Basic Rules

Below are the official rules of Arcadia: The Wyld Hunt. The text is based on a 12 page booklet that was distributed with The Wyld Hunt, which I have slightly edited (the full text is here). The rules of King Ironheart’s Madness are nearly identical, the only difference being that in the latter you use two 6-sided dice instead of one, and your Character starts with 10 Merit points, instead of 5. If you are looking for the rules included with King Ironheart’s Madness Story and Character Packs, see here.

Arcardia: The Wyld Hunt

Dark clouds gathered around Skyeholm on the day of the Darkening, and have remained since. High King Ardlanth and all his subjects are frozen, like marble statues. Ardlanth’s kingdom has fallen silent, and none who have traveled there have been heard from again. Protected on all sides by three loyal vassal kingdoms, Skyeholm is virtually inaccessible. Yet the remaining kingdoms of Arcadia feud with one another. Only one seems powerful enough to restore peace: Middlemarch.


Mad King Ironheart of Middlemarch has been expanding his evil realm of machines, and gathering his power. At the cost of the blood and tears of thousands of slaves, King Ironheart aspires to build a tower palace—a tower of Babel—that exceeds even Skyeholm’s keep. Soon, Middlemarch will be the new heart of Arcadia and Ironheart its new high king.

kim-iconIronheart did have one rival: Lord Gamine of Ardenmore. However, one month ago Lord Gamine journeyed to the Sibylline Swamps to consult the Oracle of Thoan and has not returned. Ardenmore has since been managed by an age-worn regent, a loyal knight of Lord Gamine’s father. Erroneous at best, the regent’s judgement has left Ardenmore vulnerable to would-be conquerors. The disappearance of Gamine may well be the death knell for the Arcadia of beauty and peace, and the herald of a new era, one founded on King Ironheart’s nightmarish visions of modern Earth.


The Wyld Hunt is set in Ardenmore, the Ancient Kingdom. Heroes quest to learn the truth behind Lord Gamine’s disappearance and struggle to protect the kingdom from its enemies. Along the way, they make some frightening discoveries and uncover the truth behind the high king’s loss. Once Gamine is found and the truth is known, the adventure truly begins.

Playing this game

Arcadia: The Wyld Hunt combines many classic board game and roleplaying game elements into an exciting collectible card game. To play all you need is one Story Pack, one Character Pack and a single six-sided die. Oh, and don’t forget the golden rule: Rules on individual game cards supersede the basic game rules.

The Character Pack

Arcadia is the mythical and mystical home of changelings, the fae. Here they exist as they have for eons, drawing from the dreams and nightmares of mortal men and women to forge their own fantastic reality.

What you get

You get three different types of cards in a Character Pack: a Character Icon card and an assortment of Merit and Flaw cards. By selecting a combination of various Merit and Flaw cards you customize the character who you will use to adventure through the fairy tale land of Arcadia.

Character Icon Cards

These three-dimensional pop-up cards provide special information about your hero’s identity. Your Attributes (Might, Savvy and Resolve) are all detailed, as are your gender and special abilities.

mightMight: Might is your character’s physical prowess. It encompasses your strength, agility and overall physical health.


Resolve: Resolve represents the reasoning ability, willpower and mental fortitude of your character.


Savvy: Savvy signifies guile and cunning, but may also indicate your character’s charm and charisma.


Combat: Allies and Waylays can have a Combat Attribute; Characters do not. Characters use their Might Attribute for all Combat Tests and Trials.

Merit Cards

Your Arcadia character has his/her own special talents. Merits come in many shapes and sizes, but they all help you in some way. Each Merit has a cost, which is the number of points you must spend to acquire the benefit. See “Building Your Character”, below, for more information. There are five types of Merits: Abilities, Advantages, Allies, Arts and Treasures.


