Arcadia: The Wyld Hunt Complete Rules Pamphlet Text Arcadia: The Wyld Hunt, Story Pack, Character Pack, and White Wolf are trademarks of White Wolf, Inc. (c) 1996 White Wolf, Inc. All rights reserved. Rules text (c) 1996 White Wolf, Inc. (page 1 (front cover)) ARCADIA THE WYLD HUNT Dark clouds gathered around Skyeholm on the day of the Darkening, and have remained since. High King Ardlanth and all his subjects are frozen, like marble statues. Ardlanth's kingdom has fallen silent, and none who have traveled there have been heard from again. Protected on all sides by three loyal vassal kingdoms, Skyeholm is virtually inaccessible. Yet the remaining kingdoms of Arcadia feud with one another. Only one seems powerful enough to restore peace: Middlemarch. [lightning-sundered tower] (??? icon) Mad King Ironheart of Middlemarch has been expanding his evil realm of machines, and gathering his power. At the cost of the blood and tears of thousands of slaves, King Ironheart aspires to build a tower palace -- a tower of Babel -- that exceeds even Skyeholm's keep. Soon, Middlemarch will be the new heart of Arcadia and Ironheart its new high king. [purple heart gear] (Ironheart icon?) Ironheart did have one rival: Lord Gamine of Ardenmore. However, one month ago Lord Gamine journeyed to the Sibylline Swamps to consult the Oracle of Thoan and has not returned. Ardenmore has since been managed by an age-worn regent, a loyal knight of Lord Gamine's father. Erroneous at best, the regent's judgment [judgement] has left Ardenmore vulnerable to would-be conquerors. The disappearance of Gamine may well be the death knell for the Arcadia of beauty and peace, and the herald of a new era, one founded on King Ironheart's nightmarish visions of modern Earth. [sun/star night/day] (Quest icon) (page 2) "The Wyld Hunt" is set in Ardenmore, the Ancient Kingdom. Heroes quest to learn the truth behind Lord Gamine's disappearance and struggle to protect the kingdom from its enemies. Along the way, they make some frightening discoveries and uncover the truth behind the high king's loss. Once Gamine is found and the truth is known, the adventure truly begins. PLAYING THIS GAME Arcadia: The Wyld Hunt combines many classic board game and roleplaying game elements into an exciting collectible card game. To play all you need is one Story Pack, one Character Pack and a single six-sided die. Oh, and don't forget the golden rule: Rules on individual game cards supersede the basic game rules. THE CHARACTER PACK Arcadia is the mythical and mystical home of 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. WHAT YOU GET You get three different types of cards in a Character Pack: a Character Icon card and an assortment of Merit and Flaw cards. By selecting a combination of various Merit and Flaw cards you customize the character who you will use to adventure through the fairy tale land of Arcadia. Character Icon Cards These three-dimensional pop-up cards provide special information about your hero's identity. Your Attributes (Might, Savvy and Resolve) are all detailed, as are your gender and special abilities. Might Might is your character's physical prowess. It encompasses your strength, agility and overall physical health. Resolve Resolve represents the reasoning ability, willpower and mental fortitude of your character. Savvy Savvy signifies guile and cunning, but may also indicate your character's charm and charisma. Combat Allies and Waylays [may] have a Combat Attribute; characters do not. Characters use their Might Attribute for all Combat Tests and Trials. [picture of an example character icon (Sidhe female)] Merit Cards Your Arcadia character has his/her own special talents. Merits come in many shapes and sizes, but they all help you in some way. Each Merit has a cost, which is the number of points you must spend to acquire the benefit. See "Building Your Character", below, for more information. There are five types of Merits: Abilities, Advantages, Allies, Arts and Treasures. Abilities Each Ability is tied to an Attribute; the source of the Ability. If the majority of your Abilities derive from a particular Attribute, the way you approach problem-solving may be influenced (i.e., if you have many Might-based Abilities, you may frequently use physical means to solve problems). Each Ability also has a court symbol, either Seelie or Unseelie, which are discussed below. Advantages Advantages are special skills or affinities that are available to your character. Allies Allies are the friends whom you have met in your travels, and who can help you on your adventures to come. Many of them have unique skills and talents that they may put in your service. Arts Arts, drawn from fae magic, can be used to your character's advantage in a wide variety of ways. Treasures These are the mystical and mundane items that