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Special Effects
Some Attack cards possess special effects listed on them. These
take effect following the parameters described in the card.
Some effects always happen, whenever the card is used, while
others need to be triggered by specic circumstances, like scor-
ing hits, rolling CRITS or inicting a Wound.
For example, if any CRITS are rolled when attacking with the
Nova Bolt card, the attack may also affect a second target Close
to the original target. Both targets suffer the full number of hits
obtained in the Attack roll.
Kills and Rewards
When a Character suffers a number of Wounds equal to his Life,
he is killed. A killed Monster is removed from the board and
placed in the rst available slot in the Spawn Tile, while a killed
Hero is placed on his Hero card.
When a Hero kills a Monster, his Guild immediately gets the
number of coins listed in that Monsters card. When a Hero kills
an enemy Hero, his Guild gets one coin. When a Monster kills
a Hero, all other Guilds get one coin. If a Hero is killed by any
other game circumstances, like traps, all other Guilds also get
one coin.
The credit for killing a Character goes to the Character that
inicts the last Wound, responsible for removing the Character
from the board. It does not matter if someone else inicted
more Wounds to the killed Character, all the credit goes to the
one who scores the nal blow!
When a Hero is killed, any Exploration tokens (including Quest
tokens) he was carrying are placed on the Space he was occu-
pying, and can then be picked up by another Hero normally. If
the Hero was killed by an enemy Hero, that Hero can automat-
ically get one of those tokens and place it on his Hero card (he
doesnt even have to be near the killed Hero). Each time a Hero
is killed, place a Death token on his card to mark the number of
times he dies. Death tokens cannot be moved or removed from
a Hero until the next Upgrade Phase.
REST
Instead of Activating a Hero, a player can choose to spend his
turn allowing his Heroes to Rest. When a Guild Rests, none of
its Heroes are activated, they are not allowed to perform any
Movement or Attacks whatsoever during this turn. The Heroes
rest and prepare themselves to continue their quest. The resting
player may perform all of the following:
UNEXHAUST CARDS
Remove all Guild tokens from all cards in the Guild’s dashboard,
unexhausting all of them. The cards are ready to be used once
again in the following turns.
REORGANIZE ITEMS
The player may reorganize his cards, moving any number of them
among any of his Heroes. Death Curse cards, however, cannot
be moved around.
Exploration tokens can also be moved among any of his Heroes,
though Quest tokens cannot be moved and must remain with
the Hero that collected it.
RESURRECT HEROES
Any of the player’s killed Heroes may be resurrected and brought
back into the game. Remove all Wound tokens from that Hero
only and place his gure back on the board. The resurrected
Hero can be placed either on that Guilds Starting Area, or
Close to any allied Hero that was already on the board at the
beginning of his turn.
THE MONSTERS
MONSTER ACTIVATION
There is no “Monster turn” in the game, the monsters swarm-
ing the streets and houses of Arcadia are passive agents in the
scenarios. They are not actively hunting down the Heroes, but
will do anything they can to stop their advance and retaliate
their attacks. Monsters are only ever activated as a reaction to
a Hero’s actions. Their activation is always controlled by the
player to the right of the active player.
GUARD REACTION
Every Monster in the game guards all Spaces Close to itself (see
page 13 for an explanation on Close Spaces), and will attack any
Close Hero that lowers his guard by trying to move past it or by
attacking somebody else.
Triggered by a Move
Whenever a Hero that occupies a Space Close to a Monster
moves to another Space, he triggers that Monster’s Guard
Reaction. That causes the Monster to immediately attack the
active Hero with its listed attack attributes and abilities. The
Monster does not move, it only attacks. Entering a Space Close
to a Monster does not trigger its Guard Reaction, it is only trig-
gered by moving from a Close Space, no matter if the move-
ment is towards the Monster or away from it.
Whenever a Hero’s move would trigger the Guard Reaction
in one or more Monsters, the player to the right of the active
player must perform the attacks of all activated Monsters be-
fore the Hero executes his move. After all attacks are resolved
(including the Heros Defense rolls), then the Hero can perform
the intended move. Always resolve all Guard Reaction attacks
triggered by a move before executing the following move.
It is possible to trigger several consecutive Guard Reaction
attacks from the same Monster or different ones in the same
turn, if each move the Hero executes leaves a different Space
guarded by the Monster. Keep in mind that using a portal does
not trigger Guard Reaction.
Example: Grom is moving heedlessly across the board and trig-
gering Guard Reactions in several Monsters.
1 - On the rst move he triggers the Orcs Guard Reaction, since
hes leaving a Space Close to it. The Troll is not triggered since a
closed door isolates it. While Grom is entering a Space Close to
the Goblin, that does not trigger a Guard Reaction.
2 - On the second move, the Orcs Guard Reaction is no longer
triggered, but the Goblins is.
3 - On the third move, Grom triggers Guard Reaction not only in
the Goblin, but in the Hammer Beastman as well. He suffers two
simultaneous attacks.
If he moves away from that nal Space, hell activate the Goblins
Guard Reaction one more time.
Rulebook • Arcadia Quest
18
Arcadia Quest • Rulebook
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