User Guide

The game can be played with 1-6 players and supports both “Rise of the Runelords” and “Skull and Shackles” adventure paths.

Installation

Download OCTGN
You can download the latest release of OCTGN software here.
Once installed it will automatically check for updates and install them when you open the program.

Install the Pathfinder ACG definition
The first thing you’ll need to do is add a game feed. This tells OCTGN where the latest versions of various supported games can be found, including Pathfinder. If you have already added this feed to OCGTN when installing other games you can skip this stage.
Within the Game Manager tab there is an “Add Game Feed” button, press this. You can call the feed anything you like – “OCTGN Game Directory” is as good as anything.
The URL you need to enter for the feed name is http://www.myget.org/F/octgngamedirectory/

Once the feed is added, selecting it from the Drop-down menu will show a list of games you can install.
Click on the Pathfinder ACG entry and then press the install button. That’s it, simple!

Next you will need to download the image pack for the Pathfinder iconics. These images are taken from the Paizo community use package and can be shared under their community use policy.

Once downloaded, within OCTGN navigate to the Games Manager tab and select Add Image Packs. Browse to your download folder and select Iconics.o8c.

Images for the actual cards in the game are not included as these are copyright material. Please note – you can only play this game online in OCTGN if you own the original card games and have your cards to hand so you can read them or you have scanned your cards and imported them into OCTGN (see the scanning guide).

Playing a game

Within your OCTGN folder there is a sub folder called Decks/Pathfinder. In here you will find all the starter decks for Rise of the Runlords (RotR) and Skull and Shackles (SaS).

To play a game you need to load the cards from you “box” into OCTGN, then load your Fleet deck (if playing SaS) and finally each player will load in their player deck.

Let’s say you want to play Rise of the Runelords and have started up a Pathfinder game.
One player needs to load the box from the Decks/Pathfinder/RotR folder.These are named

  • Box-RiseOfTheRunelords-X.o8d

where X is the name of the set

  • B = base set
  • C = character add on
  • P = promo
  • 1 = Burnt Offerings
  • 2 = Skinsaw Murders
  • etc.

You need to load in all the decks your scenario uses. If you are playing the Burnt offerings adventure and own the character add on pack you will need to load in B, C and 1. Once you have loaded the decks you can save the box state (right click on the table) which will create a file called Box-Campaign-saved. You might want to rename this as Box-RiseOfTheRunelords-BC1.o8d to save you effort of loading each deck file individually next time you play.

During later quests – some cards (Basic or Elite) will get removed from the game during play. Ensure you save the Box state at the end of the game. Note – in Skull and Shackles this will also save your Fleet deck which changes as you Seize new ships.

Once the box is loaded, load the Fleet deck if you are playing SaS and finally players can load their character decks. All the cards loaded into the box can be found in the Global tab in OCTGN. Player decks are loaded into the player tabs. As this is a cooperative game, everyone can see the cards in all player’s hands by switching to that player’s tab.

Picking your adventure

You can now pick your scenario (right click on the table). The game engine will set up the appropriate locations decks for you.

To start the game, drag your character avatar to the table, by your starting location. The first player to do this starts the game. When your turn is over, press the green “play” button on the player tab of the person going next. They will gain “control” of the location piles and the blessing deck will be advanced for you.

The locations and the current blessing act as short cuts to piles in the Global tab. Most of the common game operations can be performed on this card rather than needing to go to the Global tab and interacting with the actual location deck. i.e. Double clicking or pressing Enter on a location will explore it, revealing the top card of the deck. Dragging a card to a location will move it to the pile represented by the location. If you drag to the top part of the location card it will go on the top of the location pile, if you drag to the bottom part of the location card it will go to the bottom of the location pile. You can shuffle the pile using ctrl+S on the locations card. If you need to shuffle a card into a location pile, either drag it to the pile and then shuffle or simply double click the card. As long as it is lying on top the location, the game knows to shuffle it into the location deck. This is a handy short cut when you fail to defeat a bane card.

If you need to perform operations on the real location piles that are not available as short cuts you need to switch to the Global tab, pick the appropriate deck and use the built in OCTGN pile operations by right clicking on the pile.

Rolling Dice

You can add dice to any card you control. Double clicking that card will roll the dice and show the result in the chat window. To add a d12 press f12, a d10 is f10 etc. You can add +1’s using f1. Pressing shift and the function key will remove a token instead of adding it.

If you want to help another character you can add the dice to a card you control (usually your avatar) and then draw an arrow to the card you want to help out by shift-clicking on your card then dragging the arrow to the destination card. This will move any dice on your card to the destination card.

