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 ARCADIA QUEST - Rulebook RULEBOOK  

Arcadia Quest Rulebook

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7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 119

ARCADIA QUEST - Rulebook

RULEBOOK

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 219

But the Guilds were strong (despite their mutual animosity) andthe Sunguard stronger Toppling them would prove no easy task And so Lord Fang brooded And plotted And schemed In thecourse of centuries he hired spies mercenaries and assassinsHe hatched conspiracies intrigues and collusions He even in-dulged in shenanigans such was his cunning

Arcadia had made many enemies by setting the sun and moonin motion And though many thousands of years had passed theOrcs still remembered a time when they could maraud free ofthe sunrsquos tyranny The trolls could not practice their culinary ar tson a people so well-protected by the Guilds And the goblinswellhellip theyrsquod always hated bedtime

Lord Fang summoned a dark council He laid forth his plans forthe orcs goblins trolls and minotaurs and everyone agreed Arcadia would fall

Lord Fang set his assassins to work His conspiracies hatchedHis shenanigans sowed discord far and wide across the landOutlying settlements distant outposts and roaming caravanswere their main targets He created trouble anywhere and ev-erywhere that was far from Arcadia and filled dungeon afterdungeon with treasure and loot for greedy heroes to plunder

The Guilds answered these threats and plundered th ese dun-geons over the course of a year How could they resist Suchtreasures Such forgotten knowledge And better the chanceto brag about their achievements in front of the other Guilds Their rivalries grew to new heights and their exploits were thetalk of every tavern from horizon to horizon and beyond

But they were drawn out stretched thin So thin in fact thatGood King David the Younger sent out the Sunguard as rein-forcements

It was then with the Sunguard exposed that Lord Fanstruck They laid siege to the weakened city and it fehours Good King David the Younger and the Guild Lecaped but Arcadia had fallen With the Temple of the

Twilight in his grasp Lord Fang halted the heavensMoon now rules the eternal night sky And ever sincebeen right with the world

Well no actually all is pretty terrible these days

It has been many years since the horde descended onand eternal night fell The Guilds assumed the monstesimply maraud their way through the capital then rtheir mountains But that hasnrsquot happened

Turns out th e monsters kind of like houses Much mofortable than caves And marauding need not take pla long commute Theyrsquove established many maraudinfirms and businesses all within an easy walk from howeekends they maraud their neighbors Or if feelingsimply maraud down to the market for a pastry and kfact their lsquomaraud amp barterrsquo system is downright civilizthe monsters are loathe to depart Arcadia

Yet these are not the monstersrsquo homes and eternal nold All is not right with th e world

With the Sunguard shattered and with Good King DElder in exile the Guilds have formulated a new plan T

spare no expense to recruit their scattered heroes and Arcadia And whichever Guild accomplishes this task er Guild restores the balance of night and day shall taplace as the new Sunguard Talk about bragging rightsbattle the grandest adventure of all time The stakes habeen higher

The race is on the call is sent and the time is now to Arcadia Quest

n the time before humans the first races lived in harmonyDay and night were fixed things decided by onersquos position onhe map not by the clock The sun always bathed the Daylight

Woods in gentle warmth and the Blond Elves danced throughhe woods happy in their realm of eternal light

The moon always caressed the Nocturnal Mountains with silveryays just enough light for marauding which was the Burnt-It

Orcsrsquo favorite pastime (orc tusks make pronouncing lsquobrunetrsquodifficult)

Both races were happy in their realms and all was right with the

world

But stability bores the gods To liven things up they createdhe human race Humans were strange They could dance AND

maraud Furthermore they werenrsquot satisfied with trees or cavesbut built lsquohousesrsquo and lsquovillagesrsquo and lsquocitiesrsquo And they felt theirexistence lacked variety on the great plains between Night andDay They could live near the forests and have day or they couldive near the mountains and have night Some did both but theommute around bedtime was abominable

But King David the Elder had a solution He founded the greatity of Arcadia and there in the Temple of Dawning Twilight

humankind worked powerful magics and set the Cycle inmotion The sun and moon were no longer idle They movedhrough the heavens and Night became Day and Day became

Night and the humans rejoiced For all was right with the world

hellip

Well no actually the elves and orcs were quite put out

Dancing through the forest at night resulted in bumped nogginsnd bloody noses As for the orcs itrsquos nigh impossible to proper-y maraud at high noon Also bedtimes became a stark reality

Have you tried getting an orc to keep a proper bedtime Noeasy task

Arcadia found itself under siege so Good King David the Elderounded the Great Guilds to meet these threats and stem the

marauding dancing bands of elves and orcs (erhellip not respective-y) And all was right with the world

hellip

Well no actually the wars took s ome years to conclude (nowthat the humans had discovered years and invented calendars)but the Guilds prevailed and Good King David the Elder estab-lished the Sunguard a loyal band of Arcadiarsquos mightiest heroesto police the Guilds and serve as his royal protectors And NOWall was right with the world

hellip

Many many years passed and the elves and orcs eventuallyacclimated to the routines of night and day seasons and years(although the first autumn was terribly traumatic for the BlondElves who had never seen falling leaves b efore) The Great Guildskept the peace and expanded their activities to trade industryand lore In fact rivalries became the norm as th e Guilds soughtto out-do each other in the Kingrsquos eyes

The Guilds began competing on all levels treasure arcaneknowledge political influence new inventions the tastiestsnacks and best exercise routineshellip anything and everything wasfair game But the competition was healthy and the Guilds wereprosperous and as they prospered so too did Arcadia And allwas right with the world

hellip

And yet while all was right with the world not all was right forLord Fang (whose name was not-at-all ominous at the time) A vampire and Brooder of the First Class Lord Fang had loved hiseternal night in his lonely cast le high in the Midnight MountainsHe could still lurk and brood and w ander silent halls reveling inthe stillnesshellip but now even he the MIGHTY Lord Fang had abedtime Intolerable

HE ALEOF ARCADIA

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CONEN983123

HE ALE OF ARCADIA 983090

GA ME COM PONE N S 983093

GA ME OV ERV IE W 983095

GUIL D SE U P 983095 C ho os ing He roe s 1048631

Advanced Drafting Heroes 7 Anaom983161 of a Hero 983096S a r ing Eq ui pme n 983096

C AM PAIGN F OR ARC ADIA 983097

SC ENA RIO S E UP 983089983088HE GAME BOARD 983089983091

I mp or a n e rm s 1048625 1048627Character 13 Ally 13Enemy 13Close 13

HE PLAYER U RN 983089983092He ro Ac i va io n 10486251048628

Movement 14 Attack 15

F u983148 l o r B lo ck ed S pa ces 1048625 1048629L in e o f S ig h 1048625983094R es 1048625983096Unexhaust Cards 18

Reorganize Items 18Resurrect Heroes 18

HE MONSERS 9830891048632Mon s er A c iva i on 1048625983096

Guard Reaction 19Payback Reaction 20Monster Attack 20

Anaom983161 of a Monser 10486261048625Ove rk i983148 l 10486261048625 Vi983148lains 10486261048626S paw ni ng M on s er s 1048626 1048627

QUES 1048659 983090983091Fi rs Bonu s 10486261048627R ewa rd C ard s 10486261048627 Winning e Scenario 10486261048627

COIN R EWA RD S 983090983091

U PGR ADE PH AS E 983090983092De a C ur se s 10486261048628Upgrades 10486261048628Onwa rd s 10486261048628

E XP LO RA ION OK ENS 983090 983093

UPGR ADE CA RDS 983090983093 Anaom983161 of an Upgrade Card 1048626983094 Atack Cards 1048626983094Boos Ca rd s 1048626983094Pe rma ne n Ca rd s 1048626983094

S pe ci al E ffe c s 1048626983094Extra Defense 26Extra Life 26Reroll Pool 27Daze 27Bombs 27Exhaust Hero 27Self Sacrifice 27Critical Effect 27

CA MPAIGN 9830901048632 iles 1048626983096 Te Campaign Shee 1048626983096C am pa ig n F in ale 10486261048633O p io na l E pi so di c M od e 1048627 1048624

HEROES 983091983089

HE ENEMY 983091983091

INDEX 983091983093

CREDIS 983091983093

RU LES SU MM ARY 9830911048630

GAME COMPONEN1048659

1 Campaign Book

4 Guild dashboards

1 Rulebook

12 Hero car

34 Monster c

161 Upgrade c

24 DeathCurse cards

21 Quest cards

1 Campaig Sheet pa

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2 HammerBeastmen

2 SpearBeastmen 1 Minotaur

22 Doortokens

GAME OVERVIEW

Arcadia Quest is a campaign game for 2 to 4 players in whicheach player controls a Guild with three unique Heroes TheseGuilds compete against each other and against the obstacles inthe game in order to accomplish a series of scenarios that will leadthem to ultimate victory against the Vampire Lord Fang

Players are able to choose the path their campaign takes navi-gating through six out of eleven available scenarios so each timethe campaign is played it can have a different configuration ofscenarios The feats accomplished by a Guild in each scenario cangrant it a significant strategic advantage in a following scenario

During a scenario each player pits his three Heroes against theHeroes of the other players and the nasty Monsters that swarm

the once-noble city of Arcadia Fulfilling specific Quests findingtreasure and killing enemies a Guild emerges victorious in eachscenario and its Heroes are able to evolve and acquire morepowerful items and weapons Over the course of the campaignHeroes will have to prepare themselves if they want to have anyhope of surviving the final showdown against the vampire lordand his minions

GUILD SEUP

The firs t thing players st arting a new Arcadia Ques t campaignneed to do is create their Guilds There are four different Guildsto choose from Orange (Lion) Blue (Eagle) Red (Fox) andGreen (Panda) Each player receives the Guild Dashboard forhis chosen Guild which will help him organize his Heroes andhis corresponding Guild tokens which will be used to track hisGuildrsquos actions

CHOOSING HEROES

The players now have to carefully pick the 3 Heroes defend their Guild throughout the campaign This is a ment since creating the right team can be a decisive fthe upcoming adventures The players look through tcards and each chooses 3 of t hem to form his Guild

The players then place their Hero cards face up in tcard slots of th eir Guild Dashboard (the order does not They also take t he corresponding figures for their Hecarefully attach them to the figure bases in their Guildrsquohelp identify them (the two extra pink bases are used tospecial Monsters) These are the 3 Heroes that will defeGuild through the entire campaign it is not possible toHeroes unless a new campaign is started

ADVANCED DRAFTING HEROES

Once players are more familiarized with the gameeach Herorsquos capabilities they may want to pick Heroes in a more structured fashion If all players athey can choose their Heroes at the start of a camby using the drafting method Shuffle all the Hero and divide them among the players as equally as po(itrsquos not a problem if a player gets one more card another) Each player browses his Hero cards in sand picks one Hero for his Guild placing it face dowfront of him All players th en pass the remaining cathe player to his left From the cards they now receeach player picks another Hero for his Guild and pit face down in front of him The remaining cardpassed to the left one last time and the players stheir last Hero Any remaining Hero cards are remfrom the game and returned to the box

9 double-sidedgame tiles

12 Heroes

37 figures

1 Lord Fang 2 Sistersof Pleasure

6 Goblin Archers

2 Sistersof Pain

1 Troll8 Orc Marauders18 Explorationtokens

1 Spawn tile

14 figure bases

70 coins

5 Spawntokens

24 Deathtokens

8 Portaltokens

6 Attackdice

3 Defensedice

60 Woundtokens

100 Guildtokens

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ANAOMY OF A HERO

Each of the Heroes in Arcadia Quest is unique with differentraits and special abilities players should take these into con-ideration when picking their Heroes The Hero cards all displayhe following characteristics

A Defense - This tells you how many Defense dice this Heroan roll to try to prevent an attack from inflicting Wounds

B Life - This number indicates how many Wounds are necessar yo kill this Hero

C Name - This is the name of the Hero

D Ability - This is the Herorsquos Natural Ability a specialharacteristic that truly sets him apart from anybody else These

Abilities are always in effect following the parameters of their

descriptive text

SARING EQUIPMEN

Before beginning with the first Scenario in the campaign eachGuild receives 5 Upgrade cards as starting equipment Take thetarter deck and give each player one of each type of card

Rusty Blade Parrying Blade Slingshot Life Drain and NovaBolt Each player can distribute his 5 cards among his 3 Heroesn any way he chooses

On the Guild Dashboard each Hero has an inventory of 4 cardslots located under his Hero card Each Hero c an only use the 4cards in his inventory not the cards of the entire Guild

Example The player controlling the Blue Guild has chosenGrom Maya and Zazu as his Heroes He decides to give theRusty Blade to Grom Life Drain and Nova Bolt to Maya and theParrying Blade and Slingshot to Zazu

CAMPAIGNFOR ARCADIA

In order to defeat the evil rule of Lord Fang the Heroes willneed to first make their way from the outskirts to the very heartof the city of Arcadia As they progress they diminish the powerbase of the vampire lord while gaining more power themselvesOnly after much adventuring will they be ready to face the vampire lord in the flesh

The Arcadia Quest campaign presented in detail in theCampaign Book is divided into three stages the Outer Circlethe Inner Circle and the Final Showdown During a campaign just six of the eleven scenarios contained in the Campaign Bookwill be played so a new c ampaign can take a different path and

offer all new scenarios to the players

Outer Circle - These are the districts just within the oof the city Of the six scenarios available in the Outethree must be completed before the players move Inner Circle

Inner Circle - This is the protected citadel of Arcadithe citys second wall Of the four scenarios availablInner Circle two must be completed before the playeto the Final Showdown

Final Showdown - At the very center of the city Temple of Dawning Twilight All campaigns end there Final Showdown scenario

At the beginning of the campaign players choose which of the Outer Circle scenarios will be the first (ommended that first-time players begin the campaignDistrict of Hammers scenario) Afterwards the winne

previous scenario chooses which scenario will be playe

CB A

D

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SCENARIO SEUP

The Campaign Book contains detailed descriptions of all th ecenarios that make up the campaign Once a scenario has beenhosen to play it must be set up on the play area The entr y forhe scenario contains a detailed list of all the components usedn it as well as the quantity required To ensure no component iseft out of the scenario first separate the amount of each com-ponent requested before setting up t he game board

1 Tiles - Each side of the 9 gaming tiles displays an identifyingode Find the tiles listed in the scenario map and position them

with the same orientation presented on the map

2 Doors - Place the door tokens as indicated on the scenariomap Notice that some door tokens start the game with theldquoclosedrdquo side up while others star t with the ldquoopenrdquo side up

Some scenarios call for the use of small door tokens when twodoors share the same corner This is done simply to facilitate themanipulation of the tokens but the small doors work exactlythe same way as the normal doors

3 Portals - Place the portal tokens as indicated on the sce-nario map There are two colors of portals one on each sideof the token make sure to place each portal token with thecorrect side up

4 Quest tokens - Most scenarios request that one or moreof the Quest tokens be placed on the board facing up Get therequested Quest tokens and place them in the indicated spaces

with the colored side up

5 Exploration tokens - After making sure to put back inthe box any remaining Quest tokens shuffle the 14 Explorationtokens face down Each scenario indicates the number ofExploration tokens that will be used in the game Randomlypick that number of tokens and place them in the indicatedspaces on the board face down The remaining Explorationtokens should be placed back in the box still face down so no-body knows their content

6 Spawn tokens - Shuffle face down the 5 Spawn tokensSeparate the number of Spawn tokens requested by the scenar-io and place them in the spaces indicated on the map Returnany remaining Spawn tokens to the box t hen flip up the tokens

on the board

7 Monsters - Each scenario lists the type and quantities ofMonsters that take part in it Gather the requested Monsterfigures and place them in the spaces indicated in the map Alsoarrange the Monster cards of all the listed Monsters next to thegame board so that all players can see them

Important Each monster type has up to four cards wone representing that monster at a specific level For all Muse only the card for the level equal to the number of nario being played So for example when yoursquore playinscenario in your campaign all Monster cards should be atbut when yoursquore playing your 3rd scenario all Monster be at Level 3 (use the Level 2-3 cards)

8 Quest cards - In order to win a scenario players complish the feats listed on that s cenariorsquos Quest cardsQuest cards listed in the s cenario and arrange them negame board so all the players can see them Some Qumay have one or two Reward cards associated with thescenario description in which case tuck the indicatedcards under that Quest card Only the PvP Quest cardto the Guilds that are actually being used are put into

OPENDOOR

CLOSEDDOOR

NORMALDOOR

SMALLDOOR

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9 Spawn tile - Place the spawn tile next to the game board

10 Common Area - Place in a common area around the gameboard within reach of all players the piles of Wound tokensDeath tokens and coins as well as the Attack and Defense dice

11 Heroes Starting Areas - Indicated in the scenario map arethe Starting Areas for each GuildEach player is randomly assignedone of them Put one Guild tokenfrom each player in a dice bag orclosed hand and randomly placeone token next to each startingarea this will be the starting area foreach Guild Players must sit aroundthe table in the same order as theirstarting areas Each player then places his Hero figures in any ofthe indicated spaces of his starting area in any way he chooses(up to two figures may occupy the same Space) On a 3-playergame the Player 4 Start ing Area is not used On a 2-player gamethe Player 3 and Player 4 Starting Areas are not us ed

Once all the setup has been executed your gaming table should

look like the reference picture You are now ready to start youradventure

HE GAME BOARD

Arcadia is played on a game board consisting of several tilesarranged together according to the scenario map These tilesrepresent the streets and buildings of the city of Arcadia Eachtile is divided into 9 equal Spaces each with a dot marking itscenter These spaces can be occupied by a maximum of twocharacters each

Some Spaces are divided by walls which block Movement andLine of Sight These blocking elements are identified by a diag-onal hatching texture The tiles also display several other deco-rative elements which do not affect the game in any way andare there just to flesh out the setting Only elements with theidentifying hatching texture are blocking elements everythingelse can be ignored for gameplay purposes

CLOSEMany rules and cards in the game refer to somethining Close to something else To be Close to somemeans to be either sharing the same Space or to bany of the four orthogonal Spaces that share an edge with it

- A Space thatrsquos diagonal from it is not Close

- A Space whose shared edge is blocked by a waclosed door is not Close

Example The green Spaces and any characters in are considered to be Close to Grom while the red Spare not

IMPORTANT TERMS

CHARACTER

A Hero or a Monster ALLY For a Hero another Hero of the same Guild For aMonster any other Monster

ENEMY For a Hero any Hero from a different Guild and anyMonster For a Monster any Hero

PLAYER 4 STARTING AREA

PLAYER 1 STARTING AREA

PLAYER 3 STARTING AREA

PLAYER 2 STARTING AREA

THIS IS A SPACE IN THE STREET

THIS IS A SPACE IN A BUILDING

THIS IS ADECORATIVE

ELEMENT

THESE AREBLOCKING WALLS

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HE PLAYER URN

A game of Arcadia Quest is played over a series of Player Turnsn clockwise order The first player takes his tur n then the playero his left takes his turn and so on This sequence goes on un-nterrupted until a player wins the scenario ending that game

The first player to take his turn at the star t of a scenario is theone sitting to the left of the player who won the last scenarioAt the very first scenario of a campaign however the first players chosen randomly

When a player takes his turn he may do one of two things

ACTIVATE a Hero

REST his Guild

Each turn the player can only do one or the other never both

HERO ACIVAION

The player chooses a single one of his Heroes to activ ate (ac-ivating the same Hero turn after turn is allowed) That Heros now considered ldquoactiverdquo and may perform in any order hisMovement and one Attack or one Attack and then hisMovement The Movement canrsquot be interrupted by the Attacknd then resumed afterwards it must be performed all at once

either before or after the Attack The Hero may also choose toperform just his Attack or just his Movement

MOVEMENTAll Heroes have 3 Movement points available to use oneach activation By spending his available Movement points aCharacter is able to move around t he board For each Movementpoint spent the Character can either

Move one Space

Use a portal

Open or close a door at the edge of his Space

The Character doesnrsquot have to use all of his available Movementpoints though any remaining points donrsquot carry over to his nextctivation

Move

Moving one Space means taking the active figure from its cur-rent Space to one of the four Close spaces that share an edgewith it Diagonal movement is not allowed If there is awall or a closed door between the Hero and the Space he wishesto enter that move is not possible

Portals

Portals allow Characters to teleport from one side of the boardto the other very quickly during their movement A Characterstanding in a Space that contains a portal can spend oneMovement point to immediately take his figure and place it inany other Space containing a portal of the same color If thedestination Space is Blocked to the Character he canrsquot use thatportal If the Space is just Full the portal can be used thoughthe Character must be able to end his Movement in a freeSpace (see next page) Using a portal does not trigger a GuardReaction from a Close Monster