your character may have at his disposal. [white rose] Seelie [black rose] Unseelie (example Merit card is the 3-pt Ability "Eloquent Speech") Card Name | | --------------------- | Eloquent Speech | Cost --- | 3 --------------o--| --- Merit Type Glyph | | M | | : | E | --- "Merit" Merit Type --- | : | R | | : | I | | : | T | | : | | --- Art | | | Attribute --- | o | - Exhaust to | Court --- | o | add 2 to your | --- Text | | score in any... | --------------------- (page 3) Flaw Cards Just as Arcadia characters have skills, they can also have shortcomings. Flaws are optional, but if taken they can increase the number of points you have available to purchase Merits. Again, see "Building Your Character", below. There are three types of Flaws: Curses, Enemies and Weaknesses. Curses Curses represent special limitations which affect your character. They [may] influence a wide range of situations and have only minor effects, or only influence very specific circumstances and have severe effects. Enemies Enemies are those who are opposed to your character. An entire race may have a general dislike for your character, or a specific powerful figure may feel a particular hatred for him/her. Weaknesses These are the physical, social and psychological shortcomings of your character. (example Flaw card is the 2-pt Weakness "Indecisive") Card Name | | --------------------- | Indecisive | Bonus Points --- | 2 --------------o--| --- Flaw Type Glyph | | F | | : | L | --- "Flaw" Flaw Type --- | : | A | | : | W | | : | | --- Art | : | | | | | Attribute --- | o | - Your opponent | Court --- | o | can exhaust | --- Text | | this card to... | --------------------- BUILDING YOUR CHARACTER Step 1: Select Your Race If this is your first pack of Arcadia: The Wyld Hunt Character Cards, you have only one Character Icon. Otherwise you need to select one of your Character Icons now. It defines your character's race and gender. Step 2: Select Your Merits and Flaws Merits help your character achieve his goals, while Flaws hinder his progress. You begin with 5 free points with which to create your character. Each Merit has a cost listed in the top-left corner of the card. This is the number of points that you must spend on the Merit. Each 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 be spent on more Merits. For example: Ezekial is creating his character and wishes to take 7 points of Merits. He takes a 2-point Flaw, increasing his total available points with which to buy Merits from 5 to 7. Special Rule: Treasures Treasures are acquired in two ways in Arcadia. They can be purchased just like other Merits, and are at your character's disposal in every game you play with that character, or they can be discovered in the course of a Quest adventure. Treasures that you purchase are called permanent Treasures, and are treated just like any other Merit; if your character discards them they return in 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 fae are divided into two courts: Seelie and Unseelie. Seelie characters are good, just, kind and righteous. Unseelie characters are evil, conniving, manipulative and dastardly. Each Ability and Weakness is labeled either Seelie or Unseelie. If you have more Seelie than Unseelie Abilities and Weaknesses, you are Seelie. If you have more Unseelie than Seelie Abilities and Weaknesses, you are Unseelie. If you have an equal amount of each, you must choose the court that you belong to, but 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. Name him and create some flavorful information about where he came from and why he's on his most recent Quest. For more information on the Quest itself, see the Rules Card in the Story Pack. Example of Character Creation Tim has finally saved up enough money to buy his first Arcadia Character Pack. After forking over his hard-earned $2.50, he rushes home to tear open the package and begin constructing his Arcadia: The Wyld Hunt character. Tim separates Merits from Flaws as he inventories his new cards. He has a Female Sidhe Character Card, and the following Merits: Lightning Quick (Ability), Clear Thinking (Ability), Eloquent Speech (Ability), Davelon (Ally), Doppelganger (Art), Mirror, Mirror (Art), Hopscotch (Art), Pearl of Wisdom (Treasure), Wooden Horse (Treasure), Coin of Clarity (Treasure) and Fae Armor (Treasure). He also has the following Flaws: Pansy (Weakness), Indecisive (Weakness) and Allergies (Curse). With these cards at his disposal, Tim begins to create his character. [note: Tim appears to have gotten 1 Character, 11 Merits, and 3 Flaws in his pack. But most (all) of the Character Packs I've seen have 1 Character, 10 Merits, and 4 Flaws... (shrug)] Step 1 (Select Your Race): Since this is Tim's first Character Pack, he selects his only Character Card, the Sidhe Female. (page 4) Step 2 (Select Your Merits