How to play Arcadia Quest Official Rules

By: Dennis B. B. Taylor

Arcadia Quest Game Rules

Hey there! Let’s dive into the incredible world of Arcadia Quest and explore its game rules together. You and your friends are about to embark on an epic adventure filled with quests, challenges, and unforgettable moments. So, buckle up and get ready for a wild ride!

In Arcadia Quest, you take control of a guild of heroes who have come to the city of Arcadia to restore peace and vanquish evil. Your mission is to complete various quests, defeat fearsome monsters, and emerge as the ultimate champions of the city.

To start your quest, gather your guild and create your party of heroes. Each hero has unique abilities, strengths, and weaknesses. Choose wisely as you’ll need a balanced team to overcome the diverse challenges that await you.

As you progress through the game, you’ll face off against other guilds controlled by your friends or the game itself. Show off your tactical skills and outsmart your opponents in epic battles that will test your strategy and decision-making. But remember, cooperation can also be beneficial, so forming alliances can be a smart move.

During your adventures, you’ll explore different locations, such as dungeons, crypts, and dark forests. These treacherous places are filled with menacing monsters, traps, and valuable treasures. It’s up to you to navigate these dangerous terrains and come out victorious.

The outcomes of battles and the completion of quests will earn you precious rewards, such as new equipment, abilities, and even pets. These enhancements will empower your heroes and give you an edge as you face more challenging adversaries.

Arcadia Quest is not just about fighting monsters and completing quests. It’s also about forging bonds with your guildmates, building friendships, and creating unforgettable memories. So, enjoy the camaraderie and laughter that this game brings and revel in the joy of shared victories.

Now that you understand the basics, it’s time to unleash your inner hero and embark on your Arcadia Quest. Gather your guild, choose your heroes, and let the adventure begin! But remember, the fate of Arcadia rests in your hands, so strategize, cooperate, and show everyone what you’re made of. Good luck, brave adventurer!

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Arcadia Quest is not your average board game. It’s a thrilling adventure that puts you in control of a powerful Guild with three unique Heroes. Can you lead your Guild to victory against the sinister Vampire Lord Fang?

In this game, you’ll face off against other players and the treacherous challenges that await you. But there’s a twist – you get to choose your own path! With eleven different scenarios to choose from, each campaign is a unique experience. Will you conquer six of them on your journey to glory?

As you progress through the game, the choices you make in each scenario will have a lasting impact. Your Guild will gain strategic advantages that can turn the tide of battle in your favor. But be careful – your rivals are also vying for power.

When a scenario begins, it’s time to unleash your Heroes. Pit them against the Heroes of your opponents and the monstrous creatures that infest Arcadia. Who will emerge victorious in this epic clash?

Arcadia Quest is a game of skill, strategy, and adventure. With each campaign, you’ll uncover new challenges, encounter new foes, and strengthen your Guild. Will you rise to the occasion and defeat the Vampire Lord Fang? The fate of Arcadia rests in your hands. Get ready for an unforgettable gaming experience!

When I take on the challenge of fulfilling specific quests, finding treasure, and defeating enemies, my guild emerges as the victor. As I navigate through each scenario, my heroes grow stronger and acquire more powerful items and weapons. It’s essential to prepare my heroes if we want to stand a chance against the vampire lord and his minions in the final showdown.

Let’s talk about the components of this game. You’ll find 37 highly-detailed figures, along with 185 upgrade and death curse cards to enhance your gameplay. There are also 54 monster and hero cards, 21 quest cards to guide your adventures, and over 300 tokens to keep track of your progress. The game includes 9 double-sided game tiles, 14 custom dice, a campaign book, and a campaign sheet pad for recording your achievements.

Now, let’s discuss the setup of my guild.

When starting a new Arcadia Quest campaign, the first thing you have to do is create your Guild. You’ll have four Guild options to choose from: Orange (Lion), Blue (Eagle), Red (Fox), and Green (Panda).

Once you’ve chosen your Guild, you’ll receive a Guild Dashboard specifically designed for your Guild. This dashboard will help you keep track of your Heroes and your Guild’s actions. You’ll also receive Guild tokens that you can use to mark your Guild’s actions.

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Choosing My Heroes

Now I gotta make sure I pick the right 3 Heroes to protect my Guild during the campaign. This is super important because the team I choose can make or break my adventures. I’m gonna take a look at all the Hero cards and pick the 3 I want for my Guild.

Advanced: Picking My Heroes Strategically

Once I get the hang of the game and understand what each Hero can do, I might want to choose my Heroes in a more organized way. If everyone in the game agrees, we can use the drafting method to pick our Heroes at the beginning of a campaign.

First, we shuffle all the Hero cards and divide them as evenly as possible among the players (it’s no big deal if one player gets one more card than another).

Then, each player looks at their Hero cards secretly and chooses one Hero to be a part of their Guild. They place it face down in front of them. Once everyone has chosen, we pass the remaining cards to the player on our left.

Next, we look at the new cards we received and pick another Hero for our Guild. We place it face down in front of us. Finally, we pass the remaining cards to the left one more time and choose our last Hero. Any extra Hero cards that are left over are taken out of the game and put back in the box.

So, here’s what we do. First, we gotta place our Hero cards face up in the Hero card slots on our Guild Dashboard. It doesn’t matter what order we put them in. Then, we grab the figures that go with our Heroes and attach them to the figure bases in our Guild’s color. That way, we can easily tell who’s who. Oh, and don’t forget, we use the extra purple bases to identify special Monsters.

Now, pay attention because this is important. The 3 Heroes we pick are gonna stick with us for the whole campaign. That means they can’t be changed unless we start a whole new campaign. So choose wisely!

What Makes a Hero?

Each Hero in Arcadia Quest is special in their own way. They’ve got different traits and special abilities that we should think about when we’re picking our Heroes. All the Hero cards show us these things:

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An Explanation of Hero Stats

Defense – This tells you how many Defense dice I can roll to try to prevent an attack from hurting me.

Life – This number shows how many Wounds it takes to kill me.

Name – This is my name, the name of the Hero.

Ability – This is my Natural Ability, a special trait that makes me unique. My Ability is always in effect, following the rules described in its description.

Starting Equipment

Before we start playing the first Scenario in our adventure, we each get 5 Upgrade cards as our starting equipment. We have a Starter deck filled with cards like the Rusty Blade, Parrying Blade, Slingshot, Life Drain, and Nova Bolt. We can distribute these 5 cards among our 3 Heroes in any way we want.

Hey there! Let’s talk about the Guild Dashboard. Each Hero has their own little inventory of 4 card slots right below their Hero card. But here’s the important part: they can only use the 4 cards in their inventory, not the cards of the whole Guild. Got it so far? Great!

For example, let’s say I’m in control of the Blue Guild. I’ve got Grom, Maya, and Zazu as my Heroes. Now, I have to decide which cards to give them. I choose to give Grom the Rusty Blade, Maya gets the Life Drain and Nova Bolt, and Zazu gets the Parrying Blade and Slingshot. It’s all about making the right choices!

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Campaign For Arcadia

If we want to defeat the evil rule of Lord Fang, we need to start by making our way from the outskirts to the heart of the city of Arcadia. As we progress, we’ll weaken the power of the vampire lord and become stronger ourselves. Only after going on many adventures will we be ready to face the vampire lord in person.

The Arcadia Quest campaign is divided into three stages: the Outer Circle, the Inner Circle, and the Final Showdown. Throughout the campaign, we’ll play six out of the eleven scenarios in the Campaign Book. This means that each new campaign can take a different path and offer us all new scenarios to enjoy.

Outer Circle – These are the districts just inside the outer wall of the city. You need to finish three out of the six scenarios in the Outer Circle before advancing to the Inner Circle.

Inner Circle – This is the well-protected heart of Arcadia, surrounded by the city’s second wall. Before reaching the Final Showdown, you must complete two out of the four scenarios in the Inner Circle.

Final Showdown – Right in the center of the city, you’ll find the majestic Temple of Dawning Twilight. Every adventure culminates here with the Final Showdown scenario.

When we start the campaign, we all decide which of the Outer Circle scenarios we want to play first. It’s a good idea for first-time players to begin with the District of Hammers scenario. Then, the winner of the previous scenario gets to choose which one we’ll play next.

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Setting Up Scenarios for the Campaign

Hey there! Let’s talk about setting up scenarios for your campaign. The Campaign Book has all the juicy details about each scenario. Once you’ve picked a scenario to play, it’s time to get things set up on the play area.

Each scenario’s entry has a handy list of all the components you need, along with how many of each. To make sure you’ve got everything, start by gathering the right amount of each component. Then, it’s time to set up the game board.

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    Tiles – Gaming tiles are like puzzle pieces that have different codes on their sides. They have to be placed on the map according to the codes and orientation shown in the scenario.

