice and add their values together. Sometimes the shorthand 
  includes a “+” or “–” and a number listed after the die, meaning 
  that you add that number to, or subtract it from, the total of the 
  roll (not each individual die rolled). So 2d4+2 means to roll 2 
  4-sided dice, total them together, and then add 2. No matter how 
  many penalties are applied to a roll of the dice, the result can’t 
  be reduced below 0.
  Sometimes, the type of die that you need to roll is determined 
  by your skill. If you’re told to use your Strength skill + 1d8, and 
  your Strength die is a d10, roll one 10-sided die and one 8-sided 
  die and add them together to determine your result. 
  If a card calls for a die roll that affects multiple characters or 
  situations (for example, if it says that each character at a location 
  is dealt 1d4 damage), roll separately for each.
  
  7
  BASE SET RULEBOOK
  that a character card has a list of card types that are used to build a 
  character deck. Shuffle each card type and deal the correct number 
  of cards of each type to form the basis of each location deck. Don’t 
  look at these cards; set them facedown in a stack next to their 
  location card.
  Add Villains and Henchmen. Each scenario card lists one or more 
  villains and one or more henchmen. Make a stack of cards starting 
  with the villain(s) and then add henchmen, working from the top 
  of the list down, until your stack has as many cards as you have 
  locations. Use multiple copies of the henchman at the bottom of the 
  list as needed. For example, if you have 5 locations and your scenario 
  card lists Fihralaz as the villain and Vescavor Swarm and Tangle Traps 
  as henchmen, you’ll make a stack of 5 cards: Fihralaz, Vescavor 
  Swarm, and 3 Tangle Traps. If you have 3 locations and your scenario 
  card listed Karsos as the villain and Ghalcor, Unfettered Eidolon, and 
  Wights as henchmen, you’ll make a stack of just the first 3, leaving 
  the Wights in the box. Shuffle this stack and put 1 card on top of each 
  location deck. Then shuffle each location deck.
  Create the Blessings Deck. Draw 30 random blessing cards from the 
  box. Shuffle them together, form a deck, and place it facedown on 
  the table.
  Arrange Yourselves around the Table. Use any order you wish.
  Place Token Cards. Each player chooses a location and puts her 
  character’s token card near it. Multiple characters can choose the 
  same starting location.
  Draw Starting Hands. Each character card includes a hand size for 
  that character. Draw that number of cards from your character deck. 
  The character card also lists a favored card type; if more than one 
  RULES: SKILLS, DICE, AND MODIFIERS
  If your character card says “Strength d10,” and the “+1” box 
  next to that has been checked, your Strength skill is d10+1, and 
  your Strength die is d10. (The “+1” is called a “modifier.”) If your 
  character card also says “Melee: Strength +3,” your Melee skill is 
  d10+4, your Melee die is d10, and the modifier is +4.
  STRATEGY: SHOULD YOU SPLIT THE PARTY?
  There’s an old saying in roleplaying games: Never split the party. 
  Is that true for the Pathfinder Adventure Card Game? This isn’t an 
  RPG, so the answer is, “It depends.”
  Sometimes, it’s a good idea to have multiple characters at 
  the same location; at other times, it makes more sense to split 
  the party. A lot of your strategy depends on which characters 
  you’re playing. If you’re playing Kyra and Seelah, staying together 
  makes sense; if you’re playing Alain and Harsk, you may want to 
  spread out.
  The best strategy also depends on where you’re going. Harsk 
  can handle the Dark Forest, but Alain might not be able to close 
  it if someone else runs into the villain. Sometimes you want 
  help for whatever perils await you; another time, there might 
  be a demon lord that blasts everyone at the same location. Pay 
  attention to where you are in the game. If you know where the 
  villain is, splitting up so you can temporarily close open locations 
  is a good idea... unless it isn’t. Every situation is different, and 
  thinking before you move is always wise.
  is listed, choose 1 type before drawing. If you didn’t draw at least 
  1 card of that type, discard that hand and draw again, repeating 
  as needed until your hand contains at least 1 card of the specified 
  type. If you discard enough cards that you can’t draw up to your full 
  hand size, draw all the remaining cards, then shuffle your discard 
  pile into your deck and draw the rest of your hand. Once you have a 
  full hand that includes your favored card type, shuffle any discarded 
  cards back into your character deck.
  Add Cohorts and Mythic Charges. If you have a cohort listed on 
  your deck list, add it to your hand (see Cohorts on page 21). If the 
  scenario lists cohorts, each character may add 1 cohort from the 
  list to her hand; put any remaining cohorts back in the box. If you 
  have a mythic path card (see Mythic Paths on page 22), put it next 
  to your deck; you get a number of mythic charges equal to the 
  scenario’s adventure deck number.
  Decide Who Goes First. Starting with whichever player the group 
  chooses, take turns proceeding clockwise (see Your Turn on page 8).
  
  8
  BASE SET RULEBOOK
  Playing a Scenario
  When the demons erupt from the rift, most sane people run away in 
  fear. You are either not afraid or not sane.
  Your Turn
  Take your turn by going through the following steps in order. You can 
  play cards and use powers without limit in between these steps, as 
  long as they don’t say they can only be played at certain times.
  Advance the Blessings Deck: At the start of your turn, flip the top card 
  from the blessings deck faceup onto the top of the blessings discard 
  pile. You never acquire this blessing, though some cards may refer to 
  it during your turn. If you have to remove one or more cards from the 
  blessings deck for any reason and there are not enough cards to do 
  so, the players lose the scenario (see Ending a Scenario, Adventure, or 
  Adventure Path on page 17). After advancing the blessings deck, apply 
  any other effects that happen at the start of your turn.
  Give a Card: You may give 1 card from your hand to another player 
  at your location. (Other players cannot give you cards on your turn.)
  Move: You may move your token card to another location. Moving 
  then triggers any effects that happen when you enter or leave a 
  location. When you choose to move, you must always select a new 
  location, although it is possible for some effects to move you to the 
  same location you came from. If you do not change locations, your 
  character is not considered to have entered or left a location.
  Alain, the 
  Cavalier
  This boastful knight rarely 
  shirks from battle, not when 
  there’s glory to be claimed. 
  He’s so vainglorious that 
  other characters rarely 
  intervene when he’s ready 
  to charge into battle on 
  his trusty steed, Donahan. 
  That said, Alain is quite 
  resourceful on his own, and 
  with Donahan at his beck 
  and call, he’ll gird lance and 
  shield against any foe.
  RULES: TRACKING THE BLESSINGS DECK
  It’s very easy to get excited about starting your turn, so much so 
  that you might forget to advance the blessings deck. Unfortunately, 
  once you realize you’ve skipped it for the last few turns, it’s often 
  not so easy to figure out how many cards you need to flip to catch 
  up. We recommend that when each player advances the deck, she 
  should orient the card she turns over so that the text is right-side up 
  to that player. Sure, it makes for a messy-looking blessings discard 
  pile, but it makes it easy to see who remembered and who didn’t.
  STRATEGY: SHOULD YOU BE SELFISH?
  Throughout the game, your friends will ask you for help. They 
  might even beg for it. Should you ever tell them no?
  Probably not. This is a cooperative game, so sharing information 
  and setting goals as a group is wise. Think about ways you can 
  help each other, such as Seelah discarding a card to add to another 
  character’s check. You might spend a blessing to get a boon that 
  you can’t use and give it to someone else who desperately wants 
  it. Some groups even play with their hands faceup on the table so 
  everyone can help make choices. 
  Other players do not share as freely, and there’s a good reason 
  for it. Your character is a living, growing entity. Your choices will 
  determine whether your character succeeds and improves. If you 
  let your friends make decisions for you, you might not be looking 
  out for yourself.
  Explore: You may explore your location once each turn without 
  playing a card that allows you to explore; this must be your first 
  exploration for the turn. You may never explore outside of your 
  explore step. When you explore, flip over the top card of your current 
  location deck. If it’s a boon, you may attempt to acquire it; if you 
  don’t attempt that, banish it. If it’s a bane, you must try to defeat 
  it (see Encountering a Card on page 10). Many effects allow you to 
  explore again on your turn, and there is no limit to the number of 
  times you can explore. 
  However, during a single exploration, no matter how many different 
  effects allow you to explore again, treat them as granting one additional 
  exploration, not a series of additional explorations. For example, Imrijka 
  has a power that sometimes lets her explore again if she defeats a 
  monster, and the monster Cave Lizard can be defeated to allow an extra 
  
  9
  BASE SET RULEBOOK
  a power on that card does not count as playing that card. For example, 
  when Seelah discards a spell to use a power on her character card, the 
  discarded card does not count as being played (meaning she also can’t 
  recharge it). Each power on a card is presented as a complete paragraph. 
  When a card has multiple powers, you must choose one of them, and 
  you must do everything that power says when possible. If a power 
  says it may be used when something happens, you may use it every 
  time that happens. Otherwise, a specific card’s power may only be used 
  once per check or step. (Any paragraph in the power section of a boon 
  that doesn’t involve playing the card for a particular effect is not itself a 
  power—it’s a mandatory action you must take when you play the card.)
  When you play a card, it will usually require you to take one of the 
  following actions.
  • Reveal: Show it from your hand then put it back in your hand. 
  You may not reveal the same card for its power more than once 
  per check or step.
  • Display: Place it faceup in front of your character, unless stated 
  otherwise; the card’s powers function until it’s discarded. When 
  a character displays a card, it is not part of that character’s hand, 
  deck, or discard pile, but it still belongs to that character.
  Balazar,  
  the Summoner
  Balazar is a gnome known 
  far and wide for two things: 
  his splendiferous hat and 
  Padrig, his eidolon. Balazar 
  and Padrig can carve 
  through any opponent, as 
  well as dealing with most 
  other threats. Balazar also 
  has the power to absorb 
  the essences of monsters 
  he defeats, adding their 
  power to Padrig’s already 
  abundant strength.
  exploration. If Imrijka were to defeat a Cave Lizard, she could get one 
  additional exploration from those effects, not two. If a card grants you 
  an additional exploration, after you finish what you are doing, you must 
  immediately use that exploration or forfeit it.
  Close a Location: If your character is at a location that has no cards 
  remaining and has not been closed, you may make one attempt to 
  close it at this time (see Closing a Location on page 15).
  End Your Turn: First, apply any effects that happen at the end of 
  the turn. While you do this, unless a power directed you to end your 
  turn, you may play cards and use powers. If your number of mythic 
  charges is greater than the scenario’s adventure deck number, discard 
  any charges in excess of that number. Then, reset your hand (see 
  Reset Your Hand on page 14). When you’re done, the turn passes to 
  the player on your left.
  Playing Cards
  Anyone can play a card whenever the card allows it. Playing a card 
  means using a power on that card by revealing, displaying, discarding, 
  recharging, burying, or banishing that card or by performing another 
  action specified by that card. Activating a power on a displayed card also 
  counts as playing it. If a power says using it counts as playing a boon, it 
  counts as playing a card. Doing something with a card that does not use 
  STRATEGY: SHOULD YOU ALWAYS EXPLORE?
  The blessings deck is a countdown timer, and it’s very unforgiving. 
  More exploration leads to more success, but there are times you 
  just want to hang out for a while.
  One reason might be the state of your hand or character deck. 
  If you’re hurting, you might just want to be next to Kyra when 
  she explores.
  Another reason to slow down is to realign your party toward the 
  end of the game. If you just need someone at the Cavern so you 
  can temporarily close it when you find the villain, don’t risk finding 
  a monster there prematurely and upsetting your whole closing 
  scheme. Take the time to get your strategy set, especially if you 
  have plenty of turns to burn.
  Of course, the biggest disasters often occur shortly after 
  someone says, “We’ve got plenty of turns left.”
  RULES: DRAWING CARDS
  Unless a card says otherwise, drawing means taking a card from 
  the specified source and adding it to your hand. If no source is 
  specified, draw it from your character deck. When you draw a 
  card from a facedown deck, such as a character deck, a location 
  deck, the blessings deck, or any other deck the game tells you to 
  create, draw from the top of the deck. When you draw a card from 
  a faceup pile, such as your discard pile, the blessings discard pile, 
  or any other pile the game tells you to create, draw a card of your 
  choice. When you draw a card from the box, unless you are told to 
  draw a specific card, draw a random card of the appropriate type.
  Example: The ally Blackwing Librarian has 2 different powers: you 
  may recharge it to succeed at a check to acquire or recharge a card 
  that has the Arcane trait, or you may discard it to explore your 
  location. You can do either, but you can’t do both, because once 
  you play the card one way, it’s no longer in your hand for you to 
  play it the other way.
  
