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Borissimo

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Everything posted by Borissimo

  1. That's great! When's your boss going to send LadyKaieta a private message apologizing for your immaturity, rudeness, and meanness?
  2. Great discussion guys, you make some great points! First, I'm embarrassed to confess that I did not know that you only gain the gold for normal and heroic difficulty completion once per ACCOUNT. I thought it was once per party, and since I was wrong, that changes things. If the only option for f2p players to gain gold is "play Legendary" or "play Quest Mode," then I agree that seems really weird. Second, I've been a pretty vocal complainer about Night Approaches since closed beta, and I wouldn't mind seeing that wildcard go away or be nerfed (e.g., when you fail to pick up a boon, roll a d6 and discard a blessing on a 1 or 2). I do respectfully disagree with the idea that the "intent of the game was to be roughly balanced between different party sizes." 1-player is so out-of-balance that the rulebook even advises you not to play it and tells you to break the rules if you do. 6-player is known to be harder than 4-player. And since this app is mainly designed for solo play, I think that's fine. Character count is just another way for players to customize their challenge level. If you just want to farm gold and have an easy time, use 2 characters; if you're playing for a challenge, play 6; if 6 is too hard, try 4; and so on.
  3. I'm glad someone made this post, because boy do I have a lot to say. First and most importantly of all: according to the newest rules (Wrath of the Righteous), when you choose to pass on a boon, it's the same as auto-failing. Another user posted the relevant rules block in another thread, and I was floored. I had no idea. This has two implications: 1) If Obsidian implemented the option to pass on boons, it would NOT fix the problem of Night Approaches being an insane wildcard. Choose to pass on a boon? Lose a blessing anyway since it's the same as failing! 2) Given (1) above, it seems like implementing the option to pass on boons becomes a super low-priority item, so I doubt that Obsidian will prioritize it over fixing bugs, creating new adventure decks, or, you know, just about literally anything else. This thread reminds me of when Diablo 3 came out back in the day. Players had been complaining that the hardest difficulty mode (Hell) was too easy in Diablo 2, so Blizzard appeased them by creating an ultra-hard difficulty mode beyond Hell called Inferno. And guess what happened: everybody complained that it was too hard and they eventually caved and made it easier. So now instead of there being two easy difficulties and one hard one like there was in Diablo 2, there are three easy difficulties and one hard one. Whoop-de-doo. The whole affair was totally pointless and almost certainly a huge waste of the developers' time. And so it is with RotR. For years the forums have been awash with people complaining that the game's too easy, and now that a proper challenge has been put in place, here come the complaints that it's too hard. Personally, I think that if you play on Legendary with a brand-new party, you SHOULD lose. On normal difficulty, with 6 players, you already have to play pretty close to perfectly to win (and even then, with poor henchmen/villain distribution, you're going to go down to the wire). There's simply no room left to make the difficulty any harder yet somehow still be in that magical "hard but doable if you play right" zone. Right now, Legendary with 6 players is totally beatable if you A) use an over-leved party or B) are okay with losing a lot (and then feeling really satisfied when you do win!). If neither A) nor B) fit your needs but you still want a challenge, then play 6-player on Normal or Heroic, as appropriate to your skill level and tolerance for failure. Basically, the way I look at it is this: players who don't like the challenge level of Legendary have many other options to choose from. Players who do like the challenge level of Legendary do not. So, dumbing down Legendary to satisfy the former group is just illogical. Is Legendary, on 6-player, unfair? Absolutely! It's grotesquely unfair! And it's supposed to be. If you don't want to play an unfairly difficult mode, don't play that one.
  4. To provide a little context: back in closed beta, the goblin warchanter was a very, very beleaguered card. The wisdom check only triggered for characters who wanted to play a weapon or a spell, just as the OP says it should, but if you breathed on your iPad too hard the game would crash. I'd much rather waste time rolling a die for everybody than lose my save file, so I'm happy with the temporary solution while Obsidian figures out how to make this cursed creature behave.
  5. Oh hey, that's good to know! Well, hopefully that settles that. I wouldn't mind seeing more class deck cards; they have an "official" feel to them.