Doors

Door tokens can be flipped to their closed or open positionby spending one Movement point The manipulated door mustbe at the edge of the space occupied by the active CharacterClosed doors work just like a wall blocking Movement and Lineof Sight Open doors create a Space-wide passage between twoSpaces allowing Movement and Line of Sight

Example Below we see Grom performing three possibleMovements

Green 1 - Move one Space 2 - Move one Space across an opendoor 3 - Use a portal to go to a different part of the board

Red 1 - Move one Space 2 - Flip open a door 3 - Move oneSpace across the now open door

Blue 1 - Flip open a door 2 - Move one Space across the nowopen door 3 - Flip the door back closed

ATTACK

The active Hero may attempt to attack an enemy of his choosingbe it a Monster or an enemy Hero There are several differentkinds of attack that Heroes can obtain throughout the gamewith a variety of capabilities and special effects To perform anattack the player executes the following steps

Select Attack Card

The player chooses one unexhausted Attack card located in theactive Herorsquos inventory to use

Confirm Target

The player selects his t arget making sure the Attackchose is able to reach it There are two basic types oMelee or Ranged The type of an attack is indicated in being used to perform it

Melee - A Melee attack can only target situated in a Space Close to the active CharaClose rules on page 13)

Ranged -A Ranged attack can target EnemieSpace on the board as long as the active Chas a clear Line of Sight to it (see Line of Sion page 16)

Exhaust Attack Card

Before resolving the attack the player must exhaust thcard being used by placing one of his Guild t okens on

This exhaust s the card showing that it has been usedhausted card cannot be used again to perform an attacis unexhausted

Attack Dice Pool

The attacking player gathers a number of black Attequal to the number indicated on the Attack card beIf hersquos accessing any bonuses granted by other cards th Attack dice are also added to his pool

Defense Dice Pool

If the targeted Character has any Defense listed on his cplayer controlling him gathers a number of white Defeequal to that characterrsquos Defense If a targeted Hero any cards with extra Def ense icons those dice are adde All of a Herorsquos cards with extra Defense icons always aDefense pool whether they are exhausted or not

FULL OR BLOCKED SPACES

Each Space can contain a maximum of two Charactersat a time A Space with up to one character in it is stillconsidered to be free since other characters enemy orallied can still enter it and shoot through it normally

Full - A Space with tw o characters in it is considered Fulland nobody else can end their Movement inside it If atleast one of those two Characters is an ally of the activeCharacter he can move through the Space (though notend his Movement inside it) and it does not block hisLine of Sight

Blocked - A Space with two enemies of the activecharacter is considered Blocked That means that hecanrsquot move through it and it blocks his L ine of Sight

Example In the distribution above Grom (a Blue GuildHero) is the active character He considers the greenSpaces as Free the yellow Spaces as Full and the redSpaces as Blocked

Arcadia Ques 991266 Ruleboo

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

7232019 Arcadia Quest Rulebook

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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But the Guilds were strong (despite their mutual animosity) andthe Sunguard stronger Toppling them would prove no easy task And so Lord Fang brooded And plotted And schemed In thecourse of centuries he hired spies mercenaries and assassinsHe hatched conspiracies intrigues and collusions He even in-dulged in shenanigans such was his cunning

Arcadia had made many enemies by setting the sun and moonin motion And though many thousands of years had passed theOrcs still remembered a time when they could maraud free ofthe sunrsquos tyranny The trolls could not practice their culinary ar tson a people so well-protected by the Guilds And the goblinswellhellip theyrsquod always hated bedtime

Lord Fang summoned a dark council He laid forth his plans forthe orcs goblins trolls and minotaurs and everyone agreed Arcadia would fall

Lord Fang set his assassins to work His conspiracies hatchedHis shenanigans sowed discord far and wide across the landOutlying settlements distant outposts and roaming caravanswere their main targets He created trouble anywhere and ev-erywhere that was far from Arcadia and filled dungeon afterdungeon with treasure and loot for greedy heroes to plunder

The Guilds answered these threats and plundered th ese dun-geons over the course of a year How could they resist Suchtreasures Such forgotten knowledge And better the chanceto brag about their achievements in front of the other Guilds Their rivalries grew to new heights and their exploits were thetalk of every tavern from horizon to horizon and beyond

But they were drawn out stretched thin So thin in fact thatGood King David the Younger sent out the Sunguard as rein-forcements

It was then with the Sunguard exposed that Lord Fanstruck They laid siege to the weakened city and it fehours Good King David the Younger and the Guild Lecaped but Arcadia had fallen With the Temple of the

Twilight in his grasp Lord Fang halted the heavensMoon now rules the eternal night sky And ever sincebeen right with the world

Well no actually all is pretty terrible these days

It has been many years since the horde descended onand eternal night fell The Guilds assumed the monstesimply maraud their way through the capital then rtheir mountains But that hasnrsquot happened

Turns out th e monsters kind of like houses Much mofortable than caves And marauding need not take pla long commute Theyrsquove established many maraudinfirms and businesses all within an easy walk from howeekends they maraud their neighbors Or if feelingsimply maraud down to the market for a pastry and kfact their lsquomaraud amp barterrsquo system is downright civilizthe monsters are loathe to depart Arcadia

Yet these are not the monstersrsquo homes and eternal nold All is not right with th e world

With the Sunguard shattered and with Good King DElder in exile the Guilds have formulated a new plan T

spare no expense to recruit their scattered heroes and Arcadia And whichever Guild accomplishes this task er Guild restores the balance of night and day shall taplace as the new Sunguard Talk about bragging rightsbattle the grandest adventure of all time The stakes habeen higher

The race is on the call is sent and the time is now to Arcadia Quest

n the time before humans the first races lived in harmonyDay and night were fixed things decided by onersquos position onhe map not by the clock The sun always bathed the Daylight

Woods in gentle warmth and the Blond Elves danced throughhe woods happy in their realm of eternal light

The moon always caressed the Nocturnal Mountains with silveryays just enough light for marauding which was the Burnt-It

Orcsrsquo favorite pastime (orc tusks make pronouncing lsquobrunetrsquodifficult)

Both races were happy in their realms and all was right with the

world

But stability bores the gods To liven things up they createdhe human race Humans were strange They could dance AND

maraud Furthermore they werenrsquot satisfied with trees or cavesbut built lsquohousesrsquo and lsquovillagesrsquo and lsquocitiesrsquo And they felt theirexistence lacked variety on the great plains between Night andDay They could live near the forests and have day or they couldive near the mountains and have night Some did both but theommute around bedtime was abominable

But King David the Elder had a solution He founded the greatity of Arcadia and there in the Temple of Dawning Twilight

humankind worked powerful magics and set the Cycle inmotion The sun and moon were no longer idle They movedhrough the heavens and Night became Day and Day became

Night and the humans rejoiced For all was right with the world

hellip

Well no actually the elves and orcs were quite put out

Dancing through the forest at night resulted in bumped nogginsnd bloody noses As for the orcs itrsquos nigh impossible to proper-y maraud at high noon Also bedtimes became a stark reality

Have you tried getting an orc to keep a proper bedtime Noeasy task

Arcadia found itself under siege so Good King David the Elderounded the Great Guilds to meet these threats and stem the

marauding dancing bands of elves and orcs (erhellip not respective-y) And all was right with the world

hellip

Well no actually the wars took s ome years to conclude (nowthat the humans had discovered years and invented calendars)but the Guilds prevailed and Good King David the Elder estab-lished the Sunguard a loyal band of Arcadiarsquos mightiest heroesto police the Guilds and serve as his royal protectors And NOWall was right with the world

hellip

Many many years passed and the elves and orcs eventuallyacclimated to the routines of night and day seasons and years(although the first autumn was terribly traumatic for the BlondElves who had never seen falling leaves b efore) The Great Guildskept the peace and expanded their activities to trade industryand lore In fact rivalries became the norm as th e Guilds soughtto out-do each other in the Kingrsquos eyes

The Guilds began competing on all levels treasure arcaneknowledge political influence new inventions the tastiestsnacks and best exercise routineshellip anything and everything wasfair game But the competition was healthy and the Guilds wereprosperous and as they prospered so too did Arcadia And allwas right with the world

hellip

And yet while all was right with the world not all was right forLord Fang (whose name was not-at-all ominous at the time) A vampire and Brooder of the First Class Lord Fang had loved hiseternal night in his lonely cast le high in the Midnight MountainsHe could still lurk and brood and w ander silent halls reveling inthe stillnesshellip but now even he the MIGHTY Lord Fang had abedtime Intolerable

HE ALEOF ARCADIA

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CONEN983123

HE ALE OF ARCADIA 983090

GA ME COM PONE N S 983093

GA ME OV ERV IE W 983095

GUIL D SE U P 983095 C ho os ing He roe s 1048631

Advanced Drafting Heroes 7 Anaom983161 of a Hero 983096S a r ing Eq ui pme n 983096

C AM PAIGN F OR ARC ADIA 983097

SC ENA RIO S E UP 983089983088HE GAME BOARD 983089983091

I mp or a n e rm s 1048625 1048627Character 13 Ally 13Enemy 13Close 13

HE PLAYER U RN 983089983092He ro Ac i va io n 10486251048628

Movement 14 Attack 15

F u983148 l o r B lo ck ed S pa ces 1048625 1048629L in e o f S ig h 1048625983094R es 1048625983096Unexhaust Cards 18

Reorganize Items 18Resurrect Heroes 18

HE MONSERS 9830891048632Mon s er A c iva i on 1048625983096

Guard Reaction 19Payback Reaction 20Monster Attack 20

Anaom983161 of a Monser 10486261048625Ove rk i983148 l 10486261048625 Vi983148lains 10486261048626S paw ni ng M on s er s 1048626 1048627

QUES 1048659 983090983091Fi rs Bonu s 10486261048627R ewa rd C ard s 10486261048627 Winning e Scenario 10486261048627

COIN R EWA RD S 983090983091

U PGR ADE PH AS E 983090983092De a C ur se s 10486261048628Upgrades 10486261048628Onwa rd s 10486261048628

E XP LO RA ION OK ENS 983090 983093

UPGR ADE CA RDS 983090983093 Anaom983161 of an Upgrade Card 1048626983094 Atack Cards 1048626983094Boos Ca rd s 1048626983094Pe rma ne n Ca rd s 1048626983094

S pe ci al E ffe c s 1048626983094Extra Defense 26Extra Life 26Reroll Pool 27Daze 27Bombs 27Exhaust Hero 27Self Sacrifice 27Critical Effect 27

CA MPAIGN 9830901048632 iles 1048626983096 Te Campaign Shee 1048626983096C am pa ig n F in ale 10486261048633O p io na l E pi so di c M od e 1048627 1048624

HEROES 983091983089

HE ENEMY 983091983091

INDEX 983091983093

CREDIS 983091983093

RU LES SU MM ARY 9830911048630

GAME COMPONEN1048659

1 Campaign Book

4 Guild dashboards

1 Rulebook

12 Hero car

34 Monster c

161 Upgrade c

24 DeathCurse cards

21 Quest cards

1 Campaig Sheet pa

7232019 Arcadia Quest Rulebook

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2 HammerBeastmen

2 SpearBeastmen 1 Minotaur

22 Doortokens

GAME OVERVIEW

Arcadia Quest is a campaign game for 2 to 4 players in whicheach player controls a Guild with three unique Heroes TheseGuilds compete against each other and against the obstacles inthe game in order to accomplish a series of scenarios that will leadthem to ultimate victory against the Vampire Lord Fang

Players are able to choose the path their campaign takes navi-gating through six out of eleven available scenarios so each timethe campaign is played it can have a different configuration ofscenarios The feats accomplished by a Guild in each scenario cangrant it a significant strategic advantage in a following scenario

During a scenario each player pits his three Heroes against theHeroes of the other players and the nasty Monsters that swarm

the once-noble city of Arcadia Fulfilling specific Quests findingtreasure and killing enemies a Guild emerges victorious in eachscenario and its Heroes are able to evolve and acquire morepowerful items and weapons Over the course of the campaignHeroes will have to prepare themselves if they want to have anyhope of surviving the final showdown against the vampire lordand his minions

GUILD SEUP

The firs t thing players st arting a new Arcadia Ques t campaignneed to do is create their Guilds There are four different Guildsto choose from Orange (Lion) Blue (Eagle) Red (Fox) andGreen (Panda) Each player receives the Guild Dashboard forhis chosen Guild which will help him organize his Heroes andhis corresponding Guild tokens which will be used to track hisGuildrsquos actions

CHOOSING HEROES

The players now have to carefully pick the 3 Heroes defend their Guild throughout the campaign This is a ment since creating the right team can be a decisive fthe upcoming adventures The players look through tcards and each chooses 3 of t hem to form his Guild

The players then place their Hero cards face up in tcard slots of th eir Guild Dashboard (the order does not They also take t he corresponding figures for their Hecarefully attach them to the figure bases in their Guildrsquohelp identify them (the two extra pink bases are used tospecial Monsters) These are the 3 Heroes that will defeGuild through the entire campaign it is not possible toHeroes unless a new campaign is started

ADVANCED DRAFTING HEROES

Once players are more familiarized with the gameeach Herorsquos capabilities they may want to pick Heroes in a more structured fashion If all players athey can choose their Heroes at the start of a camby using the drafting method Shuffle all the Hero and divide them among the players as equally as po(itrsquos not a problem if a player gets one more card another) Each player browses his Hero cards in sand picks one Hero for his Guild placing it face dowfront of him All players th en pass the remaining cathe player to his left From the cards they now receeach player picks another Hero for his Guild and pit face down in front of him The remaining cardpassed to the left one last time and the players stheir last Hero Any remaining Hero cards are remfrom the game and returned to the box

9 double-sidedgame tiles

12 Heroes

37 figures

1 Lord Fang 2 Sistersof Pleasure

6 Goblin Archers

2 Sistersof Pain

1 Troll8 Orc Marauders18 Explorationtokens

1 Spawn tile

14 figure bases

70 coins

5 Spawntokens

24 Deathtokens

8 Portaltokens

6 Attackdice

3 Defensedice

60 Woundtokens

100 Guildtokens

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ANAOMY OF A HERO

Each of the Heroes in Arcadia Quest is unique with differentraits and special abilities players should take these into con-ideration when picking their Heroes The Hero cards all displayhe following characteristics

A Defense - This tells you how many Defense dice this Heroan roll to try to prevent an attack from inflicting Wounds

B Life - This number indicates how many Wounds are necessar yo kill this Hero

C Name - This is the name of the Hero

D Ability - This is the Herorsquos Natural Ability a specialharacteristic that truly sets him apart from anybody else These

Abilities are always in effect following the parameters of their

descriptive text

SARING EQUIPMEN

Before beginning with the first Scenario in the campaign eachGuild receives 5 Upgrade cards as starting equipment Take thetarter deck and give each player one of each type of card

Rusty Blade Parrying Blade Slingshot Life Drain and NovaBolt Each player can distribute his 5 cards among his 3 Heroesn any way he chooses

On the Guild Dashboard each Hero has an inventory of 4 cardslots located under his Hero card Each Hero c an only use the 4cards in his inventory not the cards of the entire Guild

Example The player controlling the Blue Guild has chosenGrom Maya and Zazu as his Heroes He decides to give theRusty Blade to Grom Life Drain and Nova Bolt to Maya and theParrying Blade and Slingshot to Zazu

CAMPAIGNFOR ARCADIA

In order to defeat the evil rule of Lord Fang the Heroes willneed to first make their way from the outskirts to the very heartof the city of Arcadia As they progress they diminish the powerbase of the vampire lord while gaining more power themselvesOnly after much adventuring will they be ready to face the vampire lord in the flesh

The Arcadia Quest campaign presented in detail in theCampaign Book is divided into three stages the Outer Circlethe Inner Circle and the Final Showdown During a campaign just six of the eleven scenarios contained in the Campaign Bookwill be played so a new c ampaign can take a different path and

offer all new scenarios to the players

Outer Circle - These are the districts just within the oof the city Of the six scenarios available in the Outethree must be completed before the players move Inner Circle

Inner Circle - This is the protected citadel of Arcadithe citys second wall Of the four scenarios availablInner Circle two must be completed before the playeto the Final Showdown

Final Showdown - At the very center of the city Temple of Dawning Twilight All campaigns end there Final Showdown scenario

At the beginning of the campaign players choose which of the Outer Circle scenarios will be the first (ommended that first-time players begin the campaignDistrict of Hammers scenario) Afterwards the winne

previous scenario chooses which scenario will be playe

CB A

D

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SCENARIO SEUP

The Campaign Book contains detailed descriptions of all th ecenarios that make up the campaign Once a scenario has beenhosen to play it must be set up on the play area The entr y forhe scenario contains a detailed list of all the components usedn it as well as the quantity required To ensure no component iseft out of the scenario first separate the amount of each com-ponent requested before setting up t he game board

1 Tiles - Each side of the 9 gaming tiles displays an identifyingode Find the tiles listed in the scenario map and position them

with the same orientation presented on the map

2 Doors - Place the door tokens as indicated on the scenariomap Notice that some door tokens start the game with theldquoclosedrdquo side up while others star t with the ldquoopenrdquo side up

Some scenarios call for the use of small door tokens when twodoors share the same corner This is done simply to facilitate themanipulation of the tokens but the small doors work exactlythe same way as the normal doors

3 Portals - Place the portal tokens as indicated on the sce-nario map There are two colors of portals one on each sideof the token make sure to place each portal token with thecorrect side up

4 Quest tokens - Most scenarios request that one or moreof the Quest tokens be placed on the board facing up Get therequested Quest tokens and place them in the indicated spaces

with the colored side up

5 Exploration tokens - After making sure to put back inthe box any remaining Quest tokens shuffle the 14 Explorationtokens face down Each scenario indicates the number ofExploration tokens that will be used in the game Randomlypick that number of tokens and place them in the indicatedspaces on the board face down The remaining Explorationtokens should be placed back in the box still face down so no-body knows their content

6 Spawn tokens - Shuffle face down the 5 Spawn tokensSeparate the number of Spawn tokens requested by the scenar-io and place them in the spaces indicated on the map Returnany remaining Spawn tokens to the box t hen flip up the tokens

on the board

7 Monsters - Each scenario lists the type and quantities ofMonsters that take part in it Gather the requested Monsterfigures and place them in the spaces indicated in the map Alsoarrange the Monster cards of all the listed Monsters next to thegame board so that all players can see them

Important Each monster type has up to four cards wone representing that monster at a specific level For all Muse only the card for the level equal to the number of nario being played So for example when yoursquore playinscenario in your campaign all Monster cards should be atbut when yoursquore playing your 3rd scenario all Monster be at Level 3 (use the Level 2-3 cards)

8 Quest cards - In order to win a scenario players complish the feats listed on that s cenariorsquos Quest cardsQuest cards listed in the s cenario and arrange them negame board so all the players can see them Some Qumay have one or two Reward cards associated with thescenario description in which case tuck the indicatedcards under that Quest card Only the PvP Quest cardto the Guilds that are actually being used are put into

OPENDOOR

CLOSEDDOOR

NORMALDOOR

SMALLDOOR

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9 Spawn tile - Place the spawn tile next to the game board

10 Common Area - Place in a common area around the gameboard within reach of all players the piles of Wound tokensDeath tokens and coins as well as the Attack and Defense dice

11 Heroes Starting Areas - Indicated in the scenario map arethe Starting Areas for each GuildEach player is randomly assignedone of them Put one Guild tokenfrom each player in a dice bag orclosed hand and randomly placeone token next to each startingarea this will be the starting area foreach Guild Players must sit aroundthe table in the same order as theirstarting areas Each player then places his Hero figures in any ofthe indicated spaces of his starting area in any way he chooses(up to two figures may occupy the same Space) On a 3-playergame the Player 4 Start ing Area is not used On a 2-player gamethe Player 3 and Player 4 Starting Areas are not us ed

Once all the setup has been executed your gaming table should

look like the reference picture You are now ready to start youradventure

HE GAME BOARD

Arcadia is played on a game board consisting of several tilesarranged together according to the scenario map These tilesrepresent the streets and buildings of the city of Arcadia Eachtile is divided into 9 equal Spaces each with a dot marking itscenter These spaces can be occupied by a maximum of twocharacters each

Some Spaces are divided by walls which block Movement andLine of Sight These blocking elements are identified by a diag-onal hatching texture The tiles also display several other deco-rative elements which do not affect the game in any way andare there just to flesh out the setting Only elements with theidentifying hatching texture are blocking elements everythingelse can be ignored for gameplay purposes

