Arcadia Quest Monsters

By: Dennis B. B. Taylor

Arcadia Quest Monsters

Are you ready to dive into the wild and wicked world of Arcadia Quest Monsters? Because I sure am! This game is all about battling it out with your friends, in a quest to defeat the fearsome monsters that roam the land. Get ready to team up, strategize, and unleash your inner warrior as we navigate this epic adventure together.

The game revolves around a unique concept – each player controls a guild of heroes, and their main goal is to vanquish the monstrous hordes that threaten Arcadia. But beware, my friend, as these monsters are not to be taken lightly. They possess special abilities and strengths that will test your skills to the limit.

So, what do you need to know when exploring this fantastical world? Well, it’s crucial to understand the importance of choosing the right heroes for your guild. Each hero has their own set of skills and attributes. Some excel in close combat, others are masters of ranged attacks, while a few excel in magic. The key is to create a balanced team that can adapt to various situations, ensuring your guild is well-equipped to face any challenge that comes your way.

When it comes to battling monsters, strategy is key. You must carefully plan your moves, taking into account the monster’s abilities and weaknesses, as well as the strengths of your own heroes. Do you go for a full-frontal assault? Or do you employ a more cunning, hit-and-run tactic? It’s up to you to decide, but remember, each decision you make can spell victory or defeat.

One of the key aspects of this game is the element of surprise. You never know what awaits you around the corner – a fearsome dragon, a pack of bloodthirsty werewolves, or an army of ravenous zombies. The thrill of not knowing what’s coming next adds an exhilarating edge to the gameplay, keeping you on your toes and making every encounter a heart-pounding experience.

But fear not, my fellow adventurer, for the rewards of victory are bountiful. Defeating monsters grants you precious loot and treasures, which can be used to upgrade your heroes, unlocking new abilities and enhancing their combat prowess. The prospect of ever-growing power and new challenges to overcome is a driving force that will keep you enthralled and hungry for more.

In closing, Arcadia Quest Monsters is an incredible game that blends strategy, teamwork, and heart-pounding action into one unforgettable adventure. By carefully choosing your heroes, planning your moves, and adapting to unpredictable situations, you’ll be on the path to victory. So gather your friends, grab your swords, and let’s embark on a journey you won’t soon forget. Prepare yourself – the monsters of Arcadia await!

When I play the game, I control the activation of monsters as a response to the actions of a hero. It’s always the player to my right who controls their activation.

The Response of a Guard

Every monster in the game protects all the spaces adjacent to it and will attack any hero who tries to move past or attack someone else while standing near it. When a hero stands close to a monster, it means they are actively defending themselves until they decide to move or attack.

Triggered by Movement

Whenever a hero occupies a space near a monster and decides to move to another space, it sets off the monster’s guard response. This causes the monster to immediately attack the hero who triggered it, using the attack attributes and abilities listed.

The Monster doesn’t move, it only attacks. When I get close to a Monster, it won’t react unless I move from that Close Space, whether I’m moving toward or away from the Monster.

If my move would trigger the Guard Reaction in one or more Monsters, the player to my right needs to take control of those Monsters and have them attack me before I make my move.

Once all the attacks, including any Defense rolls I make, are resolved, then I can make my intended move. Remember to take care of all Guard Reaction attacks before moving again.

Did you know that you can set off a chain of Guard Reaction attacks in the same turn? It’s true! As long as you attack different spaces guarded by different Monsters, you can keep triggering their Guard Reactions one after another. Just remember that using a portal or opening a door won’t set off a Guard Reaction.

How to Trigger a Guard Reaction

When you attack as a Hero and your target isn’t one of the Monsters nearby, all of the Monsters nearby will react and attack you instead. It doesn’t matter if you attack an enemy Hero or a Monster from a distance – if any Monsters are close to you, they’ll take advantage of the opening and strike back.

After you finish your attack as a Hero, any Monsters that are close to you will immediately counterattack (without moving).

If I attack a Monster that is Close to me, either directly or as a special effect, something interesting happens – the Monster is fended off and no Guard Reaction is triggered. Let me explain what this means for me in battle.

Greensleeves, huh? Never heard of him before. Anyway, he’s all like, “Hey, Hammer Beastman! Take this!” and shoots an arrow from a distance. But because the Hammer Beastman isn’t up close and personal, two dudes named the Orc and the Goblin jump in to protect him. They’re like, “Not so fast, Greensleeves! We’re gonna attack you after you finish what you started.”

Example 2: Grom goes on the offensive, launching a furious assault on both Johan and the Goblin with a devastating ability called Cleave. This powerful attack doesn’t just hit one target, but also affects nearby enemies. The potential consequences of attacking multiple foes can be quite staggering.