and Flaws): Looking over his cards, Tim decides to take the following Merits: Fae Armor (2 points), Lightning Quick (2 points) and Eloquent Speech (3 points), which bring his character to 7 total points. Because Tim has gone over his 5-point starting level, he has to pay for the additional 2 points with Flaws. Tim selects Indecisive (2 points) as his Flaw. Step 3 (Select Your Court): Looking at his Abilities and Weaknesses, Tim has selected Lightning Quick (Unseelie), Eloquent Speech (Seelie) and Indecisive (Seelie). Tim's character has two Seelie traits and one Unseelie trait. Tim's character is therefore of the Seelie court. Step 4 (Create Your Identity): Now that all the cards have been selected for Tim's character, he must flesh out her identity. He decides to call her Winerdria and decides that she is the type of person who only fights if she has to, preferring to resolve conflicts in nonviolent ways. (picture of Sidhe female character icon, and Tim's selected Merits and Flaw) --------- --------- --------- --------- --------- | | | | | | | | | | | (Sidhe | | (Fae | |(Eloquent| | (Light- | |(Indeci- | | female) | | Armor) | | Speech)| | ning | | sive) | | | | | | | | Quick) | | | | | | | | | | | | | --------- --------- --------- --------- --------- STORY PACK In the Story Pack you'll find three types of cards: Leagues, Waylays and Quests. LEAGUE CARDS Leagues are the lands of Ardenmore, the kingdom in which this adventure takes place. Every League Card 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. (example League Card is Balanvale (Mountains, Hills, Road, Ruins, Town)) -------------------------------- League Title --- | Balanvale | | -mt-hl-rd-rn-twn- | --- Terrain Types | O O O O O | --- Terrain Glyphs | .......................... | Description --- | .......................... | | ---------------------------- | Terrain Art ----- | .......................... | | | | .......................... | | --- League Rules | ---------------------------- | -------------------------------- Terrain Terrain indicates the specific features of the League 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. Terrain Symbols [bridge] [castle] [caves] [ruins] [road] [town] [fields] [forest] [hills] [lake] [border] [marsh] [mountains] [ocean] [river] [all] (page 5) Enter & Leave Some Leagues have rougher Terrain than others. Enter and Leave conditions tell you what Trials, if any, your character must pass in order to move into or out of a League. Special This section contains any information specific to that League. Rest Rest information tells you what types of Merits and (sometimes) Flaws can be recovered in the League. For more information on Rests and recovering Merits and Flaws, see "Sequence of Play", below. QUEST CARDS Your Quest defines the particular game you play. Each Quest Card lists Waylay ratings, Treasure ratings and experience points for the game, along with specific information about the Quest's victory conditions. Waylays This score indicates the number of points in Waylay Cards that your opponent selects to play against you on your Quest. Treasures This score indicates the number of points in Treasure Cards that you may select to be placed for your character to find during his Quest. Experience This score is the number of experience points that 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 conditions. (example Quest is Quest I: Prove Yourself) ---------------- Quest ---------------- | | Glyph --- | O | | | | Prove Yourself | --- Quest Art --- | | | ............ | Title | | | ............ | | | | ............ | --- Quest Quest | | Quest | ............ | Details Glyph --- | O Prove Y... | --- Title | ............ | | ........... | | | Summary --- | ........... o | --- Waylay | Experience: 1 | --- Experi- | ........... o | Rating | I | ence ---------------- ---------------- | | | | Treasure Rating Quest Number WAYLAY CARDS In the course of your adventure, your opponent plays certain Waylay Cards to deter you, and you do the same to him. Each Waylay is a creature, object or circumstance which could hinder your otherwise undaunted hero. Waylays are divided into four categories: Might, Resolve, Savvy and Combat. Waylays are resolved based on the Attributes listed on them, unless you have a Merit that allows you to change the nature of a Waylay. Waylays that list no number for a specific Attribute can never be changed into Waylays of that Attribute type. For example: A Hurricane, which is a Might Waylay, can never be changed into a Savvy Waylay -- 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, Test information and relevant Attributes. Terrain The type of Terrain on which a Waylay may be played. Only one feature needs to match a Terrain on the League in question. For example: If a Waylay lists Forest and Swamp and the League in question lists Swamp