CLOSEMany rules and cards in the game refer to somethining Close to something else To be Close to somemeans to be either sharing the same Space or to bany of the four orthogonal Spaces that share an edge with it

- A Space thatrsquos diagonal from it is not Close

- A Space whose shared edge is blocked by a waclosed door is not Close

Example The green Spaces and any characters in are considered to be Close to Grom while the red Spare not

IMPORTANT TERMS

CHARACTER

A Hero or a Monster ALLY For a Hero another Hero of the same Guild For aMonster any other Monster

ENEMY For a Hero any Hero from a different Guild and anyMonster For a Monster any Hero

PLAYER 4 STARTING AREA

PLAYER 1 STARTING AREA

PLAYER 3 STARTING AREA

PLAYER 2 STARTING AREA

THIS IS A SPACE IN THE STREET

THIS IS A SPACE IN A BUILDING

THIS IS ADECORATIVE

ELEMENT

THESE AREBLOCKING WALLS

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HE PLAYER URN

A game of Arcadia Quest is played over a series of Player Turnsn clockwise order The first player takes his tur n then the playero his left takes his turn and so on This sequence goes on un-nterrupted until a player wins the scenario ending that game

The first player to take his turn at the star t of a scenario is theone sitting to the left of the player who won the last scenarioAt the very first scenario of a campaign however the first players chosen randomly

When a player takes his turn he may do one of two things

ACTIVATE a Hero

REST his Guild

Each turn the player can only do one or the other never both

HERO ACIVAION

The player chooses a single one of his Heroes to activ ate (ac-ivating the same Hero turn after turn is allowed) That Heros now considered ldquoactiverdquo and may perform in any order hisMovement and one Attack or one Attack and then hisMovement The Movement canrsquot be interrupted by the Attacknd then resumed afterwards it must be performed all at once

either before or after the Attack The Hero may also choose toperform just his Attack or just his Movement

MOVEMENTAll Heroes have 3 Movement points available to use oneach activation By spending his available Movement points aCharacter is able to move around t he board For each Movementpoint spent the Character can either

Move one Space

Use a portal

Open or close a door at the edge of his Space

The Character doesnrsquot have to use all of his available Movementpoints though any remaining points donrsquot carry over to his nextctivation

Move

Moving one Space means taking the active figure from its cur-rent Space to one of the four Close spaces that share an edgewith it Diagonal movement is not allowed If there is awall or a closed door between the Hero and the Space he wishesto enter that move is not possible

Portals

Portals allow Characters to teleport from one side of the boardto the other very quickly during their movement A Characterstanding in a Space that contains a portal can spend oneMovement point to immediately take his figure and place it inany other Space containing a portal of the same color If thedestination Space is Blocked to the Character he canrsquot use thatportal If the Space is just Full the portal can be used thoughthe Character must be able to end his Movement in a freeSpace (see next page) Using a portal does not trigger a GuardReaction from a Close Monster

Doors

Door tokens can be flipped to their closed or open positionby spending one Movement point The manipulated door mustbe at the edge of the space occupied by the active CharacterClosed doors work just like a wall blocking Movement and Lineof Sight Open doors create a Space-wide passage between twoSpaces allowing Movement and Line of Sight

Example Below we see Grom performing three possibleMovements

Green 1 - Move one Space 2 - Move one Space across an opendoor 3 - Use a portal to go to a different part of the board

Red 1 - Move one Space 2 - Flip open a door 3 - Move oneSpace across the now open door

Blue 1 - Flip open a door 2 - Move one Space across the nowopen door 3 - Flip the door back closed

ATTACK

The active Hero may attempt to attack an enemy of his choosingbe it a Monster or an enemy Hero There are several differentkinds of attack that Heroes can obtain throughout the gamewith a variety of capabilities and special effects To perform anattack the player executes the following steps

Select Attack Card

The player chooses one unexhausted Attack card located in theactive Herorsquos inventory to use

Confirm Target

The player selects his t arget making sure the Attackchose is able to reach it There are two basic types oMelee or Ranged The type of an attack is indicated in being used to perform it

Melee - A Melee attack can only target situated in a Space Close to the active CharaClose rules on page 13)

Ranged -A Ranged attack can target EnemieSpace on the board as long as the active Chas a clear Line of Sight to it (see Line of Sion page 16)

Exhaust Attack Card

Before resolving the attack the player must exhaust thcard being used by placing one of his Guild t okens on

This exhaust s the card showing that it has been usedhausted card cannot be used again to perform an attacis unexhausted

Attack Dice Pool

The attacking player gathers a number of black Attequal to the number indicated on the Attack card beIf hersquos accessing any bonuses granted by other cards th Attack dice are also added to his pool

Defense Dice Pool

If the targeted Character has any Defense listed on his cplayer controlling him gathers a number of white Defeequal to that characterrsquos Defense If a targeted Hero any cards with extra Def ense icons those dice are adde All of a Herorsquos cards with extra Defense icons always aDefense pool whether they are exhausted or not

FULL OR BLOCKED SPACES

Each Space can contain a maximum of two Charactersat a time A Space with up to one character in it is stillconsidered to be free since other characters enemy orallied can still enter it and shoot through it normally

Full - A Space with tw o characters in it is considered Fulland nobody else can end their Movement inside it If atleast one of those two Characters is an ally of the activeCharacter he can move through the Space (though notend his Movement inside it) and it does not block hisLine of Sight

Blocked - A Space with two enemies of the activecharacter is considered Blocked That means that hecanrsquot move through it and it blocks his L ine of Sight

Example In the distribution above Grom (a Blue GuildHero) is the active character He considers the greenSpaces as Free the yellow Spaces as Full and the redSpaces as Blocked

Arcadia Ques 991266 Ruleboo

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

7232019 Arcadia Quest Rulebook

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1819

Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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CONEN983123

HE ALE OF ARCADIA 983090

GA ME COM PONE N S 983093

GA ME OV ERV IE W 983095

GUIL D SE U P 983095 C ho os ing He roe s 1048631

Advanced Drafting Heroes 7 Anaom983161 of a Hero 983096S a r ing Eq ui pme n 983096

C AM PAIGN F OR ARC ADIA 983097

SC ENA RIO S E UP 983089983088HE GAME BOARD 983089983091

I mp or a n e rm s 1048625 1048627Character 13 Ally 13Enemy 13Close 13

HE PLAYER U RN 983089983092He ro Ac i va io n 10486251048628

Movement 14 Attack 15

F u983148 l o r B lo ck ed S pa ces 1048625 1048629L in e o f S ig h 1048625983094R es 1048625983096Unexhaust Cards 18

Reorganize Items 18Resurrect Heroes 18

HE MONSERS 9830891048632Mon s er A c iva i on 1048625983096

Guard Reaction 19Payback Reaction 20Monster Attack 20

Anaom983161 of a Monser 10486261048625Ove rk i983148 l 10486261048625 Vi983148lains 10486261048626S paw ni ng M on s er s 1048626 1048627

QUES 1048659 983090983091Fi rs Bonu s 10486261048627R ewa rd C ard s 10486261048627 Winning e Scenario 10486261048627

COIN R EWA RD S 983090983091

U PGR ADE PH AS E 983090983092De a C ur se s 10486261048628Upgrades 10486261048628Onwa rd s 10486261048628

E XP LO RA ION OK ENS 983090 983093

UPGR ADE CA RDS 983090983093 Anaom983161 of an Upgrade Card 1048626983094 Atack Cards 1048626983094Boos Ca rd s 1048626983094Pe rma ne n Ca rd s 1048626983094

S pe ci al E ffe c s 1048626983094Extra Defense 26Extra Life 26Reroll Pool 27Daze 27Bombs 27Exhaust Hero 27Self Sacrifice 27Critical Effect 27

CA MPAIGN 9830901048632 iles 1048626983096 Te Campaign Shee 1048626983096C am pa ig n F in ale 10486261048633O p io na l E pi so di c M od e 1048627 1048624

HEROES 983091983089

HE ENEMY 983091983091

INDEX 983091983093

CREDIS 983091983093

RU LES SU MM ARY 9830911048630

GAME COMPONEN1048659

1 Campaign Book

4 Guild dashboards

1 Rulebook

12 Hero car

34 Monster c

161 Upgrade c

24 DeathCurse cards

21 Quest cards

1 Campaig Sheet pa

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2 HammerBeastmen

2 SpearBeastmen 1 Minotaur

22 Doortokens

GAME OVERVIEW

Arcadia Quest is a campaign game for 2 to 4 players in whicheach player controls a Guild with three unique Heroes TheseGuilds compete against each other and against the obstacles inthe game in order to accomplish a series of scenarios that will leadthem to ultimate victory against the Vampire Lord Fang

Players are able to choose the path their campaign takes navi-gating through six out of eleven available scenarios so each timethe campaign is played it can have a different configuration ofscenarios The feats accomplished by a Guild in each scenario cangrant it a significant strategic advantage in a following scenario

During a scenario each player pits his three Heroes against theHeroes of the other players and the nasty Monsters that swarm

the once-noble city of Arcadia Fulfilling specific Quests findingtreasure and killing enemies a Guild emerges victorious in eachscenario and its Heroes are able to evolve and acquire morepowerful items and weapons Over the course of the campaignHeroes will have to prepare themselves if they want to have anyhope of surviving the final showdown against the vampire lordand his minions

GUILD SEUP

The firs t thing players st arting a new Arcadia Ques t campaignneed to do is create their Guilds There are four different Guildsto choose from Orange (Lion) Blue (Eagle) Red (Fox) andGreen (Panda) Each player receives the Guild Dashboard forhis chosen Guild which will help him organize his Heroes andhis corresponding Guild tokens which will be used to track hisGuildrsquos actions

CHOOSING HEROES

The players now have to carefully pick the 3 Heroes defend their Guild throughout the campaign This is a ment since creating the right team can be a decisive fthe upcoming adventures The players look through tcards and each chooses 3 of t hem to form his Guild

The players then place their Hero cards face up in tcard slots of th eir Guild Dashboard (the order does not They also take t he corresponding figures for their Hecarefully attach them to the figure bases in their Guildrsquohelp identify them (the two extra pink bases are used tospecial Monsters) These are the 3 Heroes that will defeGuild through the entire campaign it is not possible toHeroes unless a new campaign is started

ADVANCED DRAFTING HEROES

Once players are more familiarized with the gameeach Herorsquos capabilities they may want to pick Heroes in a more structured fashion If all players athey can choose their Heroes at the start of a camby using the drafting method Shuffle all the Hero and divide them among the players as equally as po(itrsquos not a problem if a player gets one more card another) Each player browses his Hero cards in sand picks one Hero for his Guild placing it face dowfront of him All players th en pass the remaining cathe player to his left From the cards they now receeach player picks another Hero for his Guild and pit face down in front of him The remaining cardpassed to the left one last time and the players stheir last Hero Any remaining Hero cards are remfrom the game and returned to the box

9 double-sidedgame tiles

12 Heroes

37 figures

1 Lord Fang 2 Sistersof Pleasure

6 Goblin Archers

2 Sistersof Pain

1 Troll8 Orc Marauders18 Explorationtokens

1 Spawn tile

14 figure bases

70 coins

5 Spawntokens

24 Deathtokens

8 Portaltokens

6 Attackdice

3 Defensedice

60 Woundtokens

100 Guildtokens

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ANAOMY OF A HERO

Each of the Heroes in Arcadia Quest is unique with differentraits and special abilities players should take these into con-ideration when picking their Heroes The Hero cards all displayhe following characteristics

A Defense - This tells you how many Defense dice this Heroan roll to try to prevent an attack from inflicting Wounds

B Life - This number indicates how many Wounds are necessar yo kill this Hero

C Name - This is the name of the Hero

D Ability - This is the Herorsquos Natural Ability a specialharacteristic that truly sets him apart from anybody else These

Abilities are always in effect following the parameters of their

descriptive text

SARING EQUIPMEN

Before beginning with the first Scenario in the campaign eachGuild receives 5 Upgrade cards as starting equipment Take thetarter deck and give each player one of each type of card

Rusty Blade Parrying Blade Slingshot Life Drain and NovaBolt Each player can distribute his 5 cards among his 3 Heroesn any way he chooses

On the Guild Dashboard each Hero has an inventory of 4 cardslots located under his Hero card Each Hero c an only use the 4cards in his inventory not the cards of the entire Guild

Example The player controlling the Blue Guild has chosenGrom Maya and Zazu as his Heroes He decides to give theRusty Blade to Grom Life Drain and Nova Bolt to Maya and theParrying Blade and Slingshot to Zazu

CAMPAIGNFOR ARCADIA

In order to defeat the evil rule of Lord Fang the Heroes willneed to first make their way from the outskirts to the very heartof the city of Arcadia As they progress they diminish the powerbase of the vampire lord while gaining more power themselvesOnly after much adventuring will they be ready to face the vampire lord in the flesh

The Arcadia Quest campaign presented in detail in theCampaign Book is divided into three stages the Outer Circlethe Inner Circle and the Final Showdown During a campaign just six of the eleven scenarios contained in the Campaign Bookwill be played so a new c ampaign can take a different path and

offer all new scenarios to the players

Outer Circle - These are the districts just within the oof the city Of the six scenarios available in the Outethree must be completed before the players move Inner Circle

Inner Circle - This is the protected citadel of Arcadithe citys second wall Of the four scenarios availablInner Circle two must be completed before the playeto the Final Showdown

Final Showdown - At the very center of the city Temple of Dawning Twilight All campaigns end there Final Showdown scenario

At the beginning of the campaign players choose which of the Outer Circle scenarios will be the first (ommended that first-time players begin the campaignDistrict of Hammers scenario) Afterwards the winne

previous scenario chooses which scenario will be playe

CB A

D

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SCENARIO SEUP

The Campaign Book contains detailed descriptions of all th ecenarios that make up the campaign Once a scenario has beenhosen to play it must be set up on the play area The entr y forhe scenario contains a detailed list of all the components usedn it as well as the quantity required To ensure no component iseft out of the scenario first separate the amount of each com-ponent requested before setting up t he game board

1 Tiles - Each side of the 9 gaming tiles displays an identifyingode Find the tiles listed in the scenario map and position them

with the same orientation presented on the map

2 Doors - Place the door tokens as indicated on the scenariomap Notice that some door tokens start the game with theldquoclosedrdquo side up while others star t with the ldquoopenrdquo side up

Some scenarios call for the use of small door tokens when twodoors share the same corner This is done simply to facilitate themanipulation of the tokens but the small doors work exactlythe same way as the normal doors

3 Portals - Place the portal tokens as indicated on the sce-nario map There are two colors of portals one on each sideof the token make sure to place each portal token with thecorrect side up

4 Quest tokens - Most scenarios request that one or moreof the Quest tokens be placed on the board facing up Get therequested Quest tokens and place them in the indicated spaces

with the colored side up

5 Exploration tokens - After making sure to put back inthe box any remaining Quest tokens shuffle the 14 Explorationtokens face down Each scenario indicates the number ofExploration tokens that will be used in the game Randomlypick that number of tokens and place them in the indicatedspaces on the board face down The remaining Explorationtokens should be placed back in the box still face down so no-body knows their content

6 Spawn tokens - Shuffle face down the 5 Spawn tokensSeparate the number of Spawn tokens requested by the scenar-io and place them in the spaces indicated on the map Returnany remaining Spawn tokens to the box t hen flip up the tokens

on the board

7 Monsters - Each scenario lists the type and quantities ofMonsters that take part in it Gather the requested Monsterfigures and place them in the spaces indicated in the map Alsoarrange the Monster cards of all the listed Monsters next to thegame board so that all players can see them

Important Each monster type has up to four cards wone representing that monster at a specific level For all Muse only the card for the level equal to the number of nario being played So for example when yoursquore playinscenario in your campaign all Monster cards should be atbut when yoursquore playing your 3rd scenario all Monster be at Level 3 (use the Level 2-3 cards)

8 Quest cards - In order to win a scenario players complish the feats listed on that s cenariorsquos Quest cardsQuest cards listed in the s cenario and arrange them negame board so all the players can see them Some Qumay have one or two Reward cards associated with thescenario description in which case tuck the indicatedcards under that Quest card Only the PvP Quest cardto the Guilds that are actually being used are put into

OPENDOOR

CLOSEDDOOR

NORMALDOOR

SMALLDOOR

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9 Spawn tile - Place the spawn tile next to the game board

10 Common Area - Place in a common area around the gameboard within reach of all players the piles of Wound tokensDeath tokens and coins as well as the Attack and Defense dice

11 Heroes Starting Areas - Indicated in the scenario map arethe Starting Areas for each GuildEach player is randomly assignedone of them Put one Guild tokenfrom each player in a dice bag orclosed hand and randomly placeone token next to each startingarea this will be the starting area foreach Guild Players must sit aroundthe table in the same order as theirstarting areas Each player then places his Hero figures in any ofthe indicated spaces of his starting area in any way he chooses(up to two figures may occupy the same Space) On a 3-playergame the Player 4 Start ing Area is not used On a 2-player gamethe Player 3 and Player 4 Starting Areas are not us ed

Once all the setup has been executed your gaming table should

look like the reference picture You are now ready to start youradventure

HE GAME BOARD

Arcadia is played on a game board consisting of several tilesarranged together according to the scenario map These tilesrepresent the streets and buildings of the city of Arcadia Eachtile is divided into 9 equal Spaces each with a dot marking itscenter These spaces can be occupied by a maximum of twocharacters each

Some Spaces are divided by walls which block Movement andLine of Sight These blocking elements are identified by a diag-onal hatching texture The tiles also display several other deco-rative elements which do not affect the game in any way andare there just to flesh out the setting Only elements with theidentifying hatching texture are blocking elements everythingelse can be ignored for gameplay purposes

CLOSEMany rules and cards in the game refer to somethining Close to something else To be Close to somemeans to be either sharing the same Space or to bany of the four orthogonal Spaces that share an edge with it

- A Space thatrsquos diagonal from it is not Close

- A Space whose shared edge is blocked by a waclosed door is not Close

Example The green Spaces and any characters in are considered to be Close to Grom while the red Spare not

IMPORTANT TERMS

CHARACTER

A Hero or a Monster ALLY For a Hero another Hero of the same Guild For aMonster any other Monster

ENEMY For a Hero any Hero from a different Guild and anyMonster For a Monster any Hero

PLAYER 4 STARTING AREA

PLAYER 1 STARTING AREA

PLAYER 3 STARTING AREA

PLAYER 2 STARTING AREA

THIS IS A SPACE IN THE STREET

THIS IS A SPACE IN A BUILDING

THIS IS ADECORATIVE

ELEMENT

THESE AREBLOCKING WALLS

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HE PLAYER URN

A game of Arcadia Quest is played over a series of Player Turnsn clockwise order The first player takes his tur n then the playero his left takes his turn and so on This sequence goes on un-nterrupted until a player wins the scenario ending that game

The first player to take his turn at the star t of a scenario is theone sitting to the left of the player who won the last scenarioAt the very first scenario of a campaign however the first players chosen randomly

When a player takes his turn he may do one of two things

ACTIVATE a Hero

REST his Guild

Each turn the player can only do one or the other never both

HERO ACIVAION

The player chooses a single one of his Heroes to activ ate (ac-ivating the same Hero turn after turn is allowed) That Heros now considered ldquoactiverdquo and may perform in any order hisMovement and one Attack or one Attack and then hisMovement The Movement canrsquot be interrupted by the Attacknd then resumed afterwards it must be performed all at once

either before or after the Attack The Hero may also choose toperform just his Attack or just his Movement

MOVEMENTAll Heroes have 3 Movement points available to use oneach activation By spending his available Movement points aCharacter is able to move around t he board For each Movementpoint spent the Character can either

Move one Space

Use a portal

Open or close a door at the edge of his Space

The Character doesnrsquot have to use all of his available Movementpoints though any remaining points donrsquot carry over to his nextctivation

Move

Moving one Space means taking the active figure from its cur-rent Space to one of the four Close spaces that share an edgewith it Diagonal movement is not allowed If there is awall or a closed door between the Hero and the Space he wishesto enter that move is not possible

Portals

Portals allow Characters to teleport from one side of the boardto the other very quickly during their movement A Characterstanding in a Space that contains a portal can spend oneMovement point to immediately take his figure and place it inany other Space containing a portal of the same color If thedestination Space is Blocked to the Character he canrsquot use thatportal If the Space is just Full the portal can be used thoughthe Character must be able to end his Movement in a freeSpace (see next page) Using a portal does not trigger a GuardReaction from a Close Monster