There are a couple of short cuts to make the common cases easier to do. If you want to donate the dice to the current player use ctrl+D (or Donate card from the card menu). If you want to donate to another card you can target the card (shift click on it) then use ctrl+D on the card you want to move the dice from.

Closing Locations

Right click on a location, navigate to the location submenu and select either

  • Close Permanently (ctrl+C) – the card is flipped and the cards in the locations pile are returned to the box
  • Close Temporarily (ctrl+Y) – the card is turned sideways. The game uses this to determine if a villain can hide there so don’t forget!

Defeating the Villain

When the villain is defeated you can right click on it and select “Hide Villain” (or use ctrl+H or Enter)  and the game will ask you if you defeated it. If you did it will first close the location. In all cases it will then

  1. Count the number of open locations
  2. Create the Villain and blessings temporary deck
  3. Deal one card from it to each open location.

If there are no open locations you have won, the table is cleared and you get a chance to swap cards, reset your players decks and finally save them. To do this right click on the table and select “Save Deck” from the menu. Once you reach the 3rd adventure path you will start removing some basic cards from the box so you will also need to save the box state. This option is also on the table menu, select “Save Box” and the game will create a file called Box-Campaign-saved in your Decks/Pathfinder folder (the full pathname is shown in the chat window). I tend to create a folder in here for each campaign and move both the saved Box file and the save character file into this folder. You can continue playing the next adventure without having to reset the game or load in any decks. Just select “Pick Scenario” from the table menu and it will ask if you want to clear up the current one.

Gaining Feats

There are special Feat cards in OCTGN that allow you to customize your character. In the deck editor you can filter on Type = Feat to see a full list of the cards. The only ones that affect game play are the Hand Size cards and the Favoured card type cards. The others (such as Strength +1) can be added to your deck to remind you of your chosen advances but they have no effect in the game. It is up to you to remember to add them to the dice rolls! If you want to increase your hand size without resetting the game you can do this. In the deck editor create a new pathfinder deck. Find the hand size card you want and add it to your player feats section. Save the deck (say as “handsize”) and then load that into your OCTGN game. When you start the next game, the game will adjust your hand size based on the new card. If you gain power feats you can document this in the notes section of your deck but please note, if you save your deck at the end of a game, the notes will be lost!

Default actions on a card (double click or Enter)

The default actions varies according to the card. If it has dice on it, double click will always roll the dice. If not the action performed depends on the type of the card.

  • A location – explore the location revealing the top card. If there are no cards, it will close the location
  • The current blessing – advance the blessing deck
  • A Villain – hide the villain (a submenu allows you to choose Evaded, Defeated or Undefeated)
  • Any other other bane card – shuffle it back into the location pile
  • Any boon card – acquire it (moves it into your hand)
  • Any other card – flip it over so you can read the other side

Table actions

Right clicking on the table will give you the following options

  • Pick Scenario – detailed above
  • Random Card – Allows you to pick a card type – puts a random card of that type on the table
  • Random Cards – Same as above but you pick how many you want – the top card is revealed the rest hidden
  • Hidden Card – Same a Random Card but the card is hidden
  • Save Deck – Save your current deck (cards in your hand, discard, buried and deck piles)
  • Save Box – Save all the cards in the Global Tab.
  • Next Turn (ctrl+N) – pass control to the next player so they can start the next turn

If you are playing Skull and Shackles you’ll also have the option to roll on the Plunder Table. The results are shown in the chat window. You can Right-click on your ship and select Add Plunder to then add a plunder card of the appropriate type.

Note – if you are instructed to find a named card (i.e. an Ancient Skeleton) you need to switch to the Global tab and find the card in the relevant card pile. Right click on the pile and choose “look at -> all”, then drag the card you want onto the table.

 

50 thoughts on “User Guide

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  3. This is working great for me. I scanned in my base set and played my first solo adventure. My problem comes with saving. I saved my deck after winning and chose to overwrite the original char. file as that made sense to me, but upon reopening it defaulted to the standard deck. Just for testing I then banished some cards and saved again and this time named it, but when I went to load it, the file wasn’t there! I’m not doing something right on the saving. Can you explain?

    • It may be that you are not using the save deck option from the table menu.
      The one on the file menu (built into OCTGN) saves the original deck so I had to write my own function.
      Full details are in the user guide.

  4. Is there any way to undo an action you didn’t mean to do? Some things are fairly easy to backtrack but things like accidentally clicking remove from game or clicking that the villain was undefeated instead of defeated or even accidentally advancing the turn prematurely don’t seem to have easy workarounds.