and Fields, you may play the Waylay on that League. Some Waylays can be played on any Terrain type. These Waylays bear a specific symbol: [Arcadia "A"] Waylay Rating Waylays are ranked by their potency. A low Waylay rating indicates an easily handled confrontation, while a high number indicates a challenging confrontation. Your opponent can choose the Waylays that he/she will play up to 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 of a Waylay Card identify the types of Tests required. It's still important to read the actual card text, though, as special circumstances may apply. Some Waylays can be Tested in more than one way. If a Waylay has two Tests listed, the character encountering it can choose which Test to face. Attributes Each Waylay has at least one Attribute with a rating. Ratings are added to die results to determine Test scores. If a Waylay Attribute is not listed, the Waylay can never be changed into a Waylay of that Attribute type. (example Waylay is Forest Spiders) Waylay Rating Terrain | | | | -------------------------------- Waylay --- | Forest Spiders | | | -----2----- | | Test Type --- | | o | | | | | ......... | | | | | ......... | | | | | ......... | | | --- Art Description --- | | ......... | o | | | | ......... | | | | ----------- O | | -------------------------------- | | Attributes (page 6) THE WYLD HUNT 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 Flaw Cards 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 undertakes. You read your opponent's Quest(s) and he/she reads yours. You select an appropriate number of points of Waylays equal to the Waylay rating of /your opponent's/ Quest(s). You also select an appropriate number of points of Treasure Cards equal to the Treasure Rating of /your/ Quest(s). Note: A Quest with a Treasure Rating of 3 allows you to select one 3-point Treasure, three 1-point Treasures, or any combination that adds up to 3. We recommend attempting only one Quest in 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 undertake, select five League Cards. You and your opponent each roll a die. The player with the lowest roll lays down the first League. Players thereafter take turns laying down their Leagues [text-side down]. Leagues can only be placed in a Terrain-feature- matching-Terrain-feature manner, 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 [side with a] Forest end [] can connect to any other League [side] with a Forest end [] on it. A side with a Forest and a Road can connect to any other side with either a Forest or a Road, or both. OK OK *NO* ----fi,rd---- -----frs----- ----fi,rd---- -----bdr----- | | | | | | | | fi,rd fi,rd frs fi fi,rd fi,rd mt,rd mt,rd | | | | | | | | -----frs----- ------fi----- -----frs----- ------hl----- -----frs----- ---frs-- | | | | frs fi | | | | fi frs ------fi----- | | | | ---fi--- One type of Terrain, the Border, requires special attention. A Border is an end. No other League can ever be played beyond a Border. The exception to this is Ocean Terrain. Ocean Terrain can /only/ be played beside other Ocean Terrain or beside a Border. If a League Card is listed as "Unique", there can only be one of that League in play. If both players wish to play that League, the player with fewer total character points gets to place the League. The duplicate Unique League must be discarded (a 10-League-Card game becomes a nine-League-Card game). 4: Place Treasures You and your opponent now take turns placing your Quest Treasures on the board. They go /under/ the League cards. Treasures are placed one at a time and no League can have more than one Treasure underneath it unless all other Leagues already cover 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 play your opponent cannot pick up your Treasures and you cannot pick up his/hers. 5: Place Characters [You] Select your opponent's starting League, and he/she selects yours. This is called your Base Camp, and is where your character starts the game. 6: Begin Play Play now begins. The player who rolled lowest earlier 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 [your opponent] moves to, you may opt to do so, or hold the Waylay for later, Ultimately, you must use your Waylays at opportune times to slow or halt your opponent's progress while working to complete your own Quest. If no Waylays are played your opponent can enter the League and benefit from any Rests [or pick up any of his/her Treasures] found there. 