  10
  BASE SET RULEBOOK
  • Discard: Put it into your discard pile—a stack of faceup cards next 
  to your deck.
  • Recharge: Put it facedown at the bottom of your character deck.
  • Bury: Put it under your character card (likely losing access to it for 
  the rest of the scenario).
  • Banish: Put it back in the box, shuffling it in with the other cards 
  of the same type (thus losing it for good).
  Always perform the first action required by a power before 
  performing any other action. For example, if a card says “Recharge 
  this card to recharge a card from your discard pile,” recharge the card 
  you’re playing before recharging the card from your discard pile.
  If you are instructed to play, reveal, display, discard, recharge, 
  bury, banish, or otherwise manipulate a card, that card must come 
  from your hand unless otherwise specified. You may not activate a 
  power or play a card that doesn’t apply to your current situation. For 
  example, you may not play a card to reduce damage when damage 
  is not being dealt, and you may not play a card to evade a monster 
  when you are not encountering a monster. 
  If a card in your hand does not specify when it can be played, you can 
  generally play it anytime you can play cards, with the exception that during 
  an encounter you may only perform specific actions at specific times.
  Your cards include your deck, the cards in your hand and your 
  buried, discarded, and displayed cards. You can look through your 
  displayed, discarded, and buried cards at any time. You may not look 
  through your character deck unless a card specifically allows it. Don’t 
  shuffle any stack of cards unless you’re instructed to. A deck is a deck, 
  a hand is a hand, and a pile is a pile whether or not it has cards.
  Encountering a Card
  When you encounter a card, you—and only you—can go through the 
  following steps. No one else can perform these steps for you, though 
  other players might be able to play cards to help you deal with the 
  encounter’s challenges. During each of these steps, you and the other 
  players may perform only the specified actions. Players may only 
  play cards or use powers that relate to each step (or relate to cards 
  played or powers used in that step). Each player may play no more 
  than 1 card of each type during each step; for example, no one player 
  may play more than 1 blessing while attempting a check, though 
  multiple players could each play 1 blessing during that check. Each 
  player may activate any power no more than once during each step, 
  other than cards that can be used each time something particular 
  happens. Players may not play any cards or activate any powers 
  between those steps.
  If the card you’re encountering states that it is immune to a 
  particular trait, players may not play cards with the specified trait, 
  use powers that would add that trait to the check, or roll dice with 
  that trait during the encounter.
  After you flip over the top card of the location deck, put it on top 
  of the deck and read it. Then go through the following steps in order.
  Apply Any Effects That Happen When You Encounter a Card. If any 
  powers on the card you’re encountering say they’re triggered when 
  you encounter the card, they take effect at this time. You may also use 
  powers or cards that state they can be used when you encounter a card.
  Apply Any Evasion Effects. You may use a power or card that lets 
  you evade the card you’re encountering. If any powers on the card 
  you’re encountering relate to evading the card, they take effect at 
  this time. If you evade the card, do not activate any other powers on 
  it. Shuffle it back into the deck; it is neither defeated nor undefeated, 
  and the encounter is over.
  Apply Any Effects That Happen Before You Act. If any powers on 
  the card you’re encountering happen before you act, they take effect 
  at this time. You may also use powers or cards that state they can be 
  used before you act.
  Attempt the Check. If the card is a boon, you may try to acquire it 
  for your deck; if it’s a bane, you must try to defeat it (see Attempting 
  a Check, below). If you choose not to acquire a boon, it counts as 
  failing to acquire it. If a card’s check section says “None” or “See 
  Below,” look at the card’s powers and immediately do whatever it 
  says there. After you attempt the check, deal with any effects that 
  were triggered by the check. If any cards played while attempting a 
  check include their own checks, resolve the current check in this step 
  and the new checks in subsequent steps.
  Enora,
  the Arcanist
  Enora is a magical 
  researcher capable of 
  calling forth spells from 
  the depths of history. 
  She can bring back spells 
  she casts at a second’s 
  notice, and she can find 
  hidden reserves of ability 
  from the knowledge she 
  has gleaned from her 
  bookshelves. Whenever 
  magic is needed, Enora is 
  ready.
  NEW: YOUR CARDS
  When a card refers to “your cards,” that includes your deck, the 
  cards in your hand, and your buried, discarded, and displayed cards.
  
  11
  BASE SET RULEBOOK
  Attempt the Next Check, If Needed. If another check is required, 
  resolve it now. For example, some boons allow you to attempt a 
  check to recharge them, and some banes require a second check to 
  defeat. Repeat this step until you resolve all such checks.
  Apply Any Effects That Happen After You Act. If any powers 
  on the card you’re encountering happen after you act, they 
  take effect at this time. You may also use powers or cards that 
  state they can be used after you act. Do this whether or not you 
  succeeded at your checks.
  Resolve the Encounter. If you succeed at all of the checks required 
  to defeat a bane, banish it; if you don’t succeed, it is undefeated—
  shuffle the card back into its location deck. If you encounter a bane 
  that has the Mythic trait, when it is defeated, your character gets a 
  mythic charge. If you succeed at a check to acquire a boon, put it in 
  your hand; otherwise, banish it. If you are forced to end your turn 
  during an encounter, shuffle the encountered card back into the 
  deck, or if it was summoned, banish it; it is neither defeated nor 
  undefeated, and the encounter is over.
  Attempting a Check
  Many times during the game, you will need to attempt a check to do 
  something, such as acquiring a new weapon or defeating a monster.
  Each boon card has a section called Check to Acquire. This section 
  indicates the skills that can be used in checks to acquire the boon and 
  the difficulty of the checks. If you succeed in acquiring the card, put 
  it into your hand. If you fail, banish it. You can never automatically 
  succeed at a combat check.
  Each bane card has a section called Check to Defeat. This section 
  indicates the skills that can be used in checks against the bane and the 
  difficulty of the checks. If you succeed in defeating the bane, it is usually 
  banished. If you fail to defeat a bane, it is usually considered undefeated, 
  and it is shuffled back into the location deck. If you fail to defeat a monster, 
  you are dealt damage (see Take Damage, If Necessary on page 13). 
  If a card refers to a check against another card, that refers to any 
  check required by that card, whether it’s a check to defeat, a check to 
  acquire, a check to recharge, or any other check.
  If multiple checks are listed on the card with “or” between them, 
  choose one of them. If there’s a “then” between them, you’ll need to 
  succeed at both checks sequentially; you must attempt both checks, 
  even if you fail the first, because failure often has consequences. “Or” 
  takes priority over “then,” so if a card says “Wisdom 10 or Combat 13 
  then Combat 15,” you must first attempt either a Wisdom check with 
  a difficulty of 10 or a combat check with a difficulty of 13; after that, 
  you must attempt a combat check with a difficulty of 15. 
  Harsk, 
  the Ranger
  Harsk would prefer to 
  be tanning animal hides 
  in the forest. But he has 
  come to realize that the 
  threats from beyond 
  are legion, and so he 
  seeks out enemies of 
  both the natural and the 
  supernatural varieties. He 
  reloads his bows faster 
  than any archer alive, 
  allowing him to assist 
  others with great alacrity.
  STRATEGY: SHOULD YOU BURN THROUGH 
  YOUR DECK?
  Playing a character such as Alain or Seelah gives you ways to churn 
  through your deck faster, discarding cards quickly to get to the 
  cards you want. While this makes you far more likely to defeat 
  your enemies and acquire what you need, it comes with a cost: you 
  might kill off your character.
  This game is all about trade-offs. Should you press your luck or 
  hold off a bit? Not taking risks will make you lose as often as taking 
  too many risks, but at least your character will be alive after you lose.
  One of the toughest choices involves shedding cards as you reset 
  your hand. You’re allowed to discard any number of cards before 
  you draw up, but that means you’re closer to death. There are few 
  things more humiliating than dying because you forgot how many 
  cards you needed to draw at the end of your turn.
  When you have too many cards in your hand, that’s a different 
  problem. If you can play some cards that can be recharged—even 
  though you might have used them much later—it’s still worth 
  playing them. Discarding cards for no gain is more painful.
  RULES: FACEUP CARDS 
  Sometimes a card is left faceup on the top of the location deck 
  (for example, most barriers with the Task trait work this way). 
  The card is still in the deck, but it can be shuffled into the deck 
  only when the condition that caused it to be left faceup on the 
  deck has been resolved. If such a card tells you that you must 
  encounter it on your first exploration on a turn, then you must 
  encounter it the first time you explore that turn. After that 
  exploration, ignore it for the purpose of additional explorations 
  that turn; however, it still counts as the top card of the deck for 
  any other purpose. If multiple cards are left faceup on the same 
  deck, you may place them in any order and encounter them in 
  that order, one per exploration.
  