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Doors are an essential part of the game. They can hide surprises or lead to new areas. In each scenario, you’ll find door tokens placed on the map. Some doors start closed, blocking your way, while others are already open, inviting you to pass through.

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Have you ever encountered a situation where two doors are close together, occupying the same corner? In those cases, small door tokens come in handy. These tokens are designed to make it easier for you to move and handle the doors, but don’t worry, they function just like regular doors.

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You and I are about to embark on a thrilling adventure, where mystery and excitement await at every turn. To begin our quest, we need to carefully position the portal tokens, as shown on the scenario map. These tokens are like magical gateways, and they come in two different colors. It’s crucial that we place each token with the correct side facing up, so we can journey through the right portal.

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Quest tokens – Okay, here’s the deal. When we play scenarios, they often ask for these things called Quest tokens. These tokens are like special markers that we need to put on the game board. But wait, there’s more! We have to make sure they’re facing up, so we can see them. So, grab those Quest tokens that they’re asking for and place them in the right spots on the board, with the colored side facing up. Easy peasy!

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In this game, I’ll show you how to set up the exploration tokens. It’s a pretty important step, so make sure you pay attention!

First, grab all the Quest tokens and put them back in the box. We won’t be needing them for now.

Next, you’ll need the 14 Exploration tokens. These are special tokens that will add an element of surprise to your game. Shuffle them up so they’re all mixed together.

Now, take a look at the scenario you’ll be playing. It should tell you how many Exploration tokens you’ll need. This number can vary depending on the scenario.

Once you know how many tokens to use, randomly pick that number of tokens and place them face down on the board. The scenario will also tell you where to place them. Make sure they’re all hidden so nobody can see what’s on them.

Finally, any remaining Exploration tokens should be put back in the box. Make sure they’re still face down so nobody knows what they are. These tokens will remain a mystery until they’re revealed during the game.

And that’s it! You’re all set up with the exploration tokens. They’ll add an extra layer of excitement to your game, so get ready for some surprises!

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To begin, I’ll explain how to use the “Spawn tokens.” First, gather the 5 tokens and shuffle them face down. Next, find out how many tokens are needed for the scenario you’re playing. Place those tokens in the designated spots on the map. Any leftover tokens can be put back in the box. Finally, flip over the tokens that are already on the board. You’re now ready to proceed!

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Monsters – When I’m playing a scenario, I need to gather the specific Monsters and place them on the map where indicated. I also need to arrange the Monster cards next to the game board, so that everyone can see them. It’s important to note that each Monster type has different cards for different levels. I should only use the card that matches the level of the scenario I’m playing. For example, if I’m playing the 1st scenario, I should use Level 1 Monster cards. But if I’m playing the 3rd scenario, I should use Level 3 Monster cards (specifically the “Level 2-3” cards).

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Quest cards: To win a scenario, you have to complete the challenges mentioned on the Quest cards. You should place the Quest cards beside the game board, so everyone can easily see them. Some Quest cards come with Reward cards that are mentioned in the scenario description. If a Quest card has a Reward card, tuck it under the Quest card. Only the PvP Quest cards related to the active Guilds should be used during the game.

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When you’re setting up a game, one of the first things you need to do is place the spawn tile. This tile is an important part of the game, and it goes right next to the game board. It might seem like a small detail, but it plays a big role in the game.

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Hey there! Let me tell you all about the common area when playing a game. It’s a pretty important spot, so let’s dive right in.

First things first, the common area is like a central hub where everyone can easily access all the game essentials. There, you’ll find piles of Wound tokens, Death tokens, and coins. These are all crucial elements of the game that you’ll need to keep track of.

In addition to the tokens and coins, you’ll also have the Attack and Defense dice. These dice are what you’ll use to determine the outcome of your attacks and defenses. So, make sure they’re easily within reach of all players in the common area.

Having all these items in one place allows for smooth gameplay. You won’t have to constantly search for what you need or ask others to pass things along. It’s all right there, ready for you to grab and use whenever you need.

So, whether you’re battling mystical creatures or exploring ancient lands, having a well-stocked common area is key to an enjoyable gaming experience. You’ll always be prepared and ready for action!

  • How to play Arcadia Quest Official Rules UltraFoodMessChoosing Your Starting Area – The scenario map shows where each Guild begins the game. Each player is given a Guild token, which is placed in a dice bag or closed hand. One token is randomly placed next to each starting area, determining where each Guild will start. The players should sit around the table in the same order as their starting areas. Each player then puts their Hero figures in any of the spaces indicated in their starting area. They can choose how to position their figures, with up to two figures allowed in the same space. Note that in a 3-player game, the Player 4 Starting Area is not used, and in a 2-player game, the Player 3 and Player 4 Starting Areas are not used.
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    The Game Board

    When I play Arcadia, I get to explore a game board that’s like a map of the city. It’s made up of different tiles that are all connected. Each tile represents streets and buildings in the city of Arcadia. And guess what? Each tile is divided into 9 spaces that are all the same size. In the middle of each space, there’s a little dot.

    Some spaces have walls that separate them. You can’t move or see through these walls. They’re marked with a gray pattern. The tiles also have other decorations, but they don’t matter for the game. They just make the city look nice.

    If a space doesn’t have a dot in the middle, it’s a wall. Only walls and spaces with the gray pattern are important for playing the game. Everything else doesn’t really matter.

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    Important Terms

    Character

    A Character can either be a Hero or a Monster.

    Ally

    An Ally is another Hero in the same Guild. If you are a Hero, you can count on your Guildmates for support and teamwork.

    Enemy

    An Enemy is any opponent that poses a threat to you. If you are a Hero, this includes Heroes from different Guilds and any Monsters you come across. If you are a Monster, any Hero is considered your Enemy.

    Close

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    When you’re playing the game, there are lots of rules and cards that talk about being Close to something. Being Close means being in one of a few specific positions.

    First, being Close means either sharing the same Space or being on one of the four Spaces that touch it from the top, bottom, left, or right.

    However, being diagonal from the Space doesn’t count as being Close. It has to be a straight line from the Space.

    Also, if there’s a wall or closed door blocking the shared edge between the Spaces, then they are not Close.

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    The green Spaces and any characters in them are considered to be Close to Grom, while the red Spaces are not.

    The Player Turn

    When it’s my turn to play Arcadia Quest, I get to take a Player Turn. We take turns in a clockwise order, starting with the first player, and keep going until someone wins the scenario and ends the game.

    The first player to start a scenario is the one sitting to the left of the player who won the last scenario. But in the very first scenario of a campaign, we just pick a first player randomly.

    During my turn, I can choose to do one of two things:

    1. I can activate a Hero.
    2. I can rest my Guild.

    Each turn, I can only do one or the other – not both. I have to decide which action will help me the most.

    Step 1: Activating My Hero

    First, I choose one of my Heroes to activate. I can activate the same Hero turn after turn if I want to. Once activated, my Hero becomes “active” and can perform their actions for this turn.

    Step 2: My Hero’s Options

    Now that my Hero is active, I have a few options. I can choose to either move and then attack, or attack and then move. It’s up to me, and I can do them in any order. I can also choose to just attack or just move if I prefer.

    Moving My Hero

    Each Hero has 3 Movement points that they can use during their activation. I can spend these points to move my Hero around the board. With each point, my Hero can either move one space, use a portal, or open/close a door at the edge of their space.

    I don’t have to use all my available Movement points, but any points I don’t use won’t carry over to my next turn.

    I can Move to different spaces on the board. This allows me to explore and position myself strategically.

    There are also Portals that I can use to instantly transport myself to another area of the board. This can be a great way to surprise my opponents or reach objectives quickly.

    Doors are another type of obstacle that I may encounter. I can interact with them to open or close them, creating barriers or shortcuts as needed.

    For example, let’s say I’m playing as a character named Grom. Here are three different Movement options I could choose:

    1. Move to an adjacent space.

    2. Use a Portal to teleport to a distant area.

    3. Interact with a Door to open it and gain access to a new room.

    By considering these options and thinking strategically, I can make the most of my Movement points and gain an advantage in the game.

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    Green: When I play as the Green player, I have three options for my moves. First, I can move one space on the board. Second, if there is an open door, I can move one space across it. Lastly, if there is a portal on the board, I can use it to instantly teleport to a different part of the board.

    Red: When I play as the Red player, I also have three options for my moves. Like the Green player, I can move one space on the board. Additionally, I can flip open a closed door, making it accessible for both me and other players. Lastly, if there is an open door, I can move one space across it.

    Blue: If I choose to play as the Blue player, my moves are slightly different. First, I can flip open a closed door, just like the Red player. Then, I can move one space across the now open door. Lastly, I have the power to flip the door back closed, blocking access for other players.

    Full Or Blocked Spaces

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    Did you know that each Space can only hold a maximum of two Characters? Even if there’s only one Character in a Space, it’s still considered free because others can still enter and shoot through it.

