Arcadia: King Ironheart's Madness
Rules Cards Text
(4 rules cards)

Arcadia: King Ironheart's Madness, and White Wolf are trademarks of White 
Wolf, Inc.  (c) 1996 White Wolf, Inc.  All rights reserved.  Rules cards 
text (c) 1996 White Wolf, Inc.


Card 1 (included in Character Pack):

(page 1)

WELCOME TO ARCADIA (tm)

     Arcadia is the fantastic and mystical home of the changelings, the 
fae.  Here they exist as they have for eons, drawing from the dreams and 
nightmares of mortal men and women to forge their own fantastic reality.


----------------
  In This Pack  
----------------

     In this pack you'll find three different types of cards: a Character 
Icon and an assortment of Merits and Flaws.  By selecting a combination of 
various Merits and Flaws you can customize the character that you will use 
to adventure through the fairy tale land of Arcadia.


Character Icon Cards

     These 3-D pop up [pop-up] cards contain the special information about 
your race.  Your Attributes (Might, Savvy and Resolve) are all detailed 
here, as is your gender and special ability.

      [hammer]  Might    Might is your character's physical prowess.  It 
                         encompasses your strength, agility and overall 
                         physical health.
        [lock]  Resolve  Resolve represents the reasoning ability, 
                         willpower and mental fortitude of your character.
[winged wheel]  Savvy    Savvy signifies guile and cunning, but it may 
                         also indicate your charm and charisma.
      [helmet]  Combat   Allies and Waylays have a Combat Attribute; 
                         characters do not.  Characters use their Might 
                         Attribute for all Combat Tests and Trials.


Merit Cards

     Just as every individual has their own unique special talents, so too 
does every character in Arcadia.  Merits come in many shapes and sizes, 
but they all help you in some way.  Each Merit has a cost, which 
represents the amount of points you must spend in order to acquire it.  
See "Building Your Character" below for more information.  There are five 
types of Merits: Abilities, Advantages, Allies, Arts and Treasures.


     Abilities - Every Ability is tied to an Attribute.  This represents 
the 'source' of the Ability.  If the majority of your Abilities derive 
from a particular Attribute, that may influence your approach to 
problem-solving (i.e. if you have more Might Abilities, you will use 
physical means to solve problems, etc.).  Abilities also have a court 
symbol, either Seelie [Seelie symbol [white rose]] or Unseelie [Unseelie 
symbol [black rose]].  This will be discussed below.

     Advantages - Advantages are special skills or affinities that are 
available to your character.

     Allies - Allies are the friends that you have met along the way.  
Many of them have unique skills and talents that they'll lend to your 
service.

     Arts - Arts, drawn from the peculiar magic that is available to the 
fae, can be used to a character's advantage in a wide variety of ways.  
Naga characters have abilities related specifically to two types of Arts, 
Pyretics and Imagery, which are represented by the following glyphs 
respectively.  [flame]  [green eye/sun]

     Treasures - These are the mystical and mundane items that your 
character may have at his disposal.  Treasures can be quite potent, but 
often have equally daunting drawbacks.


(page 2)

Flaws

     Just as everyone has skills, they also have shortcomings.  Flaws are 
optional, but if taken they can increase the number of points you have 
available for your Merits; again see "Building Your Character" below.  
There are three types of Flaws: Curses, Enemies and Weaknesses.

     Curses - Curses represent special limitations that affect your 
character.  They may cover a wide range of situations but have only minor 
effects, or they may occur in very specific circumstances and have more 
severe consequences.

     Enemies - Enemies represent those who look upon the character with 
disfavor.  An entire race may have a general dislike of the character, or 
a specific powerful figure may have a particular hatred of him/her.

     Weaknesses - These are the physical, social and psychological 
shortcomings of your character.


--------------------------
  Buiding Your Character  
--------------------------



Step 1: Select Your Race

     If this is your first pack of Arcadia: King Ironheart's Madness 
character cards, then you will have only one Character Icon.  Otherwise 
you'll need to select one of your Character Icons now.  This will define 
your race and gender.


Step 2: Select Your Merits and Flaws

     Merits help your character to win, while Flaws can hinder your 
progress.  You begin with 10 free points with which to create your 
character.  Every Merit has a cost listed in the top left corner of the 
card.  This is the number of points you must invest, or spend, on the 
Merit to purchase it for your character.  Every Flaw has a number of bonus 
points, also listed in the top left corner of the card.  By taking that 
Flaw you gain its bonus points to spend on more Merits; you may not take 
more points of Flaws than the number of points you start with, i.e. 10 for 
Quests in this set.  For example: Esekial is creating his character and he 
wishes to take 12 points of Merits.  He takes a 2 point [2-point] Flaw, 
bringing his total available points from 10 to 12.  Now he's set.