  12
  BASE SET RULEBOOK
  check does not add the Craft trait to your check.
  Most monsters and some barriers call for a combat check. Weapons 
  and many other cards that can be used during combat generally tell 
  you what skill to use when you attempt a combat check; if you aren’t 
  playing one of those cards, you must use your Strength or Melee skill.
  Determine the Difficulty. To succeed at the check, the result of your 
  die roll and modifiers must be greater than or equal to the difficulty 
  of the check. In checks to defeat a bane or acquire a boon, the 
  difficulty is the number in the circle under the skill you’ve chosen. 
  In other checks, the difficulty is the number in the text that follows 
  the skill you’ve chosen. (For example, where a card’s power instructs 
  you to attempt a Fortitude 7 check, the difficulty is 7.) Some cards 
  increase or decrease the difficulty of a check; for example, if a card 
  says that the difficulty is increased by 2, add 2 to the number on 
  the card you encountered; if it says the difficulty is decreased by 2, 
  subtract 2 from the number. When determining the lowest or highest 
  difficulty to defeat or acquire a card, apply all powers from cards in 
  play that affect the difficulty, but do not apply powers that happen 
  before you act, while you act, or after you act.
  Play Cards and Use Powers That Affect Your Check (Optional). 
  Players may now play cards or use powers that affect your check. 
  Players may not do things that modify a skill unless you’re using that 
  skill, and players may not do things that affect combat unless you’re 
  attempting a combat check. Do not add traits from these cards to the 
  check; for example, playing the spell Aid on a check does not give 
  the check the Divine trait.
  Some cards and powers affect only specific types of checks, such as 
  Dexterity checks, Acrobatics checks, or non-combat checks. If, on your 
  character card, the skill you’re using refers to another skill, both skills 
  count for the purpose of determining the type of check. For example, 
  if you’re using the Arcane skill on a combat check, and your character 
  card says that your Arcane skill is Intelligence +2, the check counts as 
  both a combat Arcane check and a combat Intelligence check. Traits 
  also determine the type of check; for example, if you’re attempting a 
  combat check and you played a weapon that added the Ranged trait, 
  it counts as a Ranged combat check.
  Some cards may allow you to replace a specific die with a different 
  one. For example, the location Sacristy allows you to roll your Divine 
  die in place of the normal die for a check to acquire a boon—this 
  Imrijka, 
  the Inquisitor
  The inquisitor’s life doesn’t 
  allow for many friends. 
  That’s fine with Imrijka, 
  who tends to be more 
  concerned with powering 
  through camps of demons 
  and driving them from the 
  light. Talented with swords 
  and bows, she takes the 
  presence of one monster 
  as a sign she’ll find others. 
  Her spells find them; her 
  weapons dispatch them.
  Only the character who encounters the card may attempt the 
  check, save for one exception: if a card requires sequential checks, 
  the character who encountered the card must attempt at least one 
  of the checks, but other checks may each be attempted by any one 
  character at the same location. While you are attempting a check 
  against such a card that you did not encounter, powers that would 
  apply to the character who encountered it apply to you instead.
  Many cards also require checks to use powers or to recharge the 
  cards after playing them.
  Attempting a check requires several actions that are explained 
  below. Remember that each player may not play more than 1 card of 
  each type or use any 1 power more than once during each check, other 
  than cards that can be used each time something particular happens.
  Determine Which Skill You’re Using. Cards that require a check specify 
  the skill or skills you can use to attempt the check. Each check to defeat 
  or acquire a card lists one or more skills; you may choose any of the 
  listed skills for your check. For example, if a check lists Dexterity, Disable, 
  Strength, and Melee, you may use any one of those skills to attempt 
  your check. Even if your character doesn’t have any of the skills listed for 
  a check, you can still attempt the check, but your die is a d4.
  Some cards allow you to use a particular skill for a specific type of 
  check, or to use one skill instead of another. (These cards generally say 
  things like “For your combat check, use your Strength or Melee skill,” 
  or “Use your Strength skill instead of your Diplomacy skill.”) You may 
  play only 1 such card or use only 1 such power to determine which skill 
  you’re using. A few cards that can be used on checks don’t use any of 
  your skills; they instead specify the exact dice you need to roll or the 
  result of your die roll.
  The skill you’re using for the check, and any skill referenced by that 
  skill, are added as traits to the check. For example, if your character 
  has the skill Melee: Strength +2, and you are using your Melee skill, 
  both the Strength and the Melee traits are added to the check. When 
  you’re playing a card to determine the skill you’re using, that card’s 
  traits are also added to the check; for example, revealing the weapon 
  Heavy Pick for your combat check adds the Pick, Melee, Piercing, and 
  Basic traits to the check. (This isn’t the same as giving you a skill; 
  for example, playing the spell Dazzle adds the Arcane trait to your 
  check, but it does not give you the Arcane skill.) If a power adds 
  an additional skill to a check, that skill is not added as a trait to the 
  check. For example, a card that adds your Craft skill to your combat 
  
  13
  BASE SET RULEBOOK
  means you’ll replace the die (not the skill) you would normally use 
  with your Divine die (not your Divine skill). 
  Assemble Your Dice. The skill you’re using and the cards you played 
  determine the number and type of dice you roll. For example, if 
  you’re attempting a check using your Strength skill, and your Strength 
  die is d10, you’ll roll 1d10. If another player played a blessing to add 
  a die to your check, you would roll 2d10.
  Attempt the Roll. Roll the dice and add up their value, adding or 
  subtracting any modifiers that apply to the check. Powers may allow or 
  require you to reroll 1 or more dice; each such power can let you reroll 
  dice only once in a single check or step. If the result is greater than or 
  equal to the difficulty of the check, you succeed. If the result is lower 
  than the difficulty, you fail. No matter how many penalties are applied to 
  a roll of the dice, the result cannot be reduced below 0.
  Take Damage, If Necessary. If you fail a check to defeat a monster, 
  it deals an amount of damage to you equal to the difference 
  between the difficulty to defeat the monster and your check result. 
  Unless the card specifies otherwise, this damage is Combat damage. 
  For example, if the difficulty to defeat a monster is 10 and the result 
  of your check is 8, the monster deals 2 Combat damage to you (see 
  Taking Damage, below). Remember that players may not play more 
  Kyra,
  the Cleric
  As a cleric of Sarenrae, 
  Kyra has dedicated her life 
  to eradicating the unliving 
  and unwelcome from the 
  lands of Golarion. She can 
  use her potent healing 
  powers both when she 
  marshals the will of the 
  gods of light and when 
  she faces the creatures 
  of darkness. Thus the 
  light of the Dawnflower 
  illuminates us all.
  STRATEGY: SHOULD YOU HOARD BLESSINGS?
  Blessings are among the most versatile cards in the game. Most 
  can be used to add to checks or to explore again, but you can’t use 
  one blessing to do both at the same time. So when you’re trying 
  to decide whether to play a blessing on your companion’s check to 
  acquire a wand, you might be wondering, “Did I just cost us a turn?”
  What is the opportunity cost of not exploring? Do you need that 
  sword more than you need to find the villain? The risk-reward 
  analysis requires some thought.
  Early in the game, you might be willing to spend a blessing 
  on a check, but when the clock is ticking down, conservatism is 
  often the wiser course. If it’s your combat check and you think you 
  need the blessing to suceed, it’s likely worth playing it. Fail badly 
  enough, and you might lose the blessing to damage anyway.
  This analysis is worth going through, but don’t let it stop you from 
  acting. There are always more turns—at least, until there aren’t.
  Example: In a 2-character game, Seelah and Harsk are at the Abattoir. 
  Seelah encounters the weapon Quarterstaff of Vaulting. The check to 
  acquire is Strength or Melee 9, or Acrobatics 6. Seelah’s Strength skill 
  is d8, and her character card says “Melee: Strength +3,” so her Melee 
  skill is d8+3; she does not have Acrobatics listed on her character card, 
  so she would roll a d4 if she used that. She chooses Melee, and rolls 
  a 5 on her d8, adding 3 for a result of 8; that’s 1 less than she needed 
  to acquire the weapon. She banishes the Quarterstaff.
  On the next turn, Harsk encounters the monster Dire Rat. He’s at 
  the Abattoir, where the difficulty is increased by 2 because there 
  are 2 characters. Harsk has the cohort Cecilla the Uprooter in his 
  hand, so he could evade the rat, but he chooses to fight. The Dire 
  Rat has 3 possible checks to defeat: Combat 8 (now 10), or Dexterity 
  or Stealth 6 (now 8). Combat checks use Strength or Melee (unless 
  a card changes it). Harsk’s Strength skill is d6; since he doesn’t have 
  the Melee skill, he would roll a d4 for that. His Dexterity skill is d8, 
  and his Stealth skill is Dexterity +2, so if he picked Stealth, he’d roll 
  1d8+2 and would need a result of 8 or better. However, he has a 
  Shortbow in his hand, which he can reveal to use his Dexterity or 
  Ranged skill plus 1d6 for his combat check. He has the skill Ranged: 
  Dexterity +3, so the bow lets him roll 1d8+3 + 1d6. In addition, the 
  Dire Rat has the Animal trait, and Harsk has a power that adds 1d4 to 
  his checks against monsters with that trait. Finally, he can recharge 
  Cecilla to add another 1d4 to his combat check. He rolls 1d8+3 + 1d6 
  + 2d4, and gets a result of 13; that’s enough to defeat the rodent, 
  so he banishes it.
  than 1 of each card type during a check, so if you previously 
  played a spell to affect the check, you may not play a spell to 
  reduce damage.
  Taking Damage
  When you are dealt damage, you and other players may play 
  cards and use powers that reduce or otherwise affect the specific 
  type of damage you’re being dealt. If you’re being dealt Fire damage, 
  for example, you may play cards that reduce Fire damage or cards 
  that reduce all damage, but you may not play cards that reduce only 
  Electricity or Combat damage. Each player may play no more than 
  one of each card type to affect damage to the same character from 
  the same source. If a card says it reduces damage with no type listed, 
  
  14
  BASE SET RULEBOOK
  it reduces all types of damage.
  When you are dealt an amount of damage, choose that number of 
  cards from your hand and discard them. If you don’t have enough cards in 
  your hand, discard your entire hand and ignore the rest of the damage.
  Dying
  If, for any reason, you are ever required to remove 1 or more cards 
  from your deck and you don’t have enough cards, your character 
  dies. Bury your deck, hand, and discard pile. You cannot take 
  turns, play cards, move, or do anything else for the rest of this 
  scenario. Certain powerful cards allow you to return from death; 
  if this doesn’t happen before the end of the scenario, your death 
  is permanent. The other characters may use the dead character’s 
  cards when they rebuild their decks after the scenario; any cards 
  they don’t keep are then banished.
  If all of the characters are dead, the players lose the scenario 
  (see Ending a Scenario, Adventure, or Adventure Path on page 17).
  If your character dies, start a new character for the next scenario. 
  Choose a character card (it can be the same character who just 
  died, though you do not get any of the feats that character 
  previously earned) and build a new character deck as described in 
  Build Your Character on page 4, choosing only cards with the Basic 
  trait. If your party has begun the adventure The Demon’s Heresy, 
  you may ignore the Basic trait restriction; instead, you may use any 
  cards in the box from the base set and the Character Add-On Deck, 
  as well as any cards from an Adventure Deck with an adventure 
  deck number at least 2 lower than that of the adventure you’re 
  currently playing.
  Examining and Searching
  Sometimes a card allows you to examine one or more cards—that 
  means looking at the specified card and then putting it back where 
  it came from. If a card tells you to examine a deck until you find a 
  particular card type, begin with the top card of that deck and stop 
  when you have found a card of the correct type. Put the cards you 
  examined back in the same order you found them, unless instructed 
  otherwise. If you don’t find a card of the specified type, ignore any 
  directions related to that card. (This does not count as exploring, 
  though it may happen during an exploration.)
      Sometimes a card allows you to search a deck and choose any 
  card of a particular type; that means you may look at every card 
  Seelah,
  the Paladin
  There is no one more 
  committed to cleansing 
  the Worldwound than 
  a paladin of Iomedae. 
  The most charismatic of 
  leaders, Seelah inspires 
  the downtrodden to take 
  up arms against evil. She 
  will sacrifice her own 
  resources to empower 
  others, knowing that the 
  favor will one day be 
  returned.
  STRATEGY: SHOULD YOU LOOK AHEAD?
  Shardra and cards like Potion of Nightvision let you look at cards 
  in location decks before you encounter them. This can be a 
  tremendous help as you race the clock that is the blessings deck.
  Finding the villain early can mean the difference between 
  success and failure. A card like Sanctuary can strand a villain on 
  the top of a deck, leaving him waiting for you to return while you 
  loot and lock down other locations. 
  Of course, all that peeking ahead comes at an opportunity cost: 
  those Potions of Nightvision could instead be cards that help you 
  defeat banes and acquire boons. If you can’t actually beat what 
  you find, there’s no point in finding it.
  in the deck and choose any card of that type. Unless instructed 
  otherwise, shuffle the deck afterwards.
  redeeming Cards
  When you are allowed to redeem a card, check it off on the 
  redemption card (see The Redemption Card on page 23); for the rest 
  of the Adventure Path, that boon no longer has the Corrupted trait.
  Reset Your hand
  Do the following whenever you are instructed to reset your hand. 
  While you reset your hand, you may only play cards or use powers 
  that say they may be used when you reset your hand. First, you 
  may discard any number of cards. Then, if you have more cards in 
  your hand than your hand size specifies, you must discard until the 
  number of cards in your hand matches your hand size. Finally, if you 
  have fewer cards than your hand size, you must draw cards until the 
  number of cards in your hand matches your hand size.
  Summoning and Adding Cards
  Sometimes you will be told to summon cards or to add cards to a deck. 
  When this happens, retrieve the cards from the box. However, if 
  NEW: REDEEMING CARDS
  Redemption is a key theme of the Wrath of the Righteous 
  Adventure Path. You will have many opportunities to redeem 
  corrupted cards, changing the effects that they can have.
  