    If there are already two Characters in a Space, it becomes full and no one else can end their movement there. However, if one of the Characters is an ally of the active Character, they can pass through the Space but can’t end their movement in it. The good news is that it doesn’t block their Line of Sight.

    A Space with two enemies of the active Character is considered blocked. This means that the active Character can’t move through it and it also blocks their Line of Sight.

    Example: Let’s take a look at the distribution. In this scenario, Grom, a brave hero from the Blue Guild, is leading the charge. He sees the green spaces as safe and open, the yellow spaces as occupied, and the red spaces as impassable obstacles.

    Battle Time

    When it’s my turn to take the reins as the hero, I’ve got some options. One of them is to launch an attack against an enemy. It could be a ferocious monster or even another rival hero. There’s a whole range of attack moves to choose from during the game, each with their own special powers and effects. To engage in an attack, here’s the roadmap I’ll follow:

    Pick an Attack Card

    Lock In Your Target

    When it comes to playing Arcadia Quest, one of the first things you need to understand is how to perform an attack. You want to choose a target that you can actually reach with the Attack card you’ve selected. Attacks in this game can be categorized into two types: Melee and Ranged. You can tell what type of attack it is by looking at the card itself.

    Let’s start with Melee attacks. These attacks can only target enemies that are in a space close to your character. So, if an enemy is nearby, you can use a Melee attack against them.

    On the other hand, we have Ranged attacks. These attacks give you more flexibility because you can target enemies on any space on the board, as long as your character has a clear line of sight to them.

    Now that you know how to select your target and what types of attacks you can use, let’s talk about what happens when you actually perform an attack.

    First, you need to exhaust your Attack card. This means that you can’t use it again until you’ve had a chance to refresh it.

    Next, you’ll need to roll dice to determine the outcome of the attack. There are two types of dice involved in an attack: Attack dice and Defense dice.

    The symbols on the dice represent different outcomes depending on the type of roll you’re making. For example, if you’re making a Melee Attack roll, a certain symbol on the dice will count as a successful hit. The same goes for a Ranged Attack roll.

    There’s also a symbol called a CRIT, which always counts as a success regardless of the type of roll. It’s important to note that rolling a CRIT allows you to roll an extra die and add its result to the total. If that roll also results in a CRIT, you can keep rolling more dice.

    In addition to being successful, a CRIT can sometimes trigger special effects listed on the card you’re using. It adds an exciting element to the game and can turn the tide of battle.

    Now that you understand the basics of performing an attack in Arcadia Quest, you’re ready to dive into the action and start battling your opponents. Good luck and may your rolls be filled with CRITs!

    The Outcome of an Attack

    Unique Effects

    Victory and Bonuses

    Visibility

    When I launch an attack, the first thing on my mind is what will happen next. How will the situation change? Will I reach my goal or face some unexpected outcomes? These are the questions that keep me engaged.

    It’s like a game of chess, where each move comes with its own set of consequences. You never know what kind of effect you might trigger. The experience is both intriguing and surprising, like peeling back the layers of an onion.

    But it’s not just about the attack itself. There are special effects that can alter the course of events. It’s like a magic trick, where you can create illusions or bend reality. These effects add an element of astonishment to the battlefield and leave a lasting impression on both allies and enemies.

    And when you successfully launch an attack and achieve victory, it’s a moment of exhilaration. You feel a rush of adrenaline, knowing that your efforts have paid off. But it’s not just about winning. There are rewards that come with it – bonuses that can elevate your status and give you an advantage in future battles.

    Visibility is another factor to consider. You need to be aware of your surroundings and plan your attack accordingly. Will you have a clear line of sight to your target, or will there be obstacles in your way? Being strategic about your positioning can make a world of difference in the outcome.

    In the end, it’s all about interpreting the results, understanding the intricacies of the battle, and adapting your strategy accordingly. It’s a journey of constant learning and growth. And if you enjoy this kind of challenge, then you’ll love the world of warfare.

    So, as you enter the battlefield, keep these factors in mind. Be prepared for the unexpected and embrace the unique effects that come with each attack. Take advantage of your victories and the rewards they bring. And always consider your line of sight to gain an advantage over your opponents.

    With these principles in your arsenal, you’ll be well-equipped to navigate the complexities of combat. So, step onto the field and embrace the adventure that awaits.

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    When I use Ranged attacks, I need to make sure that I can see my target clearly. The distance doesn’t matter for a Ranged attack, but I do need to have a clear Line of Sight (LOS) to the target.

    To check if I have Line of Sight, I draw an imaginary line from the middle of my space to the middle of my target’s space. If this line is not interrupted by any obstacles like a wall, a closed door, or a Blocked Space, it means I have a clear Line of Sight.

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    The idea here is that if I can see a corner of a blocked space without anything obstructing my view, then my line of sight is not blocked. However, if both sides of the corner are blocked, then my line of sight is blocked.

    Another thing to keep in mind is that my line of sight cannot go beyond the game board. If it does, then it’s blocked.

    Rest

    If I don’t want to activate any of my heroes, I can choose to have them rest instead. When my guild rests, none of my heroes can move or attack during that turn.

    During this time, my heroes can take a break and get ready for the next part of their journey. Here are some things I can do while my heroes are resting:

    Unexhaust Cards

    To reset the Guild’s cards, all I need to do is remove the Guild tokens from each card on the Guild’s dashboard and unexhaust them. This means they’ll be fully ready to use again in the next turns.

    Time to Rearrange

    If I want, I can freely move my cards around, shifting them between my Heroes. However, I can’t move Death Curse cards – they have to stay where they are.

    Exploration tokens can also be shifted between my Heroes, but I can’t move Quest tokens. They have to stay with the Hero who collected them.

    Bringing Back the Fallen

    If any of my Heroes have been defeated, I have the power to resurrect them and bring them back to the game. I just need to remove all Wound tokens from that specific Hero and place their figure back on the board.

    I can choose to place the resurrected Hero in the Guild’s Starting Area or close to one of my existing Heroes who was already on the board when my turn began.

    The Creatures

    When I play the game, there isn’t a specific time for the creatures to take their turn. They roam the streets and houses of Arcadia without actively seeking out the Heroes. However, they will do anything they can to impede their progress and retaliate against their attacks.

    Missions

    In order to achieve victory, there are a number of missions that the Heroes must complete for each scenario.

    Each scenario has its own set of mission cards, which are divided into two types: Player vs. Player (PvP) and Player vs. Environment (PvE). PvP missions involve defeating the Heroes from rival guilds.

    PvE Quests are special tasks in a scenario, like defeating a specific Monster or completing a task. When I finish one of these tasks in a scenario, I fulfill that Quest. I mark its completion by placing my Guild token on top of the Quest card. I can only fulfill each Quest once per scenario, but other players can also accomplish the same Quest during the scenario.

    Now, let’s talk about the first bonus. The first player to place their Guild token on a Quest immediately gets a “First Bonus” – they receive one coin. However, if another player accomplishes that same Quest later on, they don’t get the bonus. Each Quest card has its own unique bonus.

    Lastly, let’s mention the Reward Cards.

    If you take on certain Quests while playing the game, there may be special cards you can earn as a reward. These cards are called Reward cards, and they can be a big help to your Guild.

    When you complete a Quest, your Guild immediately receives a Reward card. You can give this card to any Hero in your Guild, and they can use it to their advantage. If you don’t have space for the new card, you can get rid of one of your Upgrade cards to make room.

    How to Win the Game

    To win the game, your Guild needs to complete a total of 3 Quests. At least one of these Quests must be a PvE Quest. Once a player completes their third Quest, with one of them being PvE, the game ends and that player is declared the winner of the scenario.

    If I have three PvP Quests, I still need to complete a PvE Quest in order to win and finish the scenario. I could also win by completing two PvE Quests and one PvP Quest, or by completing two PvP Quests and one PvE Quest.

    In a game with two players, victory is achieved by completing only 2 Quests.

    Keep in mind: I cannot get the PvP Quest that requires me to kill a Hero from my own Guild.

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    Coin Rewards

    Hey there! So, as I’m out there on my thrilling adventures, I get to do all sorts of awesome things. And you know what? Not only do I earn fame and respect, but I also get my hands on some sweet, sweet coins. These coins are essential for my Guild, because they allow us to buy incredible new gear, weapons, and abilities that’ll totally rock our ongoing mission. Now, there are a few different ways my Guild can earn coins:

    • Whenever I, as a Hero, manage to take down a monstrous beast, my Guild pockets a number of coins as indicated on the Monster’s card. Pretty cool, right?
    • If I manage to defeat another Hero, yup, you guessed it, my Guild gets rewarded with a shiny new coin. Nothing beats a good old-fashioned victory, am I right?
    • Now, here’s a twist. If something unfortunate happens and I get taken out by a Monster or any other neutral element, all the other Guilds (except for mine, of course) earn a coin. Talk about turning a negative into a positive!
    • But hey, it’s not just about killing and battling. Sometimes, I get caught up in these exciting quests. And when I’m the first one to complete each quest, my Guild gets a coin. Epic, right?
    • And finally, when we reach the end of a scenario, each Guild gets a coin for every quest it managed to accomplish. It’s like getting a bonus for a job well done!