    • Sadly OCTGN doesn’t support undo and coding some sort of undo functionality in my python code is beyond the scope of what I’m doing.
      If you remove a card from the game, you can create a deck in the deck builder with just that 1 card in it, then load it into the game.

  5. I have also noticed that often when you use “next turn” to advance the turn it doesn’t pass control to the next player and sometimes it doesn’t even when you click the arrow on their tab.

    • I’ve not seen this bug. I do know that sometimes the focus is in the chat window and ctrl shortcuts seem to be ignored because they are sent to the chat window, not the table.
      If you have a way to reproduce this, please let me know and I#ll try to track it down and fix it.

  6. I loaded, modified and then saved my character decks to a separate folder so I could keep the base decks pristine. After playing I used the table function to save my deck and noticed that it did not save to the file that I loaded the deck from but saved over the base template.

  7. Sorry, didn’t save over the template decks, but saved in the same directory with them. It would certainly be helpful for running multiple campaigns to be able to save into the sub directory from which the deck was loaded.

  8. Sadly OCTGN doesn’t pass me any information about the filename loaded so the best I can do is save it to the Pathfinder folder with the same name as the character with “-saved” on the end. You’ll need to move this file to your own folder after using the save function.

  9. How do you handle the holy candle? In the module there isn’t a separate pile for blessings yet to be flipped as opposed to the ones that have been flipped (as far as I can tell) so how do you shuffle random blessings back in? Do you just pull d6 random blessings from the box and drag them to the blessing deck?

    • Easy – Roll a d6 and switch to the Global tab, in there is a real blessing discard pile. For each card to return, either right click on pile and select the “Return random blessing” or double click the pile to perform the same action as it is the default action for that pile.

  10. Amazing program! My friends and I have been enjoying this game since beta. One of us is about to move away, but with your work and OCTGN we’ll be able to keep it going! Hurrah!

    I’ve made a modification to my copy of the code that we are going to try out, if anyone else is interested:

    We tend to want to add extra location decks to make the game a little harder. We have 4 players and often want to run with 7 or 8 locations instead of 6. I’ve made some changes to action.py to accommodate this. The first time you start a game it asks if you want to use default rules yes/no. Yes->game runs like normal, unmodified. No->each time you start a game, it will ask explicitly how many locations you want.

    https://mega.co.nz/#F!FQkXHYwQ!1JsbAxsztyr2TgWFB22TgQ
    I’ve tested it pretty thoroughly and it seems to work fine, even if two players have different copies of the code.

    Not sure this actually makes sense to fold into your code, since it is “homebrew” sort of, but that’s why I hid it behind “use default rules yes/no” so it’s a little more palatable to folks who want to play the game as intended.

    • Great idea – I’ll put something into the next release. Python globals in the OCTGN environment need to be treated a bit differently to cope with game disconnects so I’ll need to implement it a bit differently to your version.

  11. If I’m wanting to play solo but with multiple characters, is there a way that it can be done. I try loading multiple characters but the software adds it all under my one player.

  12. So one other clarifying question and suggestion for addition to the instructions above.

    At the end of a scenario if our group is wanting to quit but save their decks and the box, what are the exact instructions that we need to follow to make sure that happens.

  13. So we had our first online PACG night tonight, and it went pretty well.

    Not sure where/if you want feedback, but here it goes:

    1. Some actions are allowed that don’t make sense that should probably be restricted, at least by adding some kind of “are you sure” confirmation, like banishing/recharging locations. Related: maybe add a confirmation to the “remove from play” action, since that is such a pain to undo manually.

    2. There were lots of card ownership issues… I don’t know if this is fundamental to octgn or what, but some examples were using Augury/Spyglass during someone else’s turn: you should be able to do it, but you have to claim ownership of the location deck first, then claim ownership of each card you pull out of the location. It throws lots of error messages, even after “claiming” cards, though it still seemed to work doing it that way. Similarly, trying to banish a card from your hand (to temp close a location) during another person’s turn threw errors, but still seemed to work, so maybe its mostly a cosmetic thing. Related: Having to “claim” cards off the table at the end of the game was a minor nuisance, but maybe that’s working as intended.

    3. The file system appeared to have not gotten installed correctly on one player’s computer, and again this might be more of an OCTGN issue than a PACG issue. Under \OCTGN\Decks he had no “Pathfinder – Adventure Card Game” directory, and so when he tried to save his character deck, the folder didn’t exist, and so it failed. We didn’t realize that he had originally loaded his character through \Decks\ he found under \GameDatabase\. He was able to manually create the missing directory and then saving worked. We still don’t know why it wasn’t there to begin with, though I’m suspicious that it had something to do with him running Win8.

