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This is a site dedicated to the Arcadia collectible card game released by White Wolf in the mid '90s. This was a great game featuring a role playing aspect. The game is now out of print and some cards are extremely difficult to find.

Here you will find resources like card lists, maps, rules, alternate rules (including solo play), card evaluations, and strategy tips.

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Thursday, July 21, 2011

The Legend of Arcadia: Quest#5

QUEST #5 - SEEK THE ORACLE'S ADVICE

The Waylay Deck is re-shuffled. For Treasure, Bill draws Sidhe Sword and Fae Blade. He places the Fae Blade on Court of Praxis Tynon and the Sidhe Sword is set aside for now.

To complete this Quest, Bill must have Pyro travel from Darkreach Mountains to the Sybilline Swamp, meet the Oracle, recover the Sidhe Sword, and return to the Swamp, while facing 8 points of Waylays. Bill plans to run the Warhorse hard to complete this Quest.

Day 1
Bill moves from Darkreach Mountains to Court of Praxis Tynon. There is no Exit Trial since Pyro is traveling through Hills, but that also means he cannot use the Warhorse movement option, since that is only valid on Roads or Fields. The Waylay is Unseelie Knight, a Combat 3. Since Pyro is Seelie, the Knight is actually a Combat 4. Bill rolls a 7 for a total of 10; the opposing roll is 7 for a total of 11. Bill exhausts Burn & Boil to change his result to 14 and Unseelie Knight is discarded. He must still face 5 more points of Waylays.

Day 2
Bill recovers the Fae Blade.

Day 3
Bill uses the movement option of the Warhorse, moving from Court of Praxis Tynon to Greyview, and then to Palinian Road (Court of Praxis Tynon and Greyview are connected by Fields). There are no Entry or Exit Trials, but Bill must now face a Waylay. He draws more Slavers, a Combat 2. Pyro tears into them, as Bill rolls a 4 for a total of 8 and the opposing roll is 7 for a total of 9. Bill exhausts Dem Bones to re-roll and gets an 8, for a total of 12, and defeats the Slavers, who are discarded. Bill has 3 more points of Waylays.

Day 4
Bill decides to exhaust the Warhorse by moving from Palinian Road to Splendour Waters and then to Middlemarch Junction...it is his last opportunity to take advantage of the horse's special movement, so he does. There are no Exit or Entry Trials, but once again Pyro must face a Waylay. Bill draws Oathfriend, a Savvy 2 Test that counts as 1 Waylay point. Bill rolls a 5 for a total of 6; the opposing roll is 6 for a total of 8. Pyro loses and must spend an extra day on the space. The Waylay text states that Bill does not have to exhaust a Merit. Bill has 2 more points of Waylays.

Day 5
Bill passes the required extra day on the space.

Day 6
Bill moves from Middlemarch Juntion to Irondew Road (2). There are no Exit or Entry Trials. Bill draws Huntsman's Snare as the Waylay, a Might 1 Test. Bill rolls 9 for a total of 12; the opposing roll is 5 for a total of 6. Bill wins and the Huntsman's Snare is discarded. Bill has 1 more Waylay point.

Day 7
Bill moves from Irondew Road (2) to Irondew Keep. There is no Exit or Entry Trial since Pyro enters by Road. Bill draws Corporeal Ghost for the Waylay. Pyro has dealt with these creatures before and attacks. Bill rolls snake eyes (!) for a total of 6; the opposing roll is 11. Bill loses and is forced to retreat and exhaust Bag of Gold. Since he loses by more than 2, he must also exhaust the Fae Blade.

Day 8
Instead of messing with the Corporeal Ghost, Bill decides to go around it. He moves from Irondew Road (2) to Grey River. It's a Might Trial 5 to enter. Bill rolls a 3 for a total of 6 and enters the Grey River. Bill has no exhausted abilities, so there's no reason to rest. Since the Grey River is a marsh league and Pyro has entered it successfully, the first part of the Quest is ended. Pyro now has 6 days to get to Sibylline Swamp.