    At the conclusion of the scenario, each Hero who possesses a Treasure Chest token will receive the coin value indicated on the token for their Guild. These rewards stack up. For instance, if you are the first to defeat a Hero from the Green Guild, you will immediately receive one coin for defeating an Enemy Hero, another coin for being the first to complete the “Kill a Hero from the Green Guild” Quest, and an additional coin at the end of the scenario for completing the Quest.

    If you manage to defeat more Heroes from the Green Guild during the same scenario, you will only receive one extra coin for each additional defeat, as the Quest has already been completed.

    Now, let’s move on to the Upgrade Phase.

    After a scenario ends and before the next one begins, we have the Upgrade Phase. It’s a time of rest and reflection for the Heroes. This is when they take the opportunity to improve themselves, gather better equipment, tend to their wounds, and plan their next move.

    The Curse of Death

    Thanks to the power of the Guilds, Heroes can easily come back to life if they die during their adventures. But dying is no small matter, as it still has consequences. When a Hero is killed in a scenario, they may suffer a curse. The more times they die, the greater the chance of facing a severe curse.

    Every time we begin a new Upgrade Phase, something strange happens. If I have a Death Curse card from a previous scenario, I have to give it back. All of the Death Curse cards are shuffled back into the deck, and if I received a Death token in the previous scenario, I get a new Death Curse card for each Death token I have. But don’t worry, I only get to keep the one with the highest value. The rest get thrown away along with my Death tokens.

    Now, these Death Curse cards are no joke. They have all sorts of effects that will haunt me in the next scenario. Some of them just get placed next to my character card, but others actually take up space in my inventory slots. It’s definitely something I need to watch out for.

    If you find yourself in this situation, you can cleverly stash an upgrade card beneath it. However, you won’t be able to access that card until the curse is lifted. The only way to get rid of a Death Curse card before the next Upgrade Phase is to use a Healing Potion token.

    Let’s talk about upgrades. As our adventures unfold in Arcadia, we become more powerful. We learn new tricks, gain new powers, and acquire better weapons and equipment. The stronger our guild performs in a scenario, the more resources we have to enhance our heroes for the next challenge.

    During a scenario, our guild earns coins for completing impressive feats like defeating enemies and completing quests. These coins aren’t used during the scenario itself, but they come in handy during each Upgrade Phase.

    Let’s talk about upgrading in our game. After completing a scenario, we need to shuffle the Upgrade deck that matches the scenario level. So, if it’s the first scenario, we use the Level 1 deck. Each player gets dealt 6 cards from that deck.

    Now, here’s where it gets interesting. From those 6 cards, you get to choose 2 cards that you want to keep for yourself. Place those cards face down in front of you. The rest of the cards are passed to the player on your left.

    Once you receive the new cards passed to you, it’s time to choose 2 more cards to keep and pass the remaining cards to the left again. The drafting process is finished once everyone has their final set of 6 cards.

    Now, take a look at those 6 cards you ended up with. You need to decide which ones you want to purchase for your Heroes. Each card has a specified cost. Remember, during the Upgrade Phase, you can only buy a maximum of 3 cards.

    So, go ahead and choose wisely. Upgrade your Heroes and make them stronger!

    After using the Upgrade cards, any remaining ones are put back into the box and the coins that were spent are returned to the common pile. If you didn’t spend all of your coins, you can save one for the next Upgrade Phase, but any extra coins go back to the common pile.

    Now it’s time to distribute your new Upgrade cards among your Heroes. You can rearrange all of the cards however you’d like. If you have more than 12 Upgrade cards in your Guild, you’ll need to get rid of the extras.

    Keep Going!

    Before starting the next scenario, make sure to remove any tokens from your Heroes, like Wound or Exploration tokens. The player who won the previous scenario gets to choose which scenario will be played next, following the campaign progression rules.

    Exploration Tokens

    When you start setting up the game, you’ll notice some Exploration tokens placed all over the game board. The scenario instructions will tell you whether they should be facedown or faceup.

    These tokens represent different things that the Heroes may discover while exploring the city. Some are useful items, while others are important objectives they need to accomplish in their quest!

    Collecting an Exploration token is pretty easy. You don’t need to spend any Movement Points or take any special action. If your Hero is in the same space as an Exploration token, and there are no Enemies there, you automatically collect it.

    Once you collect a token, you’ll see what it contains. It becomes yours and you place it on your Hero’s card. Each token has a unique effect that only affects the Hero who owns it:

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    In each scenario, there are unique Exploration tokens called Quests. These Quests play a crucial role in the game and have specific rules and effects that are explained within the scenario itself. When I encounter a Quest token, it adds an element of excitement and mystery to my adventure. I never know what surprises await me when I uncover a Quest. It’s like embarking on a special mission within the game.

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    Healing Potion – I can choose to use this special token whenever I want to get better quickly. When I use it, all my injuries and bad luck go away. But I have to be careful and not use it when there’s a fight going on, or it won’t work.

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    The Awesome Elixir – I can choose to use this incredible potion during my turn to refresh all of my cards and remove any Guild tokens from them. It’s like a magical reset button that gives me a fresh start!

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    The Extra Turn Potion is a special token that holds significant power. Picture this: you’re on a mission, and you need to make a swift move to turn the tide in your favor. Well, with the Extra Turn Potion, you have the ability to discard it and gain an extra turn right then and there. It’s like having a secret weapon up your sleeve!

    Not only that, but once you use the Extra Turn Potion, you’ll be able to activate your Hero again in the next round, just like you normally would. It’s like getting a second chance to make things right!

    So, imagine the possibilities. You could surprise your opponents with an unexpected move. You could seize the opportunity to strike when they least expect it. The Extra Turn Potion gives you the edge you need to come out on top.

    But, it’s not all sunshine and rainbows. Like any powerful tool, the Extra Turn Potion comes with its own set of risks. You’ll need to weigh the pros and cons, considering if the benefits outweigh the potential drawbacks. However, when used strategically, it can be a game-changer.

    So, whether you’re a seasoned gamer or just starting on your adventure, the Extra Turn Potion is definitely worth considering. Its ability to grant you that extra turn could be the key to victory. And if you’re a fan of surprises and turning the tables on your opponents, then you’ll absolutely love what the Extra Turn Potion brings to the table.

    With all these factors in mind, don’t forget that sometimes taking risks can lead to great rewards. The Extra Turn Potion is a double-edged sword, and it’s up to you to make the most of it. So go ahead, unleash its power, and watch as you elevate your gameplay to new heights. Happy gaming!

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    Yo, check it out! – So, at the end of the Scenario, every Treasure Chest token gives the guild that has it the number of coins that’s on the token.

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    In the game, there is a special type of token called a Trap. When a Hero collects this token, something bad happens right away. The Hero gets hurt, and the token goes away.

    Exploration tokens are different. If you’re in a Guild, you can share them with your fellow Heroes when you take a break. But you can’t share Quest tokens. If a Hero gets killed, they drop all of their Exploration tokens where they died. And if they were killed by another Hero, that Hero can take one of their Exploration tokens, even if it’s a Quest token.

    If a Hero still has any Exploration tokens at the end of a scenario, they go back into the game. No one starts with any Exploration tokens.

    Upgrade Cards

    The Upgrade cards that each Guild acquires as the campaign progresses are what really make them stand out. By using different cards in combination, each Hero can fully utilize their natural abilities or even create a completely new role for themselves in the game.

    Campaign

    As we, the Heroes, complete our tasks, we gain fame, resources, and the possibility of finding allies. The people of Arcadia always remember the deeds of adventurers, and sometimes we might receive unexpected help along our journey, based on what we have accomplished before.

    When we fulfill certain Quests, our Guild is rewarded with a Title. Each Title gives us an advantage that we can use in future scenarios.

    Hey there! Let’s chat about quest titles in Arcadia Quest.

    Almost all scenarios in the game have a quest that comes with a title, except for “District of Hammers,” “Brightsun Arena,” and “The Temple of Light.” When a hero completes one of these quests, their guild gets the associated title. Make sure to write it down on the campaign sheet!

    Now, here’s the cool part. The title doesn’t have any effect on the current scenario, but it can be a big advantage in future ones.

    Each scenario tells you which quest is connected to a title, what benefits it brings, and which other scenarios benefit from that specific title. And you know what? The description of each scenario that can use a title will also tell you how it benefits you.

    All Good Things Come to an End

    Once you’ve played the final scenario of the campaign, Arcadia is officially liberated!