    4. Finding the Holy Candle function by doing RMB on the discard pile under global definitely took a while to find. Is it possible to add this special function to the blessings deck on the table? Alternatively, being able to shuffle the blessings discard pile would have let us do it “manually”, but for some reason when I do ctrl+S on the discard pile, the log says something was shuffled, but it doesn’t actually shuffle, BUT doing RMB blessings discard->view all->close and shuffle DOES shuffle it. Related: maybe this is unavoidable, but if you roll so high on a holy candle that you recharge all the blessings, it makes the deck disappear, which I know can be fixed by manually moving the next blessing in the global tab to the empty discard deck, but could be made more user-friendly.

    5. Feats in general are just a pain. No way to track power feats and having to go through the deck builder to add other feats are just not friendly at all, but I assume either there’s no workaround, or any workaround is a pain to implement. Just thought I’d put that out there.

    Hope that helps. Game is completely playable as-is, mostly just some user-friendliness issues if you even care to fix them. If not, no big deal, your work is greatly appreciated either way!

    • Thanks for the detailed feedback. Sadly I am fighting the way OCTGN does things a lot of the time in PACG. A basic principle of OCTGN is that only 1 player can control a card or a pile of cards. I hide this somewhat by passing control of each of the “global” piles and all the non-character cards on the table to the active player at the start of the turn.
      As you found out, this means that the non active players have to jump through hoops sometimes to perform actions on the cards in play.
      I’ll have a think about the points you’ve made to see if I can come up with better solution. As for point 3, then yes, your friend had a bad installation. Can you ask him to raise this as a bug on the OCTGN github site please?

  14. So, when trying to start up a game to try before I buy the real set, I notice that the ONLY cards that have text on them are either the character cards, or the scenario cards, the items and what you end up hunting for in locations DON’T is this a glitch? or by intent?

    • Correct, all copyright material (i.e. card text) that has not been made available in the public domain by Paizo is removed from the proxy cards.
      Once you own the cards, you can scan them in to play.

    • No luck as yet. There is some discussion about wiki sites with full card text and if that happens it might mean a change to their community use policy.

  15. On the powers for Seelah on the default card, it is missing the last half of her last power. It should also include “If it’s a boon, put on the bottom of the deck”. I understand that we should be using scanned cards anyway, but for character and meta game information, I prefer the text cards as it’s a bit easier to read. Just figured I’d point it out; doesn’t affect much on my end 🙂

  16. When the villain is defeated without anywhere to escape, the cards in the remaining locations are supposed to go back to the box, not get banished; however, the game treats each location as being closed permanently and banishes the cards in them. This becomes significant after AP3 is started when cards that are banished with Basic trait are removed from game. Cards are being removed permanently, when they shouldn’t be. As there’s no way I can see to retrieve cards erroneously removed from game, the only workaround is to not double-click villain to run that part of the script.

    • I agree with your reading of the rules however I believe the OCTGN implementation already does what it should.
      When you defeat the villain, the location it is at is closed, this will banish the cards in that location.
      The code then checks to see if there are any open locations and if there are none if calls the game over code.
      Cards tidied up at the end of the game are simply returned to the box and not banished.

  17. Yeah, I think I misinterpreted what I was seeing; it is only the villain’s location being ‘closed’ with banishing. Sorry about that.

  18. I am discovering a bug with the final scenario “Spires of Xin Shalast: Into the Eye”

    First off you should know how I have been playing. I have been using OCTGN to play a 4 character game solo. I run 4 instances of OCTGN on my window 7 laptop and create an unlisted local game. I have played through each of the previous 32 scenarios this way without any problems. I am running Amri, Lini, Merisiel and Seoni.

    Here is the error I get.

    Traceback (most recent call last):
    File “”. Line 1, in
    File “C:\User\###\Documents\Octgn\GameDatabase\d2e34ee-b26b-4bcd-9709-1c45feb12d40\scripts\actions.py”, line 801 in pickScenario
    File “C:\User\###\Documents\Octgn\GameDatabase\d2e34ee-b26b-4bcd-9709-1c45feb12d40\scripts\actions.py”, line 1529, in scenarioSetup
    IndexError: index out of range: -3
    Result = pickScenario(table, -210.058, -60.350)

    The game goes through much of the setup but the Runewell location only ends up with 9 cards (the 9 boons) and no Villain or Henchmen. In fact the Villain and Henchmen that are supposed to appear in this deck disappear from the box and cannot simply be added to the deck.

