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ANATOMY OF AN UPGRADE CARD
A. Name - The name of the card.
B. Cost - The number of coins necessary to purchase this card.
C. Type and Group - The type of card and group it belongs
to. Some effects only affect specic types and groups.
D. Attack dice - Only Attack cards feature these. This is the
number of Attack dice rolled by this attack, as well as the type
of attack the card is able to make (Melee or Ranged ).
E. Special Effect - Any Special Effects that the card offers.
F. Code - Use this identifying code to easily log your cards in
the Campaign Sheet.
ATTACK CARDS
Attack cards are what allows a Hero to make an attack against
an Enemy. A Hero with no Attack cards in his inventory is gener-
ally incapable of executing an attack when activated. But if he
has multiple Attack cards, he can still only use a single one per
attack. However, since when an Attack card is used it must be
exhausted (place a Guild token on it), having multiple Attack
cards available to a single Hero gives him not only more options,
but the ability to attack for multiple turns before needing to
Rest and unexhaust his cards.
All Attack cards are able to make either Melee or Ranged at-
tacks, as indicated by the icons of their listed attack dice. While
some Attack cards offer only a simple attack, many have some
form of special effect listed which enhances their attack. This
effect is only triggered when the card is used and the parame-
ters stated in it are met.
BOOST CARDS
Boost cards are companions to Attack cards. While they can
never be used on their own, they might be able to greatly im-
prove the power of an Attack card being used.
When a Hero is declaring his attack (before rolling the Attack
dice), he may choose to also use one or more Boost cards in
his possession. He exhausts the Attack card being used, and
also exhausts any Boost cards being used in conjunction (place
a Guild token on it). The special effects offered by the Boost
card are then added to the attack being executed. Note that
some Boost cards only work with specic types of Attack cards,
as described in their text. As is the case with Attack cards, an ex-
hausted Boost card cannot be used again until it is unexhausted.
PERMANENT CARDS
Permanent cards work exactly like the Heroes’ Natural Ability.
They give the Hero that possesses them a special ability that is
always in effect, according to the parameters of the card’s text.
Permanent cards are never exhausted, so their ability is always
at the disposal of the Hero who has it in his inventory. If a Hero
decides to use a Permanent cards effect on an attack, he must
declare it before rolling any dice.
SPECIAL EFFECTS
Upgrade cards offer a multitude of new resources to the Hero
who possess them. Here are some of them:
EXTRA DEFENSE
Cards with this Extra Defense icon grant the Hero
who owns them the number of extra Defense dice
listed. Whenever the Hero needs to make a Defense
roll, add together his basic Defense and all Extra
Defense his cards might grant him. Extra Defense is always add-
ed to the Heros Defense, even if the card that contains it is
exhausted.
EXTRA LIFE
Cards with this Extra Life icon grant the Hero who
owns them the ability to sustain more Wounds
before being killed. Add together the Heros basic
Life and any Extra Life his cards might grant him, it
doesnt matter whether the card is exhausted or not, this is his
total Life, the number of Wounds necessary to kill him.
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2
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1
REROLL POOL
Cards with this Reroll icon allow the Hero who owns
them to reroll the indicated number of dice after
his dice pool has been rolled. The result of this new
roll replaces the original result. All of a Heros cards
with Reroll icons always add to his Reroll pool, whether they are
exhausted or not. Whenever a Hero makes a roll (be it an Attack
or a Defense roll) he has his full Reroll pool at his disposal to use
in any order he’d like.
Example: Zazu has a Parrying Blade which grants him +1
Reroll and a Moon Ring which grants him +2 Rerolls. His total
Reroll pool is 3. He makes a Ranged Attack against an Orc with
his Slingshot, rolling two Attack dice which result in and :
two misses. He uses 2 Rerolls to reroll both dice, resulting in
and : 2 hits. He rolls the extra die granted by the CRIT,
which results in : a miss. He then uses the last Reroll of his
pool to reroll this die, resulting in : another hit, for a grand
total of 3 hits.
The Orc strikes back at Zazu with its Melee attack rolling ,
and : 2 hits. Zazu rolls his 2 Defense dice, getting and :
one save. He uses one Reroll on that blank and gets another .
He uses a second Reroll and gets a : another save. He still has
one Reroll left in his pool, but he has no reason to use it, since all
hits of the attack have already been cancelled.
DAZE
Some attacks are able to daze their target, leaving him open to
future attacks. When a Character is dazed, lay its gure on its
side to indicate his condition. A dazed Character is not allowed
to roll any Defense dice against attacks. Other than that, he
may act normally, moving and attacking as usual. When a dazed
Hero Rests he recovers from the daze effect. Place his gure
back up to indicate that.
BOMBS
Bombs can be extremely dangerous, which is why each Guild
can only possess a single Bomb card at a time. When a Bomb
card is used, resolve the attack normally against the targeted
Character. If the Attack roll scores any hits, it creates an incen-
diary mineeld around it. Place one Guild token in the targets
Space and in all Spaces Close to it. If an Enemy Hero enters a
Space with one of these tokens, he suffers an attack exactly like
the original Bomb attack and that Guild token is removed from
the board. If that Hero is killed, credit goes to the Guild whose
token exploded, though any Exploration tokens that the victim
carried must be placed on its Space.
If a Hero enters a Space containing his own Guilds token,
nothing happens. If a Hero enters a Space containing multiple
Enemy Guild tokens, they all explode simultaneously. Add the
dice for all Bombs involved into a single attack. If a Hero is killed
in such a simultaneous attack, all Guilds involved in the attack
get the credit for the kill.
EXHAUST HERO
Some Upgrade cards require that the player “exhaust the Hero
in order to use a special effect offered by the card. To exhaust
the Hero using the card, simply place a Guild token on top of his
Hero card. That Hero’s card is now exhausted, and so he wont
be able to use any other special effects that need to “exhaust
the Hero” in order to work until his Hero card is unexhausted.
The Hero card can be unexhausted by using a turn to Rest and
remove all Guild tokens from the Guild’s cards. A Hero with
an exhausted Hero card does not suffer any penalty, he can be
activated normally, moving and attacking as usual. He is just
unable to activate special effects that require him to exhaust his
Hero card. He can still use his natural ability (as long as it doesnt
require him to exhaust his Hero card).
SELF SACRIFICE
Some abilities require the active Hero to suffer a number of
Wounds in order to use them. The Hero must take the required
number of Wounds before rolling any dice for the ability.
However, a Hero cannot use such an ability if the Wounds taken
would cause him to die. If he doesnt have enough Life left, he
cannot activate the ability.
CRITICAL EFFECT
When the special effect of a card is listed after a symbol,
it means that effect is only activated if the dice roll associated
with that card scores at least one CRIT. Unless otherwise stated,
only a single CRIT is necessary to activate the special effect,
scoring multiple CRITS does not multiply it.
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Rulebook • Arcadia Quest
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Arcadia Quest • Rulebook
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