Each Ability is tied to an Attribute; the source of the Ability. If the majority of your Abilities derive from a particular Attribute, the way you approach problem-solving may be influenced (i.e., if you have many Might-based Abilities, you may frequently use physical means to solve problems). Each Ability also has a court symbol, either Seelie or Unseelie, which are discussed below. advantage

Advantages are special skills or affinities that are available to your character.

allyAllies are the friends whom you have met in your travels, and who can help you on your adventures to come. Many of them have unique skills and talents that they may put in your service.

artArts, drawn from fae magic, can be used to your character’s advantage in a wide variety of ways.

treasureTreasures are the mystical and mundane items that your character may have at his disposal.

Flaw Cards

Just as Arcadia characters have skills, they can also have shortcomings. Flaws are optional, but if taken they can increase the number of points you have available to purchase Merits. Again, see “Building Your Character”, below. There are three types of Flaws: Curses, Enemies and Weaknesses.

curseCurses represent special limitations which affect your character. They may influence a wide range of situations and have only minor effects, or only influence very specific circumstances and have severe effects.

enemyEnemies are those who are opposed to your character. An entire race may have a general dislike for your character, or a specific powerful figure may feel a particular hatred for him/her.


Weaknesses are the physical, social and psychological shortcomings of your character.

Building Your Character

Step 1: Select Your Race

If this is your first pack of Arcadia: The Wyld Hunt Character Cards, you have only one Character Icon. Otherwise you need to select one of your Character Icons now. It defines your character’s race and gender.

Step 2: Select Your Merits and Flaws

Merits help your character achieve his goals, while Flaws hinder his progress. You begin with 5 free points with which to create your character in The Wyld Hunt, 10 free points in King Ironheart’s Madness. Each Merit has a cost listed in the top-left corner of the card. This is the number of points that you must spend on the Merit. Each Flaw has a number of bonus points, also listed in the top-left corner of the card. By taking that Flaw you gain its bonus points to be spent on more Merits. For example: Ezekial is creating his character and wishes to take 7 points of Merits. He takes a 2-point Flaw, increasing his total available points with which to buy Merits from 5 to 7.

Special Rule: Treasures

Treasures are acquired in two ways in Arcadia. They can be purchased just like other Merits, and are at your character’s disposal in every game you play with that character, or they can be discovered in the course of a Quest adventure. Treasures that you purchase are called permanent Treasures, and are treated just like any other Merit; if your character discards them they return in the next game. Quest Treasures can be used for the duration of one game only. It is possible for a character to find the same Treasure on multiple Quests. More information on Quest Treasures is available in the Story Pack rules.

Step 3: Your Court


Seelie and Unseelie

The fae are divided into two courts: Seelie and Unseelie. Seelie characters are good, just, kind and righteous. Unseelie characters are evil, conniving, manipulative and dastardly. Each Ability and Weakness is labeled either Seelie or Unseelie. If you have more Seelie than Unseelie Abilities and Weaknesses, you are Seelie. If you have more Unseelie than Seelie Abilities and Weaknesses, you are Unseelie. If you have an equal amount of each, you must choose the court that you belong to, but cannot change it after you have decided.

Step 4: Your Identity

Now that you have defined your character, all that’s missing is the breath of life. Name him and create some flavorful information about where he came from and why he’s on his most recent Quest.

Example of Character Creation

Tim has finally saved up enough money to buy his first Arcadia Character Pack. After forking over his hard-earned $2.50, he rushes home to tear open the package and begin constructing his Arcadia: The Wyld Hunt character. Tim separates Merits from Flaws as he inventories his new cards. He has a Female Sidhe Character Card, and the following Merits: Lightning Quick (Ability), Clear Thinking (Ability), Eloquent Speech (Ability), Davelon (Ally), Doppelganger (Art), Mirror, Mirror (Art), Hopscotch (Art), Pearl of Wisdom (Treasure), Wooden Horse (Treasure), Coin of Clarity (Treasure) and Fae Armor (Treasure). He also has the following Flaws: Pansy (Weakness), Indecisive (Weakness) and Allergies (Curse). With these cards at his disposal, Tim begins to create his character.

Step 1 (Select Your Race): Since this is Tim’s first Character Pack, he selects his only Character Card, the Sidhe Female.

Step 2 (Select Your Merits and Flaws): Looking over his cards, Tim decides to take the following Merits: Fae Armor (2 points), Lightning Quick (2 points) and Eloquent Speech (3 points), which bring his character to 7 total points. Because Tim has gone over his 5-point starting level, he has to pay for the additional 2 points with Flaws. Tim selects Indecisive (2 points) as his Flaw.

Step 3 (Select Your Court): Looking at his Abilities and Weaknesses, Tim has selected Lightning Quick (Unseelie), Eloquent Speech (Seelie) and Indecisive (Seelie). Tim’s character has two Seelie traits and one Unseelie trait. Tim’s character is therefore of the Seelie court.

Step 4 (Create Your Identity): Now that all the cards have been selected for Tim’s character, he must flesh out her identity. He decides to call her Winerdria and decides that she is the type of person who only fights if she has to, preferring to resolve conflicts in nonviolent ways.

Story Pack

In the Story Pack you’ll find three types of cards: Leagues, Waylays and Quests.

League Cards

Leagues are the lands of Ardenmore and Middlemarch, the land in which this adventure takes place. Every League Card has specific features such as Terrain, Enter & Leave conditions, a short description of that particular region, and the Rest conditions that can be found there.

(example League Card is Balanvale (Mountains, Hills, Road, Ruins, Town))

Terrain Terrain indicates the specific features of the League and what can always be encountered there. Terrain Icons are matched with Waylay Icons for the purposes of playing Waylays. See “Waylays”, below, for more information.

Terrain Symbols

[bridge] [castle] [caves] [ruins] [road]

[town] [fields] [forest] [hills] [lake]

[border] [marsh] [mountains] [ocean] [river] [all]

Enter & Leave

Some Leagues have rougher Terrain than others. Enter and Leave conditions tell you what Trials, if any, your character must pass in order to move into or out of a League.


This section contains any information specific to that League.


Rest information tells you what types of Merits and (sometimes) Flaws can be recovered in the League. For more information on Rests and recovering Merits and Flaws, see “Sequence of Play”, below.

Quest Cards

Your Quest defines the particular game you play. Each Quest Card lists Waylay ratings, Treasure ratings and experience points for the game, along with specific information about the Quest’s victory conditions.


Waylays This score indicates the number of points in Waylay Cards that your opponent selects to play against you on your Quest.


Treasures This score indicates the number of points in Treasure Cards that you may select to be placed for your character to find during his Quest.

Experience This score is the number of experience points that your character earns if he completes his Quest.

Victory Conditions On the opposite side of your Quest Card is a detailed explanation of the Quest itself and what you must do to complete it. Each Quest has its own victory conditions.

Waylay Cards

In the course of your adventure, your opponent plays certain Waylay Cards to deter you, and you do the same to him. Each Waylay is a creature, object or circumstance which could hinder your otherwise undaunted hero. Waylays are divided into four categories: Might, Resolve, Savvy and Combat. Waylays are resolved based on the Attributes listed on them, unless you have a Merit that allows you to change the nature of a Waylay. Waylays that list no number for a specific Attribute can never be changed into Waylays of that Attribute type. For example: A Hurricane, which is a Might Waylay, can never be changed into a Savvy Waylay — you can’t talk a storm out of running its course. Hence, there is no Savvy Attribute listed on the Waylay Card.

Each Waylay lists the Terrain on which it can be found, a Waylay rating, Test information and relevant Attributes.

Terrain The type of Terrain on which a Waylay may be played. Only one feature needs to match a Terrain on the League in question. For example: If a Waylay lists Forest and Swamp and the League in question lists Swamp and Fields, you may play the Waylay on that League. Some Waylays can be played on any Terrain type. These Waylays bear a specific symbol: all-terrainWaylay Rating Waylays are ranked by their potency. A low Waylay rating indicates an easily handled confrontation, while a high number indicates a challenging confrontation. Your opponent can choose the Waylays that he/she will play up to a combined rating equal to or less than the Waylay Rating of your Quest.

Test Nearly every Waylay involves a Test of some kind. The symbols on top of a Waylay Card identify the types of Tests required. It’s still important to read the actual card text, though, as special circumstances may apply. Some Waylays can be Tested in more than one way. If a Waylay has two Tests listed, the character encountering it can choose which Test to face.

Attributes Each Waylay has at least one Attribute with a rating. Ratings are added to die results to determine Test scores. If a Waylay Attribute is not listed, the Waylay can never be changed into a Waylay of that Attribute type.


For example, the Waylay Duke Bane (pictured above) can be played on a League with a Border, a Castle, a Mountain, a Road, or a Town Terrain, has a Waylay Rating of 4, is a Combat Test, and has a Combat of 5, a Might of 3, a Savvy of 3, and a Resolve of 2.

Setting the Stage

1: Create Characters

You and your opponent each create a character following the rules listed in the Character Pack. Your Merit Cards are placed face up (unexhausted) in front of you. Your Flaw Cards are given to your opponent and placed face up in front of him/her. If you are playing a preexisting character, simply lay your cards out as described above.

2: Select and Play Quests

You select the Quest your character undertakes. You read your opponent’s Quest(s) and he/she reads yours. You select an appropriate number of points of Waylays equal to the Waylay rating of your opponent’s Quest(s). You also select an appropriate number of points of Treasure Cards equal to the Treasure Rating of your Quest(s). Note: A Quest with a Treasure Rating of 3 allows you to select one 3-point Treasure, three 1-point Treasures, or any combination that adds up to 3. We recommend attempting only one Quest in your first game. Later, however, you may find that attempting several at once is more challenging and dramatic. (See the optional rules for Epic Play)

3: Select and Play Leagues

For every Quest you undertake, select five League Cards. You and your opponent each roll a die. The player with the lowest roll lays down the first League. Players thereafter take turns laying down their Leagues (text-side down). Leagues can only be placed in a Terrain-feature- matching-Terrain-feature manner, and must always be played horizontally (in the same direction: long side to long side, short side to short side). Leagues can never be placed short side to long side to form a “T” connection. A newly played League must match any and all existing Leagues beside it. For example: A side with a Forest end can connect to any other League side with a Forest end on it. A side with a Forest and a Road can connect to any other side with either a Forest or a Road, or both.

One type of Terrain, the Border, requires special attention. A Border is an end. No other League can ever be played beyond a Border. The exception to this is Ocean Terrain. Ocean Terrain can only be played beside other Ocean Terrain or beside a Border.

If a League Card is listed as “Unique”, there can only be one of that League in play. If both players wish to play that League, the player with fewer total character points gets to place the League. The duplicate Unique League must be discarded (a 10-League-Card game becomes a nine-League-Card game).

4: Place Treasures

You and your opponent now take turns placing your Quest Treasures on the board. They go /under/ the League cards. Treasures are placed one at a time and no League can have more than one Treasure underneath it unless all other Leagues already cover Treasures. Any Treasures found during a Quest are not permanent to your character and cannot be kept from game to game. You may, however, add permanent Treasures with experience points (see “Winning the Game”, below). During the course of play your opponent cannot pick up your Treasures and you cannot pick up his/hers.

5: Place Characters

You select your opponent’s starting League, and he/she selects yours. This is called your Base Camp, and is where your character starts the game.

6: Begin Play

Play now begins. The player who rolled lowest earlier goes first. He/She may move his/her character one League in any direction. See the “Sequence of Play”, below. If you have a Waylay that can be played on the League he/she moves to, you may opt to do so, or hold the Waylay for later. Ultimately, you must use your Waylays at opportune times to slow or halt your opponent’s progress while working to complete your own Quest. If no Waylays are played your opponent can enter the League and benefit from any Rests, or pick up any of his/her Treasures, found there.

Sequence of Play

Game play is simple. You and your opponent take turns moving your characters around the Leagues that are in play. Each turn is called a Day. During a Day a character may either move to a new League or stay in his current one. Characters can only move to adjacent Leagues, and cannot move diagonally. Several things may exist on a League: your opponent’s character, Waylays, Rests and/or Treasures. Although a League may contain all of the above, these things are encountered in a specific order. Encounters are made in a League as follows:

  1. You must pass the Entering Trial (if one exists) before you can encounter anything on a League. If you do not pass the Trial, your character must remain in the League he currently occupies and cannot move this Day.
  2. Encounter any Waylays, new or existing. Your opponent can now play a Waylay on you in this League. An opponent, however, cannot normally play a Waylay on a League which already has a Waylay card on it, unless a card states otherwise. If there is more than one Waylay on a League, all must be encountered in the same Day.
  3. Your opponent’s character (if on the same League) can be encountered or left alone, at your option.
  4. You may pick up your Treasure, if one is under that League.
  5. Finally, you may encounter the Rest.

Aside from the Entering Trial, you may only encounter one event on a League per Day: Waylays or an opposing character, or a Treasure or Rest. If you face a Waylay in one Day, you cannot get your Treasure or Rest on that Day. You must wait until another Day for each.

Leaving Leagues

You may leave any League that does not contain a Waylay and move to any adjacent League. However, you must pass any Leave Trials stipulated by your current League before you move on. (So, if you leave a League that demands a Leave Trial and move into a League that demands an Entering Trial, you have to succeed at both Trials—in the same Day—to make the move.) If you do not pass, you are stuck in your current League for the Day and can try again on your next Day. If there is a Waylay in your League that you have not defeated, you may only leave in the direction from which you came. This is called retreating. You cannot move past an undefeated Waylay unless you have a special card that allows such.

Playing and Encountering Waylays

When your opponent enters a League, you have the option of playing a Waylay Card against him. The Waylay must match at least one of the Terrain features of the League on which it is played. You may only play Waylays on an opponent, never on yourself (although you may end up facing Waylays that you played but your opponent retreated from). Once you play a Waylay, your opponent must face it upon entering the League. If a character remains in the same League you cannot play another Waylay on him, unless special circumstances state otherwise.

When you face a Waylay it is either one already on a League you’re moving into or one that your opponent plays against you when you enter the League. If you do not defeat the Waylay, it remains on the League. Unless special circumstances dictate otherwise, a Waylay remains in play until it is defeated. If there is more than one Waylay on a League, you encounter each in the order of their Waylay Ratings: lowest to highest.

Encountering Other Characters

When you encounter another character in a League you may choose to impede the progress of his/her Quest, as if you played a Waylay Card on him/her. You choose the type of Test involved: Might, Savvy, Resolve or Combat. (Don’t forget that Combat Tests between characters are also based on Might.) If you’re victorious, you may select which Merit your defeated opponent exhausts, or you may choose to move him/her one League in a direction of your choosing (ignoring Terrain Trials). Be careful about bullying an opponent too much, though, because he/she can always come back and impede you on his/her terms in the next Day.

Base Camp

Your Base Camp is your starting point and the only place on the board where you are safe. Your opponent may never Waylay or directly confront you in your Base Camp and, regardless of the Rest listed on your Base Camp League, you may always recover one Merit per Day of any type [one Merit of any type per Day,] while there.

Tests and Trials

There are two types of hurdles that a character is forced to overcome on his journeys: Tests and Trials.


Tests are always opposed: They are staged between two players’ characters or between a character and a Waylay Card. There are four different types of Tests: Might, Resolve, Savvy and Combat.

Might: Might Tests are based on the character or Waylay’s Might Attribute.

Resolve: Resolve Tests are based on the character or Waylay’s Resolve Attribute.

Savvy: Savvy Tests are based on the character or Waylay’s Savvy Attribute.

Combat: Combat Tests are special. A character uses his/her Might Attribute against a Waylay’s Combat Attribute.

Tests are resolved by rolling a six-sided die [2 in King Ironheart’s Madness] and adding the result to your base Attribute. The total is called your score. Your opponent rolls for the Waylay and adds the result to the Waylay’s base Attribute (character-versus-character Tests are discussed under “Encountering Other Characters”, above). You then compare scores. If your score is higher, you are victorious, and the Waylay is defeated and discarded. On your next Day you may encounter your Treasure or the Rest listed on the League. If there is a tie on the roll the Waylay remains in play and, on the next Day, you may retreat or try again. If you’re defeated by the Waylay Card, you must exhaust one Merit of your choosing. On the next Day, you may try again or retreat. If you have a Merit or a circumstance exists which allows you to retest, both you and your opponent (or Waylay) reroll the Test.

For example: Tim’s character Winerdria is confronted by Forest Spiders who are a Might 2 Test. Winerdria also has a Might of 2. Tim’s opponent rolls a die for the Forest Spiders and Tim rolls a die for Winerdria. The Forest Spiders get a 4, plus their Might of 2, which gives them a score of 6. Tim rolls a 5, added to Winerdria’s Might of 2, which makes for a score of 7. Winerdria wins and the Forest Spiders are discarded.


Trials are often found on Leagues and occasionally on Waylays. They are specific Tests that you must pass in order to move on or overcome a circumstance. Unlike a Waylay or character confrontation, a Trial is not opposed. The Trial indicates the Attribute that you must base a roll on, as well as the difficulty (total score) you must overcome. Roll a die and add that number to the listed Attribute. If you equal or exceed the difficulty listed, you pass the Trial and may move on. If you fail you cannot enter or leave a the League, respectively. If you fail a Trial listed on a Waylay you suffer its listed effects.

For example: Winerdria is trying to enter the Huntinglane League from the Forest. Entering this League from the Forest requires the character to pass a Might Trial, difficulty 5. Winerdria’s Might is 2 so Tim must roll a 3 or better to pass the Trial. Tim rolls a 1, leaving Winerdria stuck in her League of origin until the next Day (when she can try again).

Exhausting and Recovering Merits

Characters exhaust Merits in two ways. The first is to generate an effect from the Merit (using its special Ability). Once a Merit Card is played, it’s exhausted. The second results when a character fails a Test, which forces one Merit of the player’s choice into exhaustion. Merits which are forced into exhaustion do not generate any effects. When you exhaust a Merit, you must turn the card over. While a Merit is exhausted you do not benefit from any of its effects. The only way to recover an exhausted Merit is to Rest. Each League details what Merits can be recovered by resting there. If no Waylay or other confrontation is encountered on a League, you may Rest on the Day you enter the League (see “Sequence of Play”, above). If you do encounter a Waylay upon entering a League and defeat the Waylay, you must spend the following Day on the League Resting if you wish to benefit from the League. You may never Rest on a League that has an active Waylay on it.

Exhausting All of Your Merits

If you’re unfortunate or foolhardy and exhaust most of your Merits, you’re in bad shape. You can at any time opt to discard an exhausted Merit instead of exhausting a still-active Merit. If all of your Merits are exhausted and you lose a Test, you must discard one of your exhausted Merits. If you’re forced to discard all of your Merits, you skip your next Day and are transported back to your Base Camp. Your discarded Merits do not return until the beginning of your next game.