Day 9
Bill tries to move from Grey River to The Ruins of Plugrath, but must complete Exit and Entry Might Trials for each. He rolls a 2 for a total of 5, then a 5 for a total of 8 and passes both. He rests and recovers Dem Bones.

Day 10
Bill attempts to move from The Ruins of Plugrath to The Swamplands; he must pass an Exit Might Trial of 5 and an Enter Might Trial of 4. Bill rolls a 6 for a total of 9, then a 3 for a total of 6 and enters The Swamplands.

Day 11
Bill moves to Sibylline Swamp from The Swamplands by rolling a 4 for a total of 7 and a 6 for a total of 9. Pyro rests as he speaks with the Oracle and recovers the Fae Blade. The Oracle tells Pyro he must recover the Sidhe Sword and bring it back to her. Since the Sidhe Sword must be placed up to 2 spaces away, Bill places it on The Ruins of Plugrath. Bill has completed the second part of the Quest 3 days early; he now has 6 days to finish the last part.

Day 12
Bill moves from Sibylline Swamp to The Swamplands, passing the trials by rolling a couple of 2s.

Day 13
Bill moves from The Swamplands to The Ruins of Plugrath by rolling a 3 and a 4. He recovers the Sidhe Sword.

Day 14
Bill moves back to The Swamplands from The Ruins of Plugrath by rolling a 2 and a 3.

Day 15
Bill moves to Sibylline Swamp from The Swamplands by rolling a 2 but gets a 1 on the Entry Trial and has to exhaust Dem Bones to re-roll a 3 and pass. He gives the Sidhe Sword to the Oracle, and also returns the Fae Blade since he has completed the Quest (2 days early!). Bill's Merits are restored and he now has 2 XP.

Saturday, July 16, 2011

The Legend of Arcadia: Quest#4

QUEST #4 - SLAVERS

The Waylay Deck is re-shuffled. For Treasure, Bill draws Knocker's Artifact. Davelon, Warhorse, Dem Bones, and Belt of Troll Strength are removed from play.

To complete this Quest, Bill must journey at least 3 Leagues from Darkreach Mountains before playing Waylays. Since Bill has 2 Allies and 2 Treasure, plus the Knocker's Artifact, he must defeat 5 Waylays (7 points' worth) on 5 different Leagues, then return to Darkreach Mountains and defeat the Slavers Waylay. Time will be the most crucial factor, so Pyro may have to leave an Ally or Treasure behind to complete the Quest.

Day 1
Bill travels from Darkreach Mountains to Ogre King Road. there's no Exit trial since Pyro is traveling by Road. There's no need to rest so Bill takes no further action.

Day 2
Bill travels from Ogre King Road to Hall of the Ogre King.

Day 3
Bill travels from Hall of the Ogre King to Blackrock Pass. He is 3 Leagues from Darkreach Mountains and may now encounter Waylays and recover his lost Treasure and Allies. The Waylay drawn is Giant Slug. It is a Combat 2, so it fits the Waylay requirements. Bill rolls an 11 for a total of 13; the opposing roll is 8 for a total of 11. Bill defeats Giant Slug and it is discarded.

Day 4
Bill rolls to see which Treasure or Ally he recovers and it is Dem Bones.

Day 5
Bill moves from Blackrock Pass to Eidolon. The Waylay drawn is Corporeal Ghost, a Combat 1 that must be defeated twice! Bill rolls a 6 for a total of 8; the opposing roll is 5 for a total of 6. Bill wins the first round, and may continue to attack on the same day until he loses. His second roll is an 8 for a total of 10; the opposing roll is 7 for a total of 8. Bill has defeated the Ghost and it is discarded.

Day 6
Bill rolls to see what is recovered this time and it is the Belt of Troll Strength.

Day 7
Bill moves from Eidolon to Ardenroad (3). He faces the Waylay Unicorn. Since Pyro is Seelie, this is a Savvy 2 Test. Bill rolls a 6 for a total of 7; the opposing roll is 7 for a total of 9. Bill exhausts Dem Bones to re-roll the die with 2, and gets a 5, for a new total of 10. With a huge sigh of relief Bill has passed the test, and Unicorn is discarded.

