About This Site

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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Monday, June 1, 2026

The Legend of Arcadia Rules v2.0 - Initial Release (Updated)

Update

I've already found a few errors or clarifications as I've started playtesting that I will list here while I am updating the rules document to 2.1.

Section 2: The Waylay Deck, Flaw Deck, and Character deck are all shuffled and placed facedown when starting the game.

Section 4.3: Start with 10 base points for Merits, not 5.

Section 4.6 added the following note: "NOTE: As a general rule, cards from the Waylay, Flaw, and Character decks that leave play should return to the bottom of their deck faceup, unless otherwise instructed. This reduces the chance of seeing the same card too much. When the next card you would draw is faceup, it’s time to shuffle the deck."

Section 9.1: Added the following text - "Do not roll for encounters or advance the Tracker if the League already has an unresolved Waylay, a special Trial, or an opposing Character waiting to be defeated. If the League previously had a Waylay or opposing Character that was defeated, and the League is now empty. Leagues that physically have a Waylay or opposing Character on them tell you at a glance that the player should not roll for encounters or advance the Tracker."

Section 9.1: Also added the following text: "Staying on a League to recover Treasure, perform a special Trial, or other tasks designated by a Quest do not advance the Tracker…only idle rest does as defined above."

I'm betting there will be more to come... ;)


Original Post

It's finally here! My long journey to create viable solo rules for the Arcadia CCG is finally complete. Well, they are mostly complete. There's still are few areas that need to be finished up. You can find the new rules by following the Arcadia link in the sidebar, which takes you to a shared Google folder where I have placed all my Arcadia content. You want the MS Word file (docx file) titled "Legend_of_Arcadia_Revised_Rules_v2.1". If you download it, it will preserve the MS Word file format. If you double click on it, it should open in Google Docs, which is helpful for those who don't have MS Word. I did not make a PDF version because there is a blacked out section at the end called "Revealed Secrets" that can't be un-highlighted in a PDF. If there is demand for a PDF version, I can move the Revealed Secrets section to a separate document for only the PDF version. For ease of navigation, here is the link to the actual rules document (which will open directly in Google Docs):


REMAINING WORK

As I mentioned above, the rules are mostly complete. Here's what I'm still working on...

  1. Playtesting. I had done some initial playtesting and was having fun playing the new rules. But after re-reading this post over at the In Arcadia blog by darkyeoman, I had an inspiration for a new mechanic, and once I added that, it invalidated my previous playtesting. I'll be doing some new playtesting shortly while posting the results here; in the meantime, if you decide to give these rules a go, please leave me some feedback on how it went, either here in the comments, or reaching out to me through the "Contact Me" gadget in the sidebar. I certainly need to have these rules tested with different deck builds.
  2. A deep dive into the new rules. Why certain mechanics were chosen, strategies to pursue and how decisions affect outcomes, a short section on probabilities and why certain story elements were chosen.
  3. King Ironheart's Madness Quest path and guidance. This is the next major piece I will be working on. TWH is done and ready to be tested, and I have a Quest path set for KIM, but I need to evaluate each Quest and incorporate my solo mechanics into them, as well as figuring out which cards are incompatible with my solo rules.
  4. Carrying over progress from TWH to KIM. This is the biggest looming hurdle. Does the character you've built up in TWH become too powerful for KIM? Sure, you can adjust the Waylay value for each Quest, but if the Waylays are too easy, you're just increasing the amount of boring play. I don't know the answer to this question yet, and it's possible it will affect the rules I've established...I might need to restrict the Merit cardpool to TWH instead of allowing KIM, when starting play in the TWH. Or other changes could be necessary.
  5. Incorporating King Ardlanth's Fate (KAF). Figuring out a way to incorporate my forthcoming expansion into these rules. But that's still a ways off for now.

These rules are still a work in progress, but I wanted to get this released because a) it's been way too long and b) feedback from the community is valuable. I hope you enjoy this, it was a lot of work - the rules are 19 pages long, even without the KIM material - but it is rewarding to see the project take off. Cheers!

Friday, May 29, 2026

Update 5-29-26

Just a quick post to let you know I am still playtesting the quests in The Wyld Hunt in the limited time I have available, and I want to complete the playtesting before posting the TLOA Rules v2.0. I'm also putting guardrails on some Quests so that the gameplay flows more smoothly. So if you're still waiting for this, thank you for your patience!