  15
  BASE SET RULEBOOK
  FROM THE 
  CHARACTER ADD-ON DECK
  Adowyn,
  the Hunter
  Adowyn is a hunter, 
  whether of forest denizens 
  or missing persons. If she 
  is charged with securing 
  the safety of someone 
  that matters to her, that 
  someone will not be lost 
  for long. She cannot be 
  easily tricked by summoned 
  bugaboos, as her faithful 
  wolf Leryn makes sure she 
  knows where they are. And 
  then he’ll shred them.
  you’re told to summon a card that’s already in play, just imagine 
  you have another copy of that card for the new encounter; this 
  summoned copy ceases to exist at the end of the encounter. 
  Summoned cards cannot cause other cards to be summoned.
  If you’re told to summon and encounter a card, this immediately 
  starts a new encounter. If you’re already in an encounter, complete 
  the encounter with the summoned card before continuing the 
  original encounter. After evading a summoned card or resolving 
  the encounter with it, never put it anywhere other than back in 
  the box unless the card that caused you to summon it instructs you 
  otherwise. If an effect causes multiple characters to summon and 
  encounter cards, resolve the encounters sequentially in any order 
  you like, including banishing the card at the end of the encounter. If 
  the summoned card is a villain or henchman, defeating it does not 
  allow you to win the scenario or close a location deck—ignore any 
  such text on those cards. Cards that you summon are not part of 
  any location deck.
  The When Closing section on some locations requires you to 
  summon and defeat (or acquire) a card. Summon and encounter it; 
  if you do not defeat (or acquire) it, the location is not closed.
  If you’re told to summon and build a location, if it’s not already 
  built, retrieve the location card from the box and build the location 
  as usual; the location and its deck remain in play for the rest of the 
  scenario and are no longer considered summoned cards.
  If you’re instructed to add a card to the top or the bottom of a 
  deck, do so; otherwise, any cards added to a deck are shuffled  
  into it.
  If you’re told to add a random card of a particular type with 
  some additional requirement, such as “having the Human trait” 
  or “non-Basic” (shorthand for “not having the Basic trait”), draw 
  cards of that type from the box until you find a card that fulfills the 
  requirement. Then add that card and put the rest back in the box.
  Servitor Demons
  Each adventure in Wrath of the Righteous features a different 
  servitor demon henchman that you will encounter many times. 
  When a card tells you to summon and encounter that adventure’s 
  servitor demon, use the Servitor Demon Table to determine which 
  henchman to summon. (This table also appears on the back of the 
  Redemption card.)
  SERVITOR DEMON TABLE
  When a card tells you to summon and encounter this adventure’s servitor 
  demon, use this table to determine the henchman to summon.
  Adventure
  Servitor Demon
  B. Into the Worldwound 
  Demonling
  1. The Worldwound Incursion 
  Sloth Demon
  2. Sword of Valor
  Blood Demon
  3. Demon’s Heresy 
  Shadow Demon
  4. The Midnight Isles
  Vulture Demon
  5. Herald of the Ivory Labyrinth
  Treachery Demon
  6. City of Locusts
  Ophidian Demon
  NEW: SERVITOR DEMONS
  You’ll be fighting a lot of demons in Wrath of the 
  Righteous. Servitor demons let more cards scale with  
  the adventure.
  Closing a Location
  You may earn the opportunity to close a location in a number  
  of ways. Usually you get the opportunity to close a location 
  after defeating a henchman from that location deck (the 
  henchman card will indicate if this is the case) or after that 
  location deck runs out of cards (see Your Turn on page 8).
  When you have the opportunity and want to close a location, 
  do whatever the location’s When Closing section says. Locations 
  often require specific checks to close them; otherwise, they list 
  specific tasks you must perform. (If a location says you may close 
  it automatically, you don’t need to do anything else.) If the When 
  Closing text offers multiple options separated by “or,” you must make 
  your choice of options before you make any rolls or play any cards. 
  If you succeed at meeting the When Closing requirement, search the 
  location deck for villains. If you find any, banish all non-villain cards 
  from the location deck. The location is not closed—but at least you 
  know where the villains are!
  If you didn’t find any villains, perform the When Permanently Closed 
  effect: First, apply any effects that say “before closing.” Then banish all 
  of the cards from the location deck; it is now closed. Finally, apply any 
  effects that say “on closing” and flip the location card over. The location 
  stays closed for the rest of the scenario, so villains may not escape 
  to that location (see Encountering a Villain on page 16). Characters 
  may move to closed locations, and if there are cards there, they may 
  explore and encounter those cards as normal. (Most closed locations 
  don’t have cards to explore, but some effects can put cards there.
  
  16
  BASE SET RULEBOOK
  FROM THE 
  CHARACTER ADD-ON DECK
  Crowe,  
  the 
  Bloodrager
  A bloodrager is like a 
  spellcasting werewolf: he 
  explodes in a ball of rage, 
  showers the world with 
  energy and steel, then 
  apologizes for the mess. 
  Crowe expends his energy 
  to empower his physical 
  attacks with lightning and 
  thunder, often using death 
  blows as an excuse for 
  more death blows.
  Encountering a Villain
  Most scenarios have a villain—a big bad bane for the players to fight 
  at the end. Villains work a lot like other monsters, but since defeating 
  them is the goal of many scenarios, some special rules are used.
  Unlike monsters and henchmen, a villain doesn’t just need to be 
  defeated. A villain also needs to be cornered: you need to make sure 
  there are no open locations the villain can escape to.
  Attempt to Temporarily Close Open Locations. When a character 
  encounters a villain, each character at any other location may 
  immediately attempt to fulfill the When Closing requirement for 
  his location. If any character at a location succeeds, his location 
  is temporarily closed and the villain cannot escape there this 
  encounter (see Check to See Whether the Villain Escapes on page 
  17). Temporarily closing a location only prevents the villain from 
  escaping there during this encounter; it does not trigger any of the 
  other effects of closing a location, and the location opens again 
  immediately after the encounter. Characters may attempt to close 
  locations in any order they wish. 
  Encounter the Villain. This encounter works exactly as it does with 
  other banes, but be careful to look for any special rules listed on the 
  villain card or the scenario card.
  Example: Balazar and Enora are investigating The Traitor’s Lodge. Balazar is at the 
  Laboratory; Enora is at The Manor House. The Cemetery and the Torture Chamber 
  are also open. On Enora’s turn, she encounters the villain Karsos. Balazar gets a 
  chance to temporarily close the Laboratory, using his Intelligence skill of d8. He plays 
  a Blessing of Ascension to add another d8, then gets a result a 10, succeeding at the 
  Intelligence 7 check and temporarily closing the Laboratory. Enora needs a Combat 14 
  or Divine 11 check to defeat the villain. She also needs the Magic trait, so she plays a 
  Lightning Touch spell, rolling 1d12+1 plus 2d4. She gets a result of 16, defeating Karsos 
  and closing the Manor House. The Cemetery and the Torture Chamber are open, so 
  the villain escapes. Enora’s player shuffles together Karsos and a random blessing from 
  the box and deals 1 into each of the open locations—but not the Laboratory, since it’s 
  temporarily closed. The ghost minotaur still haunts The Traitor’s Lodge.
  Example: Imrijka has defeated 
  the final card in the Sacristy 
  location deck, and she is 
  now attempting to close the 
  location. In its When Closing 
  section, Sacristy gives two 
  options: Imrijka can discard 
  a card with the Divine 
  trait, or she can succeed 
  at a Divine 7 check. She 
  could discard the Blessing 
  of Ascension in her hand, 
  but she wants to keep 
  it. She considers rolling 
  her Divine skill, which 
  is d8+1, but she doesn’t like those 
  odds. She plays the spell Good Omen to add 1 plus the 
  scenario’s adventure deck number to the check; since she’s 
  playing a scenario in the first adventure, the total bonus from 
  the spell is 2. She rolls 1d8+3 and gets a 9, which closes the 
  Sacristy. Its When Permanently Closed power is activated, so she 
  draws 1 of her buried cards, choosing her Javelin. Imrijka flips 
  the Sacristy card over to show that it’s closed.
  