Day 8
Bill rolls to see what is recovered and it is Warhorse.

Day 9
With only 1 day left, Bill is in a tight spot. He has not found Davelon, but he needs to get back and defeat the Slavers. He uses the movement option of the Warhorse to move from Ardenroad (3) to Hills of Steam, and then to Court of Praxis Tynon. He has faced 6 points of Waylay, so there is only 1 left. The Waylay is Banek, a Combat 1. Bill rolls a 4 for a total of 7; the opposing roll is 11 for a total of 12. Bill could tie the Banek by exhausting Burn & Boil and Perceptive Fighter, but that would leave him very helpless against the Slavers. Instead, Bill takes the defeat and has a -1 to Combat and Might Tests and Trials. Bill exhausts Bag of Gold. Since the Banek has fled with Pyro's food and has been discarded, Bill does not need to face the Waylay again or retreat back to Hills of Steam. There are no more Waylays except for the Slavers. Knocker's Artifact and Davelon are lost; Davelon sold into slavery in some Fac Tory in Middlemarch. With fury in his heart, Pyro seeks the Slavers.

Day 10
Bill moves Pyro from Court of Praxis Tynon to Darkreach Mountains (no Entry Trial since travel is by Hills) and Pyro attacks the Slavers camp. Slavers is a Combat 2. Bill rolls 7 for a total of 9 (he gets +1 from the Belt but -1 from the Banek); the opposing roll is also 7 for a total of 9. Bill exhausts Burn & Boil, and the Slavers are burned alive. The Quest is complete and Bill's Merits are restored. Knocker's Artifact is returned. Bill now has 1 XP.

Thursday, July 14, 2011

Slight Change to "Legend of Arcadia" Rules

As I was playing the game, I noticed some Quests were impossible to complete within the given time period based on the Waylay rating - such as 10 days for Seek the Oracle's Advice - and that's with Steed movement and passing all Tests and Trials!

Therefore, I'm changing the time limit to 15 days per Quest, about half of what I originally suggested for Solo Rules. I'll see how that works on my next few Quests...

The Legend of Arcadia: Quest#3

QUEST #3 - SCOUR DARKREACH MOUNTAINS

The Waylay Deck is re-shuffled. For Treasure, Bill draws Al-Kanon The Chaos Sword, but it has a cost of 3 and the Quest only has a Treasure rating of 2, so it is buried and Satyr's Pipes is drawn instead. The Pipes are placed on Ardenroad (3).

To complete this Quest, Bill must travel through at least 4 different Leagues, one of which must be Darkreach Mountains, and he must spend an extra day looking for Gamine in each League. The Waylay rating is 9 instead of 8 due to Bill's experience (and of course Lord Gamine's Backing).

Day 1
Bill travels from Eidolon to Ardonroad (3). The Waylay drawn is Mounted Spidereye Goblin, but it doesn't fit the terrain, so Bill draws Trojan Horse instead. The Horse is a Combat 3. Bill rolls a 4 for a total of 6; the opposing roll is 7 for a total of 10. Exhausting Burn & Boil will only force a tie, so Bill exhausts Dem Bones instead and re-rolls both dice. This time he gets 8 for a total of 10. Now he exhausts Perceptive Fighter for a total of 11 and defeats the Trojan Horse. He has 6 more Waylay points to face.

Day 2
Bill cannot count his extra day if resting or encountering a Waylay, but looking for Treasure is neither of those, so Bill claims Satyr's Pipes while searching for Gamine and fulfills the "extra day" requirement.

Day 3
Bill moves from Ardenroad (3) to Hills of Steam. The Waylay drawn is Gord's Knot. Since Bill has already recovered the only Treasure, this Waylay is buried and a new one is drawn: Gnome's Brew, a Might 4. Bill rolls a 9 for a total of 11; the opposing roll is 10 for a total of 14. Bill fails, giving Pyro a massive hangover and a -1 to all Tests and Trials. Bill exhausts Bag of Gold and Gnome's Brew is discarded. Bill only has 2 more Waylay points to face.