Friday, May 8, 2026

Update 5-7-26

 At long last I have an update for Arcadia fans! My personal life has been a challenge, and I am about to list my house for sale, but once I'm past that, things should improve greatly. I have a couple pieces of news I'll share with you. If you're still around, bless you for waiting this long, but I am hoping this will be worth the wait.


THE LEGEND OF ARCADIA V2.0

First is a project I've been working on for about 5 years: updating the original "The Legend of Arcadia" Rules (TLOA). As a refresher, that's the combination of Chronicle Rules and Solo Rules combined, with the added rules of playing the story of The Wyld Hunt by navigating every Quest card. I think the new rules are fantastic, but I might be biased. Gone is the "race against time" element, which I have replaced with a system that not only makes more sense, it is fun yet challenging. I'm currently playtesting the new rules. While it's utterly impossible to playtest every possible Character and Merit combination, as long as the mechanics are doing what they are designed to do, it should be very enjoyable. After I playtest through several quests and I'm confident in the system, I'll post the new rules here. I can tell you that after playing through the first Quest, it was challenging but I had a great time when I completed it. Some of the new changes include:

  • Moving TWH to a 2D6 system to match KIM and produce more consistent results
  • A "Doom Counter" replaces Quest time limits, simulating the encroaching danger of the Darkening and creating organic campaign pressure
  • Some Flaws are assigned (and you can chose to add more), producing richer and more distinctive characters
  • A different system for handling Enemy Flaws
  • Banes — special Flaws triggered by the Doom Counter — represent the Darkening's growing influence
  • Three difficulty modes (Wanderer, Adventurer, Heroic) allow players to tailor the challenge to their own skill set, level of enjoyment, or desire to be challenged
  • Suggested story paths guide players through essential narrative beats - it's not necessary to complete every single quest, but you can do as many as you wish

Look for this update to come soon, most likely in the next 1-2 weeks.


ARCADIA EXPANSION: KING ARDLANTH'S FATE

Yes, that's the title I decided on for the expansion. That name will make more sense when you run through the Quests. It can be played using the standard rules, but will be much more fun if you utilize TLOA rules. There are 4 different possible endings to the game under TLOA, based on decisions and challenges that you experienced during the playthrough.

All Quests, Waylays, and Leagues are complete as far as the design goes. There will be no new Characters, Flaws, or Merits - the game has plenty of these already - although there could possible be some new Treasure cards specifically for Quests. I'm currently in the process of gathering artwork. My mom was an artist and was going to paint a watercolor map for me that would have looked similar to the art style of TWH and KIM, but she passed away 2 years ago, which was devastating to me personally, as well as setting the project back. I will most likely commission some map artwork and see how it turns out. Also, I need to playtest this new expansion, especially for TLOA rules where you can bring a character across from TWH and KIM with all their Merits and Flaws.

Due to the art issues and playtesting needed, look for new cards to start appearing within the next 3-4 months.


That's all for now. I hope you are all doing well and find this news exciting!

Wednesday, August 6, 2025

Update 8-6-25

Hello everyone, it's been a rough few years for me personally. I mentioned in the comments that I lost my 2 best friends almost 4 years ago, which I struggled to deal with. Unfortunately I suffered another setback. My mother, who was a watercolor artist, was going to paint my new map for me. Sadly she passed 2 years ago, so that has been a struggle as well.

I retired from work and feel like I'm in a good place now. I will, however, need to commission a new artist. I do have the framework for the expansion created. Once I have the map I can start creating cards. Once the weather turns and I am trapped indoors (in about 2 more months), I'll start laying out the framework and getting feedback. I also have a new solo variant I've been working on. It won't be too much longer now before new content starts coming...

Sunday, June 19, 2016

Update 6-19-16

Hello Arcadians! Time has flown by and it's hard to believe it has been almost two years since I last posted. However, I just want you to know that I'm going to be putting more time into the site in a big way. I'd like to officially announce that I'm creating an expansion for Arcadia!

This will be a "fan" creation and is not affiliated with White Wolf in any way. I just thought I'd like to create some additional cards that can be used with the game and finish telling the story that began with the first two sets. I haven't committed to a name yet - I've been back and forth between King Ardlanth's Fate (KAF), Road to Skyeholm (RTS)., or Day of Darkening (DOD). It will not be called The Lion's Den, which was White Wolf's intended name, and I have no wish to infringe on that.