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 or stay in his current one. Characters can only move to adjacent Leagues, and cannot move diagonally. Several things may exist on a League: your opponent's character, Waylays, Rests and/or Treasures. Although a League may contain all of the above, these things are encountered in a specific order [hierarchy]. Encounters are made in a League as follows: [0) You must pass the Exiting Trial (if one exists) for your current League, before you can move on to another League. If you do not pass the Trial, your character must remain in the League he/she currently occupies and cannot move this Day.] [then] 1) You must pass the [Entering] Trial (if one exists) before you can encounter anything on a League. If you do not pass the Trial, your character must remain in the League he currently occupies 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, unless a card states otherwise. If there is more than one Waylay on a League, all must be encountered in the same Day[, in order of increasing Waylay Rating]. [if no 2, then] 3) Your opponent's [Another] character can be encountered or left alone, at your option. [or] 4) You may pick up your Treasure[,] if one is under that League. [or] 5) Finally, [] you may encounter the Rest. Aside from the Entering Trial, you may only encounter one event on a League per Day: Waylays or an opposing character,[] or a Treasure or Rest. If you face a Waylay in one Day, you cannot get your Treasure or Rest on that Day. You must wait until another Day for each. Leaving Leagues You may leave any League that does not contain a Waylay and move to any adjacent League. However, you must pass any Terrain [Exiting] Trials stipulated by your current League before you move on. (So, if you leave a League that demands a Terrain [Exiting] Trial and move into a League that demands an Entering Trial, you have to succeed at both Trials -- in the same Day -- to make the 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 such. 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 state otherwise. When you face a Waylay it is either one already on a League you're moving into or one that your opponent plays against you when you enter the League. If you do not defeat the Waylay, it remains on the League. Unless special circumstances dictate otherwise, a Waylay remains in play until it is defeated. If there is more than one Waylay on a League, you encounter each in the order of their Waylay Ratings: lowest to highest. (page 7) Encountering Other Characters When you encounter another character in a League you may choose to impede the progress of his/her Quest, as if you played a Waylay Card on him/her. You choose the type of Test involved: Might, Savvy, Resolve or Combat. (Don't forget that Combat Tests between characters are also based on Might.) If you're victorious, you may select which Merit your defeated opponent exhausts, or you may choose to move him/her one League in a direction of your choosing (ignoring Terrain Trials). Be careful about bullying an opponent too much, though, because he/she can always come back and impede you on his/her terms in 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 or directly confront you in your Base Camp and, regardless of the Rest listed on your Base Camp League, you may always recover one Merit per Day of any type [one Merit of any type per Day,] while there. TESTS AND TRIALS There are two types of hurdles a character that [] is forced to overcome on his journeys: Tests and Trials. Tests Tests are always opposed: They are staged between two players' characters or between a character and a Waylay Card. There are four different types of Tests: Might, Resolve, Savvy and Combat. Might Might Tests are based on the character or Waylay's Might Attribute. Resolve Resolve Tests are based on the character or Waylay's Resolve Attribute. Savvy Savvy Tests are based on the character or Waylay's Savvy Attribute. Combat Combat Tests are special. A character uses his/her Might Attribute against a Waylay's Combat Attribute. Tests are resolved by rolling a [six-sided] die and adding the result to your base Attribute. The total is called your score. Your opponent rolls for the Waylay and adds the result to the Waylay's base Attribute (character-versus-character Tests are discussed under "Encountering Other Characters", above). 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 Treasure or the Rest listed on the League. If there is a tie on the roll [scores,] 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 you're defeated by the Waylay Card, you must exhaust one Merit of your choosing./ 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 a circumstance exists which allows you to retest, both you and your opponent (or Waylay) reroll the Test. For example: Tim's character Winerdria is confronted by Forest Spiders who are a Might 2 Test. Winerdria also has a Might of 2. Tim's opponent rolls a die for the Forest Spiders and Tim rolls a die for Winerdria. The Forest Spiders get a 4, plus their Might of 2, which gives them a score of 6. Tim rolls a 5, added to Winerdria's Might of 2, which makes for a score of 7. Winerdria wins and the Forest Spiders are discarded. Trials Trials are