Doors

Door tokens can be flipped to their closed or open positionby spending one Movement point The manipulated door mustbe at the edge of the space occupied by the active CharacterClosed doors work just like a wall blocking Movement and Lineof Sight Open doors create a Space-wide passage between twoSpaces allowing Movement and Line of Sight

Example Below we see Grom performing three possibleMovements

Green 1 - Move one Space 2 - Move one Space across an opendoor 3 - Use a portal to go to a different part of the board

Red 1 - Move one Space 2 - Flip open a door 3 - Move oneSpace across the now open door

Blue 1 - Flip open a door 2 - Move one Space across the nowopen door 3 - Flip the door back closed

ATTACK

The active Hero may attempt to attack an enemy of his choosingbe it a Monster or an enemy Hero There are several differentkinds of attack that Heroes can obtain throughout the gamewith a variety of capabilities and special effects To perform anattack the player executes the following steps

Select Attack Card

The player chooses one unexhausted Attack card located in theactive Herorsquos inventory to use

Confirm Target

The player selects his t arget making sure the Attackchose is able to reach it There are two basic types oMelee or Ranged The type of an attack is indicated in being used to perform it

Melee - A Melee attack can only target situated in a Space Close to the active CharaClose rules on page 13)

Ranged -A Ranged attack can target EnemieSpace on the board as long as the active Chas a clear Line of Sight to it (see Line of Sion page 16)

Exhaust Attack Card

Before resolving the attack the player must exhaust thcard being used by placing one of his Guild t okens on

This exhaust s the card showing that it has been usedhausted card cannot be used again to perform an attacis unexhausted

Attack Dice Pool

The attacking player gathers a number of black Attequal to the number indicated on the Attack card beIf hersquos accessing any bonuses granted by other cards th Attack dice are also added to his pool

Defense Dice Pool

If the targeted Character has any Defense listed on his cplayer controlling him gathers a number of white Defeequal to that characterrsquos Defense If a targeted Hero any cards with extra Def ense icons those dice are adde All of a Herorsquos cards with extra Defense icons always aDefense pool whether they are exhausted or not

FULL OR BLOCKED SPACES

Each Space can contain a maximum of two Charactersat a time A Space with up to one character in it is stillconsidered to be free since other characters enemy orallied can still enter it and shoot through it normally

Full - A Space with tw o characters in it is considered Fulland nobody else can end their Movement inside it If atleast one of those two Characters is an ally of the activeCharacter he can move through the Space (though notend his Movement inside it) and it does not block hisLine of Sight

Blocked - A Space with two enemies of the activecharacter is considered Blocked That means that hecanrsquot move through it and it blocks his L ine of Sight

Example In the distribution above Grom (a Blue GuildHero) is the active character He considers the greenSpaces as Free the yellow Spaces as Full and the redSpaces as Blocked

Arcadia Ques 991266 Ruleboo

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

7232019 Arcadia Quest Rulebook

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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2 HammerBeastmen

2 SpearBeastmen 1 Minotaur

22 Doortokens

GAME OVERVIEW

Arcadia Quest is a campaign game for 2 to 4 players in whicheach player controls a Guild with three unique Heroes TheseGuilds compete against each other and against the obstacles inthe game in order to accomplish a series of scenarios that will leadthem to ultimate victory against the Vampire Lord Fang

Players are able to choose the path their campaign takes navi-gating through six out of eleven available scenarios so each timethe campaign is played it can have a different configuration ofscenarios The feats accomplished by a Guild in each scenario cangrant it a significant strategic advantage in a following scenario

During a scenario each player pits his three Heroes against theHeroes of the other players and the nasty Monsters that swarm

the once-noble city of Arcadia Fulfilling specific Quests findingtreasure and killing enemies a Guild emerges victorious in eachscenario and its Heroes are able to evolve and acquire morepowerful items and weapons Over the course of the campaignHeroes will have to prepare themselves if they want to have anyhope of surviving the final showdown against the vampire lordand his minions

GUILD SEUP

The firs t thing players st arting a new Arcadia Ques t campaignneed to do is create their Guilds There are four different Guildsto choose from Orange (Lion) Blue (Eagle) Red (Fox) andGreen (Panda) Each player receives the Guild Dashboard forhis chosen Guild which will help him organize his Heroes andhis corresponding Guild tokens which will be used to track hisGuildrsquos actions

CHOOSING HEROES

The players now have to carefully pick the 3 Heroes defend their Guild throughout the campaign This is a ment since creating the right team can be a decisive fthe upcoming adventures The players look through tcards and each chooses 3 of t hem to form his Guild

The players then place their Hero cards face up in tcard slots of th eir Guild Dashboard (the order does not They also take t he corresponding figures for their Hecarefully attach them to the figure bases in their Guildrsquohelp identify them (the two extra pink bases are used tospecial Monsters) These are the 3 Heroes that will defeGuild through the entire campaign it is not possible toHeroes unless a new campaign is started

ADVANCED DRAFTING HEROES

Once players are more familiarized with the gameeach Herorsquos capabilities they may want to pick Heroes in a more structured fashion If all players athey can choose their Heroes at the start of a camby using the drafting method Shuffle all the Hero and divide them among the players as equally as po(itrsquos not a problem if a player gets one more card another) Each player browses his Hero cards in sand picks one Hero for his Guild placing it face dowfront of him All players th en pass the remaining cathe player to his left From the cards they now receeach player picks another Hero for his Guild and pit face down in front of him The remaining cardpassed to the left one last time and the players stheir last Hero Any remaining Hero cards are remfrom the game and returned to the box

9 double-sidedgame tiles

12 Heroes

37 figures

1 Lord Fang 2 Sistersof Pleasure

6 Goblin Archers

2 Sistersof Pain

1 Troll8 Orc Marauders18 Explorationtokens

1 Spawn tile

14 figure bases

70 coins

5 Spawntokens

24 Deathtokens

8 Portaltokens

6 Attackdice

3 Defensedice

60 Woundtokens

100 Guildtokens

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ANAOMY OF A HERO

Each of the Heroes in Arcadia Quest is unique with differentraits and special abilities players should take these into con-ideration when picking their Heroes The Hero cards all displayhe following characteristics

A Defense - This tells you how many Defense dice this Heroan roll to try to prevent an attack from inflicting Wounds

B Life - This number indicates how many Wounds are necessar yo kill this Hero

C Name - This is the name of the Hero

D Ability - This is the Herorsquos Natural Ability a specialharacteristic that truly sets him apart from anybody else These

Abilities are always in effect following the parameters of their

descriptive text

SARING EQUIPMEN

Before beginning with the first Scenario in the campaign eachGuild receives 5 Upgrade cards as starting equipment Take thetarter deck and give each player one of each type of card

Rusty Blade Parrying Blade Slingshot Life Drain and NovaBolt Each player can distribute his 5 cards among his 3 Heroesn any way he chooses

On the Guild Dashboard each Hero has an inventory of 4 cardslots located under his Hero card Each Hero c an only use the 4cards in his inventory not the cards of the entire Guild

Example The player controlling the Blue Guild has chosenGrom Maya and Zazu as his Heroes He decides to give theRusty Blade to Grom Life Drain and Nova Bolt to Maya and theParrying Blade and Slingshot to Zazu

CAMPAIGNFOR ARCADIA

In order to defeat the evil rule of Lord Fang the Heroes willneed to first make their way from the outskirts to the very heartof the city of Arcadia As they progress they diminish the powerbase of the vampire lord while gaining more power themselvesOnly after much adventuring will they be ready to face the vampire lord in the flesh

The Arcadia Quest campaign presented in detail in theCampaign Book is divided into three stages the Outer Circlethe Inner Circle and the Final Showdown During a campaign just six of the eleven scenarios contained in the Campaign Bookwill be played so a new c ampaign can take a different path and

offer all new scenarios to the players

Outer Circle - These are the districts just within the oof the city Of the six scenarios available in the Outethree must be completed before the players move Inner Circle

Inner Circle - This is the protected citadel of Arcadithe citys second wall Of the four scenarios availablInner Circle two must be completed before the playeto the Final Showdown

Final Showdown - At the very center of the city Temple of Dawning Twilight All campaigns end there Final Showdown scenario

At the beginning of the campaign players choose which of the Outer Circle scenarios will be the first (ommended that first-time players begin the campaignDistrict of Hammers scenario) Afterwards the winne

previous scenario chooses which scenario will be playe

CB A

D

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SCENARIO SEUP

The Campaign Book contains detailed descriptions of all th ecenarios that make up the campaign Once a scenario has beenhosen to play it must be set up on the play area The entr y forhe scenario contains a detailed list of all the components usedn it as well as the quantity required To ensure no component iseft out of the scenario first separate the amount of each com-ponent requested before setting up t he game board

1 Tiles - Each side of the 9 gaming tiles displays an identifyingode Find the tiles listed in the scenario map and position them

with the same orientation presented on the map

2 Doors - Place the door tokens as indicated on the scenariomap Notice that some door tokens start the game with theldquoclosedrdquo side up while others star t with the ldquoopenrdquo side up

Some scenarios call for the use of small door tokens when twodoors share the same corner This is done simply to facilitate themanipulation of the tokens but the small doors work exactlythe same way as the normal doors

3 Portals - Place the portal tokens as indicated on the sce-nario map There are two colors of portals one on each sideof the token make sure to place each portal token with thecorrect side up

4 Quest tokens - Most scenarios request that one or moreof the Quest tokens be placed on the board facing up Get therequested Quest tokens and place them in the indicated spaces

with the colored side up

5 Exploration tokens - After making sure to put back inthe box any remaining Quest tokens shuffle the 14 Explorationtokens face down Each scenario indicates the number ofExploration tokens that will be used in the game Randomlypick that number of tokens and place them in the indicatedspaces on the board face down The remaining Explorationtokens should be placed back in the box still face down so no-body knows their content

6 Spawn tokens - Shuffle face down the 5 Spawn tokensSeparate the number of Spawn tokens requested by the scenar-io and place them in the spaces indicated on the map Returnany remaining Spawn tokens to the box t hen flip up the tokens

on the board

7 Monsters - Each scenario lists the type and quantities ofMonsters that take part in it Gather the requested Monsterfigures and place them in the spaces indicated in the map Alsoarrange the Monster cards of all the listed Monsters next to thegame board so that all players can see them

Important Each monster type has up to four cards wone representing that monster at a specific level For all Muse only the card for the level equal to the number of nario being played So for example when yoursquore playinscenario in your campaign all Monster cards should be atbut when yoursquore playing your 3rd scenario all Monster be at Level 3 (use the Level 2-3 cards)

8 Quest cards - In order to win a scenario players complish the feats listed on that s cenariorsquos Quest cardsQuest cards listed in the s cenario and arrange them negame board so all the players can see them Some Qumay have one or two Reward cards associated with thescenario description in which case tuck the indicatedcards under that Quest card Only the PvP Quest cardto the Guilds that are actually being used are put into

OPENDOOR

CLOSEDDOOR

NORMALDOOR

SMALLDOOR

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9 Spawn tile - Place the spawn tile next to the game board

10 Common Area - Place in a common area around the gameboard within reach of all players the piles of Wound tokensDeath tokens and coins as well as the Attack and Defense dice

11 Heroes Starting Areas - Indicated in the scenario map arethe Starting Areas for each GuildEach player is randomly assignedone of them Put one Guild tokenfrom each player in a dice bag orclosed hand and randomly placeone token next to each startingarea this will be the starting area foreach Guild Players must sit aroundthe table in the same order as theirstarting areas Each player then places his Hero figures in any ofthe indicated spaces of his starting area in any way he chooses(up to two figures may occupy the same Space) On a 3-playergame the Player 4 Start ing Area is not used On a 2-player gamethe Player 3 and Player 4 Starting Areas are not us ed

Once all the setup has been executed your gaming table should

look like the reference picture You are now ready to start youradventure

HE GAME BOARD

Arcadia is played on a game board consisting of several tilesarranged together according to the scenario map These tilesrepresent the streets and buildings of the city of Arcadia Eachtile is divided into 9 equal Spaces each with a dot marking itscenter These spaces can be occupied by a maximum of twocharacters each

Some Spaces are divided by walls which block Movement andLine of Sight These blocking elements are identified by a diag-onal hatching texture The tiles also display several other deco-rative elements which do not affect the game in any way andare there just to flesh out the setting Only elements with theidentifying hatching texture are blocking elements everythingelse can be ignored for gameplay purposes

CLOSEMany rules and cards in the game refer to somethining Close to something else To be Close to somemeans to be either sharing the same Space or to bany of the four orthogonal Spaces that share an edge with it

- A Space thatrsquos diagonal from it is not Close

- A Space whose shared edge is blocked by a waclosed door is not Close

Example The green Spaces and any characters in are considered to be Close to Grom while the red Spare not

IMPORTANT TERMS

CHARACTER

A Hero or a Monster ALLY For a Hero another Hero of the same Guild For aMonster any other Monster

ENEMY For a Hero any Hero from a different Guild and anyMonster For a Monster any Hero

PLAYER 4 STARTING AREA

PLAYER 1 STARTING AREA

PLAYER 3 STARTING AREA

PLAYER 2 STARTING AREA

THIS IS A SPACE IN THE STREET

THIS IS A SPACE IN A BUILDING

THIS IS ADECORATIVE

ELEMENT

THESE AREBLOCKING WALLS

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HE PLAYER URN

A game of Arcadia Quest is played over a series of Player Turnsn clockwise order The first player takes his tur n then the playero his left takes his turn and so on This sequence goes on un-nterrupted until a player wins the scenario ending that game

The first player to take his turn at the star t of a scenario is theone sitting to the left of the player who won the last scenarioAt the very first scenario of a campaign however the first players chosen randomly

When a player takes his turn he may do one of two things

ACTIVATE a Hero

REST his Guild

Each turn the player can only do one or the other never both

HERO ACIVAION

The player chooses a single one of his Heroes to activ ate (ac-ivating the same Hero turn after turn is allowed) That Heros now considered ldquoactiverdquo and may perform in any order hisMovement and one Attack or one Attack and then hisMovement The Movement canrsquot be interrupted by the Attacknd then resumed afterwards it must be performed all at once

either before or after the Attack The Hero may also choose toperform just his Attack or just his Movement

MOVEMENTAll Heroes have 3 Movement points available to use oneach activation By spending his available Movement points aCharacter is able to move around t he board For each Movementpoint spent the Character can either

Move one Space

Use a portal

Open or close a door at the edge of his Space

The Character doesnrsquot have to use all of his available Movementpoints though any remaining points donrsquot carry over to his nextctivation

Move

Moving one Space means taking the active figure from its cur-rent Space to one of the four Close spaces that share an edgewith it Diagonal movement is not allowed If there is awall or a closed door between the Hero and the Space he wishesto enter that move is not possible

Portals

Portals allow Characters to teleport from one side of the boardto the other very quickly during their movement A Characterstanding in a Space that contains a portal can spend oneMovement point to immediately take his figure and place it inany other Space containing a portal of the same color If thedestination Space is Blocked to the Character he canrsquot use thatportal If the Space is just Full the portal can be used thoughthe Character must be able to end his Movement in a freeSpace (see next page) Using a portal does not trigger a GuardReaction from a Close Monster

Doors

Door tokens can be flipped to their closed or open positionby spending one Movement point The manipulated door mustbe at the edge of the space occupied by the active CharacterClosed doors work just like a wall blocking Movement and Lineof Sight Open doors create a Space-wide passage between twoSpaces allowing Movement and Line of Sight

Example Below we see Grom performing three possibleMovements

Green 1 - Move one Space 2 - Move one Space across an opendoor 3 - Use a portal to go to a different part of the board

Red 1 - Move one Space 2 - Flip open a door 3 - Move oneSpace across the now open door

Blue 1 - Flip open a door 2 - Move one Space across the nowopen door 3 - Flip the door back closed

ATTACK

The active Hero may attempt to attack an enemy of his choosingbe it a Monster or an enemy Hero There are several differentkinds of attack that Heroes can obtain throughout the gamewith a variety of capabilities and special effects To perform anattack the player executes the following steps

Select Attack Card

The player chooses one unexhausted Attack card located in theactive Herorsquos inventory to use

Confirm Target

The player selects his t arget making sure the Attackchose is able to reach it There are two basic types oMelee or Ranged The type of an attack is indicated in being used to perform it

Melee - A Melee attack can only target situated in a Space Close to the active CharaClose rules on page 13)

Ranged -A Ranged attack can target EnemieSpace on the board as long as the active Chas a clear Line of Sight to it (see Line of Sion page 16)

Exhaust Attack Card

Before resolving the attack the player must exhaust thcard being used by placing one of his Guild t okens on

This exhaust s the card showing that it has been usedhausted card cannot be used again to perform an attacis unexhausted

Attack Dice Pool

The attacking player gathers a number of black Attequal to the number indicated on the Attack card beIf hersquos accessing any bonuses granted by other cards th Attack dice are also added to his pool

Defense Dice Pool

If the targeted Character has any Defense listed on his cplayer controlling him gathers a number of white Defeequal to that characterrsquos Defense If a targeted Hero any cards with extra Def ense icons those dice are adde All of a Herorsquos cards with extra Defense icons always aDefense pool whether they are exhausted or not

FULL OR BLOCKED SPACES

Each Space can contain a maximum of two Charactersat a time A Space with up to one character in it is stillconsidered to be free since other characters enemy orallied can still enter it and shoot through it normally

Full - A Space with tw o characters in it is considered Fulland nobody else can end their Movement inside it If atleast one of those two Characters is an ally of the activeCharacter he can move through the Space (though notend his Movement inside it) and it does not block hisLine of Sight

Blocked - A Space with two enemies of the activecharacter is considered Blocked That means that hecanrsquot move through it and it blocks his L ine of Sight

Example In the distribution above Grom (a Blue GuildHero) is the active character He considers the greenSpaces as Free the yellow Spaces as Full and the redSpaces as Blocked

Arcadia Ques 991266 Ruleboo

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

7232019 Arcadia Quest Rulebook

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1619

OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

7232019 Arcadia Quest Rulebook

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

7232019 Arcadia Quest Rulebook

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ANAOMY OF A HERO

Each of the Heroes in Arcadia Quest is unique with differentraits and special abilities players should take these into con-ideration when picking their Heroes The Hero cards all displayhe following characteristics

A Defense - This tells you how many Defense dice this Heroan roll to try to prevent an attack from inflicting Wounds

B Life - This number indicates how many Wounds are necessar yo kill this Hero

C Name - This is the name of the Hero

D Ability - This is the Herorsquos Natural Ability a specialharacteristic that truly sets him apart from anybody else These

Abilities are always in effect following the parameters of their

descriptive text

SARING EQUIPMEN

Before beginning with the first Scenario in the campaign eachGuild receives 5 Upgrade cards as starting equipment Take thetarter deck and give each player one of each type of card

Rusty Blade Parrying Blade Slingshot Life Drain and NovaBolt Each player can distribute his 5 cards among his 3 Heroesn any way he chooses

On the Guild Dashboard each Hero has an inventory of 4 cardslots located under his Hero card Each Hero c an only use the 4cards in his inventory not the cards of the entire Guild

Example The player controlling the Blue Guild has chosenGrom Maya and Zazu as his Heroes He decides to give theRusty Blade to Grom Life Drain and Nova Bolt to Maya and theParrying Blade and Slingshot to Zazu

CAMPAIGNFOR ARCADIA

In order to defeat the evil rule of Lord Fang the Heroes willneed to first make their way from the outskirts to the very heartof the city of Arcadia As they progress they diminish the powerbase of the vampire lord while gaining more power themselvesOnly after much adventuring will they be ready to face the vampire lord in the flesh

The Arcadia Quest campaign presented in detail in theCampaign Book is divided into three stages the Outer Circlethe Inner Circle and the Final Showdown During a campaign just six of the eleven scenarios contained in the Campaign Bookwill be played so a new c ampaign can take a different path and

offer all new scenarios to the players

Outer Circle - These are the districts just within the oof the city Of the six scenarios available in the Outethree must be completed before the players move Inner Circle

Inner Circle - This is the protected citadel of Arcadithe citys second wall Of the four scenarios availablInner Circle two must be completed before the playeto the Final Showdown

Final Showdown - At the very center of the city Temple of Dawning Twilight All campaigns end there Final Showdown scenario