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    Arcadia Quest Game Rules

    Hey there! Let’s dive into the incredible world of Arcadia Quest and explore its game rules together. You and your friends are about to embark on an epic adventure filled with quests, challenges, and unforgettable moments. So, buckle up and get ready for a wild ride!

    In Arcadia Quest, you take control of a guild of heroes who have come to the city of Arcadia to restore peace and vanquish evil. Your mission is to complete various quests, defeat fearsome monsters, and emerge as the ultimate champions of the city.

    To start your quest, gather your guild and create your party of heroes. Each hero has unique abilities, strengths, and weaknesses. Choose wisely as you’ll need a balanced team to overcome the diverse challenges that await you.

    As you progress through the game, you’ll face off against other guilds controlled by your friends or the game itself. Show off your tactical skills and outsmart your opponents in epic battles that will test your strategy and decision-making. But remember, cooperation can also be beneficial, so forming alliances can be a smart move.

    During your adventures, you’ll explore different locations, such as dungeons, crypts, and dark forests. These treacherous places are filled with menacing monsters, traps, and valuable treasures. It’s up to you to navigate these dangerous terrains and come out victorious.

    The outcomes of battles and the completion of quests will earn you precious rewards, such as new equipment, abilities, and even pets. These enhancements will empower your heroes and give you an edge as you face more challenging adversaries.

    Arcadia Quest is not just about fighting monsters and completing quests. It’s also about forging bonds with your guildmates, building friendships, and creating unforgettable memories. So, enjoy the camaraderie and laughter that this game brings and revel in the joy of shared victories.

    Now that you understand the basics, it’s time to unleash your inner hero and embark on your Arcadia Quest. Gather your guild, choose your heroes, and let the adventure begin! But remember, the fate of Arcadia rests in your hands, so strategize, cooperate, and show everyone what you’re made of. Good luck, brave adventurer!

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    Arcadia Quest is not your average board game. It’s a thrilling adventure that puts you in control of a powerful Guild with three unique Heroes. Can you lead your Guild to victory against the sinister Vampire Lord Fang?

    In this game, you’ll face off against other players and the treacherous challenges that await you. But there’s a twist – you get to choose your own path! With eleven different scenarios to choose from, each campaign is a unique experience. Will you conquer six of them on your journey to glory?

    As you progress through the game, the choices you make in each scenario will have a lasting impact. Your Guild will gain strategic advantages that can turn the tide of battle in your favor. But be careful – your rivals are also vying for power.

    When a scenario begins, it’s time to unleash your Heroes. Pit them against the Heroes of your opponents and the monstrous creatures that infest Arcadia. Who will emerge victorious in this epic clash?

    Arcadia Quest is a game of skill, strategy, and adventure. With each campaign, you’ll uncover new challenges, encounter new foes, and strengthen your Guild. Will you rise to the occasion and defeat the Vampire Lord Fang? The fate of Arcadia rests in your hands. Get ready for an unforgettable gaming experience!

    When I take on the challenge of fulfilling specific quests, finding treasure, and defeating enemies, my guild emerges as the victor. As I navigate through each scenario, my heroes grow stronger and acquire more powerful items and weapons. It’s essential to prepare my heroes if we want to stand a chance against the vampire lord and his minions in the final showdown.

    Let’s talk about the components of this game. You’ll find 37 highly-detailed figures, along with 185 upgrade and death curse cards to enhance your gameplay. There are also 54 monster and hero cards, 21 quest cards to guide your adventures, and over 300 tokens to keep track of your progress. The game includes 9 double-sided game tiles, 14 custom dice, a campaign book, and a campaign sheet pad for recording your achievements.

    Now, let’s discuss the setup of my guild.

    When starting a new Arcadia Quest campaign, the first thing you have to do is create your Guild. You’ll have four Guild options to choose from: Orange (Lion), Blue (Eagle), Red (Fox), and Green (Panda).

    Once you’ve chosen your Guild, you’ll receive a Guild Dashboard specifically designed for your Guild. This dashboard will help you keep track of your Heroes and your Guild’s actions. You’ll also receive Guild tokens that you can use to mark your Guild’s actions.

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    Choosing My Heroes

    Now I gotta make sure I pick the right 3 Heroes to protect my Guild during the campaign. This is super important because the team I choose can make or break my adventures. I’m gonna take a look at all the Hero cards and pick the 3 I want for my Guild.

    Advanced: Picking My Heroes Strategically

    Once I get the hang of the game and understand what each Hero can do, I might want to choose my Heroes in a more organized way. If everyone in the game agrees, we can use the drafting method to pick our Heroes at the beginning of a campaign.

    First, we shuffle all the Hero cards and divide them as evenly as possible among the players (it’s no big deal if one player gets one more card than another).

    Then, each player looks at their Hero cards secretly and chooses one Hero to be a part of their Guild. They place it face down in front of them. Once everyone has chosen, we pass the remaining cards to the player on our left.

    Next, we look at the new cards we received and pick another Hero for our Guild. We place it face down in front of us. Finally, we pass the remaining cards to the left one more time and choose our last Hero. Any extra Hero cards that are left over are taken out of the game and put back in the box.

    So, here’s what we do. First, we gotta place our Hero cards face up in the Hero card slots on our Guild Dashboard. It doesn’t matter what order we put them in. Then, we grab the figures that go with our Heroes and attach them to the figure bases in our Guild’s color. That way, we can easily tell who’s who. Oh, and don’t forget, we use the extra purple bases to identify special Monsters.

    Now, pay attention because this is important. The 3 Heroes we pick are gonna stick with us for the whole campaign. That means they can’t be changed unless we start a whole new campaign. So choose wisely!

    What Makes a Hero?

    Each Hero in Arcadia Quest is special in their own way. They’ve got different traits and special abilities that we should think about when we’re picking our Heroes. All the Hero cards show us these things:

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    An Explanation of Hero Stats

    Defense – This tells you how many Defense dice I can roll to try to prevent an attack from hurting me.

    Life – This number shows how many Wounds it takes to kill me.

    Name – This is my name, the name of the Hero.

    Ability – This is my Natural Ability, a special trait that makes me unique. My Ability is always in effect, following the rules described in its description.

    Starting Equipment

    Before we start playing the first Scenario in our adventure, we each get 5 Upgrade cards as our starting equipment. We have a Starter deck filled with cards like the Rusty Blade, Parrying Blade, Slingshot, Life Drain, and Nova Bolt. We can distribute these 5 cards among our 3 Heroes in any way we want.

    Hey there! Let’s talk about the Guild Dashboard. Each Hero has their own little inventory of 4 card slots right below their Hero card. But here’s the important part: they can only use the 4 cards in their inventory, not the cards of the whole Guild. Got it so far? Great!

    For example, let’s say I’m in control of the Blue Guild. I’ve got Grom, Maya, and Zazu as my Heroes. Now, I have to decide which cards to give them. I choose to give Grom the Rusty Blade, Maya gets the Life Drain and Nova Bolt, and Zazu gets the Parrying Blade and Slingshot. It’s all about making the right choices!

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    Campaign For Arcadia

    If we want to defeat the evil rule of Lord Fang, we need to start by making our way from the outskirts to the heart of the city of Arcadia. As we progress, we’ll weaken the power of the vampire lord and become stronger ourselves. Only after going on many adventures will we be ready to face the vampire lord in person.

    The Arcadia Quest campaign is divided into three stages: the Outer Circle, the Inner Circle, and the Final Showdown. Throughout the campaign, we’ll play six out of the eleven scenarios in the Campaign Book. This means that each new campaign can take a different path and offer us all new scenarios to enjoy.

    Outer Circle – These are the districts just inside the outer wall of the city. You need to finish three out of the six scenarios in the Outer Circle before advancing to the Inner Circle.

    Inner Circle – This is the well-protected heart of Arcadia, surrounded by the city’s second wall. Before reaching the Final Showdown, you must complete two out of the four scenarios in the Inner Circle.

    Final Showdown – Right in the center of the city, you’ll find the majestic Temple of Dawning Twilight. Every adventure culminates here with the Final Showdown scenario.

    When we start the campaign, we all decide which of the Outer Circle scenarios we want to play first. It’s a good idea for first-time players to begin with the District of Hammers scenario. Then, the winner of the previous scenario gets to choose which one we’ll play next.

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    Setting Up Scenarios for the Campaign

    Hey there! Let’s talk about setting up scenarios for your campaign. The Campaign Book has all the juicy details about each scenario. Once you’ve picked a scenario to play, it’s time to get things set up on the play area.

    Each scenario’s entry has a handy list of all the components you need, along with how many of each. To make sure you’ve got everything, start by gathering the right amount of each component. Then, it’s time to set up the game board.

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      Tiles – Gaming tiles are like puzzle pieces that have different codes on their sides. They have to be placed on the map according to the codes and orientation shown in the scenario.