Day 4
Bill uses this day to search for Gamine. At the end of the day he tries to pass a Might Trial 7 to get over the hangover, and rolls an 6 for a total of 7 (he has -1 from the hangover). Pyro passes the Trial and shakes the hangover.

Day 5
Bill moves to Court of Praxis Tynon. The Waylay drawn is Rogue Troll, but it is a Combat 4 and Bill only has 2 Waylay points left. Rogue Troll is buried, and Bill continues to draw and bury Waylays until he gets one that matches terrain and Waylay points: Thomas the Lame Brigand, a Combat 1. Bill rolls 11 for a total of 13, and the opposing roll is 4 for a total of 5. Bill beats the Waylay. Normally Thomas could be sent against another player, but since this is Solo, he is merely discarded. Bill has 1 more Waylay point to face.

Day 6
Bill spends the required extra day to look for Gamine instead of resting.

Day 7
Bill moves to Darkreach Mountains; there are no Exit or Entry Trials since Court of Praxis Tynon counts as Hills. He draws Boulder as the Waylay, a Might 1. Bill rolls 6 for a total of 8; the opposing roll is 8 for a total of 9. Bill has failed to move the Boulder, and exhausts Davelon.

Day 8
Bill tries again to move the Boulder, rolling an 8 for a total of 10; the opposing roll is 7 for a total of 8. Bill moves the Boulder (it stays on the space).

Day 9
Bill spends the required extra day searching for Gamine. Though his search was fruitless, Bill has completed the Quest. He turns in Satyr's Pipes and his Merits are restored. He now has 3 XP. Since he has been getting hammered in Might Tests, Bill uses his 3 XP to buy a Belt of Troll Strength for Pyro, so his XP is reduced to 0.

Wednesday, July 13, 2011

Suggested Errata for Lost! and Thomas, The Lame Brigand

In reviewing card data for Waylays Lost! and Thomas, the Lame Brigand, I think they are incorrect. Both show icons for Lake, River and Ocean Terrain. This makes no sense for Lost!, since the difficulty is based on the Terrain, which does not even list Lake and River, and instead lists several other Terrain types not symbolized on the card! And Thomas makes no sense thematically: why would a brigand be encountered on Lake, Ocean, and River Terrain, instead of Road, Ruins, etc.?

My proposal for Lost! is that it should be every Terrain type defined in the card difficulty: Forest, Ruins, Town, Border, Marsh, Mountains, Ocean, and Cave.

My proposal for Thomas is the same as Thieves!: Border, Bridge, Castle, and Town. Although a brigand is more similar to a pirate than a thief, the Pirate Waylay does involve water terrain, which distances itself from Thomas. Also, the text of Thomas, the Lame Brigand indicates he doesn't get around like he used to, so you would be more likely to find him hanging out closer to town, instead of wandering the wilderness...

Thursday, July 7, 2011

The Legend of Arcadia: Quest #2

QUEST #2 - MARAUDERS

The Waylay Deck is re-shuffled. For Treasure, Bill draws Lance of Ardlanth and Fae Blade. The Lance is placed on the Ardenroad (3) space and the Fae Blade is placed on Hills of Steam.

Bill must defeat 4 Combat Waylays; his Waylay score is reduced to 11 thanks to Lord Gamine's Backing, and he has 15 days to complete it. He starts in Eidolon and may move to any League.

Day 1
He decides to start with Ardenroad (3). There are no Exit or Entry Trials, so Bill moves Pyro and draws from the Waylay Deck. He draws Fianna Garou, but it's a Savvy Test, so he buries it and draws Magical Barrier. That is a Resolve Test, so it is also buried and he next draws Waterrunner. It is a Combat Test but doesn't match the terrain. He draws Cog Soldier, but again the terrain is wrong. Whirlpool is buried, and finally he draws Slavers, a Combat 2 that is playable on Roads. Bill rolls 5 for a total of 7; the opposing roll is 6 for a total of 8. Bill exhausts Burn & Boil to change his result to 11 and Slavers is defeated. Three more Combat Waylays to go.