often found on Leagues and occasionally on Waylays. They are specific Tests that you must pass in order to move on or overcome a circumstance. Unlike a Waylay or character confrontation, a Trial is not opposed. The Trial indicates the Attribute that you must base a roll on, as well as the difficulty (total score) you must overcome [achieve]. Roll a 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 [the] League, respectively. If you fail a Trial listed on a Waylay you suffer its listed effects. For example: Winerdria is trying to enter the Huntinglane League from the Forest. Entering this League from the Forest requires the character to pass a Might Trial, difficulty 5. Winerdria's Might is 2 so Tim must roll a 3 or better to pass the Trial. Tim rolls a 1, leaving Winerdria stuck in her League of origin until the next Day (when she can try again). EXHAUSTING AND RECOVERING MERITS Characters exhaust Merits in two ways. The first is to generate an effect from the Merit (using it's [its] special Ability). Once a Merit Card is played, it's exhausted. The second results when a character fails a Test, which forces one Merit of the player's choice into exhaustion. Merits which are forced into exhaustion do not generate any effects. When you exhaust a Merit, you must turn the card over. While a Merit is exhausted you do not benefit from any of its effects. 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 or other confrontation is encountered on a League, you may Rest on the Day you enter the League (see "Sequence of Play", above). If you do encounter a Waylay upon entering a League and defeat the 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 and exhaust most of your Merits, you're in bad shape. You can at any time opt to discard an exhausted Merit instead of exhausting a still-active Merit. 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. Your discarded Merits do 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[s]. As occurs with 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 effects until the next game [A Flaw may not affect a character while it is exhausted]. (example Quests shown for "Example of Play" are "Even Dragons Pay Taxes" (Quest VII) and Seek the Oracle's Advice (Quest V)) (Even Dragons Pay Taxes; Waylay 10, Treasure 5; Summary - Travel to Splendourscale's abode and either beat him in Combat or Savvy Tests and return to Base Camp, or travel on to recover two Treasures, returning one Treasure to the Dragon and the other back to Base Camp to complete the Quest.) (Seek the Oracle's Advice; Waylay 10, Treasure 3; Summary - Travel to the oracle's League and pass a Trial to find her. Your opponent places the oracle's Treasure. Go and collect the Treasure and return it to the oracle to complete the Quest.) (page 8) EXAMPLE OF PLAY Tim and Josh sit down to play a game of Arcadia: The Wyld Hunt. Tim is playing his Sidhe character Winerdria, and Josh is playing his Imp, Annoyicus. Winerdria is attempting the Quest "Even Dragons Pay Taxes" and Annoyicus is attempting the Quest "Seek the Oracle's Advice". Tim may select up to 10 points in Waylays to play again Josh ("Seek the Oracle's Advice" has a Waylay Rating of 10). Josh can also select 10 points of Waylays to play against Tim (as Tim's Quest also has a Waylay Rating of 10). They each select five League Cards and roll a die: Tim gets a 4 and Josh gets a 2. Josh goes first because he rolled lowest. Josh begins by playing a League in the center of the table. Tim follows up with a League of his own, matching the Fields on the end of his League to the Fields on the end of Josh's League. Play continues until Josh and Tim each lay down five Leagues, creating a map of 10 League Cards. Josh then places his first Quest Treasure and Tim does the same. Josh and Tim each place two Quest Treasures. Next, Josh selects Tim's Base Camp and a remote League to be Splendourscale's home (as stipulated by Tim's Quest Card). Tim now selects Josh's Base Camp and quickly scans to see if the Sibylline Swamp, the destination League indicated on Josh's Quest, is in play. It is not, so Tim may select any League to represent it. Tim returns Josh's favor by selecting the farthest possible League to represent the Sibylline Swamp. The two opponents quickly review their Waylay Cards before play begins. Josh moves first, again according to the earlier die roll. He moves his character off his Base Camp to the adjacent Kyrrian Tower League. This League demands no entrance Trial, so Annoyicus enters freely. Tim is quick to play a Waylay Card, though, hoping to set Josh back early in the game. Tim plays the Manticora. Annoyicus now has a Combat 4 Test on his hands. Annoyicus has a Might of 2, plus the value of his Sidhe Sword permanent Treasure, which gives him a total Combat value of 3. Tim and Josh both roll their six-sided