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    Doors are an essential part of the game. They can hide surprises or lead to new areas. In each scenario, you’ll find door tokens placed on the map. Some doors start closed, blocking your way, while others are already open, inviting you to pass through.

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    Have you ever encountered a situation where two doors are close together, occupying the same corner? In those cases, small door tokens come in handy. These tokens are designed to make it easier for you to move and handle the doors, but don’t worry, they function just like regular doors.

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    You and I are about to embark on a thrilling adventure, where mystery and excitement await at every turn. To begin our quest, we need to carefully position the portal tokens, as shown on the scenario map. These tokens are like magical gateways, and they come in two different colors. It’s crucial that we place each token with the correct side facing up, so we can journey through the right portal.

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    Quest tokens – Okay, here’s the deal. When we play scenarios, they often ask for these things called Quest tokens. These tokens are like special markers that we need to put on the game board. But wait, there’s more! We have to make sure they’re facing up, so we can see them. So, grab those Quest tokens that they’re asking for and place them in the right spots on the board, with the colored side facing up. Easy peasy!

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    In this game, I’ll show you how to set up the exploration tokens. It’s a pretty important step, so make sure you pay attention!

    First, grab all the Quest tokens and put them back in the box. We won’t be needing them for now.

    Next, you’ll need the 14 Exploration tokens. These are special tokens that will add an element of surprise to your game. Shuffle them up so they’re all mixed together.

    Now, take a look at the scenario you’ll be playing. It should tell you how many Exploration tokens you’ll need. This number can vary depending on the scenario.

    Once you know how many tokens to use, randomly pick that number of tokens and place them face down on the board. The scenario will also tell you where to place them. Make sure they’re all hidden so nobody can see what’s on them.

    Finally, any remaining Exploration tokens should be put back in the box. Make sure they’re still face down so nobody knows what they are. These tokens will remain a mystery until they’re revealed during the game.

    And that’s it! You’re all set up with the exploration tokens. They’ll add an extra layer of excitement to your game, so get ready for some surprises!

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    To begin, I’ll explain how to use the “Spawn tokens.” First, gather the 5 tokens and shuffle them face down. Next, find out how many tokens are needed for the scenario you’re playing. Place those tokens in the designated spots on the map. Any leftover tokens can be put back in the box. Finally, flip over the tokens that are already on the board. You’re now ready to proceed!

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    Monsters – When I’m playing a scenario, I need to gather the specific Monsters and place them on the map where indicated. I also need to arrange the Monster cards next to the game board, so that everyone can see them. It’s important to note that each Monster type has different cards for different levels. I should only use the card that matches the level of the scenario I’m playing. For example, if I’m playing the 1st scenario, I should use Level 1 Monster cards. But if I’m playing the 3rd scenario, I should use Level 3 Monster cards (specifically the “Level 2-3” cards).

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    Quest cards: To win a scenario, you have to complete the challenges mentioned on the Quest cards. You should place the Quest cards beside the game board, so everyone can easily see them. Some Quest cards come with Reward cards that are mentioned in the scenario description. If a Quest card has a Reward card, tuck it under the Quest card. Only the PvP Quest cards related to the active Guilds should be used during the game.

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    When you’re setting up a game, one of the first things you need to do is place the spawn tile. This tile is an important part of the game, and it goes right next to the game board. It might seem like a small detail, but it plays a big role in the game.

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    Hey there! Let me tell you all about the common area when playing a game. It’s a pretty important spot, so let’s dive right in.

    First things first, the common area is like a central hub where everyone can easily access all the game essentials. There, you’ll find piles of Wound tokens, Death tokens, and coins. These are all crucial elements of the game that you’ll need to keep track of.

    In addition to the tokens and coins, you’ll also have the Attack and Defense dice. These dice are what you’ll use to determine the outcome of your attacks and defenses. So, make sure they’re easily within reach of all players in the common area.

    Having all these items in one place allows for smooth gameplay. You won’t have to constantly search for what you need or ask others to pass things along. It’s all right there, ready for you to grab and use whenever you need.

    So, whether you’re battling mystical creatures or exploring ancient lands, having a well-stocked common area is key to an enjoyable gaming experience. You’ll always be prepared and ready for action!

  • How to play Arcadia Quest Official Rules UltraFoodMessChoosing Your Starting Area – The scenario map shows where each Guild begins the game. Each player is given a Guild token, which is placed in a dice bag or closed hand. One token is randomly placed next to each starting area, determining where each Guild will start. The players should sit around the table in the same order as their starting areas. Each player then puts their Hero figures in any of the spaces indicated in their starting area. They can choose how to position their figures, with up to two figures allowed in the same space. Note that in a 3-player game, the Player 4 Starting Area is not used, and in a 2-player game, the Player 3 and Player 4 Starting Areas are not used.
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    The Game Board

    When I play Arcadia, I get to explore a game board that’s like a map of the city. It’s made up of different tiles that are all connected. Each tile represents streets and buildings in the city of Arcadia. And guess what? Each tile is divided into 9 spaces that are all the same size. In the middle of each space, there’s a little dot.

    Some spaces have walls that separate them. You can’t move or see through these walls. They’re marked with a gray pattern. The tiles also have other decorations, but they don’t matter for the game. They just make the city look nice.

    If a space doesn’t have a dot in the middle, it’s a wall. Only walls and spaces with the gray pattern are important for playing the game. Everything else doesn’t really matter.

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    Important Terms

    Character

    A Character can either be a Hero or a Monster.

    Ally

    An Ally is another Hero in the same Guild. If you are a Hero, you can count on your Guildmates for support and teamwork.

    Enemy

    An Enemy is any opponent that poses a threat to you. If you are a Hero, this includes Heroes from different Guilds and any Monsters you come across. If you are a Monster, any Hero is considered your Enemy.

    Close

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    When you’re playing the game, there are lots of rules and cards that talk about being Close to something. Being Close means being in one of a few specific positions.

    First, being Close means either sharing the same Space or being on one of the four Spaces that touch it from the top, bottom, left, or right.

    However, being diagonal from the Space doesn’t count as being Close. It has to be a straight line from the Space.

    Also, if there’s a wall or closed door blocking the shared edge between the Spaces, then they are not Close.

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    The green Spaces and any characters in them are considered to be Close to Grom, while the red Spaces are not.

    The Player Turn

    When it’s my turn to play Arcadia Quest, I get to take a Player Turn. We take turns in a clockwise order, starting with the first player, and keep going until someone wins the scenario and ends the game.

    The first player to start a scenario is the one sitting to the left of the player who won the last scenario. But in the very first scenario of a campaign, we just pick a first player randomly.

    During my turn, I can choose to do one of two things:

    1. I can activate a Hero.
    2. I can rest my Guild.

    Each turn, I can only do one or the other – not both. I have to decide which action will help me the most.

    Step 1: Activating My Hero

    First, I choose one of my Heroes to activate. I can activate the same Hero turn after turn if I want to. Once activated, my Hero becomes “active” and can perform their actions for this turn.

    Step 2: My Hero’s Options

    Now that my Hero is active, I have a few options. I can choose to either move and then attack, or attack and then move. It’s up to me, and I can do them in any order. I can also choose to just attack or just move if I prefer.

    Moving My Hero

    Each Hero has 3 Movement points that they can use during their activation. I can spend these points to move my Hero around the board. With each point, my Hero can either move one space, use a portal, or open/close a door at the edge of their space.

    I don’t have to use all my available Movement points, but any points I don’t use won’t carry over to my next turn.

    I can Move to different spaces on the board. This allows me to explore and position myself strategically.

    There are also Portals that I can use to instantly transport myself to another area of the board. This can be a great way to surprise my opponents or reach objectives quickly.

    Doors are another type of obstacle that I may encounter. I can interact with them to open or close them, creating barriers or shortcuts as needed.

    For example, let’s say I’m playing as a character named Grom. Here are three different Movement options I could choose:

    1. Move to an adjacent space.

    2. Use a Portal to teleport to a distant area.

    3. Interact with a Door to open it and gain access to a new room.

    By considering these options and thinking strategically, I can make the most of my Movement points and gain an advantage in the game.

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    Green: When I play as the Green player, I have three options for my moves. First, I can move one space on the board. Second, if there is an open door, I can move one space across it. Lastly, if there is a portal on the board, I can use it to instantly teleport to a different part of the board.

    Red: When I play as the Red player, I also have three options for my moves. Like the Green player, I can move one space on the board. Additionally, I can flip open a closed door, making it accessible for both me and other players. Lastly, if there is an open door, I can move one space across it.

    Blue: If I choose to play as the Blue player, my moves are slightly different. First, I can flip open a closed door, just like the Red player. Then, I can move one space across the now open door. Lastly, I have the power to flip the door back closed, blocking access for other players.

    Full Or Blocked Spaces

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    Did you know that each Space can only hold a maximum of two Characters? Even if there’s only one Character in a Space, it’s still considered free because others can still enter and shoot through it.