  6. How would you make the spyglass "more unique or different?" When we're talking about scouting cards, there's not much granularity to work with. Every card in the treasure chests needs to be designed, drawn, have its mechanics implemented ... it's a lot of work to make all of these cards, and I don't mind if Obsidian gives themselves a free pass every now and then by simply adding an extra copy of a high-quality boon to the box. Bring on the Holy Moly Candle!
  7. Some additions to the points in this thread: To get rid of spells you don't want, you don't necessarily have to banish them to close a location. You can also pass them off to a character who doesn't have the appropriate skill and have that character use them, causing them to be banished. Example: Ezren decides he'd rather have Invisibility than Force Missile. Start a scenario with Ezren and Valeros in the same location, and pass turns with Ezren doing nothing but discarding cards till he finds Force Missile. Give the Force Missile to Valeros, then have Valeros explore till he finds a monster, at which point he casts Force Missile to attack it. "But Valeros's combat check with Force Missile sucks!" Doesn't matter. Force Missile is banished; forfeit the scenario. Now everything is the same except Ezren has a hole in his deck where Force Missile used to be. If you're getting rid of non-spell cards, you do need to use a location that has "banish X" as a closing requirement. The Poison Pill and Local Heroes are good for this. It's very "gamey" and still a chore, but hey, desperate times & desperate measures & all that. As for the general deck management mechanics: pretty much the only thing I never liked about the PACG was the between-scenario deck-building rules. I agree that they are terribly dumb. So let me get this straight: Lini pops some Caltrops to defeat a Skeleton, and at the end of the scenario, she can go back to the store to get more ... unless Lem picked up a Mattock that was lying around, in which case, f*** off Lini, it's Mattocks for you! Makes no sense. I understand that if characters could freely throw out boons and replace them with basics, it would allow for some cheesy tactics. However, it feels like the designers didn't even try to work around this; they were just like "screw it, here's the first thing that works!" There's no reason Lini should ever scream at Lem, "No! Don't pick up that crowbar or I'll be screwed!" There's also no reason she should ever be stuck with a Force Missile just because Amiri had a lucky moment of brilliance. Yes, characters shouldn't be able to use disposable basics over and over, but characters also shouldn't be stuck with junky cards for no other reason than that somebody else happened to pick them up.
  8. Nope, no need to defeat Iesha to close locations! The order of events is: 1) Encounter Haunt 2) Roll to see if you get bitch-slapped by Iesha 3) Attempt to close location regardless of what happened with Iesha As for the armors: characters who aren't proficient with armors will banish them (as opposed to bury them) on use. Other than that, they can use the armors just fine. In my last playthrough, Ezren ended up banishing an Elven Breastplate, which was sad ... but still totally worth it I think you can totally beat this scenario with your current party without having to go back and do any grinding for boons. Your thief can evade, and your fighter and paladin have armor. Here's what I'd suggest: put Seelah and Ezren in the same starting location and have Seelah go earlier in the turn order. On Seelah's first turn, have her give Ezren her starting armor. Then proceed to play as usual, making sure of course to never discard/recharge your last armor. If possible, try to corner the villain so that you can temp-close locations at the end without having to encounter all the haunts. There's a decent chance that either Seelah will scout the villain or that Merisiel will encounter + evade the villain, so your party has a better than average chance of pulling this off. Good luck!
  9. I agree with everyone's complaints about later-deck boons being worse than boons you already have. However, I don't think that this Kohl falls into that category. Let's look at the stats side by side: Spyglass Check to acquire: Wisdom/Perception 4 Ability 1: Reveal to add 1d6 to your Perception check Ability 2: Discard to scout the top 2 cards of your location deck and put them back in any order Kohl of Whatever the Balls Check to acquire: Intelligence/Perception 6 Ability 1: Reveal to add 1d4 to your Perception check Ability 2: Discard to scout the top 2 cards of your location deck and put them back in any order Color added to show differences. Let's compare: the Kohl has a harder check to acquire, but some characters (most notably Ezren) will appreciate the intelligence option. This isn't a big deal. Then the Kohl adds only a d4 instead of d6 to your perception check ... but guys, let's be real here! Who picks up a Spyglass thinking, "ooooooo, +1D6 to my perception checks??? MONEY!!!" Nobody. The power of the spyglass is its scouting ability, and that's identical for the Kohl. Is it the most creative item in the world? No. But it essentially adds another copy of Spyglass to your box, which is amazing. If you found a treasure chest card called Schmaugury that basically did the same thing as Augury but had an acquire check that was harder by 1 or whatever, would you complain that it was worse than Augury? No, you'd be freakin' thrilled to have another Augury! As far as I'm concerned, Obsidian can fill the treasure chests with as many of Kohls of Glassy Spying, Schmauguries, Deathbone Late Crassbows, and Father Schmantuses as they want, as long as it's only the quality boons that are getting copied.
