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Every time a Hero kills an Enemy Hero, his Guild gets one coin.
Every time a Hero is killed by a Monster or other neutral
game element, all Guilds - except the one to which that Hero
belongs- get one coin.
Every time a Hero is the rst in the scenario to accomplish
each of the Quests, his Guild gets one coin.
At the end of the scenario, each Guild gets one coin for each
Quest it accomplished.
At the end of the scenario, each Treasure Chest token in a
Hero’s possession gives the coin value listed on it to his Guild.
These rewards stack so, for example, if you were the rst to kill
a Green Guild Hero, you would immediately get one coin for
killing an Enemy Hero, plus one coin for being the rst to ac-
complish the “Kill a Hero from the Green Guild” Quest, and
then at the end of the scenario you would get another coin for
having accomplished that Quest. If you killed more Green Guild
Heroes during that scenario, you would only get one extra coin
for each kill, since you had already accomplished the Quest.
UPGRADE PHASE
Once a scenario is over, and before the next one begins, the
Upgrade Phase takes place. In this lull between the action, the
Heroes improve themselves, get better equipment, lick their
wounds and decide where they will go next.
DEATH CURSES
Thanks to the Guilds’ power, Heroes are able to come back to
life with relative ease after being killed during their adventures.
However, losing one’s life must not be taken lightly, for death
still takes its toll. Any Hero that is killed during a scenario may
suffer a debilitating curse. The more times he dies, the bigger
the chance of suffering a grievous curse.
At the start of every Upgrade Phase, any Hero with a Death Curse
card from a previous scenario returns it to the deck. The Death
Curse deck is reshufed and any Hero that received a Death
token during the previous scenario receives a number of Death
Curse cards equal to the number of Death tokens he possesses.
Each Hero must keep the Death Curse card with the highest val-
ue among those he receives, discarding the others along with his
Death tokens. Each Death Curse card has a different effect de-
scribed in it that will afict the Hero throughout the next scenario.
As indicated, some Death Curse cards are merely placed next to
that Hero’s card, while others must occupy one of that Hero’s
inventory slots. In that case, it is possible to keep an upgrade card
under it, though that card cannot be accessed until the curse is
removed. The only way to remove a Death Curse card before the
next Upgrade Phase is to use a Healing Potion token.
UPGRADES
In the course of the Heroes’ adventures in Arcadia, they be-
come gradually more powerful, learning new tricks, new powers
and getting hold of better weapons and equipment. The better
a Guild performs in a scenario, the more resources it has to im-
prove its Heroes for the next scenario.
During a scenario, each Guild earns coins for the feats it accom-
plishes, like killing enemies and fullling Quests. These coins
are not used during the scenarios themselves, but will be very
useful during each Upgrade Phase. Shufe the Upgrade deck
corresponding to the number of the scenario that’s just been
completed (Level 1 deck after the rst scenario, Level 2 deck
after the second scenario, and so on). Each player is dealt 6 cards
from that deck. He chooses 2 cards that he wants to reserve for
himself and places them face down in front of him, passing the
remaining cards to the player to his left. From the new cards
they received, each player reserves 2 more cards and passes the
rest to the left. After that drafting is done, each player takes
the 6 cards he ended up with and decides which ones he wants
to purchase for his Heroes, using his Guilds coins. Each card has
a listed cost, and during each Upgrade Phase each player can
only purchase a maximum of 3 cards. The remaining Upgrade
cards are returned to the box and the spent coins are returned
to the common pile. If a player doesn’t spend all his coins in
this purchase, he may save a single coin to spend in the next
Upgrade Phase, though any coins beyond that are returned to
the common pile.
Each player then distributes his new Upgrade cards among his
Heroes, being allowed to completely rearrange all cards. If a
Guild has more than 12 Upgrade cards, it will have to discard
any excess cards.
ONWARDS!
For the next scenario to begin, remove any tokens from the
Heroes (Wound, Exploration, etc). The player who won the
previous scenario chooses the next scenario that will be played,
obeying the campaign progression rules (see page 9).
EXPLORATION
TOKENS
During setup, several Exploration tokens are scattered around
the board. According to the scenario instructions, some may be
laid out face down and others are face up. These tokens repre-
sent (mostly) useful things the Heroes may nd while exploring
the city, and even some important objectives they are trying to
achieve in their quest!
Collecting an Exploration token does not require a Movement
Point or any other action. Whenever an active Hero is standing
in the same Space as an Exploration token, and there are no
Enemies in that same Space, the Hero must automatically col-
lect the token. The token’s content is revealed and it is then in
possession of the Hero who collected it (place it on that Hero’s
card). Each Exploration token has a different effect, that only
affects the Hero in possession of the token:
Quest - These are special Exploration tokens, whose workings
are explained in each scenario.
Healing Potion - An active Hero may freely
discard this token during his turn to recover all
his Life, discarding any Wound tokens and Death
Curse cards he may possess. This cant be used
while an attack is being resolved.
Refreshing Potion - An active Hero may freely
discard this token during his turn to unexhaust all
of his cards, removing all Guild tokens from the
cards belonging to that Hero.
Extra Turn Potion - The Hero may freely discard
this token at the end of his turn to immediately
perform another full turn. That same Hero is acti-
vated again normally.
Treasure Chest - At the end of the Quest, each
Treasure Chest token gives the Coin value listed on
it to the Guild who possesses it.
Trap - The Hero who collects it immediately suffers
an automatic Wound and the token is discarded.
Exploration tokens can be freely exchanged among a Guild’s
Heroes whenever that Guild Rests. Quest tokens, however,
can’t be exchanged. A killed Hero drops all of his Exploration
tokens on the Space he occupied. If he was killed by an enemy
Hero, that Hero can automatically get one of his Exploration
tokens (even a Quest token).
Any Exploration token in possession of a Hero at the end of a
scenario is returned to the game. Nobody starts a scenario in
possession of Exploration tokens.
UPGRADE CARDS
The Upgrade cards acquired by each Guild as the campaign pro-
gresses are what will truly set them apart from the rest. Through
the use and combination of different cards, each Hero is able to
use his natural characteristics to their full potential, or build up
a whole unique new role for himself in the game.
There are three basic types of Upgrade cards:
Through the combination of these cards, players can create
some powerful and unexpected attacks and strategies!
Attack cards Permanent cardsBoost cards
Rulebook • Arcadia Quest
24
Arcadia Quest • Rulebook
25
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