  17
  BASE SET RULEBOOK
  FROM THE 
  CHARACTER ADD-ON DECK
  If the players defeat the villain and prevent him from escaping, 
  or they achieve a different condition for winning listed on the 
  scenario card, your group defeats the scenario and earns the 
  reward listed on the scenario card. You may be rewarded with loot 
  cards, each of which can be given to any character in the group. If 
  you’re rewarded with a feat, choose an appropriate checkbox on 
  your character card (or your role card, if you have one) and check 
  it. That feat now applies to your character until she dies. If you’re 
  rewarded with a feat of a specific type and your character has no 
  unchecked feats of that type, you do not gain a feat. You may not 
  gain the reward from a given scenario, adventure, or Adventure 
  Path more than once unless the reward specifically tells you 
  otherwise. 
  Once you’ve played a scenario, whether you won or lost, rebuild 
  your character deck (see Between Games, below). Put all other cards 
  back into the box.
  If you’re playing an adventure and you successfully complete a 
  scenario, you may proceed to the next scenario on the adventure 
  card. If you’ve successfully completed all of the scenarios on the 
  adventure card, you earn the reward on the adventure card.
  If you’re playing an Adventure Path and you successfully 
  complete an adventure, you’re ready to move on to the next one. 
  Add all of the cards from the next Adventure Deck to the box; if 
  you own any Class Decks, you can add any cards from them that 
  have the same adventure deck number as the Adventure  
  Deck cards you just added. Begin with the first scenario of the 
  new adventure.
  Seoni, 
  the Sorcerer
  The graven mystic Seoni 
  has a repertoire of attack 
  spells at her fingertips. 
  And that’s not all she 
  has at her disposal. Her 
  knack for gaining friends 
  also prompts her to be a 
  more potent sorcerer. If 
  she comes across an item 
  of eldritch power, she’s 
  unlikely to let it go until 
  she’s wrung every charge 
  out of it. 
  RULES: DEALING WITH CARDS
  Whenever you’re instructed to randomly choose cards, shuffle the 
  cards you’re drawing from and draw from the top.
  If you’re told to do something with a certain number of cards 
  and there aren’t that many cards available, use as many as there 
  are. For example, if you’re told to draw 4 cards from a deck that 
  has only 3 cards, draw the 3 cards. (Regardless, if you need to 
  remove any number of cards from the blessings deck and don’t 
  have enough, you lose the scenario; if you need to remove any 
  number of cards from your deck and don’t have enough, your 
  character dies.)
  After the Scenario
  Now that the battle against abyssal horrors is done for the day, you 
  can march back to the safety of your citadel. Heal up and rest while 
  you can, for more evil stirs in the night.
  Ending a Scenario, Adventure, or 
  Adventure Path
  If at any point you need to advance the blessing deck but there 
  are no cards remaining in it, immediately end the current turn; the 
  scenario then ends and your party of adventurers loses. You also 
  lose if all of the characters are dead at the same time (see Dying 
  on page 14). You do not earn the reward on the scenario card, and 
  if you’re playing an adventure, you didn’t complete that scenario; 
  you will need to replay it successfully before you can attempt the 
  next scenario in the adventure.
  If You Defeat the Villain, Close the Villain’s Location. You do 
  not need to fulfill the When Closing requirement. Examine the 
  location deck; if there are no additional villains in it, banish all of 
  the cards. The location is permanently closed, and the location’s 
  When Permanently Closed effect is triggered. Flip the location 
  card over. If any villains remain in the deck, banish everything 
  except the remaining villains and shuffle the deck; the location is 
  not permanently closed, but if there are no other open locations 
  for the villain to escape to, banish the villain. If a scenario has 
  multiple villains, the scenario card will usually list additional 
  conditions for winning.
  Check to See Whether the Villain Escapes. If any locations are 
  not closed, the villain escapes. If you defeated the villain, count 
  the number of open locations, subtract 1, and retrieve that number 
  of random blessings from the box. Shuffle the villain in with those 
  blessings, then deal 1 card to each open location and shuffle those 
  location decks. If the villain is undefeated, do the same thing, but 
  retrieve the blessings from the blessings deck instead of from the 
  box. (Note that if you did not defeat the villain, there is always at 
  least one open location: the one in which it was just encountered.)
  If the Villain Has Nowhere to Escape to, You Win! See After the 
  Scenario below.
  
  18
  BASE SET RULEBOOK
  FROM THE 
  CHARACTER ADD-ON DECK
  If you’re playing an Adventure Path and you successfully complete 
  all of the adventures, you earn the reward on the Adventure Path 
  card. At this point, you can build your own adventures using the cards 
  you have, or you can create new characters and start over.
  Between Games
  After each scenario, you must rebuild your character deck. Start by 
  combining your discard pile with your hand, your character deck, 
  any cards you buried under your character card, and any cards you 
  displayed; you may then freely trade cards with other players. 
  Your deck must end up meeting the Cards List requirements on 
  your character card, along with any deck adjustments on your role 
  card, if you have one. Loot cards count as cards of their type. For 
  example, if your character’s Cards List specifies 3 items, and you 
  keep 1 loot card with the item type when your rebuild your deck, 
  your deck must contain exactly 2 other items. 
  If you can’t construct a valid deck from the cards your group has 
  available because you don’t have enough of certain card types, 
  choose the extra cards you need from the box, choosing only 
  cards with the Basic trait. After you begin the adventure Demon’s 
  Heresy, you may ignore the Basic trait restriction; instead, you 
  may use any cards in the box from the base set and the Character 
  Add-On Deck, as well as any cards from an adventure whose 
  adventure deck number is at least 2 lower than the adventure 
  you’re currently playing. If you have cards left over after rebuilding 
  all of the surviving characters’ decks, put them back in the box. 
  If you want to start a new character, you may, but it’s 
  important that you do not keep decks for characters you’re not 
  actively playing. Doing so would use up cards that you should 
  be encountering during play. The base set is designed to have 
  no more than 4 character decks built at one time; the Character 
  Add-On Deck, available separately, expands the maximum 
  number of concurrently built decks to 6. If you switch characters 
  for some reason, it’s best to write down the cards in the previous 
  character’s deck  (or use the free character sheets posted online at 
  paizo.com/pacg) and return the cards to the box until you want 
  to play that character again. 
  Shardra, 
  the Shaman
  The dwarf shaman 
  Shardra has an uncanny 
  bond with her lore 
  spirit, Kolo. The rocky 
  tuatara helps her scout 
  out faraway locations 
  and look for traps and 
  tricks along the way. 
  Shardra’s special kind of 
  knowledge is not drawn 
  from books or speeches. 
  It is drawn from merely 
  knowing.
  STRATEGY: SHOULD YOU SEEK OUT DANGER?
  When you’re adventuring, you can go wherever you want… but 
  not all locations are created equal.
  Start by looking at the text on all of the location cards. You 
  might be able to discard an ally to explore again, but if you’re at 
  the Cell, will you have an ally to bury when you need to close it?
  A location’s When Closing requirement can guide your path as 
  well. If you can’t close the location when the henchman pops up, 
  you’ll have to burn through the whole deck to try again.
  Sometimes you’ll want to leave a location open until the villain 
  appears and you can temporarily close it.
  All else being equal, more exploration yields more fun.
  STRATEGY: ADVICE FOR SOLO PLAY
  Solo play is particularly good for quickly completing scenarios to 
  advance your character if you want to catch up to other players.
  Not all characters should be considered equal for solo play. Kyra 
  is particularly helpful to other characters, but that doesn’t help 
  when there are no other characters. Alain, on the other hand, is 
  great for solo play, because other characters can’t help him much.
  You can also play multiple characters if you like; we suggest 
  you try solo play with 2 characters. Treat each character as if he 
  were being played by a separate player (so if you’re playing Harsk 
  and Balazar, advance the blessings deck at the start of Harsk’s 
  turn and at the start of Balazar’s turn). 
  Some cards are particularly difficult in solo play. If you’re 
  playing Enora by herself, and you pick up a Telekinesis Trap, 
  you may be making impossible Acrobatics checks until you die. 
  When you encounter a card your character just can’t deal with, 
  remove it from the game and replace it with another card of the 
  same type that roughly matches its power level but isn’t quite 
  so impossible to overcome. (Some cards are actually easier in 
  solo play, like banes that require each character to succeed at 
  a check.)
  
  19
  BASE SET RULEBOOK
  Hand Size: This is the number of cards you draw to form your hand 
  at the beginning of each scenario. Near the end of each of your turns, 
  discard or draw cards so you have exactly this number of cards again.
  Proficient With: If your character is proficient with weapons or 
  specific types of armors, they’re listed here. Some weapons and 
  armors are more useful for characters who are proficient with them.
  Favored Card Type: Your character always begins a scenario with at 
  least 1 card of this type in hand (see Draw Starting Hands on page 7). 
  Cards List: At the start of each scenario, your character deck must 
  contain exactly the listed quantity of each card type. As you play 
  through a scenario, you will add and remove cards from your deck, 
  so it may vary from this list during play. At the end of the scenario, 
  you’ll rebuild your deck to conform to the list again, although you 
  might not end up with exactly the same cards you had before. If you 
  have a cohort listed, and it hasn’t been removed from the game, you 
  can put it in your hand after you draw your starting hand; it counts as 
  a Basic card for you.
  Feats
  Character cards include a number of items with checkboxes; these are 
  called feats. After successfully completing a scenario or adventure, 
  you might be instructed to gain a feat of a specific type. After you 
  check a box of that type on your character card, your character may 
  use that feat in future scenarios. You may not use feats that are not 
  yet checked off. If there’s more than 1 checkbox associated with a 
  skill, power, or card type, you must check the unchecked box farthest 
  to the left before you can check immediately adjacent boxes. For 
  example, if a skill has boxes labeled +1, +2, and +3, you must check 
  the +1 box before you can check the +2 or +3 box, and you must 
  have checked +1 and +2 before you can check +3. These boxes aren’t 
  cumulative—that is, “+2” replaces “+1,” so they do not add together 
  to make +3. 
  We recommend you use a pencil to lightly check the feat boxes, 
  or you can track your character with the free character sheets posted 
  online at paizo.com/pacg.
  There are three main types of feats.
  Card Types
  There is much in the Worldwound to fear and much to admire. 
  Unfortunately, crusaders usually spend more time fearing things than 
  admiring them.
  Character Cards
  Each character card includes the following information.
  Traits: Many effects use a card’s traits for some effect; for example, 
  some cards give you a bonus if your character has a particular trait.
  Skills: Skills tell you what type of die to roll when you attempt a 
  check (see Attempting a Check on page 11). Normally, you roll 1 die 
  of the appropriate type for a check, but other cards can add to that. 
  Powers: Each character has powers you can use to affect the game. 
  Any paragraph in the Powers section of a character card that doesn’t 
  involve playing a card for a particular effect is a mandatory effect that 
  always happens whenever the effect is appropriate. For example, 
  Harsk may evade a bane that has the Animal trait, but if he doesn’t, 
  he must add 1d4 to his checks against it.
  