dice. Tim gets a 3 and adds it to the Manticora's Combat Ability of 4, giving the Manticora a score of 7. Josh rolls a 3 as well, giving Annoyicus a score of 6. Annoyicus loses the fight. Josh must now exhaust one of Annoyicus' Merits and cannot move past the Manticora until it is defeated. He can, however, retreat back into the League from which he came, in this case his Base Camp. Josh elects to stay and fight another Day. Tim's first Day begins and he moves Winerdria one League forward onto Irondew Road (which has one of Tim's Treasures under it). Josh chooses not to Waylay Winerdria. She may spend her Day in that League searching for and recovering her Treasure card. However, knowing that Splendourscale will send Winerdria out to get two Treasures, Tim chooses not to take the Treasure at this time. Winerdria's Day ends. Annoyicus begins his next Day staring down the snout of a very angry Manticora. Both players roll again. This time Tim rolls a 4 and Josh rolls a 6. The Manticora's score is 8 and Annoyicus' is 9. Annoyicus wins the battle. On his next Day he can Rest or move on. The game continues as each player moves his character closer to his Quest goal. The game ends when one player completes his Quest -- and is victorious. (example map of 10 Leagues, placed text-down; all connecting Leagues on this example map actually have *all* Terrain features matching... even though one only needs one matching Terrain feature per side...) -------- -------- | | | --- "Splendourscale's Home" "Sybilline | | | Swamp" -------- -------- -------- | | | | | | | | | | --- Josh's Base Camp -------- -------- -------- -------- -------- | | | | | | | | -------- -------- -------- | | | | | | | | -------- -------- | | Tim's Base Camp 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 it to be completed. If you're playing a chronicle with ongoing characters, the winning character gains the number of experience points listed on his Quest Card(s). (page 9) OPTIONAL RULES The basic Arcadia: The Wyld Hunt rules are very simple and straightforward. They are intended to be a quick-to-learn system. However, there are many more bells and whistles which can add depth and richness to your game. Feel free to use any or all of these play variations. CHRONICLE PLAY This is perhaps the most appealing aspect of Arcadia: The Wyld Hunt. Your character's journeys don't simply begin and end with a single game. Your character journeys throughout each and every Quest he/she undertakes. Playing the same character throughout several Quests is called chronicle play. Each Quest Card has an experience point value listed at its bottom. Quest Cards in The Wyld Hunt are each worth one experience point. However, Quests in later editions, like King Ironheart's Madness, will be worth more points. A character only gains the experience point if he/she completes his/her Quest (thus winning the game). Once earned, an experience point functions much like a starting character point. It can be spent to acquire a Merit or used to "buy off" a Flaw. Experience points are spent on a one-for-one basis; many times you'll have to save up two or three points before you can purchase the Merit you want or buy off the Flaw that you don't want. However, experienced characters have it tough. For every two full experience points that a character earns in his/her career, add one to the Waylay ratings of each of the subsequent Quests he/she undertakes. This represents the character's degree of fame or infamy, and increases the number of opponents who attempt to stop him/her from completing his/her Quests. Obviously you will spend experience points as you earn them, but you also need to keep a record of the total number you earn throughout your career to gauge the increasing difficulty of your Quests. When players choose the characters they will play with, they must agree that their choices are fair and balanced. If a player doesn't want to pit a new character against a significantly more experienced one, he/she doesn't have to. The idea is to have fun and play fair, not thoroughly trounce some unwitting fool. MULTI-PLAYER GAMES Although intended for two players, Arcadia: The Wyld Hunt can be adapted to three, four or five players. The more the merrier. Multi-player games are handled almost exactly as two-player games are, with a few exceptions. Each player has one and only one opponent who can Waylay him. Opponents are decided before play begins. Your opponent draws Waylays based on your Quest's Waylay Rating. Your opponent also selects any Quest-related challenges for you (such as deciding the location of your Base Camp and specifying any nebulous Leagues). Play begins with the lowest rolling player and goes clockwise around the table. As always, once a Waylay is in play any character can encounter it. SOLO PLAY Arcadia: The Wyld Hunt can also