     Special Rule: Treasures

     Treasures are used in two ways in this game.  They can be purchased 
     just like any other Merit, to be at your character's disposal for 
     every game you play with that character, or they can be discovered in 
     the course of the Quest adventure.  Treasures that you purchase are 
     called permanent Treasures, and they are treated just like any other 
     Merit: if your character discards them they will return for the next 
     game.  Quest Treasures can be used for the duration of one game only.  
     It is possible for a character to find the same Treasure on multiple 
     Quests.  More information on Quest Treasures is available in the 
     Story Pack rules.


Step 3: Your Court

     The fey are divided into 2 courts: Seelie and Unseelie.  Seelie 
characters are good, just, kind and righteous, while Unseelie characters 
are evil, conniving, manipulative and dastardly.  Every Ability and 
Weakness is labeled either Seelie or Unseelie.  If you have more Seelie 
than Unseelie Abilities and Weaknesses, you are Seelie, and vice versa.  
If you have an equal amount of each, you must choose the court you wish to 
belong to, but you cannot change it after you have decided.


Step 4: Your Identity

     Now that you have defined your character, all that's missing is the 
breath of life.  You should name him or her and add some flavorful 
information as to where you [he/she] came from and what you're [he/she is] 
doing on this Quest.  For more information on the Quest itself, see the 
Rules card in the Story Pack.




Card 2 (included in Story Pack):

(page 3)

STORY PACK


The Invasion

     Mechopolis.  Capital city of Middlemarch.  A nightmare city of iron, 
growing out of control, a twisted mechanical cancer devouring the 
landscape around it, darkening the skies with its smoke, thickening the 
sea and rivers with its industrial sludge.  In its labyrinthine bowels, 
tortured slaves work to keep its Fack Tories running.  At its borders, cog 
armies crush its enemies, making way for the dark city's further 
expansion.  And high in the gargantuan tower of iron at the city's center, 
the Mad King Ironheart cackles happily at all of this.  He calls this 
"progress".  Yet there are those who disagree.  Like /you/.


What You Need to Play

     In order to play Arcadia: King Ironheart's Madness you need only one 
Story Pack and one Character Pack.  You will also need 2 six sided 
[six-sided] dice.  If you do not have one readily available, go raid an 
old board[ ]game.  Got 'em?  Good.  Now here's hot to play....


The Golden Rule

     Any rules on individual cards will always supersede the basic game 
rules listed here.


----------------
  In This Pack  
----------------

     In the Story Pack you'll find three types of cards: Leagues, Waylays 
and Quests.


League Cards

     Leagues are the lands of Middlemarch, the kingdom in which this 
adventure takes place.  Every League has specific features such as 
Terrain, Enter & Leave conditions, a short description of that particular region 
and the Rest conditions that can be found there.

     Terrain - Terrain indicates the specific features of the land and 
what can always be encountered there.  Terrain icons are matched with 
Waylay icons for the purposes of playing Waylays.  See "Waylays" below for 
more information.

     Enter & Leave - Some Leagues have rougher Terrain than others.  Enter and 
Leave information tells you what Trials, if any, your character must pass 
in order to move into or out of the League.


     Special - This section contains any information specific to that 
League.

     Rest - The Rest information tells what types of Merits and 
(sometimes) Flaws can be recovered here.  For more information on Rests 
and recovering Merits and Flaws see the "Sequence of Play" below.


Quest Cards

     The Quest defines the particular game you will play.  Each Quest will 
include the Waylay ratings, Treasure ratings, and experience points of the 
game, along with specific information about the Quest's victory 
conditions.

(page 4)

["stop" hand]  Waylays    These are the number of points in Waylays your 
                          opponent selects to play against you on your 
                          Quest.

        [key]  Treasures  hese [These] are the numbe of points in 
                          Treasures you may select to be placed for you to 
                          find during your Quest.

     Experience - This is the number of experience points your character 
earns if he completes his Quest.

     Victory Conditions - On the opposite side of your Quest card is a 
detailed explanation of the Quest itself and what you must do to complete 
it.  Each Quest has its own victory condition[s].