Day 2
Bill claims the Lance of Ardlanth.

Day 3
Bill moves Pyro to Hills of Steam. There are no Exit or Entry Trials. Bill draws from the Waylay Deck and draws Mounted Spidereye Goblin, a Combat 4. Bill rolls a 5 for a total of 9; the opposing roll is 6 for a total of 10. Bill decides to exhaust Dem Bones to re-roll his one, and rolls a 2, forcing a tie. Bill then exhausts Perceptive Fighter and wins the combat. The Goblin is discarded. Two more Combat Waylays to go.

Day 4
Bill claims the Fae Blade.

Day 5
Bill travels back to Ardenroad (3) and rests.

Day 6
Bill rests for a second day and is able to recover Perceptive Fighter.

Day 7
Bill returns to Eidolon and rests, recovering Dem Bones and Burn & Boil.

Day 8
Bill travels to Blackrock Pass. He draws Arborian Oak-kin from the Waylay deck (Combat 6) but that takes him over his Waylay limit, so he draws again and gets Giant Slug, Combat 2. Bill rolls a 7 for a total of 11; the opposing roll is 8 for a total of 10. Bill has triumphed! Giant Slug is discarded. He has faced 8 Waylay points and must encounter at least 3 more. One more Combat Waylay to go.

Day 9
Bill moves Pyro to Darkreach Loche. This has a Might Trial 5 to enter. Bill rolls a 6 for a total of 8 and passes the Trial. From the Waylay Deck Bill draws Water Elemental, Combat 3 and a perfect terrain fit. The Lance is of no use against the Water Elemental. Bill rolls an 8 for a total of 10; the opposing roll is 10 for a total of 13. Bill exhausts Burn and Boil, cooking the Elemental with a total of 14. Bill has won and defeated 4 Combat Waylays, fulfilling the Quest. He just needs to return to Eidolon.

Day 10
Bill moves to The Kyrian Tower, and does not have an Exit Trial since he is leaving Darkreach Locke by road. He also doesn't have any more Waylays to face.

Day 11
Bill moves to Eidolon and completes the Quest 4 days early. He returns the Lance (nice weapon!) and the Fae Blade, and has 2 XP. All his Merits are restored.

Wednesday, July 6, 2011

The Legend of Arcadia: Quest#1

QUEST #1: PROVE YOURSELF

This is the first in an ongoing series of posts that use an example that shows how to play the Legend of Arcadia Solo Variant. The example uses a fictional player named Bill...

Bill selects Splendour Lake to be his base camp. He chooses a Male Naga for his character and names it Pyro. Pyro starts with 4 free Pyretics Arts, so Bill selects Burn & Boil. He takes 4 flaws: Imps (Enemy), Slaugh (Enemy), Indecisive (Weakness), and Warrant (Curse). This allows him to add 6 extra points of Merits, so he has 16 Merit points total. He chooses Lord Gamine's Backing for 5 (Advantage), Dem Bones for 4 (Treasure), Warhorse for 2 (Ally, Mount), Davelon, Gleeful Satyr for 2 (Ally), Perceptive Fighter for 2 (Ability), and 2x Bag of Gold for 1 (Treasure). Indecisive and Perceptive Fighter  are Seelie and there are no Unseelie cards, so Pyro is Seelie.

The Ardenmore League cards are laid out, the special cards are set aside, and Bill is ready to go. He draws the first Quest, Prove Yourself. This has a Waylay of 14 (which is reduced to 10 thanks to Lord Gamine's Backing, but still gives him 15 days to complete it) and Treasure of 1. Bill has decided to draw from a Treasure Deck rather than pick, so he draws until he gets a Treasure of 1, Pixie Dust, and puts the others he couldn't use on the bottom of the Treasure Deck. Pixie Dust is placed on Sundered Woods and Bill begins.