At the beginning of the campaign players choose which of the Outer Circle scenarios will be the first (ommended that first-time players begin the campaignDistrict of Hammers scenario) Afterwards the winne

previous scenario chooses which scenario will be playe

CB A

D

7232019 Arcadia Quest Rulebook

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SCENARIO SEUP

The Campaign Book contains detailed descriptions of all th ecenarios that make up the campaign Once a scenario has beenhosen to play it must be set up on the play area The entr y forhe scenario contains a detailed list of all the components usedn it as well as the quantity required To ensure no component iseft out of the scenario first separate the amount of each com-ponent requested before setting up t he game board

1 Tiles - Each side of the 9 gaming tiles displays an identifyingode Find the tiles listed in the scenario map and position them

with the same orientation presented on the map

2 Doors - Place the door tokens as indicated on the scenariomap Notice that some door tokens start the game with theldquoclosedrdquo side up while others star t with the ldquoopenrdquo side up

Some scenarios call for the use of small door tokens when twodoors share the same corner This is done simply to facilitate themanipulation of the tokens but the small doors work exactlythe same way as the normal doors

3 Portals - Place the portal tokens as indicated on the sce-nario map There are two colors of portals one on each sideof the token make sure to place each portal token with thecorrect side up

4 Quest tokens - Most scenarios request that one or moreof the Quest tokens be placed on the board facing up Get therequested Quest tokens and place them in the indicated spaces

with the colored side up

5 Exploration tokens - After making sure to put back inthe box any remaining Quest tokens shuffle the 14 Explorationtokens face down Each scenario indicates the number ofExploration tokens that will be used in the game Randomlypick that number of tokens and place them in the indicatedspaces on the board face down The remaining Explorationtokens should be placed back in the box still face down so no-body knows their content

6 Spawn tokens - Shuffle face down the 5 Spawn tokensSeparate the number of Spawn tokens requested by the scenar-io and place them in the spaces indicated on the map Returnany remaining Spawn tokens to the box t hen flip up the tokens

on the board

7 Monsters - Each scenario lists the type and quantities ofMonsters that take part in it Gather the requested Monsterfigures and place them in the spaces indicated in the map Alsoarrange the Monster cards of all the listed Monsters next to thegame board so that all players can see them

Important Each monster type has up to four cards wone representing that monster at a specific level For all Muse only the card for the level equal to the number of nario being played So for example when yoursquore playinscenario in your campaign all Monster cards should be atbut when yoursquore playing your 3rd scenario all Monster be at Level 3 (use the Level 2-3 cards)

8 Quest cards - In order to win a scenario players complish the feats listed on that s cenariorsquos Quest cardsQuest cards listed in the s cenario and arrange them negame board so all the players can see them Some Qumay have one or two Reward cards associated with thescenario description in which case tuck the indicatedcards under that Quest card Only the PvP Quest cardto the Guilds that are actually being used are put into

OPENDOOR

CLOSEDDOOR

NORMALDOOR

SMALLDOOR

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9 Spawn tile - Place the spawn tile next to the game board

10 Common Area - Place in a common area around the gameboard within reach of all players the piles of Wound tokensDeath tokens and coins as well as the Attack and Defense dice

11 Heroes Starting Areas - Indicated in the scenario map arethe Starting Areas for each GuildEach player is randomly assignedone of them Put one Guild tokenfrom each player in a dice bag orclosed hand and randomly placeone token next to each startingarea this will be the starting area foreach Guild Players must sit aroundthe table in the same order as theirstarting areas Each player then places his Hero figures in any ofthe indicated spaces of his starting area in any way he chooses(up to two figures may occupy the same Space) On a 3-playergame the Player 4 Start ing Area is not used On a 2-player gamethe Player 3 and Player 4 Starting Areas are not us ed

Once all the setup has been executed your gaming table should

look like the reference picture You are now ready to start youradventure

HE GAME BOARD

Arcadia is played on a game board consisting of several tilesarranged together according to the scenario map These tilesrepresent the streets and buildings of the city of Arcadia Eachtile is divided into 9 equal Spaces each with a dot marking itscenter These spaces can be occupied by a maximum of twocharacters each

Some Spaces are divided by walls which block Movement andLine of Sight These blocking elements are identified by a diag-onal hatching texture The tiles also display several other deco-rative elements which do not affect the game in any way andare there just to flesh out the setting Only elements with theidentifying hatching texture are blocking elements everythingelse can be ignored for gameplay purposes

CLOSEMany rules and cards in the game refer to somethining Close to something else To be Close to somemeans to be either sharing the same Space or to bany of the four orthogonal Spaces that share an edge with it

- A Space thatrsquos diagonal from it is not Close

- A Space whose shared edge is blocked by a waclosed door is not Close

Example The green Spaces and any characters in are considered to be Close to Grom while the red Spare not

IMPORTANT TERMS

CHARACTER

A Hero or a Monster ALLY For a Hero another Hero of the same Guild For aMonster any other Monster

ENEMY For a Hero any Hero from a different Guild and anyMonster For a Monster any Hero

PLAYER 4 STARTING AREA

PLAYER 1 STARTING AREA

PLAYER 3 STARTING AREA

PLAYER 2 STARTING AREA

THIS IS A SPACE IN THE STREET

THIS IS A SPACE IN A BUILDING

THIS IS ADECORATIVE

ELEMENT

THESE AREBLOCKING WALLS

7232019 Arcadia Quest Rulebook

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HE PLAYER URN

A game of Arcadia Quest is played over a series of Player Turnsn clockwise order The first player takes his tur n then the playero his left takes his turn and so on This sequence goes on un-nterrupted until a player wins the scenario ending that game

The first player to take his turn at the star t of a scenario is theone sitting to the left of the player who won the last scenarioAt the very first scenario of a campaign however the first players chosen randomly

When a player takes his turn he may do one of two things

ACTIVATE a Hero

REST his Guild

Each turn the player can only do one or the other never both

HERO ACIVAION

The player chooses a single one of his Heroes to activ ate (ac-ivating the same Hero turn after turn is allowed) That Heros now considered ldquoactiverdquo and may perform in any order hisMovement and one Attack or one Attack and then hisMovement The Movement canrsquot be interrupted by the Attacknd then resumed afterwards it must be performed all at once

either before or after the Attack The Hero may also choose toperform just his Attack or just his Movement

MOVEMENTAll Heroes have 3 Movement points available to use oneach activation By spending his available Movement points aCharacter is able to move around t he board For each Movementpoint spent the Character can either

Move one Space

Use a portal

Open or close a door at the edge of his Space

The Character doesnrsquot have to use all of his available Movementpoints though any remaining points donrsquot carry over to his nextctivation

Move

Moving one Space means taking the active figure from its cur-rent Space to one of the four Close spaces that share an edgewith it Diagonal movement is not allowed If there is awall or a closed door between the Hero and the Space he wishesto enter that move is not possible

Portals

Portals allow Characters to teleport from one side of the boardto the other very quickly during their movement A Characterstanding in a Space that contains a portal can spend oneMovement point to immediately take his figure and place it inany other Space containing a portal of the same color If thedestination Space is Blocked to the Character he canrsquot use thatportal If the Space is just Full the portal can be used thoughthe Character must be able to end his Movement in a freeSpace (see next page) Using a portal does not trigger a GuardReaction from a Close Monster

Doors

Door tokens can be flipped to their closed or open positionby spending one Movement point The manipulated door mustbe at the edge of the space occupied by the active CharacterClosed doors work just like a wall blocking Movement and Lineof Sight Open doors create a Space-wide passage between twoSpaces allowing Movement and Line of Sight

Example Below we see Grom performing three possibleMovements

Green 1 - Move one Space 2 - Move one Space across an opendoor 3 - Use a portal to go to a different part of the board

Red 1 - Move one Space 2 - Flip open a door 3 - Move oneSpace across the now open door

Blue 1 - Flip open a door 2 - Move one Space across the nowopen door 3 - Flip the door back closed

ATTACK

The active Hero may attempt to attack an enemy of his choosingbe it a Monster or an enemy Hero There are several differentkinds of attack that Heroes can obtain throughout the gamewith a variety of capabilities and special effects To perform anattack the player executes the following steps

Select Attack Card

The player chooses one unexhausted Attack card located in theactive Herorsquos inventory to use

Confirm Target

The player selects his t arget making sure the Attackchose is able to reach it There are two basic types oMelee or Ranged The type of an attack is indicated in being used to perform it

Melee - A Melee attack can only target situated in a Space Close to the active CharaClose rules on page 13)

Ranged -A Ranged attack can target EnemieSpace on the board as long as the active Chas a clear Line of Sight to it (see Line of Sion page 16)

Exhaust Attack Card

Before resolving the attack the player must exhaust thcard being used by placing one of his Guild t okens on

This exhaust s the card showing that it has been usedhausted card cannot be used again to perform an attacis unexhausted

Attack Dice Pool

The attacking player gathers a number of black Attequal to the number indicated on the Attack card beIf hersquos accessing any bonuses granted by other cards th Attack dice are also added to his pool

Defense Dice Pool

If the targeted Character has any Defense listed on his cplayer controlling him gathers a number of white Defeequal to that characterrsquos Defense If a targeted Hero any cards with extra Def ense icons those dice are adde All of a Herorsquos cards with extra Defense icons always aDefense pool whether they are exhausted or not

FULL OR BLOCKED SPACES

Each Space can contain a maximum of two Charactersat a time A Space with up to one character in it is stillconsidered to be free since other characters enemy orallied can still enter it and shoot through it normally

Full - A Space with tw o characters in it is considered Fulland nobody else can end their Movement inside it If atleast one of those two Characters is an ally of the activeCharacter he can move through the Space (though notend his Movement inside it) and it does not block hisLine of Sight

Blocked - A Space with two enemies of the activecharacter is considered Blocked That means that hecanrsquot move through it and it blocks his L ine of Sight

Example In the distribution above Grom (a Blue GuildHero) is the active character He considers the greenSpaces as Free the yellow Spaces as Full and the redSpaces as Blocked

Arcadia Ques 991266 Ruleboo

7232019 Arcadia Quest Rulebook

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

7232019 Arcadia Quest Rulebook

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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SCENARIO SEUP

The Campaign Book contains detailed descriptions of all th ecenarios that make up the campaign Once a scenario has beenhosen to play it must be set up on the play area The entr y forhe scenario contains a detailed list of all the components usedn it as well as the quantity required To ensure no component iseft out of the scenario first separate the amount of each com-ponent requested before setting up t he game board

1 Tiles - Each side of the 9 gaming tiles displays an identifyingode Find the tiles listed in the scenario map and position them

with the same orientation presented on the map

2 Doors - Place the door tokens as indicated on the scenariomap Notice that some door tokens start the game with theldquoclosedrdquo side up while others star t with the ldquoopenrdquo side up

Some scenarios call for the use of small door tokens when twodoors share the same corner This is done simply to facilitate themanipulation of the tokens but the small doors work exactlythe same way as the normal doors

3 Portals - Place the portal tokens as indicated on the sce-nario map There are two colors of portals one on each sideof the token make sure to place each portal token with thecorrect side up

4 Quest tokens - Most scenarios request that one or moreof the Quest tokens be placed on the board facing up Get therequested Quest tokens and place them in the indicated spaces

with the colored side up

5 Exploration tokens - After making sure to put back inthe box any remaining Quest tokens shuffle the 14 Explorationtokens face down Each scenario indicates the number ofExploration tokens that will be used in the game Randomlypick that number of tokens and place them in the indicatedspaces on the board face down The remaining Explorationtokens should be placed back in the box still face down so no-body knows their content

6 Spawn tokens - Shuffle face down the 5 Spawn tokensSeparate the number of Spawn tokens requested by the scenar-io and place them in the spaces indicated on the map Returnany remaining Spawn tokens to the box t hen flip up the tokens

on the board

7 Monsters - Each scenario lists the type and quantities ofMonsters that take part in it Gather the requested Monsterfigures and place them in the spaces indicated in the map Alsoarrange the Monster cards of all the listed Monsters next to thegame board so that all players can see them

Important Each monster type has up to four cards wone representing that monster at a specific level For all Muse only the card for the level equal to the number of nario being played So for example when yoursquore playinscenario in your campaign all Monster cards should be atbut when yoursquore playing your 3rd scenario all Monster be at Level 3 (use the Level 2-3 cards)

8 Quest cards - In order to win a scenario players complish the feats listed on that s cenariorsquos Quest cardsQuest cards listed in the s cenario and arrange them negame board so all the players can see them Some Qumay have one or two Reward cards associated with thescenario description in which case tuck the indicatedcards under that Quest card Only the PvP Quest cardto the Guilds that are actually being used are put into

OPENDOOR

CLOSEDDOOR

NORMALDOOR

SMALLDOOR

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9 Spawn tile - Place the spawn tile next to the game board

10 Common Area - Place in a common area around the gameboard within reach of all players the piles of Wound tokensDeath tokens and coins as well as the Attack and Defense dice

11 Heroes Starting Areas - Indicated in the scenario map arethe Starting Areas for each GuildEach player is randomly assignedone of them Put one Guild tokenfrom each player in a dice bag orclosed hand and randomly placeone token next to each startingarea this will be the starting area foreach Guild Players must sit aroundthe table in the same order as theirstarting areas Each player then places his Hero figures in any ofthe indicated spaces of his starting area in any way he chooses(up to two figures may occupy the same Space) On a 3-playergame the Player 4 Start ing Area is not used On a 2-player gamethe Player 3 and Player 4 Starting Areas are not us ed

Once all the setup has been executed your gaming table should

look like the reference picture You are now ready to start youradventure

HE GAME BOARD

Arcadia is played on a game board consisting of several tilesarranged together according to the scenario map These tilesrepresent the streets and buildings of the city of Arcadia Eachtile is divided into 9 equal Spaces each with a dot marking itscenter These spaces can be occupied by a maximum of twocharacters each

Some Spaces are divided by walls which block Movement andLine of Sight These blocking elements are identified by a diag-onal hatching texture The tiles also display several other deco-rative elements which do not affect the game in any way andare there just to flesh out the setting Only elements with theidentifying hatching texture are blocking elements everythingelse can be ignored for gameplay purposes

CLOSEMany rules and cards in the game refer to somethining Close to something else To be Close to somemeans to be either sharing the same Space or to bany of the four orthogonal Spaces that share an edge with it

- A Space thatrsquos diagonal from it is not Close

- A Space whose shared edge is blocked by a waclosed door is not Close

Example The green Spaces and any characters in are considered to be Close to Grom while the red Spare not

IMPORTANT TERMS

CHARACTER

A Hero or a Monster ALLY For a Hero another Hero of the same Guild For aMonster any other Monster

ENEMY For a Hero any Hero from a different Guild and anyMonster For a Monster any Hero

PLAYER 4 STARTING AREA

PLAYER 1 STARTING AREA

PLAYER 3 STARTING AREA

PLAYER 2 STARTING AREA

THIS IS A SPACE IN THE STREET

THIS IS A SPACE IN A BUILDING

THIS IS ADECORATIVE

ELEMENT

THESE AREBLOCKING WALLS

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HE PLAYER URN

A game of Arcadia Quest is played over a series of Player Turnsn clockwise order The first player takes his tur n then the playero his left takes his turn and so on This sequence goes on un-nterrupted until a player wins the scenario ending that game

The first player to take his turn at the star t of a scenario is theone sitting to the left of the player who won the last scenarioAt the very first scenario of a campaign however the first players chosen randomly

When a player takes his turn he may do one of two things

ACTIVATE a Hero

REST his Guild

Each turn the player can only do one or the other never both

HERO ACIVAION

The player chooses a single one of his Heroes to activ ate (ac-ivating the same Hero turn after turn is allowed) That Heros now considered ldquoactiverdquo and may perform in any order hisMovement and one Attack or one Attack and then hisMovement The Movement canrsquot be interrupted by the Attacknd then resumed afterwards it must be performed all at once

either before or after the Attack The Hero may also choose toperform just his Attack or just his Movement

MOVEMENTAll Heroes have 3 Movement points available to use oneach activation By spending his available Movement points aCharacter is able to move around t he board For each Movementpoint spent the Character can either

Move one Space

Use a portal

Open or close a door at the edge of his Space

The Character doesnrsquot have to use all of his available Movementpoints though any remaining points donrsquot carry over to his nextctivation

Move

Moving one Space means taking the active figure from its cur-rent Space to one of the four Close spaces that share an edgewith it Diagonal movement is not allowed If there is awall or a closed door between the Hero and the Space he wishesto enter that move is not possible

Portals

Portals allow Characters to teleport from one side of the boardto the other very quickly during their movement A Characterstanding in a Space that contains a portal can spend oneMovement point to immediately take his figure and place it inany other Space containing a portal of the same color If thedestination Space is Blocked to the Character he canrsquot use thatportal If the Space is just Full the portal can be used thoughthe Character must be able to end his Movement in a freeSpace (see next page) Using a portal does not trigger a GuardReaction from a Close Monster

Doors

Door tokens can be flipped to their closed or open positionby spending one Movement point The manipulated door mustbe at the edge of the space occupied by the active CharacterClosed doors work just like a wall blocking Movement and Lineof Sight Open doors create a Space-wide passage between twoSpaces allowing Movement and Line of Sight

Example Below we see Grom performing three possibleMovements

Green 1 - Move one Space 2 - Move one Space across an opendoor 3 - Use a portal to go to a different part of the board

Red 1 - Move one Space 2 - Flip open a door 3 - Move oneSpace across the now open door

Blue 1 - Flip open a door 2 - Move one Space across the nowopen door 3 - Flip the door back closed

ATTACK

The active Hero may attempt to attack an enemy of his choosingbe it a Monster or an enemy Hero There are several differentkinds of attack that Heroes can obtain throughout the gamewith a variety of capabilities and special effects To perform anattack the player executes the following steps

Select Attack Card

The player chooses one unexhausted Attack card located in theactive Herorsquos inventory to use

Confirm Target

The player selects his t arget making sure the Attackchose is able to reach it There are two basic types oMelee or Ranged The type of an attack is indicated in being used to perform it

Melee - A Melee attack can only target situated in a Space Close to the active CharaClose rules on page 13)

Ranged -A Ranged attack can target EnemieSpace on the board as long as the active Chas a clear Line of Sight to it (see Line of Sion page 16)

Exhaust Attack Card

Before resolving the attack the player must exhaust thcard being used by placing one of his Guild t okens on

This exhaust s the card showing that it has been usedhausted card cannot be used again to perform an attacis unexhausted

Attack Dice Pool

The attacking player gathers a number of black Attequal to the number indicated on the Attack card beIf hersquos accessing any bonuses granted by other cards th Attack dice are also added to his pool

Defense Dice Pool

If the targeted Character has any Defense listed on his cplayer controlling him gathers a number of white Defeequal to that characterrsquos Defense If a targeted Hero any cards with extra Def ense icons those dice are adde All of a Herorsquos cards with extra Defense icons always aDefense pool whether they are exhausted or not

FULL OR BLOCKED SPACES

Each Space can contain a maximum of two Charactersat a time A Space with up to one character in it is stillconsidered to be free since other characters enemy orallied can still enter it and shoot through it normally

Full - A Space with tw o characters in it is considered Fulland nobody else can end their Movement inside it If atleast one of those two Characters is an ally of the activeCharacter he can move through the Space (though notend his Movement inside it) and it does not block hisLine of Sight

Blocked - A Space with two enemies of the activecharacter is considered Blocked That means that hecanrsquot move through it and it blocks his L ine of Sight

Example In the distribution above Grom (a Blue GuildHero) is the active character He considers the greenSpaces as Free the yellow Spaces as Full and the redSpaces as Blocked

Arcadia Ques 991266 Ruleboo

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

7232019 Arcadia Quest Rulebook

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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9 Spawn tile - Place the spawn tile next to the game board

10 Common Area - Place in a common area around the gameboard within reach of all players the piles of Wound tokensDeath tokens and coins as well as the Attack and Defense dice

11 Heroes Starting Areas - Indicated in the scenario map arethe Starting Areas for each GuildEach player is randomly assignedone of them Put one Guild tokenfrom each player in a dice bag orclosed hand and randomly placeone token next to each startingarea this will be the starting area foreach Guild Players must sit aroundthe table in the same order as theirstarting areas Each player then places his Hero figures in any ofthe indicated spaces of his starting area in any way he chooses(up to two figures may occupy the same Space) On a 3-playergame the Player 4 Start ing Area is not used On a 2-player gamethe Player 3 and Player 4 Starting Areas are not us ed

Once all the setup has been executed your gaming table should

look like the reference picture You are now ready to start youradventure

HE GAME BOARD

Arcadia is played on a game board consisting of several tilesarranged together according to the scenario map These tilesrepresent the streets and buildings of the city of Arcadia Eachtile is divided into 9 equal Spaces each with a dot marking itscenter These spaces can be occupied by a maximum of twocharacters each