    Note that this error only happens when I run four characters. I have run every combination of single, two and three characters games of Into the Eye using these characters and its sets up perfectly. It is only when setting up for 4 characters that I get this error.

    More than willing to provide additional information if you need it. Hope this report is useful.

    • Thanks for the detailed report – it was enough to track down and fix the error.
      We are in the process of adding in the class decks and some support for Skull and Shackles at the moment so the fix won’t be rolled out just yet.

  19. Hello again

    Thanks for doing this, it is awesome being able to play online with my friends now all the cards are scanned in, so thanks for your advice and support on the scanning guide too.

    I have a question about the right click options on a card, what is the difference between “Banish” and “Remove from play”?

    Was does OCTGN do with those?

    “Banish” makes sense to me… goes back in the box like the rules say.

    “Remove from play” however… is that discarded from the box the game and everything forever? (for that saved campaign box)

    Is that the difference?

    Thanks again

    • You’ve got it. Banish does what the rules say (move the card back into the box).
      Remove from play will delete the card from the game, the card is not returned to the box so when you save the box, it will not longer be in the box next time you load it.

      The game will automatically remove basic and elite cards from the game as instructed by the adventure and scenario rules so you will not need to use the “Remove from play” option very often – it is there as an option just in case.

  20. First, awesome stuff. Worth noting that Cartmanbeck had help. 😉

    With ships and fleets, I don’t know if there’s a way to script it better, but it’s a bit unintuitive if you use it by the rules. When you have a fleet: currently at the start of the scenario, you are given a dialogue to choose which ship to use. That part works great; however, when you draw a random ship, you’re still supposed to draw a random ship from all other ships besides the one you’re using, even those you have marked on your fleet. The problem here is that you need to have all ships except the one you’re using in the ‘ships’ deck, and all cards in your fleet in the fleet category. So, you have to make sure you have all cards in your fleet in the fleet spot and then make sure to take out the one ship you’re using from the ship category (only!) so that all other ships are available for random. Quite confusing to manage properly.

    If possible, it’d make more sense to keep the full ship list (including Merchantman) in the ships list, then add a copy to the fleet deck. The random selection script look like random(all – current ship). Such a small thing, but it’s a pain to manage them correctly currently.

  21. Ships are now in the box!

    I certainly interpreted the rules differently – thanks for pointing this out and for helping with the card data.

    I’m removing the Fleet pile and will cache the fact a ship is in the fleet in a different way.
    There is a new option to “Add to Fleet” when you are rewarded a new ship.
    The currently seized ship is not by default added to the Fleet.

    There is currently no way to remove a ship from the Fleet within the game.
    You can however edit the saved Fleet deck and move the ship into the correct section.

  22. I like it, thanks. That actually makes more sense than the direction I was taking it, since Fleet addition is in fact a permanent change.

  23. New error with the most recent build 3.1.153.338 (I did not have this error at all last night with first play of first SaS build). Playing with Amiri solo, at the moment I pick scenario, it lists “deekow starts ‘Into the Mountains'” then produces error below (tested with several characters in several random scenarios). I was able to play through the scenario without further issue, though, and all scripts/triggers appeared to be fine. Guessing it has to do with the new logic with fleets, on a hunch, I tested by loading RotR deck with RotR character, but also loading the fleet deck and was able to select scenario without error.

    File “”, line 1

    ^
    SyntaxError: unexpected EOF while parsing

    result = pickScenario(table, -28.737, 3.632)

  24. Wow… I sort of butchered that a little. To clarify, the errors occurred when playing Rise of the Runelords only. Skull & Shackles didn’t give me the error at all. Rise of the Runelords plus loading fleet deck remedied the error (and loaded the ship, of course).

  25. Loving the PACG so far and have been doing some scanning to get my decks loaded in. Noticed as I was going through class decks that the “Magic Spyglass” item is listed with Subtype “Armor” instead of “Item” in both instances of it in the set.xml.

    Is there anywhere you’d prefer notification of issues like this other than comments here at the site?

  26. Not sure how/when this happened, but many of the character proxies have the wrong stats on them now. (for example, it shows Ezren with a d12 for Strength) I would just scan in the character cards but when you mouse over they display in portrait instead of landscape so that isn’t really an option either. It looks like he was cut and pasted from Amiri without fixing the attributes line.

  27. Great job! I am always work travelling and getting the boxes with me is not so easy 😀

    So I get scans and will start to make it inside the plugin (I actually use Image Viewer… a pain)

    It is possible to play solo with 2 characters ? I did not find how, but will be very good if I can, as it is difficult to make a campaign with people online.

    Again, thanks for your pretty done job !

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