Day 1
Because he needs to travel to 4 different Leagues, Bill decides not to use the Warhorse movement. Pyro moves into Sundered Woods to try to claim the Pixie Dust. There is no Enter Trial. From the Waylay Deck, Bill draws Sphinx's Riddle, which can be played on Road and has a rating of 3. Sphinx's Riddle can be played as either Resolve or Combat. Bill chooses Resolve and rolls a 9, giving him 12; the Sphinx rolls 4 for a total of 6. However, since it is a Resolve Test, Bill is forced to exhaust Indecisive and re-test. His second roll is 6 for a total of 9, and the opposing roll is 8 for a total of 10.

Bill could re-roll one of the 3s he rolled using Dem Bones, but to win he'd have to roll a 5 or 6. Bill fails the Test and exhausts a Bag of Gold. According to the Sphinx's Riddle, the Resolve Waylay now becomes a Combat Waylay.

Day 2
Pyro attacks the Sphinx in combat. Bill rolls 11, for a total of 13 and the Sphinx rolls 11 for a total of 15. It looks like Bill has lost, but he exhausts Burn & Boil to add 4 to his score for a revised total of 17. The Sphinx is beaten and Bill has completed a Combat Waylay, with three more now to go. Sphinx's Riddle is discarded.

Day 3
Bill claims the Pixie Dust Treasure.

Day 4
Since Pyro is Seelie, he can recover a Merit by resting on Sundered Woods, so he does and recovers Burn & Boil.

Day 5
Bill decides to move Pyro from Sundered Woods to Pitha's Testing Zone. There is no Exit Trial for Sundered Woods and no Entry Trial for Pitha's Testing Zone. There is a Special Trial, but according to the rules, under Leaving Leagues, "You must pass any Terrain Trials stipulated by your current League before you move." So Bill will not have to pass this Trial until he leaves. The top card of the Waylay deck is drawn: Slavers, cost of 2, so Bill still has 5 points of Waylays to face. Bill doesn't want to mess around with another Combat Test, so he exhausts Pixie Dust, which allows him to ignore a Waylay until the end of the next day.

Day 6
To avoid the Slavers, Pyro needs to leave. Althros, The Steam City, has no Trials, so that's where Bill wants him to go. He now faces Pitha's Special Trial, Reserve 6. Bill rolls a 6, adding the Naga's 3 for a total of 9 and passes the Trial. There's no Exit Trial for Pitha's and no Entry Trial for Althros. The Slavers Waylay remains on Pitha's.

The Waylay drawn for Althos is Roc Attack, a Might Test and 4 point Waylay. Normally that would only leave 1 Waylay point and make it impossible to complete the Quest, but Bill will have to exhaust Lord Gamine's Backing at some point to overcome this. Bill rolls 5, for a total of 7; the opposing roll is 11, for a total of 14. Bill loses and Pyro is carried off to the Mountains. He rolls a D6 for the 6 closest Mountain Leagues, and rolls a 3, ending up on Ogre King Road. He exhausts Lord Gamine's Backing, and Roc Attack is discarded.

Day 7
Still smarting from the bitter defeat, Bill would like for Pyro to rest, but Ogre King Road has a Trial for resting and Bill's running out of time. He decides instead to move to Hall of the Ogre King. There is no Exit Trial from Ogre King Road and no Entry Trial for Hall of the Ogre King because Pyro is traveling by Mountains and Road. He draws the top card of the Waylay Deck and it is Huntsman's Snare, a Might Test of 1 that can be played on Mountains. Bill rolls 11 for a total of 13; the opposing roll is 8 for a total of 9. A relieved Bill has passed a Might Test, and now only needs to pass a Savvy Test and a Resolve Test. The day ends.

Day 8
Bill decides to rest and can recover 1 Treasure, so he recovers Pixie Dust.