Some Spaces are divided by walls which block Movement andLine of Sight These blocking elements are identified by a diag-onal hatching texture The tiles also display several other deco-rative elements which do not affect the game in any way andare there just to flesh out the setting Only elements with theidentifying hatching texture are blocking elements everythingelse can be ignored for gameplay purposes

CLOSEMany rules and cards in the game refer to somethining Close to something else To be Close to somemeans to be either sharing the same Space or to bany of the four orthogonal Spaces that share an edge with it

- A Space thatrsquos diagonal from it is not Close

- A Space whose shared edge is blocked by a waclosed door is not Close

Example The green Spaces and any characters in are considered to be Close to Grom while the red Spare not

IMPORTANT TERMS

CHARACTER

A Hero or a Monster ALLY For a Hero another Hero of the same Guild For aMonster any other Monster

ENEMY For a Hero any Hero from a different Guild and anyMonster For a Monster any Hero

PLAYER 4 STARTING AREA

PLAYER 1 STARTING AREA

PLAYER 3 STARTING AREA

PLAYER 2 STARTING AREA

THIS IS A SPACE IN THE STREET

THIS IS A SPACE IN A BUILDING

THIS IS ADECORATIVE

ELEMENT

THESE AREBLOCKING WALLS

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HE PLAYER URN

A game of Arcadia Quest is played over a series of Player Turnsn clockwise order The first player takes his tur n then the playero his left takes his turn and so on This sequence goes on un-nterrupted until a player wins the scenario ending that game

The first player to take his turn at the star t of a scenario is theone sitting to the left of the player who won the last scenarioAt the very first scenario of a campaign however the first players chosen randomly

When a player takes his turn he may do one of two things

ACTIVATE a Hero

REST his Guild

Each turn the player can only do one or the other never both

HERO ACIVAION

The player chooses a single one of his Heroes to activ ate (ac-ivating the same Hero turn after turn is allowed) That Heros now considered ldquoactiverdquo and may perform in any order hisMovement and one Attack or one Attack and then hisMovement The Movement canrsquot be interrupted by the Attacknd then resumed afterwards it must be performed all at once

either before or after the Attack The Hero may also choose toperform just his Attack or just his Movement

MOVEMENTAll Heroes have 3 Movement points available to use oneach activation By spending his available Movement points aCharacter is able to move around t he board For each Movementpoint spent the Character can either

Move one Space

Use a portal

Open or close a door at the edge of his Space

The Character doesnrsquot have to use all of his available Movementpoints though any remaining points donrsquot carry over to his nextctivation

Move

Moving one Space means taking the active figure from its cur-rent Space to one of the four Close spaces that share an edgewith it Diagonal movement is not allowed If there is awall or a closed door between the Hero and the Space he wishesto enter that move is not possible

Portals

Portals allow Characters to teleport from one side of the boardto the other very quickly during their movement A Characterstanding in a Space that contains a portal can spend oneMovement point to immediately take his figure and place it inany other Space containing a portal of the same color If thedestination Space is Blocked to the Character he canrsquot use thatportal If the Space is just Full the portal can be used thoughthe Character must be able to end his Movement in a freeSpace (see next page) Using a portal does not trigger a GuardReaction from a Close Monster

Doors

Door tokens can be flipped to their closed or open positionby spending one Movement point The manipulated door mustbe at the edge of the space occupied by the active CharacterClosed doors work just like a wall blocking Movement and Lineof Sight Open doors create a Space-wide passage between twoSpaces allowing Movement and Line of Sight

Example Below we see Grom performing three possibleMovements

Green 1 - Move one Space 2 - Move one Space across an opendoor 3 - Use a portal to go to a different part of the board

Red 1 - Move one Space 2 - Flip open a door 3 - Move oneSpace across the now open door

Blue 1 - Flip open a door 2 - Move one Space across the nowopen door 3 - Flip the door back closed

ATTACK

The active Hero may attempt to attack an enemy of his choosingbe it a Monster or an enemy Hero There are several differentkinds of attack that Heroes can obtain throughout the gamewith a variety of capabilities and special effects To perform anattack the player executes the following steps

Select Attack Card

The player chooses one unexhausted Attack card located in theactive Herorsquos inventory to use

Confirm Target

The player selects his t arget making sure the Attackchose is able to reach it There are two basic types oMelee or Ranged The type of an attack is indicated in being used to perform it

Melee - A Melee attack can only target situated in a Space Close to the active CharaClose rules on page 13)

Ranged -A Ranged attack can target EnemieSpace on the board as long as the active Chas a clear Line of Sight to it (see Line of Sion page 16)

Exhaust Attack Card

Before resolving the attack the player must exhaust thcard being used by placing one of his Guild t okens on

This exhaust s the card showing that it has been usedhausted card cannot be used again to perform an attacis unexhausted

Attack Dice Pool

The attacking player gathers a number of black Attequal to the number indicated on the Attack card beIf hersquos accessing any bonuses granted by other cards th Attack dice are also added to his pool

Defense Dice Pool

If the targeted Character has any Defense listed on his cplayer controlling him gathers a number of white Defeequal to that characterrsquos Defense If a targeted Hero any cards with extra Def ense icons those dice are adde All of a Herorsquos cards with extra Defense icons always aDefense pool whether they are exhausted or not

FULL OR BLOCKED SPACES

Each Space can contain a maximum of two Charactersat a time A Space with up to one character in it is stillconsidered to be free since other characters enemy orallied can still enter it and shoot through it normally

Full - A Space with tw o characters in it is considered Fulland nobody else can end their Movement inside it If atleast one of those two Characters is an ally of the activeCharacter he can move through the Space (though notend his Movement inside it) and it does not block hisLine of Sight

Blocked - A Space with two enemies of the activecharacter is considered Blocked That means that hecanrsquot move through it and it blocks his L ine of Sight

Example In the distribution above Grom (a Blue GuildHero) is the active character He considers the greenSpaces as Free the yellow Spaces as Full and the redSpaces as Blocked

Arcadia Ques 991266 Ruleboo

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

7232019 Arcadia Quest Rulebook

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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HE PLAYER URN

A game of Arcadia Quest is played over a series of Player Turnsn clockwise order The first player takes his tur n then the playero his left takes his turn and so on This sequence goes on un-nterrupted until a player wins the scenario ending that game

The first player to take his turn at the star t of a scenario is theone sitting to the left of the player who won the last scenarioAt the very first scenario of a campaign however the first players chosen randomly

When a player takes his turn he may do one of two things

ACTIVATE a Hero

REST his Guild

Each turn the player can only do one or the other never both

HERO ACIVAION

The player chooses a single one of his Heroes to activ ate (ac-ivating the same Hero turn after turn is allowed) That Heros now considered ldquoactiverdquo and may perform in any order hisMovement and one Attack or one Attack and then hisMovement The Movement canrsquot be interrupted by the Attacknd then resumed afterwards it must be performed all at once

either before or after the Attack The Hero may also choose toperform just his Attack or just his Movement

MOVEMENTAll Heroes have 3 Movement points available to use oneach activation By spending his available Movement points aCharacter is able to move around t he board For each Movementpoint spent the Character can either

Move one Space

Use a portal

Open or close a door at the edge of his Space

The Character doesnrsquot have to use all of his available Movementpoints though any remaining points donrsquot carry over to his nextctivation

Move

Moving one Space means taking the active figure from its cur-rent Space to one of the four Close spaces that share an edgewith it Diagonal movement is not allowed If there is awall or a closed door between the Hero and the Space he wishesto enter that move is not possible

Portals

Portals allow Characters to teleport from one side of the boardto the other very quickly during their movement A Characterstanding in a Space that contains a portal can spend oneMovement point to immediately take his figure and place it inany other Space containing a portal of the same color If thedestination Space is Blocked to the Character he canrsquot use thatportal If the Space is just Full the portal can be used thoughthe Character must be able to end his Movement in a freeSpace (see next page) Using a portal does not trigger a GuardReaction from a Close Monster

Doors

Door tokens can be flipped to their closed or open positionby spending one Movement point The manipulated door mustbe at the edge of the space occupied by the active CharacterClosed doors work just like a wall blocking Movement and Lineof Sight Open doors create a Space-wide passage between twoSpaces allowing Movement and Line of Sight

Example Below we see Grom performing three possibleMovements

Green 1 - Move one Space 2 - Move one Space across an opendoor 3 - Use a portal to go to a different part of the board

Red 1 - Move one Space 2 - Flip open a door 3 - Move oneSpace across the now open door

Blue 1 - Flip open a door 2 - Move one Space across the nowopen door 3 - Flip the door back closed

ATTACK

The active Hero may attempt to attack an enemy of his choosingbe it a Monster or an enemy Hero There are several differentkinds of attack that Heroes can obtain throughout the gamewith a variety of capabilities and special effects To perform anattack the player executes the following steps

Select Attack Card

The player chooses one unexhausted Attack card located in theactive Herorsquos inventory to use

Confirm Target

The player selects his t arget making sure the Attackchose is able to reach it There are two basic types oMelee or Ranged The type of an attack is indicated in being used to perform it

Melee - A Melee attack can only target situated in a Space Close to the active CharaClose rules on page 13)

Ranged -A Ranged attack can target EnemieSpace on the board as long as the active Chas a clear Line of Sight to it (see Line of Sion page 16)

Exhaust Attack Card

Before resolving the attack the player must exhaust thcard being used by placing one of his Guild t okens on

This exhaust s the card showing that it has been usedhausted card cannot be used again to perform an attacis unexhausted

Attack Dice Pool

The attacking player gathers a number of black Attequal to the number indicated on the Attack card beIf hersquos accessing any bonuses granted by other cards th Attack dice are also added to his pool

Defense Dice Pool

If the targeted Character has any Defense listed on his cplayer controlling him gathers a number of white Defeequal to that characterrsquos Defense If a targeted Hero any cards with extra Def ense icons those dice are adde All of a Herorsquos cards with extra Defense icons always aDefense pool whether they are exhausted or not

FULL OR BLOCKED SPACES

Each Space can contain a maximum of two Charactersat a time A Space with up to one character in it is stillconsidered to be free since other characters enemy orallied can still enter it and shoot through it normally

Full - A Space with tw o characters in it is considered Fulland nobody else can end their Movement inside it If atleast one of those two Characters is an ally of the activeCharacter he can move through the Space (though notend his Movement inside it) and it does not block hisLine of Sight

Blocked - A Space with two enemies of the activecharacter is considered Blocked That means that hecanrsquot move through it and it blocks his L ine of Sight

Example In the distribution above Grom (a Blue GuildHero) is the active character He considers the greenSpaces as Free the yellow Spaces as Full and the redSpaces as Blocked

Arcadia Ques 991266 Ruleboo

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

7232019 Arcadia Quest Rulebook

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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LINE OF SIGHT

When using Ranged attacks it is necessary to checkwhether or not the active Character has a clear Line ofSight to his target A Ranged attack has no limitation inregards to distance the only requirement for it is thatthere be a free Line of Sight (LOS) to the target

To check the Line of Sight draw an imaginary line fromthe center of the active Characterrsquos Space to the centerof its targetrsquos Space There is free Line of Sight if this lineis not interrupted by any blocking element - a wall aclosed door or a Blocked Space (see previous page)

The Line of Sight is not blocked if it only skims a block-

ing corner passing at a 45 degree angle exactly throughthe intersection of four Spaces where only one side isblocked If both sides of the intersection are blockedhowever the Line of Sight is blocked

Finally the Line of Sight can never cross an area thatis not part of the board If it ever leaves the tiles it isblocked

Examples Zazu intends to use his Slingshot to make aRanged attack

1 - He has LOS to Yohan through the open door eventhough it skims the edge of the opening

2 - He has LOS to the Goblin through the open doorseven though it skims the edge of the opening

3 - He has LOS to the Orc in a straight line across theempty street The distance is irrelevant

Rolling Dice

The Attack dice and the Defense dice are rolled to deeffect of the attack What symbol constitutes a success roll depends on the type of roll being made

This symbol scores a successful h itin a Melee Attack roll

This symbol scores a successful hitin a Ranged Attack roll

This symbol scores a successfulsave in a Defense roll

This symbol is a CRIT and always counts asa success no matter the type of roll

Besides being a success itself each CRIT result allows

die to be rolled adding its result to the total If thatresults in a CRIT another extra die is rolled and so oncases rolling a CRIT also activates a special effect listecard being used

Example 1 Grom rolls 3 Attack dice for his Rusty Blating and Since itrsquos a Melee attack that scmisses and one hit He rolls an extra die because of the C gets a for a final result of 2 hits

Example 2 Zazu rolls 2 Attack dice for his Slingshotand Since itrsquos a Ranged attack that scores two

rolls an extra die because of the CRIT and gets anotThatrsquos one more hit and another extra die which rollsmiss for a total of 3 hits

Example 3 Wisp is being attacked he has 2 Defethe Parrying Blade in his inventory gives him +1 Defenthough the card is currently exhausted) for a total of 3 DHe rolls 3 Defense dice getting and s saves He rolls an extra die because of the CRIT and getshis total is 2 saves

Attack Results

Once all dice have been rolled compare the numbe

scored by the attacker with the number of saves obtthe targetrsquos Defense (if he had any) Each save cancelsIf there are still any hits remaining the target suffers aof Wounds equal to the number of exceeding hits Pnumber of Wound tokens on the t argeted Herorsquos card of a Monster next to its figure

Example Zazu attacks Wisp scoring 3 hits while Wis saves The attack results in Wisp suffering 1 Wound

4 - He does not have LOS to Diva cause the line crossesa wall

5 - He does not has LOS to Greensleeves because the linecrosses a closed door

1 - He does not have LOS to the Orc because the two enemyHeroes are blocking the Space and the line cannot passbetween their Blocked Space and the blocking wall

2 - He has LOS to t he Goblin through the open door TheSpace with Diva and Grom does not block the linebecause Grom is an ally so it is only considered Full toZazu not Blocked

1 - He has LOS to the Orcs because the central Space isonly Full to Zazu not Blocked and t he space with justGreensleves is still considered free

2 - He does not have LOS to the Hammer Beastman be-cause the Space with Scarlet and a Goblin is consid-ered Blocked to Zazu

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

7232019 Arcadia Quest Rulebook

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

7232019 Arcadia Quest Rulebook

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

7232019 Arcadia Quest Rulebook

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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Special Effects

ome Attack cards possess special effects listed on them Theseake effect following the parameters described in the cardome effects always happen whenever the card is used while

others need to be triggered by specific circumstances like scor-ng hits rolling CRITS or inflicting a Wound

For example if any CRITS are rolled when attacking with theNova Bolt card the attack may also affe ct a second target Closeo the original target Both targets suffer the full number of hits

obtained in the Attack roll

Kills and Rewards

When a Character suffers a number of Wounds equal to his Lifehe is killed A killed Monster is removed from the board andplaced in the first available slot in t he Spawn Tile while a killedHero is placed on his Hero card

When a Hero kills a Monster his Guild immediately gets thenumber of coins listed in that Monsterrsquos card When a Hero killsn enemy Hero his Guild gets one coin When a Monster kills Hero all other Guilds get one coin If a Hero is killed by any

other game circumstances like traps all other Guilds also getone coin

The credit for killing a Character goes to the Character thatnflicts the last Wound responsible for removing the Characterrom the board It does not matter if someone else inflicted

more Wounds to the killed Character all the credit goes to theone who scores the final blow

When a Hero is killed any Exploration tokens (including Questokens) he was carrying are placed on the Space he was occu-

pying and can then be picked up by another Hero normally Ifhe Hero was killed b y an enemy Hero that Hero can automat-cally get one of t hose tokens and place it on his Hero card (hedoesnrsquot even have to be near the killed Hero) Each time a Heros killed place a Death token on his c ard to mark the number ofimes he dies Death tokens c annot be moved or removed from Hero until the next Upgrade Phase

RES

nstead of Activating a Hero a player can choose to spend hisurn allowing his Heroes to Rest When a Guild Rests none ofts Heroes are activated they are not allowed to perform anyMovement or Attacks whatsoever during this turn The Heroesest and prepare themselves to continue their quest The resting

player may perform all of the following

UNEXHAUST CARDSRemove all Guild tokens from all cards in the Guildrsquos dashboardunexhausting all of them The cards are ready to be used onceagain in the following turns

REORGANIZE ITEMS The player may reorganize his cards moving any number of themamong any of his Heroes Death Curse cards however cannotbe moved around

Exploration tokens can also be moved among any of his Heroesthough Quest tokens cannot be moved and must remain withthe Hero that collected it

RESURRECT HEROES Any of the playerrsquos killed Heroes may be resurrected and broughtback into the game Remove all Wound tokens from that Heroonly and place his figure back on the board The resurrected

Hero can be placed either on that Guildrsquos Starting Area orClose to any allied Hero that was already on the board at thebeginning of his turn

HE MONSERS

MONSER ACIVAION

There is no ldquoMonster turnrdquo in the game the monsters swarm-ing the streets and houses of Arcadia are passive agents in thescenarios They are not actively hunting down the Heroes butwill do anything they can to stop their advance and retaliate

their attacks Monsters are only ever activated as a reaction toa Herorsquos actions Their activation is always controlled by theplayer to the right of the active player

GUARD REACTIONEvery Monster in the game guards all Spaces Close to itself (seepage 13 for an explanation on Close Spaces) and will at tack anyClose Hero that lowers his guard by trying to move past it or byattacking somebody else

Triggered by a Move

Whenever a Hero that occupies a Space Close to a Monstermoves to another Space he triggers that Monsterrsquos GuardReaction That causes the Monster to immediately attack theactive Hero with its listed attack attributes and abilities TheMonster does not move it only attacks Entering a Space Closeto a Monster does not trigger its Guard Reaction it is only trig-gered by moving from a Close Space no matter if the move-ment is towards the Monster or away f rom it

Whenever a Herorsquos move would trigger the Guard Reactionin one or more Monsters the player to the right of the activeplayer must perform the attacks of all activated Monsters be-fore the Hero executes his move After all attacks are resolved(including the Herorsquos Defense rolls) then t he Hero can perf ormthe intended move Always resolve all Guard Reaction attackstriggered by a move before executing the following move

It is possible to trigger several consecutive Guard Reactionattacks from the same Monster or different ones in the sameturn if each move the Hero executes leaves a different Spaceguarded by the Monster Keep in mind that using a portal doesnot trigger Guard Reaction

Example Grom is moving heedlessly across the board and trig- gering Guard Reactions in several Monsters

1 - On the first move he triggers the Orcrsquos Guard Reaction sincehersquos leaving a Space Close to it The Troll is not triggered since aclosed door isolates it While Grom is entering a Space Close tothe Goblin that does not trigger a Guard Reaction

2 - On the second move the Orcrsquos Guard Reaction is ntriggered but the Goblinrsquos is

3 - On the third move Grom triggers Guard Reaction nothe Goblin but in the Hammer Beast man as well He su simultaneous attacks

If he moves away from that final Space hersquoll activate theGuard Reaction one more time

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

7232019 Arcadia Quest Rulebook

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

7232019 Arcadia Quest Rulebook

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

7232019 Arcadia Quest Rulebook

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

7232019 Arcadia Quest Rulebook

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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Triggered By An Attack

When a Hero performs an attack that doesnt target any of theMonsters Close to him he triggers the Guard Reaction of allClose Monsters Whether he attacks an enemy Hero anywhereor a Monster at a distance if there are any Monsters Close tohim they will seize the opportunity and attack him

n this case after the Heros attack has been completely exe-uted any Monsters Close to the active Hero will perform anttack against him (they do not move) Note that if the Herosttack targets any Monster Close to him - whether directly or as special effect - he effectively fends off all Close Monsters and

no Guard Reaction will be triggered by this attack

Example 1 Greensleeves makes a Ranged Attack against theHammer Beastman Since its not a Close Monster this triggershe Guard Reaction of the Orc and the Goblin who attack

Greensleeves once his attack has been resolved

Example 2 Grom attacks both Joslashhan and the Goblin using theCleave ability Because his attack also targeted a Close Monsterno Guard Reaction is triggered

PAYBACK REACTION Attacking a Monsters is always a r isk f or t hey will not suf fer

it quietly Attacking a Monster triggers its Payback Reaction Whenever a Hero attacks a Monster (even if his attack rollcompletely fails) the Monster is acti vated and may immediate-ly attempt to strike back at his attacker The difference withPayback Reaction is that the activated Monster may performits Movement before attacking The player to the right of theactive player controls the activated Monster and may choosehow best to employ it

