@omlet
Thanks that make sense and I must have glossed over that part in the rule about you can only using 1 type of "Skill" per check. I was fixated on the fact that you can use more than one "type" of card so I figure since they are both "Combat check" I could cast both spell and swing my mace. I also understand what you are saying about not needing to because frankly it was quite overkill but I was the final combat with the Villain, and I was pretty much want to throw everything at him to end the game. I do wish the game is a bit harder (but not unfair hard like LOTR LCG), the check seems to easy. The first time we play the game, we didn't know that you can play card on another player that is not at the same location (like the Blessing) so that make it a bit more challenging. But that probably might break the game since not able to clear / close multiple location by having to be together all the time to play would be terrible.
We have had several close calls. For example, this weekend I was playing and I was doing some of the earlier scenarios I've already finished (I play the Rogue) to help some people get caught up. On one of the Sandpoint scenarios we were literally at
the last turn to finish, haha. The game does get more challenging once you get into later adventure packs, especially if you have had bad luck with improving your character's deck. If you have cleric and rogue in your party, that is a powerful combo, because rogue can explore quickly and can pick and chose her battles (can evade nasty monsters) and almost never loses a battle she picks.
A lot of it is just how the cards get shuffled, though. Have you done any scenarios that use the Shrine of Lamashtu yet (I think that's the name)? That one has like 3 or 4 blessings in its location deck and any time you find one you immediately take 2 damage that can't be reduced. First time we did a scenario with that location, we almost died. This weekend, I think the henchmen was only 3 cards deep so we closed it quickly and didn't take a lot of extra damage.
I've seen the barbarian character come very close to death, too, with a bad roll leading to losing a whole hand of weapons and then encountering something that needed magic to defeat and the player had no +1 weapons in his hand.
The thing about PFCG is that death is rarely a threat because there is really no mechanic to prevent you from just waiting out the blessing counter if things get ugly and trying the scenario again, since this game doesn't adapt to the party "running away" like a real D&D GM would. Losing the scenario is often a threat (lots of games we have <10 cards left in the blessing stack), but death, not so much.
Edit: On the note of being able to clear/close multiple locations... we normally average 4 players per game when we get PFCG out, and we
always spread out as much as we can to cover multiple locations (especially important for temp-closing if boss shows up). The bard is like the only character who really should be sticking with someone (who isn't the rogue) almost every turn (to use his support skill).