Payback Reaction

When you engage in combat with monsters, you need to be prepared for the consequences of your actions. Any time you attack a monster, you trigger its Payback Reaction. This means that the monster retaliates against you, seeking to exact revenge for your aggression. In this scenario, Grom has unleashed his attack, and now he must face the wrath of his foes.

However, there is one crucial distinction with the Payback Reaction. Unlike normal combat where you strike first, the monster gets a chance to react before attacking. The player seated to the right of the current player takes control of the monster and strategizes how to make the most of this opportunity. This adds an extra layer of complexity and keeps you on your toes, as you never know how the monster might choose to counterattack.

Once I finish resolving my attack, I have the option to move as well. The number of spaces I can move is determined by my Movement rating, which you can find on my card. After moving, I can then attempt to attack the Hero who attacked me, but I won’t be able to move again after that.

When I move, I have the same options as the Heroes. I can open doors, use portals, and move in any direction I want, as long as I follow the movement rules and restrictions. However, as the player controlling me, I have the choice not to move or attack if I don’t want to. But if I do decide to attack, I have to target the Hero who just attacked me.

If you launch an attack that targets multiple Monsters at the same time, only one of us will be activated. The player to your right gets to choose which one of us gets activated.

Attack by the Monster

When a Monster attacks, it follows similar rules to a Hero’s attack. Unlike Heroes, Monsters don’t exhaust any cards to perform an attack. They are always ready to attack when activated because all the necessary attack information is contained on their own card.

Some monsters use Melee attacks, while others use Ranged attacks. Just like a Hero’s attack, these are bound by proximity and Line of Sight rules. Additionally, any Abilities the Monster may have also come into play. The player to the right of the active player executes a Monster’s attack.

The Anatomy of a Monster

A. Name – The Monster’s given name.

B. Monster Tier – Identifies what type of Monster it is.

C. Life – The number of Wounds required to kill the Monster.

D. Overkill – When a single attack causes enough damage to instantly defeat a Monster, it’s called Overkill. Imagine this: you strike a Monster with such force that it’s completely wiped out in one strike. Talk about an impressive feat!

Hey there! Let’s talk about some important things when it comes to playing Guild Monster. We’ll cover everything from rewards to attack types to levels and defense. So grab your dice and let’s get started!

First up, we have the reward. This is the number of coins that the Guild gets immediately when they defeat a Monster. It’s like a little bonus for your hard work.

Next, let’s talk about attack types. There are two types of attacks – Melee and Ranged. Melee attacks are close-range, while Ranged attacks can hit from a distance. Just be careful not to get too close to those Monsters!

Now, let’s move on to attack dice. This is the number of dice that the Monster rolls when it attacks. The more dice they have, the more chances they have to hit you. So be prepared!

Each Monster also has its own attack name. This is just a fancy way of saying what the Monster’s attack is called. It’s good to know what you’re up against!

Next, we have movement. This is the number of movement points that the Monster has when it tries to counterattack. They can use these points to try and catch you off guard, so stay on your toes!

The level of a Monster is based on the scenario that you’re playing. The higher the level, the more difficult the Monster will be to defeat. So make sure you’re ready before you take on a high-level Monster!

Finally, let’s talk about defense. Some Monsters have defense dice that they can roll to try and prevent attacks from hurting them. But not all Monsters have defense, so take advantage of that if you can!

Well, that’s it for the important stuff about Guild Monster. There’s a lot to think about, but I know you can handle it. Now go out there and show those Monsters who’s boss!

Ability and Reroll – Some Monsters have a special Ability that is always active. It works similarly to a Hero’s Natural Ability or an Upgrade card.

Reroll Pool – Certain Monsters have a Reroll Pool at their disposal. The player in control can choose to reroll a set number of dice when attacking or defending with the Monster.

The Thrill of Overkill

When a Hero’s attack is strong enough to cause more than enough damage to kill a Monster, the Monster still has a chance to retaliate fully before being removed from the board.

However, if the Hero’s attack is overwhelmingly powerful and inflicts Wounds equal to or greater than the Monster’s Overkill rating, the Monster is instantly vanquished and removed from the board, denying it the opportunity to unleash its Payback Reaction.

Let’s talk about a really important rule in the game. See, it doesn’t matter how many Wounds the Monster already has. To Overkill it, all you need to do is beat its Overkill rating with a single attack. Pretty straightforward, right?

Types of Monsters

Monsters in the game are divided into four tiers: Minor Minion, Major Minion, Minor Villain, and Major Villain. The Minion-type Monsters are basically the regular foot soldiers of the monster horde. They don’t have any fancy special rules or anything like that. They’re just there to give the Heroes a hard time.

