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THE PLAYER TURN
A game of Arcadia Quest: Inferno 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
uninterrupted 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.
For the very rst scenario of a campaign, however, the rst play-
er is chosen randomly.
When a player takes his turn, he may do one of two things:
ACTIVATE one 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.
Note: If an ability allows a player to activate an extra Hero
during his turn, it must be used on a Hero that has not yet been
activated this turn.
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.
Reveal a Brimstone card in his Space.
The Character doesn't have to use all of his available Movement
points, though any unused 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 Character 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
on 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.
Brimstone Cards
A Hero may spend one Movement point to reveal a Brimstone
card that’s on his Space, stirring hellish power to his advantage:
The player takes the card from the board, executes what the
card’s text indicates and then discards the card. Brimstone Cards
are fully explained on page 29.
Rulebook  Inerno
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