  10. HouseTully, you're right that you can't alter decks on the fly, and I sympathize with the difficulties you are having in this scenario. At the same time, several aspects of your post indicate that you're still not understanding the game properly or playing as well as you could be. This is just not true. You never need to defeat Aesha; you only need to defeat the Skinsaw Man. If you have the Warrior (3 armors) and Paladin (3 armors) in your party, then why aren't you passing armors around? Valeros and Seelah are the two most heavily armored characters in the game, and Seelah's even guaranteed to start with an armor. You haven't said who's in your party, but lets consider the possibilities: Valeros, Amiri, Seelah, Kyra, Harsk -- Have armor Merisiel - can evade Seoni, Lem, Lini - can come close to making the check with 1 blessing, thus shouldn't take much damage That's 9 of the 11 characters. So Sajan and Ezren are likely to have hand-wipes, yes ... unless you *cough* have another character give them armor! This game's been out for 3 years. The scenario is well loved/hated by players, yes, but if it were truly broken, it would have been errata'd long ago or changed in the digital version. It's a doable scenario. The more time you spend trying to play better and the less time you spend blaming the game, the sooner you'll overcome this challenge and never have to worry about it again.
  11. I'm sorry to hear that you're having a frustrating time with the game. Here are some thoughts/suggestions that I think may help you: 1) The prologue scenarios are, in my opinion, some of the hardest scenarios of the game, simply because your characters haven't gotten any feats yet. So, don't feel too bad that you're stuck on the second scenario -- while the prologue scenarios are "introductory," they're not actually all that easy. 2) You're playing with 6 characters, which is the hardest way to play. You could try starting a new party of 4 characters (or cutting two characters from the existing party) and giving the scenario a shot then -- you'll have the same number of turns (30) but two fewer locations to close. 3) When you start the game, it's a good idea to give everybody 1 Thieves' Tools, in part because most items suck and Thieves' Tools are among the only good ones, and in part because they sure are handy in The Poison Pill. Of course, that would require starting over, but if you don't want to do that, it looks like you have 3 tools already -- spread them around, as Brainwave suggested. While I like giving Merisiel a pair of tools (she can reveal them for a bonus and keep them in her hand, and she can recharge them), in your party, until you get 6 pairs, I think it would be better to give them to three other characters. Merisiel can defeat the Poison Traps pretty easily with just a Troubadour or a blessing; the same cannot be said of anyone else. 4) I prefer using the allies that add d6 to a variety of checks (Troubadour, Standard Bearer, and Sage) over the allies that add d10 to one specific check (Night Watch, Guide, Dog), because the extra versatility is worth more than 2 die sizes. If you had some Troubadours in your party, it'd be easier to kill those traps! 5) If an ally isn't going to help the character holding it close a location, then use it immediately to explore. Use some (but not all) of your blessings to explore. You need to beat the clock, but you also need to keep blessings on hand to defeat the poison traps (which are a pain without Thieves' Tools) and close locations. 6) Use your characters' non-blessing, non-ally cards aggressively. If Seelah has two weapons, discard one to a combat check ASAP, even if you don't need to. Seelah may even want to voluntarily discard her armors. Amiri should bury armors and extra weapons to her Rage ability, even if she doesn't need to. Seoni should turn her Amulet of Life into a fireball and use her Acolytes ASAP, even if she doesn't need to, because they don't give extra explorations. (BTW, Acolytes blow. I'd replace them any ally that grants extra explorations as soon as you can, even a freakin' Dog, because the Acolytes' bonus d4 is nowhere near as valuable as an extra exploration in a 6-player game.) The reason you should do all this is so that you can get to the blessings and allies buried deep in your characters' decks and use them for extra explorations. You don't want Amiri's Guide to sit 3 cards from the bottom of her deck all game because the Barbarian had her hands full holding a Longspear, a Glaive, and that fantastic Rusty Chainmail the entire time. Bury the Longspear first chance you get, bury the chainmail second chance you get, and make sure Amiri sees as many of her allies and blessings as she can before the clock runs out. I hope that's enough to chew on for now. Give it another whirl and let us know how it goes! Edit: At the risk of offending anyone with shameless self-promotion, I thought I'd throw this link your way. This is my Poison Pill victory in my 6-player video playthrough series. You and I chose nearly identical parties -- I just have Ezren instead of Seoni and Harsk instead of Kyra -- and it may help you to see how a success in this scenario might actually progress. You'll note that, even playing pretty well and having a lot of experience with the game, I still had to go down to the wire to finish this one!
