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OPTIONAL: EPISODIC MODE
Arcadia Quest is intended as a campaign game, with the sce-
narios being played from the beginning in the Outer Circle all
the way to the Final Showdown at the heart of the city, with
your accomplishments in one scenario affecting the game in the
next, and with your group of heroes becoming gradually more
and more powerful. However, if a group of players desires to
simply have some fun in a disconnected way, just gathering some
Heroes and playing a scenario without greater repercussions,
they can play in Episodic Mode.
In Episodic Mode, players quickly set up their Guilds, with Heroes
and Upgrade cards in any level of their choice and go tackle any
scenario in the Campaign Book (or perhaps even come up with
one of their own). To play in Episodic Mode, follow these steps:
1. Create your Guild. This is done in the normal way, as de-
tailed on page 7. Each player picks a Guild color, the Heroes
are picked so each Guild ends up with three, and the starting
equipment from the Starter deck is dealt normally.
2. Choose Level. The players should decide together at what
level they would like to play this game, from level 1 to level
6. The higher the level, the stronger the Monsters will be, but
players will have access to more Upgrade cards.
3. Deal Upgrade Cards. For each level beyond 1, the players
are dealt Upgrade cards from all previous levels. So if playing at
level 2, only the Level 1 deck will be dealt; at level 3 - decks Level
1 and 2; at level 4 - decks Level 1, 2 and 3; and so on. Starting
with the Level 1 deck, each player is randomly dealt 6 cards from
the deck, from which he may keep only 2, discarding the rest.
The cards are not purchased with coins, the players simply choose
which ones to keep. This is repeated for all the decks accessed,
according to the game level. If at the end the players have more
than 12 Upgrade cards, they must discard the exceeding number.
4. Play a Scenario. Any scenario in the Campaign Book can
be played in this mode, just be sure to use the Monster cards at
the level that has been chosen by the group. Alternatively, you
may want to create your very own scenarios, using the modular
game tiles and coming up with custom Quests!
5. Determine the Winner. Victory in Episodic Mode is de-
termined in a slightly different way from the normal game: the
winner is the player whose Guild has the most coins at the end
of the game. Once the scenario is over, each Guild receives ex-
tra coins normally for completed Quests, and also:
Lose 1 coin for each Death Token in your Guild.
The Guild that nishes the Scenario (by completing three
Quests) gets an extra 5 coins.
Each Guild adds together all its coins, and the one with the
largest amount is the winner.
HEROES
DIVA
“If I always did what I was told, I’d
still be a peasant.”
In the tiny hamlet of Remy, Diva grew
up with visions granted by the gods. She
glimpsed the future and saw herself cov-
ered in dirt, surrounded by monsters, and
on her last legs. The warning was clear: do
not follow the warrior’s path. But Diva,
ever the stubborn heart, had a talent for
combat and an indomitable spirit. She
bore a soldiers heart. She felt that, per-
haps, the gods were warning of something
else: death by dirt. She could see herself in
gleaming Sunguard’s armor, standing over
her defeated enemies, perfect hair owing
in the breeze. Clearly, this was what the
gods intended. She traveled to Arcadia at
age 16, enrolled in the academy, and has
never looked back. Now a full knight, she
spends hour upon hour polishing her own
weapons and armor, since lazy squires can’t
be trusted.
GREENSLEEVES
“Do you like my new coat? It’s my
complete delight.”
Greensleeves has two pleasures in life: the
sound of an arrow crossing the air, and the
feel of fresh cotton against his skin. A native
from the Daylight Woods, Greensleeves is
an enthusiastic orc hunter and an avid tai-
lor, who is very picky with the quality of the
arrows he uses and of the cotton he sews.
His aim, either with an arrow or a needle, is
legendary. Greensleeves descends from an
ancient line of Blond Elves, where honesty
and honor are sacred, knowledge and tra-
dition are passed from one generation to
the next, and the length of the hair shows
how long one intends to stay single. He
dreams one day of sewing via archery, but
the thread proves problematic to aerody-
namic efciency.
GROM
"GRRRRRRRRRRAAAGHHHHH!"
As a tiny barbarian, Grom was told that
practice makes perfect’, and the young
Grom took it to heart… perhaps a little
too literally. Grom prefers not to walk
anywhere. He ghts his way from place
to place. He does not eat dinner. He
conquers it! He does not take out the
trash. He forces it into exile! He does
not bathe… er, because, barbarian!
In all the world, Grom fears only one
thing. It is the greatest opponent he has
ever faced. No matter his wit, no mat-
ter his cunning, it matches him move
for move, and stalks him everywhere he
goes: His shadow.
HOBSBAWM
“… therefore it must be perfectly
obvious to even the most am-
ateur understanding of simple
physiologic processes that, when
properly applied according to the
Mendoclian Dactum and basic
Theory of Arcane Diffusion and
intoned with verbiage not at all
dissimilar to proper pyromantic
articulation, one will, inevitably
and invariably with very little ran-
domization, excepting for local
disruptions in the ley convergence
and accounting for proper celes-
tial alignments, one will discover
that any monster, particularly
those of a mortal nature and not
linked in any way to a pyroclastic
elemental effusion, will expire at
the proper ignition temperature.
Now, turning to the undead, as
both species and philosophy, con-
sider
--Excerpt of Professor Hobsbawm
in battle. (Just imagine what his
lectures are like.)
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Arcadia Quest • Rulebook
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Rulebook • Arcadia Quest
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