  20
  BASE SET RULEBOOK
  Skill Feats: When you gain a skill feat, check 1 new box in the Skills 
  section of your character card. Skill feats add a bonus to a skill of your 
  choice: you’ll add the number next to the box you selected to any 
  check attempted with that skill. So if your Charisma die is d10, and 
  you’ve checked the “+2” box for your Charisma skill, you’ll roll 1d10 
  and add 2 when you attempt a check that uses your Charisma skill 
  (see Attempting a Check on page 11).
  Power Feats: When you gain a power feat, check 1 new box in 
  the Powers section of your character card. Some power feats give 
  you new powers, such as increasing your hand size or making you 
  proficient with weapons or specific types of armors. Other power 
  feats improve your character’s existing powers. If your character has 
  a power that allows him to add 1d4 to another character’s combat 
  check, and you’ve checked the “+1” box next to it, you’ll add 1d4+1 
  to the other character’s check. These bonuses apply only when using 
  the power on your character card; if you instead play a card with a 
  similar power, the feat bonus doesn’t apply.
  Card Feats: When you gain a card feat, check 1 new box on the Cards 
  List on your character card. Each card feat allows you to put one 
  more card of the type you choose into your character deck. After you 
  choose a card feat, use the new number on your Cards List whenever 
  you rebuild your deck.
  Role Cards
  Each character card has a corresponding role card, though you 
  won’t use it right away. Role cards are part of the reward you get 
  for completing the third adventure of the Wrath of the Righteous 
  Adventure Path. Role cards offer new feats for you to choose; 
  these feats apply to your character as if they were part of the 
  original character card, and your role card counts as part of your 
  character card.
  Each side of the role card presents a different specialization for 
  your character, allowing you to choose one of two different paths 
  for your character’s continuing advancement. For example, one 
  side of the role card for the ranger Harsk presents feats that let 
  him specialize as a demon slayer, while the other side offers feats 
  to advance him as a planar-traveling horizon walker.
  When you are told to select your character’s role card, select 
  one of the two roles. From then on, whenever you gain a feat and 
  choose to check a box on your role card, you must always choose 
  feats from that side of the role card.
  Your role card is designed so you can place it directly over the 
  Powers section of your character card. When you first get the role 
  card, check any boxes for the role you’ve chosen that match boxes 
  you’ve already checked on your character card. For example, if the 
  “Light Armors” box was checked on your character card, check the 
  “Light Armors” box on your role card.
  Token Cards
  Each character has a corresponding token card, which you’ll move to 
  keep track of your character’s current location. Each token card also 
  includes a brief character biography.
  
  21
  BASE SET RULEBOOK
  RULES: OWNER TRAIT
  Some cards have the Owner trait, followed by the name of a 
  character. If your character is the Owner of a card, you—and only 
  you—may treat it as if it has the Basic trait.
  Story Cards (Adventure Path, 
  Adventure, and Scenario)
  Story cards define the game session you’ll be playing. You always 
  have a scenario card, which tells you what to do and where to go 
  in the current game session. You may also have an adventure card, 
  which lists the scenarios you must finish to complete the adventure, 
  and perhaps an Adventure Path card, which lists the adventures you 
  need to finish to complete the Adventure Path. 
  The front of each story card includes powers for playing it. Some 
  are used during play, and some are used as you set up a particular 
  scenario, so make sure you read them right away. Story cards also 
  list a reward—something you get to do once you complete the task 
  provided by the story card (see Ending a Scenario, Adventure, or 
  Adventure Path on page 17).
  The front of each scenario card lists the villains and henchmen in 
  the scenario; the back of each scenario card includes a list of locations 
  used in the scenario (see Set Out the Locations and Build the Location 
  Decks on page 6).
  Location Cards
  Location cards represent the places your characters will visit during 
  the scenario. If any character is at a location, it is considered 
  occupied. The front of each location card has the following features.
  Traits: Only some locations have traits. Many effects use a card’s 
  traits; for example, some cards have additional powers when they’re 
  encountered at a location with the Abyssal trait.
  Deck List: This tells you the quantity of each card type you need to 
  set up the location deck (see Build the Location Decks on page 6).
  At This Location: These are special powers that are in effect while 
  the location is open. Some of these remain in effect when the 
  location is permanently closed; in that case, they also appear on the 
  back of the location card.
  When Closing: When you have the opportunity to close a location 
  and want to do so, you must perform this task. Usually you get 
  the opportunity to close a location after a henchman is defeated 
  there (when this is the case, the henchman card will say so) or 
  after the location deck runs out of cards (see Closing a Location 
  on page 15). When you close a location, flip it over. The villain 
  can no longer escape to this location, though characters can still 
  move there.
  When Permanently Closed: When a location is permanently closed, 
  the powers listed here go into effect.
  Support Cards (Cohort, Mythic Path, 
  and Redemption)
  Support cards supplement various features of the game. Wrath of 
  the Righteous introduces three types: cohorts, mythic paths, and 
  the redemption card. Support cards do not count as either banes 
  or boons.
  Cohorts are companions that you get at the start of a scenario. If the 
  back of your character card lists a cohort at the bottom of your cards 
  list, after you draw your starting hand, add your cohort to it. If the 
  
  22
  BASE SET RULEBOOK
  Mythic paths represent your epic lineage as a world savior. They are 
  empowered by mythic charges. A mythic path enables permanent 
  bonuses to certain checks and use of the mighty d20.
  At the end of the adventure The Worldwound Incursion, you will 
  be rewarded with a mythic path of your choice. Once you choose a 
  path, you cannot change it. There are two copies of each mythic path 
  card in the box, but any number of characters may choose the same 
  mythic path. Just put the cards you have where any player who has 
  chosen that path can easily refer to them, or download and print out 
  additional copies at paizo.com.
  After you gain a mythic path card, you begin each scenario with 
  a number of mythic charges equal to that scenario’s adventure deck 
  scenario you’re playing lists any cohorts, after drawing starting hands, 
  each character may add 1 of the listed cohorts to her hand.
  If you would banish a cohort, remove it from the game instead; 
  it may not be used in future scenarios, even if it’s listed on your 
  character card.
  Example: Balazar, Alain, Kyra, and Seelah are playing Vengeance at 
  Sundered Crag. All draw their starting hands. Balazar and Alain have 
  the cohorts Padrig and Donahan 
  listed on their respective character 
  cards. Balazar puts Padrig in his 
  hand, and Alain puts Donahan in 
  his hand. The back of the scenario 
  card lists the cohorts Cecilla 
  the Uprooter, Sir Ilivan, and 
  Vinst. When they played the 
  previous scenario, Sir Ilivan 
  was banished, so he was 
  removed from the game; only 
  Vinst and Cecilla the Uprooter 
  can be found in the box. 
  Kyra adds Vinst to her hand 
  and Balazar adds Cecilla 
  the Uprooter. They are now 
  ready to go to Sundered Crag.
  number. Use the provided counters to track your mythic charges. If 
  you encounter a bane that has the Mythic trait, when it is defeated, 
  you get 1 charge. You may expend charges for certain powers. When 
  you reset your hand at the end of your turn, if you have more mythic 
  charges than the scenario’s adventure deck number, expend charges 
  down to that number. 
  Example: At the end of The Worldwound Incursion, Kyra selected 
  the Mythic Hierophant path. After she starts the first scenario of 
  the second adventure with 2 mythic charges, she encounters 
  a Ghost. Because she has 2 charges, she adds 2 to her Divine 
  check against it. She discards 1 charge to replace her highest 
  die, a d12, with a d20.
  
  23
  BASE SET RULEBOOK
  NEW: MORE SUPPORT CARD TYPES
  Wrath of the Righteous introduces three new card types: cohort, 
  mythic path, and redemption.
  The redemption card lists all the weapons, items, and armors that have 
  the Corrupted trait in the game. When a card allows you to redeem one 
  of these cards, check it off on the redemption card; for the rest of the 
  Wrath of the Righteous Adventure Path, that boon no longer has the 
  Corrupted trait.
   
  Boon Cards (Weapon, Spell, Armor, 
  Item, Ally, Blessing, and Loot)
  Boons are cards you may be able to acquire and put into your hand or 
  deck for future use. Weapons, spells, armors, items, allies, blessings, 
  and loot are all boons. Each player may play only one of each type of 
  boon on a single check. The following information appears on boons.
  Type: This is the boon’s card type.
  Traits: Many effects use a card’s traits; for example, a Skeleton is 
  harder to defeat when you play a weapon that has the Piercing trait.
  Check to Acquire: If you encounter a boon while exploring a 
  location, you may attempt a check to acquire the card. If you 
  succeed at the check, put the card in your hand; if you fail or 
  choose to not attempt the check, banish the card (see Playing 
  Cards on page 9). You only attempt the check to acquire when 
  encountering a card in a location deck, not when drawing it from 
  your deck or playing it from your hand. Some boons list actions 
  other than checks that you may take to acquire the card. Loot 
  cards do not have a check to acquire; instead, you earn them as a 
  reward for completing a scenario.
  Powers: Powers are special rules for a boon. In general, if a card lists 
  multiple powers, you can do any of them; however, if you play a card 
  in such a way that it leaves your hand, that action can trigger only 
  1 power. For example, if a card says you may discard it to add to your 
  die roll or discard it to explore your location, you may discard it to 
  trigger either effect, but not both.
  The following are general descriptions of each type of boon.
  Weapon: Weapon cards often require you to do something  
  (such as reveal the card) to modify your combat check. If a 
  weapon’s power refers to characters who are proficient with 
  weapons, look in the Powers section of your character card to  
  see if you’re proficient.
  Spell: Spell cards have a wide variety of effects. Spells always 
  have the Arcane or Divine trait or both; characters with a matching 
  trait will be able to make the best use of a given spell. 
  Armor: Armor cards help you by reducing damage. Armor powers 
  specify which types of damage they reduce; if a power refers to 
  “all” damage, that applies to all damage of all types. If the armor 
  doesn’t reduce the type of damage you’re being dealt, you can’t 
  play it to reduce the damage. For example, if you’re dealt Fire 
  damage, and an armor card doesn’t say it reduces Fire damage or 
  all damage, you can’t play it to reduce the damage.
  Item: Item cards have a wide variety of effects. Many of them 
  help with non-combat checks.
  STRATEGY: SHOULD YOU ACQUIRE BOONS YOU 
  WON’T USE?
  The short answer is “absolutely.” At minimum, a boon is something 
  you can give up as damage when some demon cracks your skull 
  open. But there’s another reason: your fellow adventurer might 
  want you to give it to him.
  This is sometimes trickier than it looks. To give a card to 
  someone, you must start your turn at that character’s location. 
  That character might have to come to you to get it, assuming 
  you even still have it in your hand when he does. Coordinating a 
  timely rendezvous can lead to a villain’s untimely demise.
  This situation is a lot easier, of course, if a character who’s 
  good at acquiring a type of boon gets it herself. If you’re able 
  to look ahead in the location deck or evade cards, you can tell 
  another player about a useful card. Then she can spend her turns 
  trying to get it, and you can get on with your own goals.
  
  24
  BASE SET RULEBOOK
  Ally: Ally cards often help you with checks you attempt, and many 
  let you discard them to explore again on your turn.
  Blessing: Blessing cards often allow you to explore or add dice to 
  checks attempted by any player, including yourself, at any location. 
  The dice added are normally of the type associated with the skill 
  the character is using for the check; if a card instead specifies the 
  exact dice to roll for the check, the added dice are of the type 
  specified by that card. For example, if Enora is making a Charisma 
  check with her Charisma of d8+1, Blessing of Ascension adds a d8.
  Loot: Loot cards are unique in a couple of ways. The other boons 
  can be found by exploring locations, but loot cards are only given 
  out as rewards for completing scenarios, except in very rare cases 
  when other cards give them out. They are automatically acquired, 
  and so they have no check to acquire. Also, loot cards list a type, 
  such as “weapon”; apart from the way loot cards are acquired, 
  loot cards behave just like other boons of that type and count 
  as cards of that type rather than loot when played. If a loot card 
  ends up in a location deck, you automatically acquire it when you 
  encounter it.
  
