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THE PLAYER TURN
A game of Arcadia Quest is played over a series of Player Turns,
in clockwise order. The rst player takes his turn, then the player
to his left takes his turn, and so on. This sequence goes on un-
interrupted until a player wins the scenario, ending that game.
The rst player to take his turn at the start of a scenario is the
one sitting to the left of the player who won the last scenario.
At the very rst scenario of a campaign, however, the rst player
is chosen randomly.
When a player takes his turn, he may do one of two things:
ACTIVATE a Hero.
REST his Guild.
Each turn, the player can only do one or the other, never both.
HERO ACTIVATION
The player chooses a single one of his Heroes to activate (ac-
tivating the same Hero turn after turn is allowed). That Hero
is now considered “active” and may perform, in any order, his
Movement and one Attack, or one Attack and then his
Movement. The Movement can’t be interrupted by the Attack
and then resumed afterwards, it must be performed all at once
either before or after the Attack. The Hero may also choose to
perform just his Attack or just his Movement.
MOVEMENT
All Heroes have 3 Movement points available to use on
each activation. By spending his available Movement points, a
Character is able to move around the board. For each Movement
point spent, the Character can either:
Move one Space.
Use a portal.
Open or close a door at the edge of his Space.
The Character doesn’t have to use all of his available Movement
points, though any remaining points don’t carry over to his next
activation.
Move
Moving one Space means taking the active gure from its cur-
rent Space to one of the four Close spaces that share an edge
with it. Diagonal movement is not allowed. If there is a
wall or a closed door between the Hero and the Space he wishes
to enter, that move is not possible.
Portals
Portals allow Characters to teleport from one side of the board
to the other very quickly during their movement. A Character
standing in a Space that contains a portal can spend one
Movement point to immediately take his gure and place it in
any other Space containing a portal of the same color. If the
destination Space is Blocked to the Character, he can’t use that
portal. If the Space is just Full, the portal can be used, though
the Character must be able to end his Movement in a free
Space (see next page). Using a portal does not trigger a Guard
Reaction from a Close Monster.
Doors
Door tokens can be ipped to their closed or open position
by spending one Movement point. The manipulated door must
be at the edge of the space occupied by the active Character.
Closed doors work just like a wall, blocking Movement and Line
of Sight. Open doors create a Space-wide passage between two
Spaces, allowing Movement and Line of Sight.
Example: Below we see Grom performing three possible
Movements:
Green: 1 - Move one Space; 2 - Move one Space across an open
door; 3 - Use a portal to go to a different part of the board.
Red: 1 - Move one Space; 2 - Flip open a door; 3 - Move one
Space across the now open door.
Blue: 1 - Flip open a door; 2 - Move one Space across the now
open door; 3 - Flip the door back closed.
ATTACK
The active Hero may attempt to attack an enemy of his choosing,
be it a Monster or an enemy Hero. There are several different
kinds of attack that Heroes can obtain throughout the game,
with a variety of capabilities and special effects. To perform an
attack, the player executes the following steps:
Select Attack Card
The player chooses one unexhausted Attack card located in the
active Heros inventory to use.
Conrm Target
The player selects his target, making sure the Attack card he
chose is able to reach it. There are two basic types of attack:
Melee or Ranged. The type of an attack is indicated in the card
being used to perform it.
Melee - A Melee attack can only target Enemies
situated in a Space Close to the active Character (see
Close rules on page 13).
Ranged -A Ranged attack can target Enemies on any
Space on the board, as long as the active Character
has a clear Line of Sight to it (see Line of Sight rules
on page 16).
Exhaust Attack Card
Before resolving the attack, the player must exhaust the Attack
card being used by placing one of his Guild tokens on top of it.
This exhausts the card, showing that it has been used. An ex-
hausted card cannot be used again to perform an attack until it
is unexhausted.
Attack Dice Pool
The attacking player gathers a number of black Attack dice
equal to the number indicated on the Attack card being used.
If he’s accessing any bonuses granted by other cards, those extra
Attack dice are also added to his pool.
Defense Dice Pool
If the targeted Character has any Defense listed on his card, the
player controlling him gathers a number of white Defense dice
equal to that characters Defense. If a targeted Hero possesses
any cards with extra Defense icons, those dice are added as well.
All of a Heros cards with extra Defense icons always add to his
Defense pool, whether they are exhausted or not.
FULL OR BLOCKED SPACES
Each Space can contain a maximum of two Characters
at a time. A Space with up to one character in it is still
considered to be free, since other characters, enemy or
allied, can still enter it and shoot through it normally.
Full - A Space with two characters in it is considered Full
and nobody else can end their Movement inside it. If at
least one of those two Characters is an ally of the active
Character, he can move through the Space (though not
end his Movement inside it) and it does not block his
Line of Sight.
Blocked - A Space with two enemies of the active
character is considered Blocked. That means that he
can’t move through it, and it blocks his Line of Sight.
Example: In the distribution above, Grom (a Blue Guild
Hero) is the active character. He considers the green
Spaces as Free, the yellow Spaces as Full and the red
Spaces as Blocked.
Rulebook • Arcadia Quest
14 15
Arcadia Quest  Rulebook
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