Waylay Cards

     In the course of your adventure, your opponent will play certain 
Waylay cards to deter you, and you will do the same to him.  Each Waylay 
is a creature, object or circumstance which could potentially hinder 
otherwise undauntable heroes.  Waylays are divided into four categories: 
Might, Resolve, Savvy and Combat.  You must use the listed Attribute when 
you face a Waylay unless you have a Merit that allows you to change the 
nature of the Waylay.  Waylays that have no number listed for a specific 
Attribute can never become a Waylay of this type.  For example: A Tornado, 
which is a Might Waylay, can never be changed to a Savvy Waylay, because 
you can't talk a storm out of running its course.  Hence, there is no 
Savvy Attribute listed on the Waylay card.  Each Waylay lists the Terrain 
on which it can be found, a Waylay Rating, the Test information and its 
Attributes.

     Terrain - The type of Terrain a Waylay may be played on.  Only one 
feature needs to match with the League Terrain.  For example: If a Waylay 
lists Forest and Swamp and your League lists Swamp and Fields, you may 
play that Waylay.  Some Waylays can be found on any Terrain.  These 
Waylays will have this symbol on them: ["Arcadia" "A" inside a circle]


     Waylay Rating - Waylays are ranked by their potency.  A low Waylay 
rating indicates an easy situation, while higher numbers become tougher to 
overcome.  Your opponent can select Waylays with a combined rating equal 
to or less than the Waylay Rating of your Quest.

     Test - Nearly every Waylay involves a Test of some kind.  The symbols 
on top identify the type of Test required.  It is still important to read 
the actual card text, as special circumstances may apply.  Some Waylays 
can be tested in more than one way.  If a Waylay has two Tests listed, 
then the character encountering it can choose which Test to face.

     Attributes - Each Waylay has at least 1 Attribute.  These Attributes 
determine a Waylay's base rating.  This rating is added to the die results 
to determine the score.  If a Waylay Attribute is not listed, it can never 
become a Waylay of this type.


         Waylay Rating   Terrain
                  |       |
                  |       |
            ------------------------------
           |  __________    |             |
  Test --- | | o  O     |   |             |
           | |          |   |             |
           | | -------- | o |             |
           | | -------- | o |             |
  Info --- | | -------- | o |             |
           | | -------- |   |             | --- Art
           | |          | O |             |
           |  ----------    |             |
            ------------------------------
                          |
                          |
                   Attributes

                 WAYLAY CARD LAYOUT


Card 3 (included in Story Pack):

(page 5)

KING IRONHEART'S MADNESS


---------------------
  Setting the Stage  
---------------------


1: Create Characters.

     You and your opponent each create a character following the rules 
listed in the Character Pack.  Your Merit cards are placed face up 
(unexhausted) in front of you.  Your Flaws are given to your opponent and 
placed face up in front of him/her.  If you are playing a preexisting 
character simply lay your cards out as described above.



2: Select and play Quests.

     You select the Quest your character will undertake.  You read your 
opponent's Quest(s) and he reads yours.  You select an appropriate volume 
of Waylays equal to the Waylay rating of /your opponent's/ Quest(s).  You 
also select an appropriate volume of Treasures equal to the Treasure 
Rating of /your/ Quest(s).  Note: A Quest with a Treasure Rating of 6 
allows you to select one 6-point Treasure, three 2-point Treasures, or any 
combination that adds up to 6.  We recommend attempting only one Quest on 
your first game.  Later, however, you may find that attempting several at 
once is more challenging and dramatic.


3: Select and play Leagues.

     For every Quest you're undertaking, select 5 Leagues.  You and your 
opponent each roll a die.  The player with the lowest roll goes first.  
Players then take turns laying down their Leagues.  Leagues can only be 
placed in a ["]feature matching feature["] format and must always be 
played horizontally (in the same direction - long side to long side, short 
side to short side).  Leagues can *never* be placed short side to long 
side to form a T connection.  A newly played League must match any and all 
existing Leagues beside it.  For example: A Forest end can connect to any 
other League with a Forest end on it as well.  A side with a Forest and a 
Road can connect to any other side with either a Forest or a Road, or 
both.  There are two types of Terrain, Borders and City Walls, which 
require special attention.  A Border is an end.  No other League can ever 
be played beside a Border.  The exception to this is Ocean Terrain.  Ocean 
Terrain can *only* be played beside other Ocean Terrain or beside a 
Border.  Any Terrain may be played beside a City Wall, except Borders of 
course.
     If a League has Unique listed on it, there can only be one of that 
League in play.  If both players wish to play that League[,] the player 
with less [fewer] total character points [Merits?/experience?] may place 
the League.  The duplicate Unique League must be discarded.


