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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Thursday, October 27, 2011

New Content Coming Soon

It's hard to believe it's been 3 months since I last posted! Time sure gets away from me due to my other hobbies, and the fact that I haven't been home due to a major mold infestation that required a crew to come out and clean, limiting my computer & internet access.

I'm out of town this weekend, but I'll try to have some new content up in a week or two. Thanks for your patience until then!

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.