After f ully resolving t he Herorsquos attack the Monster may moveup to its full Movement rating (as listed on its card) and thenattempt an attack against the Hero who attacked him (it can-not move after attacking) A moving Monster may choose toopen doors and use portals or move in any direction he wishesfollowing the same Movement rules and restrictions as Heroes The player controlling the Monster doesnrsquot have to move it oreven perform its attack if he so desires but any attack madeby the Monster must necessarily have the active Hero as theprimary target (see example on page 22)

If a Herorsquos attack targets more than one Monster at once onlyone of the targeted Monsters is activated the player to th e rightchooses which one

MONSTER ATTACK

A Monsterrsquos at tack follows most of the s ame rules as a Herorsquosattack Since all of a Monsterrsquos attack information is containedin its own card they donrsquot exhaust cards to perform an attackand thus are always ready to att ack when activated Some mon-sters perform Melee attacks and other perform Ranged attacks These are subjec ted to same parameters of proximity and Lineof Sight in order to be executed as a Herorsquos attack as well asany Ability the Monster may have A Monsters attack is alwaysexecuted by the player to the right of the active player

ANAOMY OF A MONSER

A Name - The Monsterrsquos name

B Level - This should be the same as the number of the sce-nario being played in the campaign (1st scenario - Level 1 3rdscenario - Level 2-3 etc)

C Life - The number of Wounds the Monster has to sustain inorder to be killed

D Overkill - The number of Wounds a single attack must in-flict in order to eliminate the Monster instantly

E Reward - How many coins are immediately awarded to theGuild that kills the Monster

F Attack Type - Whether the Monster executes Melee orRanged attacks

G Attack Dice - The number of dice rolled by the Monsterrsquosattack

H Attack Name - The name of the attack t he Monster per-forms

I Movement - The number of Movement points available tothe Monster when it executes a Payback Reaction

J Vil lain Status - This indicates this power ful Mo Villain so all Guilds who wound him are rewarded

K Defense - How many Defense dice the Monster catry to prevent an attack from inflicting Wounds Most have no Defense

L Ability - Some Monsters have a special Ability thatin effect They work very much like a Herorsquos Natural Athat of an Upgrade card

M Reroll - Some Monsters have a Reroll Pool avathem The controlling player can always choose to rnumber of dice both when attacking and defending wMonster (see Reroll Pool on page 27)

OVERKILL

Even if the Herorsquos attack deals enough Wounds to kill a the Monster still gets to perform its full activation aattacker before being removed from the board If

er the Herorsquos attack is so powerful that it deals a nu Wounds equal to or higher than the Monsterrsquos O verkthe Monster is immediately removed from the boardgetting the chance to trigger its Payback Reaction Nodoesnrsquot matter how many Wounds the Monster alreadorder to Overkill it a single attack must beat its Overki

B

J

E

G

H

A

C

D

K

L

I

F

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1519

CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1619

OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

7232019 Arcadia Quest Rulebook

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

7232019 Arcadia Quest Rulebook

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VILLAINS

A few powerful and important Monsters are designated as a Villainn their card Villains are the hardest Monsters to kill and as suchnybody who contributes to their demise is deserving of someeward Any Hero who manages to inflict a Wound on a Villain

places one of his Guild tokens on that Villainrsquos card If that Villains eventually killed all Guilds that have a token on its card win theull Coin reward listed in the Monster card The credit for killinghe Villain still goes only to the Hero that inflicts the last Woundo only his Guild would win any associated Quest

Example Grom a Blue Guild Hero attacks Schmetterling theroll (see its card on the previous page) It already has 3 Wounds

previously inflicted by the Green Guild

Gromrsquos attack scores 4 hits The player to the right of the BlueGuild player is responsible for controlling the troll (in this casehersquos the Red Guild player) so he rolls its 3 Defense dice scoringa single save Because Schmetterling has 2 Rerolls he rerolls thewo failed dice and scores another save for a total of 2 saveschmetterling suffers 2 Wounds While this added to the 3 pre-

vious Wounds is enough to kill the troll it is far from its Overkillating of 7 so the troll will be able to perform its full activation

before succumbing to its injuries and leaving the board

chmetterling could strike back at Grom without needing tomove however the controlling Red Guild player notices thatchmetterlingrsquos ability says ldquoTargets all Close Heroesrdquo which

means his own Hero Greensleeves would be targeted as wellThe Red Guild player decides to put the troll to better use Heuses its 2 Movement Points to move straight through the Spaceoccupied by Grom

Now he unleashes Sc hmetterlingrsquos powerful ldquoCrush Your Headsrdquoattack which targets not only Grom but also Scarlet and Maya(the Goblin is not a Hero so it is not targeted)

The Red Guild player rolls 4 Attack dice scoring 2 hits He then

uses Schmetterlingrsquos 2 Rerolls to obtain another 2 hits Each ofthe targeted Heroes will have to roll Defense against the trollrsquos 4hits After that its figure is finally removed from the board andthe Blue and Green Guilds get the reward of 3 coins because theyboth helped kill this Villain If therersquos a Quest related to killingSchmetterling however only the Blue Guild accomplishes it

SPAWNING MONSERS

Unless otherwise stated in the scenario when a Monster iskilled it is removed from th e board and placed in the first av ail-able slot of the Spawn Tile When the Spawn Tile is full withfive Monsters on it the active player must perform a MonsterSpawn as soon as he finishes his turn Starting with the Monsterin the first slot he rolls two attack dice to determine where itwill spawn Compare the dice result to the sy mbols in the Spawn Tokens on the board and find the matching token with the samepair of symbols The Spawn roll is not subjected to normal dicerolling mechanics such as Rerolls and extra dice

If there is no matching Spawn Token on the board theMonster is returned to the game box

If the Space with the matching Spawn Token is full theMonster is returned to the game box

If the Space with the matching Spawn Token is free theMonster is placed in that Space

This procedure is repeated following the slot order for all of theMonsters in the Spawn Tile with each one being either placedback on the board or completely removed from the gameOnce the Spawn Tile is empty the next player begins his turn

Note If more than one Monster is killed in the same turn andthere are no more available slots in the Spawn Tile any exceed-ing Monsters are immediately returned to the box

QUESS

Each scenario possesses a number of Quests that the Heroesmust accomplish in order to be victorious The specific Questcards for each scenario are listed in their description and theyrsquoredivided into two kinds Player vs Player (PvP) and Player vsEnvironment (PvE) PvP Quests relate to defeating the Heroesof the enemy Guilds PvE Quests are specific feats related to

the scenario at hand such as defeating a specific Monster orperforming a specific task During a scenario as soon as a playeraccomplishes the task described in one of the Quest cards hefulfills that Quest Place a Guild token belonging to that playeron top of the Quest card to mark its completion Each playercan only fulfill each Quest a single time per scenario For mostQuests however it is possible for several different players toaccomplish them during the scenario

FIRS BONUS

The first player to place his Guild token on one of t himmediately gets a ldquoFirst Bonusrdquo in the form of one cother player that subsequently accomplishes that samdoes not get the bonus Each of the Quest cards offernus individually

REWARD CARDS

Some Quests may have one or more Reward cards aswith them as indicated in the Campaign Book Whenaccomplishes that Quest his Guild immediately gets oavailable Reward cards The card is immediately placeinventory of any of that Guildrsquos Heroes and it can be umally from then on (the player can discard one of his Ucards to make room for his new Reward card if necess

player accomplishes a Quest but all of its associatedcards have already been taken he doesnrsquot get any card

WINNING HE SCENA RIO

In a 3 or 4-player game the first Guild to accomplish is the winner of the scenario as long as at least one ofa PvE Quest When a player fulfills his third Quest at them being PvE t he scenario immediately ends and this victorious If a player has got three PvP Quests he stto get a PvE Quests in order to win and end the scencould also win with two PvE Quests and a single PvPwith two PvPs and one PvE

In a 2-player game victory is achieved by f ulfilling only 2

Note It is impossible for a player to get the PvP Questo killing a Hero of his own Guild

COIN REWARDS

During their adventures heroes accomplish many deearn them not only renown but also wealth and powgather coins for their Guild that will help them acqequipment weapons and abilities to help them in theircampaign A playerrsquos Guild can earn coins in several wa

Every time a Hero kills a Monster his Guild gets theof coins listed in that Monsterrsquos card

7232019 Arcadia Quest Rulebook

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

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Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

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Every time a Hero kills an Enemy Hero his Guild gets one coin

Every time a Hero is killed by a Monster or other neutralgame element all Guilds - except the one to which that Herobelongs - get one coin

Every time a Hero is the first in the scenario to accomplisheach of the Quests his Guild gets one coin

At the end of th e scenario each Guild gets one coin for eachQuest it accomplished

At the end of the scenario each Treasure Chest token in aHerorsquos possession gives the coin value listed on it to his Guild

These rewards st ack so for example if you were the fir st to kill Green Guild Hero you would immediately get one coin for

killing an Enemy Hero plus one coin for being the first to ac-

omplish the ldquoKill a Hero from the Green Guildrdquo Quest andhen at the end of the scenario you would get another coin forhaving accomplished that Quest If you killed more Green GuildHeroes during that scenario you would only get one ex tra coinor each kill since you had already accomplished the Ques t

UPGRADE PHASE

Once a scenario is over and before the next one begins theUpgrade Phase takes place In this lull between the action theHeroes improve themselves get better equipment lick theirwounds and decide where they will go next

DEAH CURSES

Thanks to th e Guildsrsquo power Heroes are able to come back toife with relative ease af ter being killed during their adventuresHowever losing onersquos life must not be taken lightly for deathtill takes its toll Any Hero that is killed during a scenario mayuffer a debilitating curse The more times he dies the bigger

he chance of suffering a grievous curse

At the start of every Upgrade Phase any Hero with a Death Curseard from a previous scenario returns it to the deck The Death

Curse deck is reshuffled and any Hero that received a Deathoken during the previous scenario receives a number of Death

Curse cards equal to the number of Death tokens he possessesEach Hero must keep the Death Curse card with the highest val-ue among those he receives discarding the others along with his

Death tokens Each Death Curse card has a different effect de-scribed in it that will afflict the Hero throughout the next scenario As indicated some Death Curse cards are merely placed next tothat Herorsquos card while others must occupy one of that Herorsquosinventory slots In that case it is possible to keep an upgrade cardunder it though that card cannot be accessed until the curse isremoved The only way to remove a Death Curse card before thenext Upgrade Phase is to use a Healing Potion token

UPGRADES

In the course of the Heroesrsquo adventures in Arcadia they be-come gradually more powerful learning new tricks new powersand getting hold of better weapons and equipment The bettera Guild performs in a scenario the more resources it has to im-prove its Heroes for the next scenario

During a scenario each Guild earns coins for the feats it accom-plishes like killing enemies and fulfilling Quests These coinsare not used during the scenarios themselves but will be veryuseful during each Upgrade Phase Shuffle the Upgrade deckcorresponding to the number of the scenario thatrsquos just beencompleted (Level 1 deck after the first scenario Level 2 deckafter the s econd scenario and so on) Each player is dealt 6 cardsfrom that deck He chooses 2 cards that he wants to reserve forhimself and places them face down in front of him passing theremaining cards to the player to his left From the new cardsthey received each player reserves 2 more cards and passes therest to the left After that drafting is done each player takesthe 6 cards he ended up with and decides which ones he wantsto purchase for his Heroes us ing his Guildrsquos coins Each card hasa listed cost and during each Upgrade Phase each player canonly purchase a maximum of 3 cards The remaining Upgradecards are returned to the box and the spent coins are returnedto the common pile If a player doesnrsquot spend all his coins inthis purchase he may save a single coin to spend in the nextUpgrade Phase though any coins beyond that are returned tothe common pile

Each player then distributes his new Upgrade cards among hisHeroes being allowed to completely rearrange all cards If aGuild has more than 12 Upgrade cards it will have to discard

any excess cards

ONWARDS

For the next scenario to begin remove any tokens from theHeroes (Wound Exploration etc) The player who won theprevious scenario chooses the next scenario that will be playedobeying the campaign progression rules (see page 9)

EXPLORAION OKENS

During setup several Exploration tokens are scattered aroundthe board According to the scenario instructions some may belaid out face down and others are face up These tokens repre-sent (mostly) useful things the Heroes may find while exploringthe city and even some important objectives they are trying toachieve in their quest

Collecting an Exploration token does not require a MovementPoint or any other action Whenever an active Hero is st andingin the same Space as an Exploration token and there are noEnemies in that same Space the Hero must automatically col-lect the token The tokenrsquos content is revealed and it is then in

possession of the Hero who collected it (place it on that Herorsquoscard) Each Exploration token has a different effect that onlyaffects the Hero in possession of the token

Quest - These are special Exploration tokens whose workingsare explained in each scenario

Healing Potion - An active Hero may freelydiscard this token during his turn to recover allhis Life discarding any Wound tokens and DeathCurse cards he may possess This canrsquot be usedwhile an attack is being resolved

Refreshing Potion - An active Hero may freelydiscard this token during his turn to unexhaust allof his cards removing all Guild tokens from thecards belonging to that Hero

Extra Turn Potion - The Hero may freely discardthis token at the end of his turn to immediatelyperform another full turn That same Hero is acti-

vated again normally

Treasure Chest - At the end of the Quest each Treasure Chest token gives the Coin value listed onit to the Guild who possesses it

Trap - The Hero who collects it immediately suff ersan automatic Wound and the token is discarded

Exploration tokens can be freely exchanged among aHeroes whenever that Guild Rests Quest tokens hcanrsquot be exchanged A killed Hero drops all of his Exptokens on the Space he occupied If he was killed by aHero that Hero can automatically get one of his Exp

tokens (even a Quest token)

Any Exploration token in possession of a Hero at the scenario is returned to the game Nobody starts a scepossession of Exploration tokens

UPGRADE CARDS

The Upgrade cards acquired by each Guild as the campgresses are what will truly set them apart from the rest the use and combination of different cards each Hero use his natural characteristics to their full potential or a whole unique new role for himself in th e game

There are three basic types of Upgrade cards

Through the combination of these cards players casome powerful and unexpected attacks and strategies

Attack cards PermanBoost cards

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

7232019 Arcadia Quest Rulebook

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1819

Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

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PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

7232019 Arcadia Quest Rulebook

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ANAOMY OF AN UPGRADE CARD

A Name - The name of the card

B Cost - The number of coins necessary to purchase this card

C Type and Group - The type of card and group it belongso Some effects only affect specific types and groups

D Attack dice - Only Attack cards feature these This is thenumber of Attack dice rolled by this attack as well as the typeof attack the card is able to make (Melee or Ranged )

E Special Effect - Any Special Effects that the card offers

F Code - Use this identifying code to easily log your cards inhe Campaign Sheet

AACK CARDS

Attack cards are what allows a Hero t o make an attack againstn Enemy A Hero with no Attack cards in his inventory is gener-lly incapable of executing an attack when activated But if he

has multiple Attack cards he can still only use a single one perttack However since when an Attack card is used it must be

exhausted (place a Guild token on it) having multiple Attackards available to a single Hero gives him not only more options

but the ability to attack for multiple turns before needing toRest and unexhaust his cards

All Att ack cards are able to make either Melee or Ranged at-acks as indicated by the icons of their listed attack dice Whileome Attack cards offer only a simple attack many have someorm of special effect listed which enhances their attack This

effect is only triggered when the card is used and the parame-ers stated in it are met

BOOS CARDS

Boost cards are companions to Attack cards While they cannever be used on their own they might be able to greatly im-prove the power of an Attack card being used

When a Hero is declaring his at tack (before rolling the Att ackdice) he may choose to also use one or more Boost cards inhis possession He exhausts the Attack card being used andalso exhausts any Boost cards being used in conjunction (placea Guild token on it) The special effects offered by the Boostcard are then added to the attack being executed Note thatsome Boost cards only work with specific types of Attack cardsas described in their text As is the case with Attack cards an ex-hausted Boost card cannot be used again until it is unexhausted

PERMANEN CARDS

Permanent cards work exactly like the Heroesrsquo Natural Ability They give the Hero that possesses th em a special abilit y that isalways in effect according to the parameters of the cardrsquos textPermanent cards are never exhausted so their ability is alwaysat the disposal of the Hero wh o has it in his inventory If a Herodecides to use a Permanent cardrsquos effect on an attack he mustdeclare it before rolling any dice

SPECIAL EFFECS

Upgrade cards offer a multitude of new resources to the Herowho possess them Here are some of them

EXTRA DEFENSECards with this Extra Defense icon grant the Herowho owns them the number of extra Defense dicelisted Whenever the Hero needs to make a Defenseroll add together his basic Defense and all Extra

Defense his cards might grant him Extra Defense is always add-ed to the Herorsquos Defense even if the card that contains it isexhausted

EXTRA LIFE

Cards with this Extra Life icon grant the Hero whoowns them the ability to sustain more Woundsbefore being killed Add together the Herorsquos basicLife and any Extra Life his cards might grant him it

doesnrsquot matter whether the card is exhausted or not this is histotal Life the number of Wounds necessary to kill him

+2

+1

REROLL POOLCards with this Reroll icon allow the Hero who ownsthem to reroll the indicated number of dice afterhis dice pool has been rolled The result of this newroll replaces the original result All of a Herorsquos cards

with Reroll icons always add to his Reroll pool w hether they areexhausted or not Whenever a Hero makes a roll (be it an Attackor a Defense roll) he has his full Reroll pool at his disposal to usein any order hersquod like

Example Zazu has a Parrying Blade which grants him +1Reroll and a Moon Ring which grants him +2 Rerolls His totalReroll pool is 3 He makes a Ranged Attack against an Orc withhis Slingshot rolling two Attack dice which result in and two misses He uses 2 Rerolls to reroll both dice resulting in

and 2 hits He rolls the extra die granted by the CRITwhich results in a miss He then uses the last Reroll of his pool to reroll thi s die resultin g in another hit for a grand

total of 3 hits

The Orc strikes back at Zazu with its Melee attack rolling and 2 hits Zazu rolls his 2 Defense dice getting and one save He uses one Reroll on that blank and gets another He uses a second Reroll and gets a another save He still hasone Reroll left in his pool but he has no reason to use it since allhits of the attack have already been cancelled

DAZESome attacks are able to daze their target leaving him open tofuture attacks When a Character is dazed lay its figure on itsside to indicate his condition A dazed Character is not allowedto roll any Defense dice against attacks Other than that hemay act normally moving and attacking as usual When a dazedHero Rests he recovers from the daze effect Place his figureback up to indicate that

BOMBSBombs can be extremely dangerous which is why each Guildcan only possess a single Bomb card at a time When a Bombcard is used resolve the attack normally against the targetedCharacter If the Attack roll scores any hits it creates an incen-diary minefield around it Place one Guild token in t he targetrsquosSpace and in all Spaces Close to it If an Enemy Hero enters a

Space with one of these tokens he suffers an attack exactly likethe original Bomb attack and that Guild token is removed fromthe board If that Hero is killed credit goes to the Guild whosetoken exploded though any Exploration tokens that the victimcarried must be placed on its Space

If a Hero enters a Space containing his own Guildrsquonothing happens If a Hero enters a Space containingEnemy Guild tokens they all explode simultaneously dice for all Bombs involved into a s ingle attack If a Heroin such a simultaneous attack all Guilds involved in thget the credit for the kill

EXHAUST HEROSome Upgrade cards require that the player ldquoexhaust thin order to use a special effect offered by the card Tothe Hero using the card simply place a Guild token on tHero card That Herorsquos card is now exhausted and so hbe able to use any other special effects that need to the Herordquo in order to work until his Hero card is unex The Hero card can be unexhaust ed by using a turn to remove all Guild tokens from the Guildrsquos cards A Han exhausted Hero card does not suffer any penalty hactivated normally moving and attacking as usual Hunable to activate special effects that require him to exHero card He can still use his natural ability (as long as require him to exhaust his Hero card)

SELF SACRIFICESome abilities require the active Hero to suffer a nu Wounds in order to use them The Hero must take thenumber of Wounds before rolling any dice for theHowever a Hero cannot use such an ability if the Wounwould cause him to die If he doesnrsquot have enough Lifecannot activate the ability

CRITICAL EFFECT When the special eff ect of a card is listed after a

it means that effect is only activated if the dice roll awith that card scores at least one CRIT Unless otherwisonly a single CRIT is necessary to activate the speciscoring multiple CRITS does not multiply it

+2

D

F

A

B

E

C

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CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

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OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

