Jalhazar's Wheel vs Becalmed


Rules Questions and Gameplay Discussion


Pathfinder Starfinder Roleplaying Game Subscriber

First of all, Becalmed sucks during the Free Captain's Regatta, because you can never empty the location deck if you want to win, so it makes any character at that location permanently stuck. We barely pulled a win out on this one with the two characters who weren't at that location...

Anyway, Becalmed says "You may not move or be moved from this location while this barrier is next to it."

Jalhazar's Wheel says "At the end of your turn, if your ship is not wrecked, recharge this card to move."

It seems to me that these two cards are in direct opposition. Which one trumps the other one?


From pg. 2 of the Rulebook:

Quote:

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 instructs you to do something impossible, like draw a card from an empty deck, ignore that instruction.

So Becalmed trumps over Jalhazar's Wheel.


Plus, in real life, becalmed would suck during a regatta.


Pathfinder Starfinder Roleplaying Game Subscriber
Ripe wrote:

From pg. 2 of the Rulebook:

Quote:

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 instructs you to do something impossible, like draw a card from an empty deck, ignore that instruction.

So Becalmed trumps over Jalhazar's Wheel.

Thanks, Ripe, I missed that part.

And, yes, we thought it was quite thematic, actually with that Becalmed during the Regatta.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

There are cards that let you move and also ignore any movement restrictions (I think Potion of Flying does this, but cannot check at the moment), if a card states something to that effect then you'd be able to move out of a Becalmed. If you don't have any such cards, then you are unfortunately stuck. If you think that it makes it impossible to win the scenario, go through as much of that deck as possible to get some upgrades and try it again.


Teleport would be a good spell for that problem. I think it is part of the Wizard Class Deck. (After simply looking at the Class Deck Card List which is lying directly in front of me: Yes it is)

Do you think it it considered cheating to teleport your entire ship during a regatta?


Going by card lists, there is no Teleport spells in S&S... there is one in RotR and some class decks, but it's deck 4 and regatta is final scenario in deck 3.


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But if it was available, then I think it wouldn't be cheating. You are using a card to do exactly what that card is intended to do.

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