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THE POWER BEHIND THE THRONE
While the public eye will naturally be drawn to the glory of
the Savior, the real power in Arcadia is the shadowy Guild
Council that determines its policies—and distributes its wealth.
This council has been watching the actions of the Heroes very
carefully during the Inferno Crisis—and there just happens to
be an opening at their table. The Guild that has collected the
most Medals during the campaign is given a seat on the Guild
Council, and becomes the true power behind the throne.
THE ULTIMATE ARCADIAN
Of course, there is always the small chance that one single Guild
will so powerfully dominate their rivals during the campaign
that they will not only collect the most Medals but also deliver
the deathblow to that nasty Underlord. Should this occur, that
Guild is universally recognized as the Ultimate Arcadian—clearly
destined to usher in a bold new golden age for the city!
OPTIONAL: EPISODIC MODE
Arcadia Quest: Inferno is intended as a campaign game, with the
scenarios being played from the beginning in the First Circle all
the way to the Final Showdown in the depths of Inferno, with
your accomplishments in one scenario affecting the game in the
next, and with your group of heroes gradually becoming 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 of 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 sim-
ply choose which ones to keep. This is repeated for all the decks
used, 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 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:
Each Guild loses 1 coin for each Death Token in the Guild
(also counting every 2 Damnation as 1 Death Token).
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.
Rulebook  Inerno
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