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KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1819

Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1519

CAMPAIGN

ILES

As the Heroes accomplish their deeds they gain notorietyesources and possible allies Arcadia tends to remember theccomplishments of adventurers and often times Heroes might

find an unexpected aid along their path depending on whathey did before

ome Quests when fulfilled reward the Guild who accom-plished them with a Title Each Title offers an advantage thathis Guild will be able to enjoy when playing cert ain subsequentcenarios Most scenarios ndash with the exception of ldquoDistrict of

Hammersrdquo ldquoBrightsun Arenardquo and ldquoThe Temple of Lightrdquo ndashhave one Quest associated to a Title When a Hero fulfills oneof these Quests his Guild receives the associated Title which

hould be noted in the Campaign Sheet This Title has no effecton the current scenario but it will grant an advantage if theplayer goes on to play a scenario that benefits from it Eachcenario description specifies which of its Quests is associated to Title what is the advantage it brings and which subsequentcenarios benefit from that Title In addition the advantage of

each Title is also explained in the description of the scenarioswhere they can be used

HE CAMPAIGN SHEE

The Campaign Sheet is a two-sided document which players useduring the campaign to keep track of game development andrecord important information

One side is used to record t he campaign itself It displays a mapof Arcadia on the left with white spaces over each scenarioso that players can write down the order in which they wereplayed On the right a more detailed list allows players to re-cord what happened during each scenario indicating whichGuild earned each Achievement (who collected the most coinswhose Heroes died the least etc)

The reverse side of the Campaign Sheet is used to keep track ofthe Guilds indicating which Heroes each player chose and whatare their current Upgrade cards and Death Curses

During a campaign after a scenario is finished (but before itsUpgrade Phase) players will make a record of what they have just played If it is their first scenario they will also make a recordof the Guilds they have created indicating which three Heroesthey chose for the campaign The record-keeping starts withindicating which scenario was just played This is done on themap of Arcadia on the front side of the sheet where players willindicate which scenario they have just played and mark it withits number according to the order in which it was played in thecampaign (1 through 6) Following this players will check thedetailed list to the r ight of the map and find the corresponding

line for the scenario they have just played In it players will in-dicate which Achievements were earned and who earned them The Achievements are as follows

Winner Indicates which Guild was the first to complete theQuests necessary to win the scenario

Least Deaths Shows which Guild accumulated the leastamount of Death tokens among its Heroes

Most Coins Indicates which Guild won the most cointhe scenario (before spending them during the Upgrad

Won Reward Registers which Guild completed thwith a Reward card associated with it and consequenthe Reward card

Won Title Marks which Guild acquired a Title by cothe Quest associated with it

If two or more Guilds are tied for an Achievement all oGuilds are considered to have earned it

After players execute the Upgrade Phase for the scenhas just been played the next step is to turn the Campaover and update the Guild Inventories Players will writhe cards each Guild possesses at this point (using the caand any Death Curses that each Hero might carry Note

players will not just record the new cards they have pubut all the cards currently in possession of his Guildrsquos Hethe Upgrade Phase If a player has saved a coin to spefuture Upgrade Phase he notes it in the Campaign She

CAMPAIGN FINALE

Once the 6th and last scenario of the campaign Showdown has been played Arcadia has finally been liberGuild that wins the last scenario is the victor and now has control over Arcadia It is now time to award Medals to eand see how well each player did in each aspect of the ca

For each of the Achievements listed in the CampaignGuild will be awarded a specific Medal Tally up the Achieof the entire campaign and determine which Guild w Achievement type the most t imes That Guild is then the Medal associated with that Achievement type If mone Guild is tied with the most wins in an AchievemenGuilds win the associated Medal

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1619

OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1719

KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1819

Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1619

OPIONAL EPISODIC MODE

Arcadia Quest is intended as a campaign game with t he sce-narios being played from the beginning in the Outer Circle allhe way to the Final Showdown at the heart of the city with

your accomplishments in one scenario affecting the game in thenext and with your group of heroes becoming gradually morend more powerful However if a group of players desires toimply have some fun in a disconnected way just gathering some

Heroes and playing a scenario without greater repercussionshey can play in Episodic Mode

n Episodic Mode players quickly set up their Guilds with Heroes

nd Upgrade cards in any level of their choice and go tackle anycenario in the Campaign Book (or perhaps even come up withone of their own) To play in Episodic Mode follow these steps

1 Create your Guild This is done in the normal way as de-ailed on page 7 Each player picks a Guild color the Heroesre picked so each Guild ends up with three and the starting

equipment from the Starter deck is dealt normally

2 Choose Level The players should decide together at whatevel they would like to play this game from level 1 to level6 The higher the level the stronger the Monsters will be butplayers will have access to more Upgrade cards

3 Deal Upgrade Cards For each level beyond 1 the playersare dealt Upgrade cards from all previous levels So if playing atlevel 2 only the Level 1 deck will be dealt at level 3 - decks Level1 and 2 at level 4 - decks Level 1 2 and 3 and so on Startingwith the Level 1 deck each player is randomly dealt 6 cards fromthe deck from which he may keep only 2 discarding the rest The cards are not purchased with coins the players simply choosewhich ones to keep This is repeated for all the decks accessedaccording to the game level If at the end the players have morethan 12 Upgrade cards they must discard the exceeding number

4 Play a Scenario Any scenario in the Campaign Book canbe played in this mode just be sure to use the Monster cards atthe level that has been chosen by the group Alternatively youmay want to create your very own scenarios using the modulargame tiles and coming up with custom Quests

5 Determine the Winner Victory in Episodic Mode is de-

termined in a slightly different way from the normal game thewinner is the player whose Guild has the most coins at the endof the game Once the scenario is over each Guild receives ex-tra coins normally for completed Quests and also

Lose 1 coin for each Death Token in your Guild

The Guild that finishes the Scenario (by completing threeQuests) gets an extra 5 coins

Each Guild adds together all its coins and the one with thelargest amount is the winner

HEROES

DIVA

ldquoIf I always did what I was told Irsquod

still be a peasantrdquo

In the tiny hamlet of Remy Diva grewup with visions granted by the gods Sheglimpsed the future and saw herself cov-ered in dirt surrounded by monsters andon her last legs The warning was clear donot follow the warriorrsquos path But Divaever the stubborn heart had a talent forcombat and an indomitable spirit Shebore a soldierrsquos heart She felt that per-haps the gods were warning of somethingelse death by dirt She could see herself ingleaming Sunguardrsquos armor standing overher defeated enemies perfect hair flowingin the breeze Clearly this was what thegods intended She traveled to Arcadia atage 16 enrolled in the academy and hasnever looked back Now a full knight shespends hour upon hour polishing her ownweapons and armor since lazy squires canrsquotbe trusted

GREENSLEEVES

ldquoDo you like my new coat Itrsquos my

complete delightrdquo

Greensleeves has two pleasures in life thesound of an arrow crossing the air and thefeel of fresh cotton against his skin A native

from the Daylight Woods Greensleeves isan enthusiastic orc hunter and an avid tai-lor who is very picky with the quality of thearrows he uses and of the cotton he sewsHis aim either with an arrow or a needle islegendary Greensleeves descends from an

ancient line of Blond Elves where honestyand honor are sacred knowledge and tra-dition are passed from one generation tothe next and the length of the hair showshow long one intends to stay single Hedreams one day of sewing via archery butthe thread proves problematic to aerody-namic efficiency

GROM

GRRRRRRRRRRAAAGHHHHH

As a t iny barbarian Grom was told t hatlsquopractice makes perfectrsquo and the youngGrom took it to hearthellip perhaps a littletoo literally Grom prefers not to walkanywhere He fights his way from placeto place He does not eat dinner He

conquers it He does not taketrash He forces it into exile not bathehellip er because baIn all the world Grom fears othing It is the greatest opponenever faced No matter his wit ter his cunning it matches hifor move and stalks him everywgoes His shadow

HOBSBAWM

ldquohellip therefore it must be p

obvious to even the mo

ateur understanding of

physiologic processes that

properly applied accordi ng

Mendoclian Dactum and

Theory of Arcane Diffusio

intoned with verbiage not

dissimilar to proper pyro

articulation one will ine

and invariably with very litt

domization excepting fo

disruptions in the ley conve

and accounting for proper

tial alignments one will d

that any monster part

those of a mortal nature a

linked in any way to a pyro

elemental effusion will exthe proper ignition tempe

Now turning to the unde

both species and philosoph

siderhelliprdquo

--Excerpt of Professor Hobin battle (Just imagine w

lectures ar

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1719

KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1819

Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1719

KANGA

ldquo These orcs know nothing of

proper maraudingrdquo

One of the rare Bruentte Elves of theouthern Daylight Forests Kangarsquos clan has

ong claimed shared blood with the Burn-ItOrcs from ancient days And it makes sensenaturally because how else might one ex-plain their dark hair The Brunette Elvesend towards fiery tempers and Kanga is

no exception Where other elves are con-ent to dance and sing Kanga prefers a

good day of marauding With the aid of hergriffon companion Kanga has maraudedmany a dungeon in her time and now shersquoset her sights on Arcadia In battle Kangarsquosompanions learn very quickly to keep herimed squarely at the enemy

JOslashHAN

ldquoItrsquos all in the wristrdquo

ohan and his brothers made ever ything aompetition School work girls and espe-ially swordplay Not a one of them didnrsquot

dream of joining the Sunguard In factthey all got so good at fighting each oth-er they developed whole new strategiesand tactics never before considered at the Academy Johan had the singular distinc-tion of defeating his admissions officer insingle combat something no other aspiranthad ever done No one on faculty had everconsidered that a sword could function likea boomerang Now a full Knight Errant Johan was questing abroad when eternalnight descended He has returned moredetermined than ever to conquer Arcadiaand rebuild the Sunguard

MAYA

ldquoThe secret to my power Yoga And

rage More rage than yoga In fact

Irsquom just gonna go with ragerdquo

From the time she was a tiny baby Mayawas a prodigy in the art of ice magic Infact when her mountain village suffered aparticularly brutal winter with snow pilinghigher than anyone had seen it a fearfulbaby Maya instinctively created a series ofice chutes that let the villagers escape theimminent avalanche As she grew it becameclear that moments of emotional outburst

were the source of her amazing talentsIt let her drop her barriers and channelmore magic than anyone else of her age As a young woman she entered ArcadiaUniversity and has studied under all thegreats including Professor Hobsbawm With Arcadia taken and monsters residing in herhouse (HER HOUSE) Maya doesnrsquot haveto search far for the ire to fuel her spells

SCARLE

ldquoI steal from the rich and give to

the poor Then steal it all over

again Because why make things

easyrdquo

How exactly Scarlet manages to maintain

several Guild memberships a ten-thou-sand gold bounty AND never get caughtis a complete mystery Yet manage it shedoes and is in fine standing with even theSunguard Theyrsquod lock her up on-sightif she wasnrsquot so damned sneaky She evenconsidered turning herself in once just tocollect the bounty But she never couldfigure how shersquod steal it from herself whichis really the only hitch in the plan A mas-ter of deception the blade and stealthScarlet is a valuable addition to any questhellipso long as no one was expecting any lootItrsquos always inexplicably missing by the timeher companions arrive

SETH

ldquoPsst Hey buddy Wanna buy a

wandrdquo

Seth was admitted to Arcadia Universityon a scholarship and was expelled threedays later just to set the record for shortestattendance An inveterate showoff Sethwas unhappy with the plodding pace atthe University and figured he could sim-ply learn it all on his own But books areexpensive and arcane knowledge rare Tofund his thirst for learning Seth picked upthe artificing trade and sells his wands andscrolls to anyone with the necessary coinOnce he qualified for Guild membershipshe took his wares on the road questingand peddling Now with Arcadia fallen heis determined to return and be the first toliberate the University (or rather liberate itsLibrary of its excess grimoires)

SPIKE

ldquoHelmet hair Is that lsquosposed ta

be a joke laddierdquo

Being Being born with a mohawk wasnrsquoteasy for Spike (to say nothing of his poormother) but his legendary follicles of steelbecame a point of pride for his dwarvenfamily and heralded the potential for somuch more Sure enough at age thirteenwhen all dwarves awake with their full

beards his was truly one-in-a-generationHe was a Dragonbeard One of the fa-bled heroes of old that served as barber tothe ancient dragons But alas humankinddoesnrsquot hold the same traditions as Dwarvesabout their quasi-religious figures The con-stant nettling and mockery has set him a biton edge though his inner rage is a source ofgreat retributive strength

WISP

ldquohelliprdquo

Once a thief in a land where lsquosinging floorsrsquobecame popular among the gentry Wispmade a name for himself by moving silentlywhere such a thing should not have been

possible Unfortunately this only drew at-tention to himself which is really the lastthing any thief wants Beleaguered by hiscelebrity status and surrounded by ador-ing fans Wisp found it impossible to lead aproper life of crime in his home city of FavryHe spent most of his considerable fortune journeying far across the sea to distant Arcadia and made his home in the fabledEvershadow district and learned its streetslike few others Now that Arcadia has fallenhis skills will be needed once more

ZAZU

ldquorsquoFeel my inner calmrsquo they saidhellip

lsquoMaster your emotionsrsquo they

saidhellip Grrrrrrrdquo

As a young child Zazu had rage issues Whichis to say he raged at any issue BedtimeDinnertime Lunchtime Afternoons

Mornings Zazu could even raasleep His desperate parents hchoice but to cloister him with Monks of Tranquil Glade in the hthey could teach him a peace tnever known in life Zazu and thtried they really did but in the eproved completely incapable of mthe Zen state which obviously ihim even more And yet in this the key Bye opening himself up adequacy and the fury it causes mastered the perfect cycle of FurLike all monks he prepares himsebattle by chanting though in Zagrinding teeth and muttering tplace of any meditative chant

HE ENEM

LORD FANG

ldquoWhy do I do this you ask

Because vampire obvious

What else would I dordquo

Lord Fang is a complicated man son of the ancient Fang Dynasty L

was ironically the only member ofto embrace vampirism And he lovMidnight Mountains were the perffor the reclusive lord and never nsleep allowed for long walks in hcastle and many many thousandof productive brooding And thcursed Arcadians set the skies inand ruined everything

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1819

Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1819

Now that hersquos seized their city and coveredhe lands in eternal darkness he can getight back to pacing and brooding If onlyhose pesky heroes would keep their inva-ions down to a low roarhellip

SISER OF PAIN

ldquoItrsquoll only hurt a little Oh wait

liedrdquo

SISER OF PLEASURE

ldquoItrsquoll only tickle a little Oh wait

liedrdquo

GOBLIN ARCHER

ldquoNo no Do take candle Lit tar-

gets easy to hitrdquo

ORC MARAUDER

ldquoMarauding in the morning

Marauding in the evening

Marauding at supper-timehelliprdquo

-Orc Hymn

HAMMER BEASMAN

ldquoJust look at that wall I wonder

how they fit the stones together

Letrsquos break it down and find outrdquo

SPEAR BEASMAN

ldquoTwo spears are better than one

Obviously Because itrsquos two not

one Duhrdquo

ORC CAPAIN

ldquoDonrsquot just maraud Maraud in

formationrdquo

BULLROARER HE MINOAUR

ldquoThe key is to practice with a

book balanced on your hornsrdquo

SCHMEERLING HE ROLL

ldquoNote the bouquet sweet like

spring rain with that slight hint of

copper one only gets from aged

human bloodrdquo

Ally 13 Attack 15 Attack Cards 25 26 Attack Dice 15B lo ck ed S pa ce 15Bombs 27B oo st C ar ds 25 26C am pai gn S he et 28Campa ign S tructure 9Charact er 13Close 13Coin Rew ards 23Component s 5Crit 17D a s h b o a r d 8Daze 27Deat h Cur ses 24D eat h To ke ns 18 24Defen se D ice 15 17 26Doors 10 14D ra ft ing He ro es 7Enemy 13E pi so dic Mo de 3 0E xhaus t Card 15E xhaus t Hero 27Explora tion Tokens 25Finale 29Firs t Bonus 23Free Space 15Full Space 15G ua rd R eac tio n 19Guild Set up 7He ro Ac ti vat ion 14Hero Card 8Hit 17Inventor y 8Kill 18Life 8 21L ine of Sight 16Melee At tack 15

Monster Act ivat ion 18Monster Card 21Monsters 18Movement 14Na tu ral A bi lit y 8Overkill 21Pa ybac k R ea ct io n 20Permanent Card s 25 26Player Turn 14

Port als 14Potions 25Ques t Cards 23Ques t Tokens 25R an ge d A tt ac k 15R eo rga ni ze It em s 18Reroll Pool 27Resurrect 18Rest 18Reward Car ds 23Save 17Setup 10Spaces 13S pawn To ke ns 11 23Spawn ing Monster s 23S pe ci al E ff ec ts 26Sta rt ing Equipment 8 Titles 28 Trap 25

Treasure Chest 25Un ex ha us t C ar d 18Up gr ade C ar ds 25Up gr ade Ph ase 24 Villains 22 Walls 13 Winning 20 Wounds 17

CREDITSGAME DESIGNERS

Thiago Aranha Guilherme GoulartEric M Lang and Fred Perret

EXECUTIVE PRODUCER David Preti

ART Andrea Cofrancesco Nicolas Fructuand Mathieu Harlaut

GRAPHIC DESIGNMathieu Harlaut

SCULPTOR Benjamin Maillet

EDITINGSpencer Reeve and Michael Shinall

PUBLISHER David Doust and Chern Ng Ann

PLAYTESTERSFlavio Teixeira Violeta Soacuterio BafileStephanie McNeill Henney ChristHenney Vitor Grigoleto Lucas Ma

William Robson Santana Joatildeo VitoGonccedilalves Michelle Martins GoulaBruna da Silva Sousa Eduardo de ALima Thiago Franco Lucas Mendes

Almeida Antonini Gabriel Mendes Almeida Antonini Marie MadeleinMitre Jaime Albornoz Luiz Guilhe

Alvarez Guilherme G Vares David Derek Osborne Michael Shinall DPreti Jonathan Phillips-Bradford

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown

7232019 Arcadia Quest Rulebook

httpslidepdfcomreaderfullarcadia-quest-rulebook 1919

PLAYER TURN

Activate a Hero or Rest the Guild

Hero Activation (in any order)

Movement (3 Movement points to move 1 Spaceopenclose door or use portal)

Attack (exhaust Attack card roll Attack dice vstargetrsquos Defense)

Rest Unexhaust cards (remove all Guild tokens) Reorganize cards and Exploration tokens (not Death

Curse cards nor Quest tokens) Resurrect killed Heroes

GUILD SETUP

Choose your Guild

Choose or Draft 3 Heroes

Get the 5 Starter Deck cards

OTHER RULES

Exploration tokens (an active Hero may freely pick up allExploration tokens in his Space if there are no Enemies in it)

Close (Melee attacks and other effects only affect CloseCharacters which must be in the same Space as the activeCharacter or one of the four Spaces that share an edge withit as long as that is not blocked by a wall or closed door)

Line of Sight (Ranged attacks need a clear LOS to thetarget Draw a line from the center of the active CharacterrsquosSpace to the center of the targetrsquos Space therersquos LOS if thatline does not cross a wall closed door or Blocked Space

Skimming a blocking corner is ok)Full Space (a Space with two Characters one of them be-ing an ally of the active Character He may move and shootthrough the Space but not end his Movement in it)

Blocked Space (a Space with two Enemies of the activeCharacter He canrsquot move through nor shoot through theSpace)

MONSTER ACTIVATION(controlled by player to the right of active player)

Guard Reaction (attack any Hero Close to them thatmoves out his Space or that makes an attack that doesnttarget a Close Monster)

Payback Reaction (when attacked may move and at-tack Hero who attacked it)

Spawn (when the Spawn tile is full roll 2 dice for eachMonster if it matches a Spawn token in a free Space placefigure otherwise itrsquos out of the game)

QUESTS

Scenario is won by player who accomplishes3 Quests with at least one of them being PvE

First Bonus (when each Quest is fulfilled for the firsttime the Guild who does it gets a coin)

Reward cards (Hero who accomplishes a Quest associat-ed with a Reward card gets it)

UPGRADE PHASE

Death Curse cards (remove old curses each Hero getsone Death Curse card per Death token and keeps only thehighest card)

Upgrade cards (each player gets 6 cards from the deckequivalent to the last played scenario keeps 2 and passes therest to the left two times then may purchase up to 3 cards)

Winner of last scenario chooses next scenario

CAMPAIGN

Outer Circle 3 scenarios

Inner Circle 2 scenarios

Final Showdown