  12. I can't see the prices for everything since I bought the season pass, but my understanding from these forums is that the gold costs are the following: base set character: 1,500 gold c-deck character: 2,500 gold (if you save up 10,000 gold and buy all 4 at once) This is what I've gleaned from forum posts in passing, so if this is wrong, please correct me! If the above numbers aren't wrong, then that makes the released game dramatically cheaper than the closed beta, when base set characters cost 2,000 gold and c-deck characters cost a whopping 4,000 each. Given these price reductions, I think we need to give Obsidian some credit for good faith. To me it doesn't seem like they're trying to punish gold farmers or make it harder to get gold; rather, I think they want to channel gold farmers to experience the game in a particular way. Instead of crushing the same scenario with an over-leveled party a bazillion times, they want you to farm gold by either A) creating a new party and replaying Story Mode, or B) playing a ton of Quest Mode. They don't want you to sit around thinking, "What scenario can I beat the fastest for the largest amount of money?", but instead to just play the game. At least, that is my guess.
  13. Yeah, OP, I'm afraid you haven't found any bugs here. You've merely discovered the joys of one of RotR's most (un)beloved and (in)famous scenarios! To deal with Aesha Foxglove, you have a variety of options: 1) Evade (Merisiel, Invisibiliy, Cape of Escape, etc) 2) Be Kyra and actually defeat her 3) Punt the check and Bury/Banish an armor to block the damage 4) Make a hard divine/diplomacy check, or at least get close enough so as not to take too much damage (Lini, Lem, Seoni) Characters who have armor should NOT discard/recharge it under any circumstances. Characters with multiple armors should pass one off to characters who have none. Characters with evasion cards should NOT discard them under any circumstances. If you successfully scout a Haunt (Seelah, Harsk, Augury, Shalelu, Spyglass), then make sure the character who encounters the haunt has 1 of the above tools at her disposal to deal with Aesha afterward. As for the difficulty increase of the Heroic version of this scenario, I get the feeling you haven't played heroic difficulty much, because this is beyond any doubt one of the gentlest Heroic scenarios. Normally, your odds of hitting Aesha are 1/2 for the first character, 2/3 for the second, 5/6 for the third, and 100% after that. Those are pretty bad odds, dude. If you're banking on not encountering Aesha to succeed at the scenario, then you're playing it wrong. The Heroic scenario text doesn't do anything that couldn't (and most likely wouldn't!) have happened to you anyway. One more thing to consider: if you find Aldern Foxglove at any point before reaching Foul Misgivings, consider giving him to a character who can recharge/bury dead held cards (Amiri, Harsk, Merisiel, Seoni, Lem) and keeping him till Foul Misgivings. It's a pain to lug stinky ol' useless Aldie around, but he sure does make Foul Misgivings easier!
  14. I've actually had this happen more than once in my video series, so I can post a link to a recording. iPad, 6-player, no pass-and-play, no permadeath, scenario 2.1 -- Seelah has just closed the general store, picked up two items, and casts cure. When she peels a card from the top of her deck, the check changes to "none" and she auto-succeeds.
  15. As far as I can remember, every single time I've beaten Local Heroes, I've gotten Aldern Foxglove as a reward. Now, I'll be the first to say that correlation != causation, small sample sizes, and all that. But given how the story plays out in AD1, it wouldn't surprise me if Aldern was indeed scripted to always appear as a reward for Local Heroes.
  16. Short answer: yes. To expand on that a bit: I think the key phrase of the OP is this one: I can't recall a specific one use card I would take over a decent card ... it's not just because they are one use, it's also because you're losing some other card It's true that there's an opportunity cost to lugging around a conditional one-use item, but this opportunity cost is very low because items suck. It's not till AD4 or so that you actually begin to develop a critical mass of quality items. Here's a fun game: quickly think of 5 really good items from AD2 and below off the top of your head. Ready? Go. ... I bet you came up with: Spyglass Masterwork Tools Staff of Minor Healing Aaaaand then you listed two pieces of relative garbage just to get your count up to 5. There's just not that many "wow, this is exciting!" items for like half the game. So am I willing to drop Bracers of Protection or some bull**** to carry around a Potion of Glibness? Hells yes I am! Give m'boy Harsk that smooth-talkin' potion and he can convert it into an extra exploration when he encounters an ally. Or maybe it'll come in handy closing a diplomacy-based location. If not, he'll fire an arrow with it -- which is what he was going to do with those Bracers of Protection anyway. Not all potions are created equal. Glibness and Ruggedness (for diplomacy and survival, respectively) are on a pedestal because (1) they can be converted into extra explorations via encountered allies, and (2) diplomacy and survival checks to close locations are relatively common. I also like caltrops. They defeat a lot of the henchmen early on, and in my 6-player video series, they won me at least one scenario. Lini encountered the villain in a mostly-depleted deck. If she'd had to fight him, it would have cost the party a ton of resources to win the check and a ton of time to find the villain again later. Instead, she used Caltrops to evade. Now I knew where the villain was, so I closed as many locations as I could before the clock got too low, and went back into that location with more capable fighters to finish the job. So in sum, I'm more than happy to sacrifice a crappy item that I'll never use for a situational item that might buy me an extra turn, guarantee that I can close a location at a critical moment, or outright make the difference between winning and losing. I've talked exclusively about items so far. When it comes to allies, throw everything I said out the window. At minimum, an ally is an extra exploration. This is very valuable. Thus, with one meta-gamey exception (Mr. A. F.), I never carry over any of the one-use allies. They're junk, and it seems they're only meant to be used in the scenario in which you find them.
  17. This was a nice write-up! I agree with most of what you wrote, but of course, it wouldn't be an interesting game if we could all easily agree on everything. There were two points in your write-up regarding which I have a large quantity of respectful disagreement. One of which was your underselling of Merisiel's evasion, which Wakasm has already addressed. The other was this: I'm not sure the phrase "situationally useful" does justice to this ability. May I suggest something more along the lines of "bonkersauce ridiculous?" Every time you scout a boon, it's like you get a free exploration. When you upgrade Crusade so that it lights up at the start and end of your turn, now Seelah is getting 0-2 free explorations per turn. Unless you put her in a location with 6 monsters, it's almost certain that she'll get at least 1 free exploration out of this each turn. Imagine if her hero power read, "At the start of each scenario, put a Holy Candle next your character sheet that you can use whenever you want." That'd be pretty amazing, yes? Well, what she has is even better.
  18. This fixed it!! Thank you so much, Hannibal -- you are the winner of the thread! As soon as I logged into Game Center and restarted the Pathfinder app, it worked perfectly. Thanks to everyone else who tried to help -- I really appreciate it!
  19. Thank you for your help! Alas, after following those steps, the game still does the exact same thing. I press "continue" (or anything), get a window with the warning and two options (Continue or Login), Login closes the window but does nothing, so the only way to proceed is with Continue. Hoping this gets resolved soon!
  20. Thanks for the insight, guys! I'm on iOS and, yes, logged into the whatever-the-heck-Apple-thingy is.
  21. Hi! I bought the season pass immediately after downloading the app, and it unlocked all the content and everything works splendidly. Except for one thing: whenever I fire up the game, it tells me that I'm not logged in and warns me that I can't earn gold without logging in. When I click the "login" button, nothting happens. So I just click "continue" and play. As a result, I can't see anything in the store and I don't earn any gold. This isn't too big of a deal since I don't care about the chests and the season pass worked. However, I'm concerned that playing the game in a bugged state could cause problems down the road. Should I wait for this to be patched, or try reinstalling the game? If I reinstall, will I lose all of my progress since I haven't been logging in this whole time? Thank you devs or anyone for any help you might offer! Edit: This issue has now been resolved! For anyone who's in a similar boat on iOS, here is the resolution: Log into Game Center. That's it. I was logged into the app store, but apparently I had to be logged into Game Center as well. I never even used Game Center on my iPad because it's a load of trash, but apparently, you need to be signed in for Pathfinder Adventures. Who knew! Kudos to Hannibal for pointing out Game Center. Thanks man!