Now, the Villains, on the other hand, are a different story. They’re the toughest Monsters to defeat, whether they’re Minor or Major. And that means anyone who helps take them down deserves a reward. So, if you manage to land a Wound on a Villain, you get to place one of your Guild tokens on their card. Nice, right?

When a Villain is finally defeated, all Guilds that have a token on the Villain card earn the complete Coin reward specified on the Monster card. However, the Guild of the Hero who deals the final blow is the only one credited for the kill and therefore the only one able to claim any related Quest.

In addition, Villain-type Monsters do not go to the Spawn tile when defeated; instead, they are directly returned to the game box.

Imagine this: I’m Grom, a hero from the Blue Guild. My target is Schmetterling, a troll (check out its card on the previous page). Before I even swing my weapon, Schmetterling already has 3 Wounds from a previous encounter with the Green Guild.

Now, I unleash a fierce attack! I manage to land 4 hits on Schmetterling! But here’s the twist: it’s the player to my right, representing the Red Guild, who controls the troll. So, he picks up 3 Defense dice and rolls them. Guess what? He gets a single save! Not bad!

But hold on, Schmetterling is no ordinary troll. It’s got 2 Rerolls in its arsenal. So, it uses those rerolls on the two failed dice and, amazingly, manages to score another save. That makes a total of 2 saves! So close, yet so far!

Even though Schmetterling suffered 2 Wounds from my attack, it’s still standing. But don’t worry, it’s not immortal – there’s a limit to its endurance. It takes a total of 7 Wounds to knock it out for good. With only 5 Wounds so far, Schmetterling can still fight back. It will remain on the board and act according to its abilities before eventually succumbing to its injuries.

So there I was, facing off against my opponent, the Red Guild player. I had Schmetterling, a mighty hero, ready to strike back at their Grom. But then I noticed something important – Schmetterling’s ability would also hit my own hero, Greensleeves. I had to come up with a new plan.

Thinking quickly, I realized I could still make use of Grom. With its 2 Movement Points, I could maneuver it to move straight through the space occupied by Grom. This would not only keep my hero safe but also put the troll to better use.

So, let’s talk about this epic battle between Schmetterling, Grom, Scarlet, and Maya. I mean, things are really heating up here! So, Schmetterling is about to show off his insane strength with a move called “Crush Your Heads!” And get this, it’s not just Grom that’s in the line of fire, but Scarlet and Maya too! Poor Grom, being targeted like that, but at least the Goblin is safe from this attack. Phew!

So, here’s what happened. I’m playing as a Red Guild player, right? Well, I roll 4 Attack dice and manage to score 2 hits. Not bad, right? But then, I have this special ability called Schmetterling’s 2 Rerolls, and I decide to give it a go. And guess what? I end up with another 2 hits! So now, the troll has a total of 4 hits to unleash on the poor Heroes. Talk about a tough fight!

But eventually, we manage to take down Schmetterling, and his figure is removed from the board. And the best part? The Blue and Green Guilds, who also gave us a hand, get a reward of 3 coins each. I mean, teamwork pays off, right? But here’s the thing: if there’s a Quest connected to killing Schmetterling, only the Blue Guild gets credit for it. Tough luck for the rest of us.

Now, on to Spawning Monsters

Okay, pay attention now. Unless someone says otherwise in the scenario, when one of those little Minion-type Monsters bites the dust, it gets taken off the board and thrown into the first available spot on the Spawn Tile. Simple as that.

When the Spawn Tile is full, which means it has five figures on it, or when there are no more Monsters left on the board, I have to do a Monster Spawn as soon as I finish my turn. First, I look at the figure in the first slot and roll two attack dice to see where it will appear.

I compare the result of the dice to the symbols on the Spawn Tokens on the board. I’m looking for a token with the same pair of symbols. The Monster Spawn roll doesn’t follow the usual dice rolling rules, like Rerolls and extra dice.

  • If there is no matching Spawn Token on the board, I have to put the figure back in the game box.
  • If the space with the matching Spawn Token is already full, I also have to put the figure back in the game box.
  • If the space with the matching Spawn Token is empty, I place the figure in that space.

So here’s what happens, every time we play: I have this Spawn Tile, right? And it’s got all these figures on it – monsters, really. Now, I look at the order of the slots, and one by one, I either put the figure back on the board or get rid of it completely. And you know what? Once that tile is empty, it’s your turn, buddy.

Oh, wait a sec, I almost forgot. If I happen to kill more than one monster in the same turn, and there’s no more space on the Spawn Tile, those extra monsters just go right back into the box, like they were never here in the first place. Simple as that.

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