Day 9
Instead of trying to climb down from the Mountains, which would require a Trial, Bill instead heads for Blackrock Pass. Blackrock Pass has no Trials, and since it counts as Mountains and Road, there's no exit Trial from Hall of the Ogre King. Pyro moves to Blackrock Pass and draws a Waylay: Hurricane. This is a Might Test of 3, which would leave only 1 point of Waylays and make it impossible to complete the Quest. Hurricane is moved to the bottom of the Waylay Deck and the next Waylay is Pit of the Grubworm, a Combat of 3 and the same situation as Hurricane. It is also recycled and the next Waylay is Arborian Willowtree Warrior, but it too is recycled since the terrain does not match. Finally Bill draws a Waylay he can use, Oathfriend, a Savvy Test of 2. Per Quest rules, Bill cannot use Davelon to test in Pyro's place. Bill rolls a 7 for a total of 8, the opposing roll is 9 for a total of 11. Bill elects to exhaust Dem Bones to re-roll his 3 and gets a 2. Crap! Bill does not exhaust a Merit, but he must stay on the space the next day. Oathfriend is discarded.

Day 10
Bill uses up the day on the space since he failed the Waylay.

Day 11
Only Abilities can be recovered on Blackrock Pass, and Bill doesn't have any exhausted, so there's no reason to rest. Instead, Bill moves to Eidolon. There's no Exit Trial from Blackrock Pass and no Enter Trial for Eidolon. Bill only has 3 Waylay points remaining and starts drawing Waylays: Whirlpool (wrong terrain), Quicksand (wrong terrain), Rogue Troll (Combat 4), Arborian Oak-kin (Combat 6), Pilgrim's Burden (Savvy 3), Hound of Hades (Combat 4), Renegade Dragonkin (Combat 4), Sandman (Resolve 4), Ogre Games (Savvy 3), and finally draws Lost!, Resolve 1 in Town. Bill rolls 7 for a total of 10; the opposing roll is 6 for a total of 7. Bill has defeated the Waylay! He must now beat only a Savvy Test of 1 or 2.

Day 12
Nearly out of time, Pyro moves to Ardenroad (3). There are no exit or Entry Trials, so Bill starts drawing Waylays: Unseelie Knight (Combat 3), Rockslide (Resolve 2). Finally he draws Tax Collector, Savvy 2. This is perfect to fulfill the Quest! With Savvy not the greatest of Pyro's attributes, and having a Warrant that would make things even worse, Bill elects to discard a Bag of Gold to pass the Test. Note that even though the Bag of Gold is exhausted, it may still be discarded to fulfill the Waylay requirements. Exhausted cards prevent you from benefitting from card effects listed in the text of the card; this does not affect your ability to discard a card if necessary. The Waylay stays on the space but Bill has passed it and needs only to return to Eidolon. He has also used all the Waylay points (14) for the Quest.

Day 13
Pyro moves back to Eidolon. There's no Exit or Entry Trials, so he moves and the Quest is complete. Bill returns Pixie Dust and Gains 1 XP. All his Merits (and Flaws) are restored.

NOTE: When Bill drew Slavers, he could have buried it and drawn another Waylay in its place, since he had already faced a Combat Test. Also, he could keep drawing Waylays until he got low enough numbers to stay within the Lord Gamine's Backing Waylay score. Lord Gamine's Backing is not truly a Merit if it must be exhausted and rendered useless to satisfy card draws every time you play. You'll see that this "draw until you get the Waylay you need" method (without affecting Lord Gamine's Backing) is done in Quest #2.

Sunday, July 3, 2011

Ogre King Road: Full Version

Here's my version of Ogre King Road. This was pretty difficult, since the magazine scan was pixelated - in blowing it up to 300 dpi there's no way around that - so I had to do some blending. Also, I couldn't quite match the text font (it's kind of a cross between Comic Sans and Vogue), so I went with Vogue. I think it turned out ok. It was also a test to see if I will be able to generate my own homebrew cards.

Here is the front, or "art" side:



And here is the back, or "text" side:



I'll post hi-res PDFs of the cards later this week.

Friday, July 1, 2011

More from Scrye Magazine

In addition to the map, the Scrye Magazine I received also has some text on Leagues, which are designer notes by Mike Tinney: