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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Saturday, January 28, 2012

No New Posts For Awhile

I won't be posting for a couple of weeks - last week I broke my wrist and I have surgery this coming week. I can type with my other hand but it's so slow compared to my normal speed.

Hopefully I'll be back in a couple of weeks with some new material.

Monday, January 9, 2012

Arcadia Online

Reader Nin has a request for anyone who can help. In his words:

"Years ago a German forum friend of mine started an Arcadia Online script (Java).... unfortunately it was never finished, but I got the beta version. Do you know someone who could finish this project?"

Below are some screen shots for the project. If anyone is interested in resuming the work, please send me an email and I will forward it to Nin...







Tuesday, December 27, 2011

Small Update

Hey everyone, sorry for the lack of posts...it's been a rough few months. Between mold in my house and back surgery, then the holidays, there really hasn't been much time for posting. Here's what's going on:

1. Arcadia gets a mention and a link from the Darker Days podcast. Darker Days talks about all things White Wolf. Thanks to Mark, Mike, and Chris for doing that! You can find the podcast here.

2. Errata for the cards that we have discovered to have errors.

3. I'm trying to get in interview with Mike Tinney, the creator of Arcadia and president of White Wolf.

4. Continuation of Solo Play in the Legend of Arcadia.

Tuesday, November 29, 2011

Arcadia Printing Errors

So far we've discovered printing errors for Lost! and Thomas, the Lame Brigand. After discussions with Moxtaveto, it seems like there are many more cards with problems. This doesn't mean that every copy of a card has the problem...for example, some copies of Lost! are misprinted while others are not. Below is a list of cards that Moxtaveto has found errors on:

1 error in KING IRONHEART'S MADNESS:


"Vigorous" (Ability): besides the correct version, there is also a version
with the text "EXHAUSTED" on both sides! This can easily be overseen,
because the front side has the correct image which differs slightly from the
one on the back side like on all cards.


2 errors in ARCADIA THE WYLD HUNT:


"Dragonkin" (Enemy): besides the correct version, there is also a version
with correct Dragonkin on the front side, but with "Redkaps" on the back
side!


"The Ruins of Plugrath" (League): besides the correct version, there is also
a version with the "Ruins of Plugrath"-text on one side, but with the image
of "Nowhere Junction" on the front!


Besides these errors, there are 16 Waylay cards from "ARCADIA THE WYLD HUNT"
which come in 2-3 versions. Different are the terrain icons in the middle
column of the card.


11 cards come in 2 versions:


Banek
Giant Slug
Gord's Knot
Pilgrim's Burden
Pirates
Quicksand
Rockslide
Spidereye Goblin
Spike Trap
Unicorn
Waterrunner


5 cards come in 3 versions:


Forest Spiders
Huntsman's Snare
Icarian Flying Skiff
Lost!
Thomas the Lame Brigand


In addition, Moxtaveto has modified my Excel file to include the variations of the cards. I have posted a link to this updated file over in the sidebar. Many thanks to Moxtaveto once again for all his hard work!

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.