Exhausting and Recovering Flaws

Your opponent may, when appropriate, exhaust one of your Flaws to force your character to suffer the listed effects. As occurs with Merits, some Leagues allow your opponent to recover one of your Flaws. Flaws can never be discarded, only exhausted. When a Flaw is exhausted, a character can no longer suffer from its effects until the next game.

Winning the game

The game is over when one character completes his/her Quest(s). Each Quest has unique conditions which must be met for it to be completed. If you’re playing a chronicle with ongoing characters, the winning character gains the number of experience points listed on his Quest Card(s).

Example of Play

Tim and Josh sit down to play a game of Arcadia: The Wyld Hunt. Tim is playing his Sidhe character Winerdria, and Josh is playing his Imp, Annoyicus. Winerdria is attempting the Quest “Even Dragons Pay Taxes” and Annoyicus is attempting the Quest “Seek the Oracle’s Advice”. Tim may select up to 10 points in Waylays to play again Josh (“Seek the Oracle’s Advice” has a Waylay Rating of 10). Josh can also select 10 points of Waylays to play against Tim (as Tim’s Quest also has a Waylay Rating of 10). They each select five League Cards and roll a die: Tim gets a 4 and Josh gets a 2. Josh goes first because he rolled lowest. Josh begins by playing a League in the center of the table. Tim follows up with a League of his own, matching the Fields on the end of his League to the Fields on the end of Josh’s League. Play continues until Josh and Tim each lay down five Leagues, creating a map of 10 League Cards. Josh then places his first Quest Treasure and Tim does the same. Josh and Tim each place two Quest Treasures.

Next, Josh selects Tim’s Base Camp and a remote League to be Splendourscale’s home (as stipulated by Tim’s Quest Card). Tim now selects Josh’s Base Camp and quickly scans to see if the Sibylline Swamp, the destination League indicated on Josh’s Quest, is in play. It is not, so Tim may select any League to represent it. Tim returns Josh’s favor by selecting the farthest possible League to represent the Sibylline Swamp. The two opponents quickly review their Waylay Cards before play begins.

Josh moves first, again according to the earlier die roll. He moves his character off his Base Camp to the adjacent Kyrrian Tower League. This League demands no entrance Trial, so Annoyicus enters freely. Tim is quick to play a Waylay Card, though, hoping to set Josh back early in the game. Tim plays the Manticora. Annoyicus now has a Combat 4 Test on his hands. Annoyicus has a Might of 2, plus the value of his Sidhe Sword permanent Treasure, which gives him a total Combat value of 3. Tim and Josh both roll their six-sided dice. Tim gets a 3 and adds it to the Manticora’s Combat Ability of 4, giving the Manticora a score of 7. Josh rolls a 3 as well, giving Annoyicus a score of 6. Annoyicus loses the fight. Josh must now exhaust one of Annoyicus’ Merits and cannot move past the Manticora until it is defeated. He can, however, retreat back into the League from which he came, in this case his Base Camp. Josh elects to stay and fight another Day.

Tim’s first Day begins and he moves Winerdria one League forward onto Irondew Road (which has one of Tim’s Treasures under it). Josh chooses not to Waylay Winerdria. She may spend her Day in that League searching for and recovering her Treasure card. However, knowing that Splendourscale will send Winerdria out to get two Treasures, Tim chooses not to take the Treasure at this time. Winerdria’s Day ends.

Annoyicus begins his next Day staring down the snout of a very angry Manticora. Both players roll again. This time Tim rolls a 4 and Josh rolls a 6. The Manticora’s score is 8 and Annoyicus’ is 9. Annoyicus wins the battle. On his next Day he can Rest or move on.

The game continues as each player moves his character closer to his Quest goal. The game ends when one player completes his Quest—and is victorious.

Arcadia: The Wyld Hunt, Story Pack, Character Pack, and White Wolf are trademarks of White Wolf, Inc. (c) 1996 White Wolf, Inc. All rights reserved. Rules text (c) 1996 White Wolf, Inc.