  22. Hmm, based on the link you posted, you're right. However, if you use a different dictionary, you get another option: http://www.dictionary.com/browse/otherwise?s=t From that page, we get: conjunction 4. or else; if not:Button up your overcoat, otherwise you'll catch cold.
  23. I'm not sure what point you're trying to make here. "If you do not succeed at a check to acquire a boon, banish it." That's your phrasing. If you didn't try to acquire a boon at all, then you certainly didn't succeed at a check to acquire it. Ergo, by your own paraphrase, the boon is banished. "There is no mention of not attempting a check." But ... there is? It's even highlighted in yellow in my post! Again, I'm not sure where you're going with that. So to sum it all up: 1. The FAQ explicitly states that 5 things must be done when a player encounters a card: Apply any effects that happen before the encounter, if needed. Attempt the check. Attempt the next check, if needed. Apply any effects that happen after the encounter, if needed. Resolve the encounter. The FAQ mentions exactly one thing that would bypass these steps, and that is evading the encounter. 2. Under "attempt the check," the FAQ explicitly states that if the check is to acquire a boon, then it is optional. 3. Under "resolve the encounter," the FAQ explicitly states that if you didn't succeed at the check to acquire a boon, then the boon is banished. 4. If you elected not to attempt the check to acquire a boon -- which the FAQ explicitly states you are allowed to do -- then you didn't succeed at the check to acquire it. Given these four facts, all of which are unambiguously supported by direct reference to the FAQ, two things follow logically: A. If you do not attempt a check against a boon, then it is not an "auto fail" B. If you do not attempt a check against a boon, it is banished Short of a designer popping in here to say, "Nope, that's not what we meant!" this is an open-and-shut case, guys.
  24. Hmm, we have a legitimate disagreemnt here! It says in that FAQ entry that if you evade the card, then the encounter is over. Since passing on the check does not count as evading, then the encounter is not over, and that resolution step still happens. With respect, that FAQ snippet does not state what you claim it states. Here are the steps in full, with emphasis from me: === 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. Evade the card (optional). If you have a power or card that lets you evade the card you’re encountering, you may immediately shuffle it back into the deck; it is neither defeated nor undefeated, and the encounter is over. Apply any effects that happen before the encounter, if needed. 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 a bane’s “Check to Defeat” section says “None,” look at the bane’s powers, and immediately do whatever it says there. Attempt the next check, if needed. If another check is required, such as if you played a boon with a check to recharge, or if your bane requires a second check to defeat, resolve it now. Repeat this step until you have resolved all such checks. Apply any effects that happen after the encounter, if needed. Do this whether or not you succeeded at your checks. At this time, deal with any effects that were triggered by the checks. For example, If Ezren played a spell with the Arcane trait during the check, he may now use his power that allows him to examine the top card of his deck. 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 succeed at a check to acquire a boon, put it in your hand; otherwise, banish it." === Evading the encounter is a special thing that cuts the encounter short. Otherwise, all of the steps must be followed, including "resolve the encounter." It simply doesn't say anywhere in there that any of the steps apply only if the check was attempted.
  25. Hannibal! My buddy, my man! Is it already time for our monthly tradition? You know, the one where you state an incorrect fact about how boons are encountered, and then I post a link to the Paizo FAQ explaining why you're wrong? Y'know, the same exact link I already posted on two previous occasions? Occasion 1 Occasion 2 By golly, I suppose it has been another month. My, how the time flies! Aaaaand here's that link to that same FAQ entry again: Wheeeeee You really should read it. Great stuff! Especially this part: Resolve the encounter ... If you succeed at a check to acquire a boon, put it in your hand; otherwise, banish it." When you encounter a boon, one of three things is going to happen: 1) You attempt the check and succeed 2) You attempt the check and fail 3) You don't attempt the check at all It is 100% incontrovertibly, unambiguously evident from the FAQ's use of the word "otherwise" if that if #1 happens, then the card goes into your hand; OTHERWISE -- meaning, whether you failed the check or didn't try it at all -- the boon is banished. p.s. I have great love and respect for Hannibal. This boon stuff just really tickles me. <3
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