    If there are already two Characters in a Space, it becomes full and no one else can end their movement there. However, if one of the Characters is an ally of the active Character, they can pass through the Space but can’t end their movement in it. The good news is that it doesn’t block their Line of Sight.

    A Space with two enemies of the active Character is considered blocked. This means that the active Character can’t move through it and it also blocks their Line of Sight.

    Example: Let’s take a look at the distribution. In this scenario, Grom, a brave hero from the Blue Guild, is leading the charge. He sees the green spaces as safe and open, the yellow spaces as occupied, and the red spaces as impassable obstacles.

    Battle Time

    When it’s my turn to take the reins as the hero, I’ve got some options. One of them is to launch an attack against an enemy. It could be a ferocious monster or even another rival hero. There’s a whole range of attack moves to choose from during the game, each with their own special powers and effects. To engage in an attack, here’s the roadmap I’ll follow:

    Pick an Attack Card

    Lock In Your Target

    When it comes to playing Arcadia Quest, one of the first things you need to understand is how to perform an attack. You want to choose a target that you can actually reach with the Attack card you’ve selected. Attacks in this game can be categorized into two types: Melee and Ranged. You can tell what type of attack it is by looking at the card itself.

    Let’s start with Melee attacks. These attacks can only target enemies that are in a space close to your character. So, if an enemy is nearby, you can use a Melee attack against them.

    On the other hand, we have Ranged attacks. These attacks give you more flexibility because you can target enemies on any space on the board, as long as your character has a clear line of sight to them.

    Now that you know how to select your target and what types of attacks you can use, let’s talk about what happens when you actually perform an attack.

    First, you need to exhaust your Attack card. This means that you can’t use it again until you’ve had a chance to refresh it.

    Next, you’ll need to roll dice to determine the outcome of the attack. There are two types of dice involved in an attack: Attack dice and Defense dice.

    The symbols on the dice represent different outcomes depending on the type of roll you’re making. For example, if you’re making a Melee Attack roll, a certain symbol on the dice will count as a successful hit. The same goes for a Ranged Attack roll.

    There’s also a symbol called a CRIT, which always counts as a success regardless of the type of roll. It’s important to note that rolling a CRIT allows you to roll an extra die and add its result to the total. If that roll also results in a CRIT, you can keep rolling more dice.

    In addition to being successful, a CRIT can sometimes trigger special effects listed on the card you’re using. It adds an exciting element to the game and can turn the tide of battle.

    Now that you understand the basics of performing an attack in Arcadia Quest, you’re ready to dive into the action and start battling your opponents. Good luck and may your rolls be filled with CRITs!

    The Outcome of an Attack

    Unique Effects

    Victory and Bonuses

    Visibility

    When I launch an attack, the first thing on my mind is what will happen next. How will the situation change? Will I reach my goal or face some unexpected outcomes? These are the questions that keep me engaged.

    It’s like a game of chess, where each move comes with its own set of consequences. You never know what kind of effect you might trigger. The experience is both intriguing and surprising, like peeling back the layers of an onion.

    But it’s not just about the attack itself. There are special effects that can alter the course of events. It’s like a magic trick, where you can create illusions or bend reality. These effects add an element of astonishment to the battlefield and leave a lasting impression on both allies and enemies.

    And when you successfully launch an attack and achieve victory, it’s a moment of exhilaration. You feel a rush of adrenaline, knowing that your efforts have paid off. But it’s not just about winning. There are rewards that come with it – bonuses that can elevate your status and give you an advantage in future battles.

    Visibility is another factor to consider. You need to be aware of your surroundings and plan your attack accordingly. Will you have a clear line of sight to your target, or will there be obstacles in your way? Being strategic about your positioning can make a world of difference in the outcome.

    In the end, it’s all about interpreting the results, understanding the intricacies of the battle, and adapting your strategy accordingly. It’s a journey of constant learning and growth. And if you enjoy this kind of challenge, then you’ll love the world of warfare.

    So, as you enter the battlefield, keep these factors in mind. Be prepared for the unexpected and embrace the unique effects that come with each attack. Take advantage of your victories and the rewards they bring. And always consider your line of sight to gain an advantage over your opponents.

    With these principles in your arsenal, you’ll be well-equipped to navigate the complexities of combat. So, step onto the field and embrace the adventure that awaits.

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    When I use Ranged attacks, I need to make sure that I can see my target clearly. The distance doesn’t matter for a Ranged attack, but I do need to have a clear Line of Sight (LOS) to the target.

    To check if I have Line of Sight, I draw an imaginary line from the middle of my space to the middle of my target’s space. If this line is not interrupted by any obstacles like a wall, a closed door, or a Blocked Space, it means I have a clear Line of Sight.

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    The idea here is that if I can see a corner of a blocked space without anything obstructing my view, then my line of sight is not blocked. However, if both sides of the corner are blocked, then my line of sight is blocked.

    Another thing to keep in mind is that my line of sight cannot go beyond the game board. If it does, then it’s blocked.

    Rest

    If I don’t want to activate any of my heroes, I can choose to have them rest instead. When my guild rests, none of my heroes can move or attack during that turn.

    During this time, my heroes can take a break and get ready for the next part of their journey. Here are some things I can do while my heroes are resting:

    Unexhaust Cards

    To reset the Guild’s cards, all I need to do is remove the Guild tokens from each card on the Guild’s dashboard and unexhaust them. This means they’ll be fully ready to use again in the next turns.

    Time to Rearrange

    If I want, I can freely move my cards around, shifting them between my Heroes. However, I can’t move Death Curse cards – they have to stay where they are.

    Exploration tokens can also be shifted between my Heroes, but I can’t move Quest tokens. They have to stay with the Hero who collected them.

    Bringing Back the Fallen

    If any of my Heroes have been defeated, I have the power to resurrect them and bring them back to the game. I just need to remove all Wound tokens from that specific Hero and place their figure back on the board.

    I can choose to place the resurrected Hero in the Guild’s Starting Area or close to one of my existing Heroes who was already on the board when my turn began.

    The Creatures

    When I play the game, there isn’t a specific time for the creatures to take their turn. They roam the streets and houses of Arcadia without actively seeking out the Heroes. However, they will do anything they can to impede their progress and retaliate against their attacks.

    Missions

    In order to achieve victory, there are a number of missions that the Heroes must complete for each scenario.

    Each scenario has its own set of mission cards, which are divided into two types: Player vs. Player (PvP) and Player vs. Environment (PvE). PvP missions involve defeating the Heroes from rival guilds.

    PvE Quests are special tasks in a scenario, like defeating a specific Monster or completing a task. When I finish one of these tasks in a scenario, I fulfill that Quest. I mark its completion by placing my Guild token on top of the Quest card. I can only fulfill each Quest once per scenario, but other players can also accomplish the same Quest during the scenario.

    Now, let’s talk about the first bonus. The first player to place their Guild token on a Quest immediately gets a “First Bonus” – they receive one coin. However, if another player accomplishes that same Quest later on, they don’t get the bonus. Each Quest card has its own unique bonus.

    Lastly, let’s mention the Reward Cards.

    If you take on certain Quests while playing the game, there may be special cards you can earn as a reward. These cards are called Reward cards, and they can be a big help to your Guild.

    When you complete a Quest, your Guild immediately receives a Reward card. You can give this card to any Hero in your Guild, and they can use it to their advantage. If you don’t have space for the new card, you can get rid of one of your Upgrade cards to make room.

    How to Win the Game

    To win the game, your Guild needs to complete a total of 3 Quests. At least one of these Quests must be a PvE Quest. Once a player completes their third Quest, with one of them being PvE, the game ends and that player is declared the winner of the scenario.

    If I have three PvP Quests, I still need to complete a PvE Quest in order to win and finish the scenario. I could also win by completing two PvE Quests and one PvP Quest, or by completing two PvP Quests and one PvE Quest.

    In a game with two players, victory is achieved by completing only 2 Quests.

    Keep in mind: I cannot get the PvP Quest that requires me to kill a Hero from my own Guild.

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    Coin Rewards

    Hey there! So, as I’m out there on my thrilling adventures, I get to do all sorts of awesome things. And you know what? Not only do I earn fame and respect, but I also get my hands on some sweet, sweet coins. These coins are essential for my Guild, because they allow us to buy incredible new gear, weapons, and abilities that’ll totally rock our ongoing mission. Now, there are a few different ways my Guild can earn coins:

    • Whenever I, as a Hero, manage to take down a monstrous beast, my Guild pockets a number of coins as indicated on the Monster’s card. Pretty cool, right?
    • If I manage to defeat another Hero, yup, you guessed it, my Guild gets rewarded with a shiny new coin. Nothing beats a good old-fashioned victory, am I right?
    • Now, here’s a twist. If something unfortunate happens and I get taken out by a Monster or any other neutral element, all the other Guilds (except for mine, of course) earn a coin. Talk about turning a negative into a positive!
    • But hey, it’s not just about killing and battling. Sometimes, I get caught up in these exciting quests. And when I’m the first one to complete each quest, my Guild gets a coin. Epic, right?
    • And finally, when we reach the end of a scenario, each Guild gets a coin for every quest it managed to accomplish. It’s like getting a bonus for a job well done!