  25
  BASE SET RULEBOOK
  Bane Cards (Villain, Henchman, 
  Monster, and Barrier)
  You must defeat bane cards or suffer their consequences. Barriers and 
  monsters appear randomly in location decks, while most scenarios 
  call for specific villains and henchmen.
  Type: Most banes are either monsters or barriers. Most villains and 
  henchmen have the “monster” type and count as monsters; a few 
  henchmen have the “barrier” type and count as barriers.
  Traits: Many effects use a card’s traits; for example, the monster Giant 
  Amoeba is immune to the Acid, Mental, and Poison traits, and is more 
  vulnerable to the Piercing and Slashing traits.
  RULES: MAKING YOUR OWN CARDS
  You can make your own story cards—simply follow the format 
  on the ones in the box, choosing villains and henchmen that 
  are appropriate for the power level of your characters. Be 
  careful when setting rewards; you don’t want to give out too 
  much for success.
  You can also make your own character and role cards. To balance 
  them with the ones in the box, each character should start with 
  15 cards on her Card List, no more than 1 d12 in her skills, and no 
  more than 5 different skill bonuses. The sum of the skill dice should 
  be 42. She should have 15 skill feat checkboxes, 10 card feat 
  checkboxes, 4 power feat checkboxes on her character card, and 
  12 power feat checkboxes on her role card. Expanded guidelines 
  can be found at paizo.com/pacg.
  STRATEGY: JOIN THE COMMUNITY
  To get the most out of the Pathfinder Adventure Card Game, 
  please visit paizo.com/pacg. You’ll find FAQs, rules updates, 
  character sheets, links to videos of people playing the game, the 
  latest Pathfinder Adventure Card Game news, and more. You’ll 
  also find the Pathfinder Adventure Card Game messageboards, 
  where you can interact with other players and the people who 
  made the game. You can also learn about and join our worldwide 
  Pathfinder Society Adventure Card Guild organized play program 
  and advance your characters through new scenarios.
  CAN’T GET ENOUGH 
  GAME? TRY THE 
  ADVENTURE CARD 
  GUILD!
  If the scenarios provided 
  just aren’t enough for 
  you, or you want to play 
  at conventions or game 
  store events, check out 
  the Pathfinder Society 
  Adventure Card Guild. 
  This new organized play 
  program features new 
  stories in the world of 
  Golarion. Each Base Set 
  release coincides with a 
  new season of Adventure 
  Card Guild play.
  To join the Adventure 
  Card Guild, you’ll 
  need to register for a 
  Pathfinder Society ID 
  number at paizo.com/
  pfsacg, buy a Class 
  Deck, and download the 
  Guide to ACG Organized 
  Play. Then browse our 
  forums or look for an 
  Adventure Card Guild 
  event at paizo.com/
  pathfinderSociety/
  events and you’ll be on 
  your way!
  Check to Defeat: This is the skill check or combat check needed to 
  defeat the bane. If the check is listed as “None” or “See Below,” the 
  requirements to defeat the bane may be stated in the bane’s power. 
  If the check is listed as “None” and the power does not state the 
  requirements to defeat the bane, the bane cannot be defeated. You 
  normally take damage if you fail a check to defeat a monster (see 
  Take Damage, If Necessary on page 13).
  Powers: These special rules apply when you encounter the bane.
  
  26
  BASE SET RULEBOOK
  Example of Play
  Setting Up
  Blake, Isabel, and Avery are playing Balazar, Imrijka, and Alain. Blake 
  places the Adventure Path Wrath of the Righteous, the adventure The 
  Worldwound Incursion, and the scenario Under the Broken City on the 
  table, and deals the listed 9 random cards by type into the first 5 listed 
  locations. Isabel shuffles the villain Millorn and 4 Giant Bat henchmen 
  together, and shuffles 1 into each location. Avery makes a deck of 30 
  blessings.
  Blake and Isabel place Balazar and Imrijka’s tokens at the Canyon, 
  while Avery places Alain at the Cavern. This leaves the Mongrel Village, 
  Collapsing Bridge, and Great Hall unoccupied. 
  Everyone draws a starting hand. Alain draws 4 cards, including his 
  Glaive +1, so he has the weapon his favored card type requires. He 
  then puts his horse cohort, Donahan, in his hand. Balazar’s 6 cards 
  contain a spell, his favored card type; he then puts his eidolon cohort, 
  Padrig, in his hand. Imrijka can favor weapon or blessing; she chooses 
  blessing, but gets none in her starting draw. So she discards her hand 
  and draws another 5 cards, getting 2 blessings, and shuffles her 
  discards back into her deck. Finally, the scenario provides 3 cohorts, 
  and each character can add 1 to her hand. Imrijka takes Anevia 
  Tirabade, Balazar takes Aravashnial, and Alain takes Horgus Gwerm.
  The scenario power now ruins their day. Each person rolls 1d4+1 and 
  must bury that many cards from the top of his deck: Imrijka buries a 
  Hand Crossbow and a Demon Hunter. Alain buries a Flaming Heavy Pick 
  +1 and a Steel Shield. Balazar buries Glibness, a Blackwing Librarian, 
  and a Book of the Loremaster. They’re hurting before they even start!
  Isabel’s Turn
  Isabel goes first, discarding the top card of the blessings deck, a 
  Blessing of Pulura. Imrijka’s hand contains 2 blessings, and Balazar’s 
  has none, so she gives him a Blessing of Ascension. Imrijka then 
  explores the Canyon and encounters an ally. The Caravan Guard has 
  two ways of being acquired: Imrijka can bury an armor or succeed at 
  a Charisma or Diplomacy check with a difficulty of 8. Her Charisma die 
  is a d6, and she doesn’t want to play a blessing to add another d6 and 
  still have not great odds of success. So she buries her Hide Armor and 
  acquires the Caravan Guard.
  She plays a Blessing of Ascension to explore again, and encounters 
  a monster, a Worm Demon! And since she’s in the Canyon, Balazar 
  will summon and encounter a Worm Demon too. Blake’s not worried, 
  though. Balazar plays a Wand of Paralyze, evading the monster; since 
  it’s a summoned monster, it has no deck to be shuffled into, so it 
  vanishes into the air. He then attempts a very difficult Arcane 12 check 
  to avoid burying the Wand. He has a skill feat in Charisma, so he rolls a 
  d10+3 and gets a 12! He recharges the Wand.
  Now Imrijka faces her Worm Demon, which requires a Combat 10 
  check to defeat. She plays a Hand Crossbow to use her Ranged skill, 
  which is her Strength die of d10+1, and the crossbow adds a d6. She 
  uses her character power to recharge the spell Sacred Weapon, and 
  gains a d4 plus the Divine and Magic traits to her combat check. So 
  she rolls d10+d6+d4+1, and gets a 7. That’s 3 less than she needed, so 
  Imrijka is dealt 3 damage. She discards her 3 remaining cards. Worse, 
  the Worm Demon requires her to bury an ally from her hand or discard 
  pile, so the Caravan Guard gets buried from her discards. Meanwhile, 
  the demon is undefeated, and gets shuffled back into the Canyon.
  Isabel ends Imrijka’s turn, and the scenario power kicks in. She now 
  recharges a random card from her discard pile, getting Anevia. With no 
  cards in hand, she draws 5 cards to get back up to her hand size. One 
  turn in, Imrijka is in bad shape.
  Avery’s Turn
  Avery, undeterred by what happened to Imrijka, advances the 
  blessings deck and reveals a Blessing of Ascension. Alain explores the 
  Cavern, encountering the barrier Temptation of Invincibility. He draws 
  3 armors from the box, getting a Corroded Helm, Leather Armor, and 
  Magic Scale Mail. He snatches up the latter, banishing the barrier but 
  shuffling 2 random barriers into his location. This play is not greeted 
  with enthusiasm by his teammates.
  If he stopped exploring now, Alain would have to discard 3 cards, as 
  he has 7 cards and a hand size of 4. So he buries Horgus Gwerm to 
  explore again; Avery claims that at least Horgus will be safe this way. 
  He encounters a Corrosive Dagger +1. He needs a Dexterity or Ranged 
  check of 7 to get it, and he has a d4 Dexterity (and, since he does 
  not have Ranged on his character card, a d4 in that too). Horgus adds 
  1d4+2 to his checks to acquire during the exploration, and Imrijka 
  
  27
  BASE SET RULEBOOK
  wants that weapon, so she plays a Blessing of Ascension for another 
  d4. Alain rolls 3d4+2, and gets an 8. He puts the Dagger in his hand.
  He discards his Raconteur ally to explore again, and finds a Giant Bat. 
  That’s a henchman! Before he acts, he has to attempt a Wisdom or 
  Perception 9 check to avoid giving the Giant Bat +3 on its difficulty; his 
  Perception skill is d6+1, and he has no way to increase it, so that’s not 
  happening. So the Giant Bat’s difficulty goes up to 13. 
  Alain reveals his Glaive +1 to roll his Melee skill of d10+3 (he added 
  a skill feat to Strength after the last adventure) plus 1d10+1 for 
  the Glaive. Alain also discards Imrijka’s beloved Corrosive Dagger 
  +1, allowing him to add 1d4+1 on a check on which he previously 
  played a weapon. (Normally, playing 2 weapons is not allowed, but 
  the Dagger is special.) And because he wants to be sure, he uses 
  Donahan’s power, placing the horse on top of his deck to add 1d8 
  plus the adventure deck number of 1. So he rolls 2d10+d4+d8+6, and 
  gets a 12, 1 less than needed. The Glaive allows him to discard it to 
  reroll the dice, which he does and gets a 19, defeating the Giant Bat.
  Now he has a chance to close the Cavern. He’ll need to succeed at 
  a Strength check of a difficulty of 5 plus the scenario’s adventure 
  deck number, which is 1. He rolls his d10+1 
  and gets an 8. So the Cavern is closed! 
  Avery banishes all the cards from the 
  Cavern and sees that the Cavern’s When 
  Permanently Closed power moves 
  him to a random other location. He 
  rolls a d4 and randomly lands on the 
  Collapsing Bridge. Unsettled, he ends 
  his turn. The scenario power lets 
  him recharge the Raconteur from his 
  discard pile, and he draws Donahan to get 
  back to 4 cards. Alain’s turn is over.
  Blake’s Turn
  Blake advances the blessings deck, revealing a Blessing of 
  Shax. Tired of the Canyon, Balazar moves to the Mongrel 
  Village, and the scenario power allows Imrijka to come 
  too. Unfortunately, it also demands that he shuffle a 
  random monster from the box into the Canyon.
  Balazar displays Padrig, then discards the spell Mirror Image to put 
  a random monster from the box into his hand. He draws a Mongrel 
  Wizard and explores, encountering the villain Millorn! This could allow 
  the characters to advance their goals quite a bit, if all goes well. 
  Before Balazar encounters Millorn, Alain has a chance to close his 
  location—and the Collapsing Bridge’s requirement is that he be dealt 
  4 Combat damage. As he is proficient with heavy armors, Alain could 
  bury his new armor to reduce the damage to 0, but he’d rather reveal 
  a Helm to reduce the damage by 1, and then recharge his Magic Scale 
  Mail to reduce it by another 2. That leaves 1, so he discards the Helm. 
  The Collapsing Bridge is temporarily closed.
  Now Balazar encounters Millorn. Before he acts, both he and Imrijka 
  need to roll Wisdom 6 checks, or be dealt 1 Mental damage that may 
  not be reduced, and lose the ability to play weapons or spells against 
  Millorn. Imrijka, who added a spell from a card feat in the last adventure, 
  plays the spell Sagacity, adding 3 to her d8. She gets a 10 and succeeds.
  Balazar is not so lucky. He rolls a 2 on his d6, and has to discard the ally 
  Vulture. He can’t play weapons or spells, but he doesn’t think he needs 
  to. He’ll be making a Strength check of d6. Padrig allows him to put a 
  card on top of his deck to add his Arcane skill of d10+3, so Balazar does 
  so with the spell Enchanted Fang. Balazar then banishes the Mongrel 
  Wizard, which fortuitously shares the Wizard trait with Millorn, so he 
  adds another 1d4 plus 1d6 to the check. Rolling 2d6+d10+1d4+3, 
  Balazar gets a 17, and defeats the villain!
  Because he defeated a villain, Balazar closes the Mongrel Village 
  without having to fulfill its requirement, and banishes all its cards. 
  With the Cavern also permanently closed and the Collapsing Bridge 
  temporarily closed, the villain can only escape to the Canyon and the 
  Great Hall. He draws a random blessing from the box, shuffles it and 
  Millorn together, and shuffles 1 of those cards into each open location. 
  The Collapsing Bridge then reopens, but at least the party knows that 
  Millorn’s not there.
  The scenario allows Balazar to randomly recharge the Vulture from his 
  discard pile, and then Balazar draws 2 cards, including his Enchanted 
  Fang, to get his hand back up to 6 cards. Balazar’s turn is over, but the 
  hunt for Millorn continues under the broken city!
  