4: Place Treasures.

     You and your opponent now take turns placing your Quest Treasures on 
the board.  Treasures are placed one at a time and no League can have more 
than one Treasure underneath it unless all other Leagues already house 
Treasures.  Any Treasures found during a Quest are not permanent to your 
character and cannot be kept from game to game.  You may, however, add 
permanent Treasures with experience points (see "Winning the Game", 
below).  During the course of game play your opponent cannot pick up your 
Treasures[,] and vice versa.


5: Place Characters.

     You now select your opponent's starting League and he selects yours.  
This is called your Base Camp.



6: Begin Play.

     Play now begins.  The player who rolled lowest goes first.  He/She 
may move his/her character one League in any direction.  See the "Sequence 
of Play", below.  If you have a Waylay that can be played on the League 
he/she's moved [your opponent moves] to, you may opt to do so, or hold it 
for later.  Ultimately you must use your Waylays at opportune times to 
slow or halt your opponent's progress while you complete your Quest.  If 
no Waylays are played your opponent can encounter the League and benefit 
from any Rests there [or pick up any of his/her Quest Treasures located 
there].


(page 6)

--------------------
  Sequence of Play  
--------------------

     Game play is simple.  You and your opponent take turns moving your 
characters around the Leagues that are in play.  Each turn is called a 
Day.  During a Day a character may either move to a new League and 
encounter it or stay on his current League and encounter it.  Characters 
can only move to adjacent Leagues.  They may never move diagonally.  
Several things may exist on a League: characters, Waylays, Rests, and/or 
Treasures.  Although a League may contain all of the above, these things 
are encountered in a specific order.  You encounter a League as follows:

[0) Exiting Trial for current League, if any]

[then]

1) Entering Trials - You must pass the Trial (if one exists) before you 
can encounter anything on the League.  If you do not pass the Trial, you 
must remain in your starting League and cannot move this Day.

[then]

2) Encounter any Waylays, new or existing.  You [Your] opponent can now 
play a Waylay on you in this League.  An opponent, however, cannot 
normally play a Waylay on a League which already has a Waylay card on it.  
If there is more than one Waylay on a League, all must be encountered in 
the same Day.

[if no 2, then]

3) Another character can be encountered or left alone, at your option.

[or]

4) You may pick up any of your Treasures.

[or]


5) Finally,[] you may encounter the Rest.

Aside from the Entering Trial, you may only encounter one [type of] thing 
on a League per Day: Waylays, opposing character, Treasure or Rest.  If 
you face a Waylay you cannot get your Treasure or Rest on your current 
Day.  You must wait until the next Day.


Leaving Leagues

     You may leave any League that does not contain a Waylay and move to 
any adjacent League.  You must pass any Terrain [Exit] Trials stipulated 
by your current League before you move.  If you do not pass, you are stuck 
in your current League for the Day and can try again on your next Day.  If 
there is a Waylay in your League that you have not defeated, you may only 
leave in the direction from which you came.  This is called retreating.  
You cannot move past an undefeated Waylay unless you have a special card 
that allows it.


Playing and Encountering Waylays

     When your opponent enters a League, you have the option of playing a 
Waylay card against him.  The Waylay must match at least one of the 
Terrain features of the League on which it is played.  You may only play 
Waylays on an opponent, never on yourself (although you may end up facing 
Waylays that you played but your opponent retreated from).  Once you play 
a Waylay, your opponent must face it upon entering the League.  If a 
character remains in the same League you cannot play another Waylay on 
him, unless special circumstances say otherwise.
     When you face a Waylay it will either be one already on a League 
you're moving into, or one that your opponent plays against you when you 
enter a League.  If you do not defeat the Waylay, it remains on the 
League.  Unless special circumstances dictate otherwise, a Waylay will 
remain in play until it is defeated.  If there is more than one Waylay on 
a League, you encounter each one [them] in the order of their Waylay 
Ratings: lowest to highest.


Card 4 (included in Story Pack):

(page 7)

Encountering Other Characters

     When you encounter another character on a League you may choose to 
waylay him.  If you do[,] you may also choose the type of Test: Might, 
Savvy, Resolve or Combat.  If you're victorious, you may select which 
Merit your defeated opponent exhausts, or you may choose to move him one 
League in a direction of your choice (ignoring Terrain Trials).  Be 
careful about bullying an opponent too much though, because he can always 
come back and waylay you on his terms the next Day.