    At the conclusion of the scenario, each Hero who possesses a Treasure Chest token will receive the coin value indicated on the token for their Guild. These rewards stack up. For instance, if you are the first to defeat a Hero from the Green Guild, you will immediately receive one coin for defeating an Enemy Hero, another coin for being the first to complete the “Kill a Hero from the Green Guild” Quest, and an additional coin at the end of the scenario for completing the Quest.

    If you manage to defeat more Heroes from the Green Guild during the same scenario, you will only receive one extra coin for each additional defeat, as the Quest has already been completed.

    Now, let’s move on to the Upgrade Phase.

    After a scenario ends and before the next one begins, we have the Upgrade Phase. It’s a time of rest and reflection for the Heroes. This is when they take the opportunity to improve themselves, gather better equipment, tend to their wounds, and plan their next move.

    The Curse of Death

    Thanks to the power of the Guilds, Heroes can easily come back to life if they die during their adventures. But dying is no small matter, as it still has consequences. When a Hero is killed in a scenario, they may suffer a curse. The more times they die, the greater the chance of facing a severe curse.

    Every time we begin a new Upgrade Phase, something strange happens. If I have a Death Curse card from a previous scenario, I have to give it back. All of the Death Curse cards are shuffled back into the deck, and if I received a Death token in the previous scenario, I get a new Death Curse card for each Death token I have. But don’t worry, I only get to keep the one with the highest value. The rest get thrown away along with my Death tokens.

    Now, these Death Curse cards are no joke. They have all sorts of effects that will haunt me in the next scenario. Some of them just get placed next to my character card, but others actually take up space in my inventory slots. It’s definitely something I need to watch out for.

    If you find yourself in this situation, you can cleverly stash an upgrade card beneath it. However, you won’t be able to access that card until the curse is lifted. The only way to get rid of a Death Curse card before the next Upgrade Phase is to use a Healing Potion token.

    Let’s talk about upgrades. As our adventures unfold in Arcadia, we become more powerful. We learn new tricks, gain new powers, and acquire better weapons and equipment. The stronger our guild performs in a scenario, the more resources we have to enhance our heroes for the next challenge.

    During a scenario, our guild earns coins for completing impressive feats like defeating enemies and completing quests. These coins aren’t used during the scenario itself, but they come in handy during each Upgrade Phase.

    Let’s talk about upgrading in our game. After completing a scenario, we need to shuffle the Upgrade deck that matches the scenario level. So, if it’s the first scenario, we use the Level 1 deck. Each player gets dealt 6 cards from that deck.

    Now, here’s where it gets interesting. From those 6 cards, you get to choose 2 cards that you want to keep for yourself. Place those cards face down in front of you. The rest of the cards are passed to the player on your left.

    Once you receive the new cards passed to you, it’s time to choose 2 more cards to keep and pass the remaining cards to the left again. The drafting process is finished once everyone has their final set of 6 cards.

    Now, take a look at those 6 cards you ended up with. You need to decide which ones you want to purchase for your Heroes. Each card has a specified cost. Remember, during the Upgrade Phase, you can only buy a maximum of 3 cards.

    So, go ahead and choose wisely. Upgrade your Heroes and make them stronger!

    After using the Upgrade cards, any remaining ones are put back into the box and the coins that were spent are returned to the common pile. If you didn’t spend all of your coins, you can save one for the next Upgrade Phase, but any extra coins go back to the common pile.

    Now it’s time to distribute your new Upgrade cards among your Heroes. You can rearrange all of the cards however you’d like. If you have more than 12 Upgrade cards in your Guild, you’ll need to get rid of the extras.

    Keep Going!

    Before starting the next scenario, make sure to remove any tokens from your Heroes, like Wound or Exploration tokens. The player who won the previous scenario gets to choose which scenario will be played next, following the campaign progression rules.

    Exploration Tokens

    When you start setting up the game, you’ll notice some Exploration tokens placed all over the game board. The scenario instructions will tell you whether they should be facedown or faceup.

    These tokens represent different things that the Heroes may discover while exploring the city. Some are useful items, while others are important objectives they need to accomplish in their quest!

    Collecting an Exploration token is pretty easy. You don’t need to spend any Movement Points or take any special action. If your Hero is in the same space as an Exploration token, and there are no Enemies there, you automatically collect it.

    Once you collect a token, you’ll see what it contains. It becomes yours and you place it on your Hero’s card. Each token has a unique effect that only affects the Hero who owns it:

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    In each scenario, there are unique Exploration tokens called Quests. These Quests play a crucial role in the game and have specific rules and effects that are explained within the scenario itself. When I encounter a Quest token, it adds an element of excitement and mystery to my adventure. I never know what surprises await me when I uncover a Quest. It’s like embarking on a special mission within the game.

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    Healing Potion – I can choose to use this special token whenever I want to get better quickly. When I use it, all my injuries and bad luck go away. But I have to be careful and not use it when there’s a fight going on, or it won’t work.

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    The Awesome Elixir – I can choose to use this incredible potion during my turn to refresh all of my cards and remove any Guild tokens from them. It’s like a magical reset button that gives me a fresh start!

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    The Extra Turn Potion is a special token that holds significant power. Picture this: you’re on a mission, and you need to make a swift move to turn the tide in your favor. Well, with the Extra Turn Potion, you have the ability to discard it and gain an extra turn right then and there. It’s like having a secret weapon up your sleeve!

    Not only that, but once you use the Extra Turn Potion, you’ll be able to activate your Hero again in the next round, just like you normally would. It’s like getting a second chance to make things right!

    So, imagine the possibilities. You could surprise your opponents with an unexpected move. You could seize the opportunity to strike when they least expect it. The Extra Turn Potion gives you the edge you need to come out on top.

    But, it’s not all sunshine and rainbows. Like any powerful tool, the Extra Turn Potion comes with its own set of risks. You’ll need to weigh the pros and cons, considering if the benefits outweigh the potential drawbacks. However, when used strategically, it can be a game-changer.

    So, whether you’re a seasoned gamer or just starting on your adventure, the Extra Turn Potion is definitely worth considering. Its ability to grant you that extra turn could be the key to victory. And if you’re a fan of surprises and turning the tables on your opponents, then you’ll absolutely love what the Extra Turn Potion brings to the table.

    With all these factors in mind, don’t forget that sometimes taking risks can lead to great rewards. The Extra Turn Potion is a double-edged sword, and it’s up to you to make the most of it. So go ahead, unleash its power, and watch as you elevate your gameplay to new heights. Happy gaming!

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    Yo, check it out! – So, at the end of the Scenario, every Treasure Chest token gives the guild that has it the number of coins that’s on the token.

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    In the game, there is a special type of token called a Trap. When a Hero collects this token, something bad happens right away. The Hero gets hurt, and the token goes away.

    Exploration tokens are different. If you’re in a Guild, you can share them with your fellow Heroes when you take a break. But you can’t share Quest tokens. If a Hero gets killed, they drop all of their Exploration tokens where they died. And if they were killed by another Hero, that Hero can take one of their Exploration tokens, even if it’s a Quest token.

    If a Hero still has any Exploration tokens at the end of a scenario, they go back into the game. No one starts with any Exploration tokens.

    Upgrade Cards

    The Upgrade cards that each Guild acquires as the campaign progresses are what really make them stand out. By using different cards in combination, each Hero can fully utilize their natural abilities or even create a completely new role for themselves in the game.

    Campaign

    As we, the Heroes, complete our tasks, we gain fame, resources, and the possibility of finding allies. The people of Arcadia always remember the deeds of adventurers, and sometimes we might receive unexpected help along our journey, based on what we have accomplished before.

    When we fulfill certain Quests, our Guild is rewarded with a Title. Each Title gives us an advantage that we can use in future scenarios.

    Hey there! Let’s chat about quest titles in Arcadia Quest.

    Almost all scenarios in the game have a quest that comes with a title, except for “District of Hammers,” “Brightsun Arena,” and “The Temple of Light.” When a hero completes one of these quests, their guild gets the associated title. Make sure to write it down on the campaign sheet!

    Now, here’s the cool part. The title doesn’t have any effect on the current scenario, but it can be a big advantage in future ones.

    Each scenario tells you which quest is connected to a title, what benefits it brings, and which other scenarios benefit from that specific title. And you know what? The description of each scenario that can use a title will also tell you how it benefits you.

    All Good Things Come to an End

    Once you’ve played the final scenario of the campaign, Arcadia is officially liberated!

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