  28
  BASE SET RULEBOOK
  BASE SET CHARACTERS
  Balazar
  seelah
  Enora
  adowyn
  Harsk
  crowe
  Imrijka
  shardra
  seoni
  Kyra
  CHARACTER ADD-ON DECK CHARACTERS
  Weapon: Heavy Pick, Longspear, Longsword, Sickle
  Armor: Helm, Scale Mail, Wooden Shield
  Item: Caltrop Bead, Ring of Climbing
  Ally: Athlete, Recruit, Riding Horse
  Blessing: Blessing of Ascension (3)
  Cohort: Donahan
  Spell: Agility, Brilliance, Create Pit, Enchanted Fang, Glibness
  Armor: Padded Armor
  Item: Blood Periapt, Potion of Beast Skin
  Ally: Blackwing Librarian, Frilled Lizard, Vulture
  Blessing: Blessing of Ascension (4)
  Cohort: Padrig
  Weapon: Longspear, Longsword, Mace, Quarterstaff
  Spell: Cure
  Armor: Helm, Scale Mail, Wooden Shield
  Item: Holy Water Grenade
  Ally: Recruit, Riding Horse
  Blessing: Blessing of Ascension (4)
  Spell: Brilliance, Create Pit, Dazzle, Frigid Blast, Lightning Touch, 
  Viper Strike
  Item: Book of the Loremaster, Codex, Sage’s Journal
  Ally: Researcher, Teamster
  Blessing: Blessing of Ascension (4)
  Weapon: Aklys, Bolas, Hand Crossbow
  Spell: Agility, Enchanted Fang
  Armor: Leather Armor
  Item: Potion of Striding, Trapsmith Gloves
  Ally: Frilled Lizard, Frog, Vulture
  Blessing: Blessing of Ascension (4)
  Cohort: Leryn
  Weapon: Bolas, Hand Crossbow, Javelin, Shortbow (2)
  Armor: Leather Armor, Wooden Shield
  Item: Potion of Beast Skin, Trapsmith Gloves
  Ally: Frog, Riding Horse
  Blessing: Blessing of Ascension (4)
  Weapon: Heavy Pick, Longspear, Mace, Quarterstaff, Sickle
  Spell: Force Missile, Lightning Touch
  Armor: Hide Armor, Leather Armor
  Item: Blood Periapt, Potion of Striding
  Blessing: Blessing of Ascension (4)
  Weapon: Heavy Pick, Javelin, Mace, Shortbow, Sickle
  Spell: Detect Demon
  Armor: Hide Armor
  Item: Caltrop Bead, Sage’s Journal
  Ally: Researcher
  Blessing: Blessing of Ascension (5)
  Spell: Dazzle, Force Missile, Frigid Blast, Glibness, Sagacity
  Armor: Padded Armor
  Item: Codex, Potion of Striding
  Ally: Blackwing Librarian, Frog, Teamster
  Blessing: Blessing of Ascension (4)
  Weapon: Sickle
  Spell: Burst Bonds, Cure, Detect Demon, Fireblade, Frigid Blast
  Armor: Scale Mail
  Item: Holy Water Grenade
  Ally: Blackwing Librarian, Researcher
  Blessing: Blessing of Ascension (5)
  Spell: Cure, Fireblade, Sagacity, Sanctuary, Viper Strike
  Armor: Hide Armor
  Item: Book of the Loremaster, Sage’s Journal
  Ally: Athlete, Recruit
  Blessing: Blessing of Ascension (5)
  Cohort: Kolo
  Suggested Deck Lists
  Here are optional starting card lists for the seven characters in the base set and the four 
  characters in the Character Add-On Deck. All of these characters start with only cards that 
  have the Basic trait (including cards that have the Owner trait for these characters). Note 
  that while all of these characters are buildable with any others, they can’t all be built at 
  once because you might not have enough cards left in the box to play the game.
  AlAIN
  
  29
  BASE SET RULEBOOK
  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 what it says as soon as it makes sense. 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 “any 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 examine a 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 Harsk encounters a 
  monster, Enora can’t play Sleep to evade it for him. If Seelah encounters 
  a Cambion, Alain can’t attempt the check to defeat it. If Adowyn 
  encounters an Apprentice, Seoni can’t acquire it. If Adowyn defeats a 
  henchman at the Watchtower, Imrijka can’t banish a weapon 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 attempt 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 spell 
  Spiritual Weapon summons a weapon, but is not itself a weapon. 
  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. 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. A 
  Mythic Marshal who plays a Composite Bow to add his Strength die to 
  a combat check can’t use his power to change a die to a d20, because 
  he’s not attempting a Strength check. You get what you get.
  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 Manor House. Caltrop Bead works against 
  Skeletons, even if they don’t have flesh on their feet. 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 mythic path, you can’t switch to another one. If something 
  kills your character, your character dies. Every choice matters—take 
  your choices seriously.
  
  30
  BASE SET RULEBOOK
  Paizo Inc. 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Game Design • Mike Selinker
  Based on a Game Concept By • Rian Sand
  Game Development • Chad Brown, Tanis O’Connor, Paul Peterson, Liz Spain, and Gaby Weidling
  Additional Development • Keith Richmond and Max Temkin 
  Project Lead • Vic Wertz
  Flavor Text • Brian Campbell, Tanis O’Connor, and Mike Selinker
  Story Development • James Jacobs
  Based on Wrath of the Righteous By • Matthew Goodall, Tim Hitchcock, 
  Jason Nelson, Richard Pett, Neil Spicer, and Greg A. Vaughan
  Also Based on Pathfinder Society Scenarios By • Ryan Costello, Jr., Paris Crenshaw,
  Matthew Goodall, Alex Greenshields, Thurston Hillman, Nathan King, and Ben McFarland
  Editing • Brian Campbell and Vic Wertz
  Art Direction and Graphic Design • Sarah Robinson
  Layout • Emily Crowell, Ben Mouch, Sonja Morris, and Andrew Vallas
  Cover Illustration • Wayne Reynolds
  Card Illustrators • Mike Allen, Dave Allsop, Alex Aparin, Colin Ashcroft, Yngvar Asplund, Rayph Beisner, 
  Eric Belisle, Sara Betsy, Eric Braddock, Filip Burburan, Christopher Burdett, Dmitry Burmak, Ekaterina 
  Burmak, Sven Bybee, Helge C. Balzer, Madeline Boni, Jeff Carlisle, Franklin Chan, Michele Chang, Tomasz 
  Chistowski, Anna Christenson, Concept Art House, Alberto Dal Lago, Marjorie Davis, Diego de Almeida, 
  Matt Dixon, Vincent Dutrait, Jesper Ejsing, Wayne England, Felipe Escobar, Mattias Fahlberg, Jorge Fares, 
  Taylor Fischer, Sara Forlenza, Tony Foti, Mariana Gomez, Fabio Gorla, Johan Grenier, Paul Guzenko, 
  Andrew Hou, Michael Jaecks, Tim Kings-Lynne, Kekai Kotaki, James Krause, Eric Lofgren, Chuck Lukacs, 
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  31
  BASE SET RULEBOOK
  
  32
  BASE SET RULEBOOK
  Reference Sheet
  Turn Overview
  Advance the blessings deck.
  Give a card to another character at the same location (optional).
  Move to another location (optional).
  Explore the top card of the location deck (optional).
  Try to close a location if it doesn’t have any cards (optional).
  End your turn—apply end-of-turn effects, expend mythic charges in 
  excess of the scenario’s adventure deck number, then reset your hand 
  by first discarding any number of cards then discarding down to or 
  drawing up to your hand size.
  Encountering a Card
  Apply any effects that happen when you encounter a card.
  Apply any evasion effects.
  Apply any effects that happen before you act.
  Attempt the check.
  Attempt the next check, if needed.
  Apply any effects that happen after you act.
  Resolve the encounter.
  Attempting a Check
  Determine which skill you’re using.
  Determine the difficulty.
  Play cards and use powers that affect the check (optional).
  Assemble your dice.
  Attempt the roll.
  Take damage if you fail a check to defeat a monster.
  Playing a Card
  Reveal: Show it, then put it back in your hand.
  Display: Place it faceup in front of your character, unless stated 
  otherwise; the card’s powers function until it’s discarded.
  Discard: Put it faceup into your discard pile.
  Recharge: Put it facedown at the bottom of your deck.
  Bury: Put it faceup under your character card.
  Banish: Put it back in the box with the other cards of the same type.
  Draw: Unless otherwise specified, take it from your character deck 
  and add it your hand.
  Encountering a Villain
  Attempt to temporarily close open locations.
  Encounter the villain.
  If you defeat the villain, close the villain’s location.
  Check to see whether the villain escapes.
  A Few Rules That Are Easy to 
  Forget
  • While encountering a card, each player may play no more 
  than 1 card of each type during each step. 
  • When blessings add dice to a check, the dice are of the 
  same type that the character is already using for the 
  check. 
  • If your character doesn’t have a skill listed for a 
  check, you can use a d4 for that skill.
  • In the case of a bane that requires 
  sequential checks, any character at 
  that location can attempt one or 
  more of the checks, as long as 
  the character who encountered 
  the bane attempts at least one 
  of them.
  • When you would banish a 
  cohort, remove it from the 
  game instead. 
  • If you encounter a bane that has 
  the Mythic trait, when it is defeated, 
  you get 1 mythic charge.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Adventure Card Game/Season 01/Adventure Card Guild Adventure 1-0 Basic Set Rulebook.pdf