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: ______________________