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SOLO MODE
VERSION: 1.0
SCENARIO SETUP
- Arcadia Quest Core Box –
Unless stated otherwise in this document (see Scenario
Note: we’re launching the Solo Mode covering the Arcadia
Quest Classic core box, but Inferno and the expansions Changes, below) Scenario Setup is exactly the same for Solo
will be implemented in future versions of this document. Mode. Note that in each Scenario you must use the Player 1
Stay tuned! Starting Area to place your Heroes.
On the other hand, on each Scenario there are 2 outcomes: ◆ 1 death (Legendary)
either you win the Scenario or the game (or Monsters if you ◆ 2 deaths (Hard)
will!) does. Regardless if you win or lose, you continue onwards ◆ 3 deaths (Medium)
to the next Scenario. ◆ 4 deaths (Easy)
1
GAMEPLAY ■ ACTIVATE
Determine which 2 Monsters will activate and activate one after
the other:
In Solo Mode, the game is played over a series of Rounds 1. Roll 2 Attack Dice to determine a Spawn token that indi-
divided in: cates the region of activated Monsters on the board. If you roll
a combination that’s not present, roll again until you get one
◆ Guild Turn that is. If possible, keep the 2 dice you rolled to the side as a
◆ Monster Turn reminder of the area rolled for this turn.
◆ Active all Heroes or Note: the revealed card is used only to determine which
◆ Rest your Guild; Monster gets activated. Ignore the stats on the Monster
Activation card. Use the Monster stats from the Monster card
■ ACTIVATING ALL HEROES set by the Scenario (except for the Movement).
When you choose to activate your Heroes, you now get to
activate each of your Heroes once. You’re free to choose 3. The activated Monster moves up to 3 Spaces towards
the order in which they activate. The Hero activation per se closest Hero and then attacks them if possible. The Monster
remains unchanged: the Hero gets 3 Movement points to use moves only the necessary Spaces to get in range to attack the
for moving around the city, using portals, opening or closing closest Hero. If multiple Heroes are eligible, the Monster attacks
doors, etc. Before or after the movement, the Hero may the Hero with the most Wounds. If still tied, you choose which
attempt to attack a Monster by exhausting one of that Hero’s Hero gets attacked.
Attack cards. Attack is also unchanged, and Monsters still get
Payback and Guard reactions normally. Each Hero can move, 4. When you’ve finished executing the activation of the first
attack, do both, or neither. Monster, discard the Monster Activation card and repeat
the process from step 2 for a second Monster: reveal a second
■ RESTING YOUR GUILD card and activate the revealed Monster close to the same Spawn
Rest is also unchanged. Instead of activating Heroes, you may Token rolled for this turn (which may be the same Monster from
Rest your Guild. No Heroes are activated, all Guild tokens are the first card).
removed from all cards from your Guild Dashboard, any dead
Hero is resurrected, and you may reorganize the cards and tokens. Note: when there are no more Monster Activation cards left in
the deck, simply shuffle the discarded Monster Activation cards
to create a new facedown deck.
MONSTER TURN
In Solo Mode, after you take your turn (by either activating all your
3 Heroes or by Resting), the Monsters get a turn and 2 Monsters GUARD MONSTERS
will be activated against you. The Monster Turn has 2 steps: If the Monster to be activated is a Guard Monster,
ignore it and select the next closest Monster. Guards
■ SPAWN are strategically positioned to protect objectives and
Unlike the normal game, Monster Spawn takes place at the therefore their purpose is to not leave their posts!
beginning of the Monster turn: if the Spawn Tile is full, Spawn
Monsters following the normal Spawning rules.
REMOVED
COMPONENTS
We suggest removing the following components on Solo Mode,
as their original design fits better the normal game:
◆ Wisp, Hero
◆ The Rookery
Add Guild Tokens to the Guard Monsters on the indicated
◆ Brightsun Arena areas of the map.
Add Guild Tokens to the Guard Monsters on the indicated
areas of the map. The PvE Quest ‘King of the Arena’ can only
be completed by ending 1 turn in each Quest token. Add only
3 Minotaur cards to the Monster Activation Deck.
◆ The Manor
Add Guild Tokens to the Guard Monsters on the indicated
areas of the map. Add only 3 Troll cards to the Monster
Activation Deck.
◆ Alchemist’s District
Add Guild Tokens to the Guard Monsters on the indicated
areas of the map.
Special thanks to Pedro Ivo Costa and Fabul Henrique for their
aid in playtesting the Solo Mode!