The setting begins after the events at the end of KIM, as the players look to Skyeholm, the ruling kingdom of Arcadia, to solve the puzzle of The Darkening and High King Ardlanth's fate. Skyeholm has three vassal kingdoms surrounding it: Ardenmore, Middlemarch, and the Arborian Nation. To the south of Middlemarch are the Fallen Lands, and to the North of Ardenmore is the Frost Kingdom. Like the original two games that tell a story when the quest cards are followed in a linear progression, this series of quests will take you from Skyholme to the Arborian Nation, from the Arborian Nation through familiar territory in Ardenmore to the Frost Nation, back through Ardenmore and Middlemarch, and into the dreaded Fallen Lands. From there what will happen is yet to be told.

This expansion will introduce new cards of every type, and reintroduce some familiar cards that have changed due to the events in TWH and KIM. However, the set will tilt heavily towards Quest, Waylay, and Map cards, as they will be the main difference from the released sets, which have plenty of Characters, Arts, Abilities, Flaws, and so on. I do have some artwork lined up for the new cards. I'm not certain how many cards will be in the set, but it is likely to be around 200 to 250 or so. That's still a lot of cards!

What I plan to do is work on cards then release them one at a time on the site, similar to the Ogre King Road card I created previously. I'll even discuss printing your own versions of the card for actual use! So stayed tuned for more info as it appears...

Friday, August 15, 2014

Update 8-15-14

Hello everyone,

I ended up taking a personal break for a little while. Little did I know how long that break would be, but I truly did need it. Unfortunately that break will need to last a little while longer, as I have some pressing personal issues to deal with over the next few weeks.

Expect some new posts coming soon, and thank you for your patience...

Thursday, June 28, 2012

The Legend of Arcadia: Quest #11


QUEST #11 - CONSCRIPTION

The Waylay Deck is reshuffled. For Treasure, Bill draws Map of the Land and places it on The Kyrrian Tower. He places Lady Kryddia on The Eastern Coastal Road (1). The two "dummy" Ally cards, Gurthdass and Shaebanaria, are placed on Eidle Road and Ardenroad (3) respectively.

To complete the Quest, Bill must collect all 3 allies and bring them to Eidolon within 14 days, while facing 15 points of Waylays.

Day 1
Bill leaves the Hamlet of Easlynn and uses the Warhorse's movement to move to The Eastern Coastal Road (2) and the The Eastern Coastal Road (1). The Waylay drawn is Pirates, a Combat 2 Test that costs 3. Bill rolls a 5 for a total of 8; the opposing roll is 8 for a total of 10. Pyro exhausts Burn & Boil to change his total to 12 and defeats the Pirates. Bill must still face 12 points of Waylays.

Day 2
Bill recovers Lady Kryddia.

Day 3
Bill moves to The Kyrrian Tower. The Waylay drawn is Magical Barrier, a Resolve 3 Test that costs 5. Bill rolls a 6 for a total of 9; the opposing roll is 7 for a total of 10. Since you must win 3 Tests to beat the Magical Barrier, Bill doesn't want the Treasure that badly and exhausts a Bag of Gold, retreating back to The Eastern Coastal Road (1). Bill must still face 7 points of Waylays.

Day 4
Bill uses the Warhorse's movement to travel to Oceanius and then to Goldenreach Fields. The Waylay drawn is Flock of Harpies, a Resolve 3 Test (with a cost of 4). Bill rolls a 9 for a total of 12; the opposing roll is 11 for a total of 14. Per the Flock of Harpies text, Bill is caught by the harpies' song and cannot retreat; instead he must test each day to break free. He exhausts a Bag of Gold and stays on the space.

Day 5
Bill rolls 7 for a total of 10; the opposing roll is 4 for a total of 7. The Flock of Harpies is defeated. Bill must still face 3 points of Waylays.

Day 6
Bill moves to Eidle Road. The Waylay is Ogre Games, a Savvy 2 Test (cost of 3). Bill opts to have Lady Kryddia take the Test. Bill rolls 11 for a total of 14; the opposing roll is 5 for a total of 7. Ogre Games is defeated and Bill does not have to face any more Waylays.

Day 7
Bill recovers Gurthdass. Gurthdass smells really bad.

Day 8
Bill uses the Warhorse's movement to move to Eidolon, then to Ardenroad (3). He recovers Shaebanaria, who smells much better than Gurthdass.

Day 9
Bill moves to Eidolon and has returned the allies, completing the Quest. His Merits are restored, and he now has 2 XP. Bill recruits Wenig, Knocker Mechanic and has 0 XP remaining.