be played by a single player with only a few minor changes to the rules. (But just remember, it isn't fair to build up a chronicle character through solo play and then pit him against an unsuspecting, inexperienced opponent.) Play 10 Leagues per Quest attempted instead of the normal five. Additionally, select the least convenient Base Camp, Treasure Leagues and objective Leagues for the Quest. Although you select your own Waylays, you must select a minimum number in points equal to your Quest's Waylay Rating. If you can't evenly match the Waylay Rating with the ratings of cards available, you must exceed the Waylay Rating if possible. Once selected, your Waylays are shuffled and placed face down in a pile. Each time you move into a new League, draw the top Waylay Card from the pile. If the Waylay can be played on the League's Terrain, you automatically encounter it there. If the Waylay cannot be played, it goes to the bottom of the Waylay deck. Of course, in Tests you must roll for both your character and the Waylay encountered. EPIC PLAY Epic play has only been touched on briefly in the basic rules. Epic play involves attempting multiple Quests at once. Epic play, when combined with multiple players and chronicle play, can create some very dynamic Arcadia adventures. With epic play you face the combined Waylay Ratings of all your Quests. You must lay out five League Cards for each Quest you are attempting. If you're on two Quests and your opponent is on two, you will lay out a total of 20 League Cards at the beginning of the game. Although you can pursue your Quests in any order, Quests /must/ be completed in order of increasing Rating. For example: If you are attempting "Middlemarch Invaders" (Quest 25) and "Even Dragons Pay Taxes" (Quest 7), you can fight off the Invaders throughout the game, but you must collect Splendourscale's Taxes and return to your Base Camp before you completely drive the Middlemarch armies from Ardenmore. Some Quests stipulate that you return to Base Camp in order to complete the missions. If a Quest makes no such demand, you may immediately pursue the next Quest from the destination League of the first. For every two Quests that you complete beyond the first, you gain an additional experience point. It is possible for two opponents who are both attempting multiple Quests to both gain experience points even though only one completes all of his/her Quests. The opponent [who doesn't win] may accomplish some, and earn experience points for them, but leaves [leave] others unfinished. (page 10) ARCADIA THE WYLD HUNT QUICK TURN REFERENCE 1) Move A) Pass any Leave Trials on your current League B) Pass any Enter Trials on your new League 2) Encounter All Waylays on your League 3) If there are no Waylays you may encounter any one of the following: Another Character, Your Treasures, the Rest. 4) Once you have moved and encountered one thing, your Day ends. Arcadia: The Wyld Hunt Credits Game Design: Mike Tinney, Steve Wieck, Joshua Gabriel Timbrook and Mark Rein-Hagen Conceptual Design: Mark Rein-Hagen and Josh Timbrook Developer: Mike Tinney Additional Design Contributions: Tim Byrd, Brian Campbell and Ian Lemke Editor: Laura Perkinson Playtesters: Charles Bailey, Shaggy Dixon, Brian Glass, Chris McDonough, Justin Mohareb, Laura Perkinson, Kim Pullen and Ralph "Eurotrash" Schonermann Graphic Elements, Layout and Design: Ash Arnett with Richard Thomas Typesetting and Layout: Ash Arnett, Richard Thomas and John Park (c) 1996 White Wolf, Inc. Manufactured in the USA by the Upper Deck Company. (page 11) ARCADIA THE WYLD HUNT Character Sheet Name: _________________________ Might: _________________________ Race: _________________________ Savvy: _________________________ Gender: _________________________ Resolve: _________________________ _____________________________________________________________________ | Special Ability: | | | | | |_____________________________________________________________________| ------------------------------------------------------------------------- | Abilities | | Allies | | | | | | | | | | | | | | | | | | | | | | | M | | | | E | | |----------------------------------| R |----------------------------------| | Advantages | I | Arts | | | T | | | | S | | | | | | | | | | | | | | | | | | | | | | |----------------------------------| -===================================| | Treasures | | | Enemies | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |===================================- |----------------------------------| | Weaknesses | | Curses | | | F | | | | L | | | | A | | | | W | | | | S | | | | | | | | | | ------------------------------------------------------------------------- Quests Completed: ________________________________________________________ Experience Earned: _________________________ Spent: ______________________