- Base Camp -

     Your Base Camp is your starting point and the only place on the board 
where you are safe.  Your opponent may never Waylay you in your Base Camp 
and regardless of the Rest listed you may always recover 1 Merit of any 
type while there.


--------------------
  Tests and Trials  
--------------------

     There are two types of hurdles a character will be forced to overcome 
in his journeys: Tests and Trials.


Tests

     Tests are always opposed: they are either between 2 characters or 
between 1 character and 1 Waylay.  There are four different types of 
Tests: Might, Resolve, Savvy and Combat.

Might     Might Tests use the character or Waylay's Might Attribute.
Resolve   Resolve Tests use the character or Waylay's Resolve Attribute.
Savvy     Savvy Tests use the character or Waylay's Savvy Attribute.
Combat    Combat Tests are special.  A character uses their Might 
          Attribute against a Waylay's Combat Attribute.

     For Ironheart, tests are done by rolling 2 [six-sided] dice and 
adding [that sum to] your base Attribute.  This total is called your 
score.  Your opponent rolls for the Waylay and adds the Waylay's base 
Attribute.  You then compare scores.  If [your score is higher,] you are 
victorious, [and] the Waylay is defeated and discarded.  On your next Day 
you may encounter your Treasures or the Rest listed on the League.  If 
there is a tie, or Stalemate, the Waylay remains in play and you may 
retreat or try again the next Day [on the next Day, you may retreat or try 
again].  /If [your score is lower,] you're defeated, [and] you must 
exhaust 1 Merit./  You may try again the next Day[,] or retreat. [On the 
next Day, you may try again or retreat.]  If you have a Merit or 
circumstance which allows you to retest, both you and your opponent (or 
Waylay) reroll the Test.


Trials

     Trials are often found on Leagues and occasionally on Waylays.  They 
are specific tests you must pass in order to move on or overcome a 
circumstance.  Unlike a Waylay or Character Test, a Trial is not opposed.  
The Trial will indicate the Attribute you must use, as well as the 
difficulty you must overcome.  Roll 1 [six-sided] die and add that number 
to the listed Attribute.  If you equal or exceed the difficulty listed, 
you pass the Trial and may move on.  If you fail you cannot enter or leave 
a League respectively.  If you fail a Trial listed on a Waylay you suffer 
its listed effects.



(page 8)

------------------------------------
  Exhausting and Recovering Merits  
------------------------------------

     In many cases you must exhaust your Merits to use their special 
abilities.  When you exhaust a Merit, you turn the card over.  While a 
Merit is exhausted you do not benefit from any of its abilities.  The only 
way to recover an exhausted Merit is to rest.  Each League details what 
Merits can be recovered by resting there.  If no Waylay is encountered you 
may rest on a League the Day you enter it (See Sequence of Play, above).  
If you do encounter a Waylay you must spend the following Day on the 
League resting if you wish to benefit from the League.  You may never rest 
on a League that has an active Waylay on it.


Exhausting All of Your Merits

     If you're unfortunate or foolhardy enough to exhaust all of your 
Merits, you're in a bad spot.  You can at any time opt to discard an 
exhausted Merit instead of exhausting another one.  If all of your Merits 
are exhausted and you lose a Test, you must discard one of your exhausted 
Merits.  If you're forced to discard all of your Merits, you skip your 
next Day and are transported back to your Base Camp, unless that will help 
you complete your Quest, in which case your opponent may place you where 
he likes.  Your discarded Merits will not return until the beginning of 
your next game.


Exhausting and Recovering Flaws

     Your opponent may, when appropriate, exhaust one of your Flaws to 
force your character to suffer the listed effect.  Much like Merits, some 
Leagues allow your opponent to recover one of /your/ Flaws.  Flaws can 
never be discarded, only exhausted.  When a Flaw is exhausted, a character 
can no longer suffer from its disadvantages.



WINNING THE GAME

     The game is over when one character completes his/her Quest(s).  Each 
Quest has unique conditions which must be met for the Quest to be 
completed.  If you're playing a Chronicle with continuing characters, the 
winning character gains 2 experience point[s].  That experience point 
[Those experience points] can be saved or spent immediately to buy a new 
Merit or get rid of a Flaw.  Points are used on a 1 for 1 basis.  If you 
have 6 experience points, you may buy a 6 points Merit, two 3 point 
Merits, buy off a 6 point Flaw or two 3 point Flaws.  For every 2 
experience points a character has spent add 1 to the Waylay Rating of any 
Quests you undergo.