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Arcadia Quest: Pets

Expansion for Arcadia QuestExpansion for Arcadia Quest: Inferno

Arcadia Quest: Pets Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Introduction
  • Pet Companions
    • Anatomy of a Pet
    • Starting Pets
    • Playing with Pets
      • Pet Activation
      • Pet Peeves
      • Attacking Pets
    • Favorite Pet and Pet Items
    • Leveling Pets Up
  • Wild Pets
    • Capturing Wild Pets
  • Expanding the Upgrade Decks
  • Quests
  • The Pets Campaign
    • Campaign and Episodic Mode
    • How to Use This Book
  • Campaign Map
  • Scenarios
    • 1. Enter the Magical Gardens
    • 2. Tracking the Bunny
    • 3. Follow the Dark Road
    • 4. The Hut in the Woods
    • 5. The Caged Pets
    • 6. Revenge of the Witch (Final Showdown)
  • Component Notes

Game Components

  • 3 double-sided game tiles
  • 2 Hero cards
  • 36 Pet cards
  • 10 Quest cards
  • 4 Pet dashboards
  • 20 Upgrade cards
  • 2 Heroes
  • 24 figures: 1 Vexia, 1 Owlbunny, 4 Hedgehornets, 4 Korillas, 12 Pets
  • 20 Monster cards
  • 16 pet color bases

Introduction

Arcadia Quest: Pets is a campaign expansion for both Arcadia Quest and Arcadia Quest: Inferno. It includes not only a new linear campaign with 6 brand new scenarios for you to explore, but also new heroes, monsters, upgrades, tiles, and a brand new game mechanic: Pets!

Pets influence the campaign in several different ways. All Guilds start the campaign with a loyal Pet by their side. During the scenarios, they will face Wild Pets that can really scratch your eye out, but who can be turned into helpful companions with a balanced application of charisma and strength. Your pets can evolve into even more impressive critters throughout the campaign, and can even be given a variety of Pet Items to upgrade them!

You will need one of the Arcadia Quest core boxes in order to play Pets. The components in this box can be used not only to play the Pets campaign contained in this book, but also to bring a new flavor to other campaigns and scenarios you play, whether official or something you come up with on your own!

Pet Companions

That pets are awesome little companions is something the pet-obsessed witch Vexia knew all along. But she never expected that the Guilds could one day use them against her. When it was finally decided it was time to stop Vexia and her shenanigans once and for all, the Guilds realized that their Heroes could really use the help of some well-trained pets by their side. While these tiny furry fellows are not as mighty as a Hero, they do have unique skills and abilities that help their Guild on the way to victory.

Anatomy of a Pet

At first glance, Pets look very similar to Heroes (only considerably smaller and usually furrier). The Pet cards all display the following characteristics:

A. Defense: How many Defense dice this Pet rolls to try to prevent an attack from inflicting Wounds. B. Level: Pets can evolve through 3 different Levels, becoming gradually more powerful (see page 10). C. Life: How many Wounds are necessary to kill this Pet. D. Name: The Pet's name and species. E. Ability: Each Pet has a Natural Ability that is always in effect, following the parameters of their descriptive text. Pets' abilities are generally "auras" that affect Characters Close to them, either helping the Heroes of their Guild, or hindering its enemies.

The following chapters explore some of the new adorable features introduced by this expansion.

Starting Pets

During setup, all players extend their Guild dashboard by adding one of the Pet dashboards next to it. The party just got bigger! The Pet Dashboard is able to hold two different Pet cards and two Pet Item cards.

At the beginning of the campaign, after choosing their Heroes, all players also pick one Starting Pet. Take all Level 1 Pet cards and divide them as equally as possible among the players. Each player then chooses one Pet for their Guild, placing its Pet card on the "Favorite Pet" slot of their Pet Dashboards. Each player takes the matching Pet miniature and attaches a plastic base of their Guild's color to it. The Pet cards that were not picked are discarded (don't feel too bad for them, they might still get to join your guild later in the campaign).

Playing with Pets

As attached as we might get to our Pets, it is crucial to remember that Pets are not Heroes. They are faithful companions that each player must try to move around the board in order to get the most out of their abilities.

At the start of each scenario, each player's Pets are positioned in their Guild's Starting Area, along with their Heroes. A Guild's Pets don't belong to any one Hero, but to the Guild as a whole: All of a Guild's Heroes are considered as Owners of all Pets in that Guild.

Pet Activation

During each player's turn, besides activating one of their Heroes normally, they can also activate one of their Pets. Either before or after activating one of his Heroes, the player may activate one of his Guild's Pets, performing its Movement.

Pets don't ever perform an Attack; they only perform their Movement. A Pet's Movement is similar to a Hero's. They have 3 Movement Points available to use on each activation. For each Movement Point spent, the Pet can either:

  • Move one Space.
  • Use a portal.
  • Open or close a door at the edge of its Space.

However, Pets are small and sneaky critters, so a Pet's Movement differs from a Hero's on a few crucial points:

  • Pets cannot collect Exploration tokens of any kind.
  • Pets cannot reveal Brimstone, Tombstone, or Dragonstone cards in their Space.
  • Pets do not trigger Guard Reactions from Monsters.
  • Pets do not "occupy" a Space, and don't count against the two figure limit per Space. So they can move through a Space with two Enemies, or even end their movement there with no issue.

Example 1a: The Red Guild player activates Oak, moves him one Space (1) and attacks the Korilla (2). The Korilla attacks back with its Payback Reaction (3), but since Sheldon, the Red Guild turtle is Close to Oak, he rolls 2 extra Defense dice!

Example 1b: On the same turn, the Red Guild player then activates Sheldon, first moving it into Oak's Space (1). Even though there are two Enemies in the next Space (2), Sheldon is able to move into it, and to the Space beyond that (3), without triggering any Guard Reactions. Sheldon is now Close to Greenhood, who will benefit from its +2 Defense if Zazu attacks her.

Pet Peeves

Fittingly, a Pet's footprint on the board is very small. They mostly roam around the board without affecting or being affected by most of the elements around it. Their purpose is mostly to find the best spot at any given time so that their abilities may affect those Close to them to the benefit of the player's strategy.

If a Pet's ability refers to Owners, it refers to any Hero of its Guild. A Pet's ability is always written in relation to the Pet itself, so a "Close Owner" is a Hero of the Pet's Guild that is Close to that Pet. Here are some other special characteristics of Pets:

  • Pets do not block Line of Sight to any Character.
  • Pets do not count as an Ally or Enemy for the purpose of triggering a Hero's abilities.
  • Pets do not count for Flanking purposes.
  • Pets do not allow an Owner to Resurrect Close to them.
  • Pets cannot be given Exploration tokens of any kind.
  • There is no limit to the number of Pets that can be in the same Space, and they all still don't count as occupying that Space, so two other Heroes or Monsters may also occupy that Space.

Example 2a: The Red Guild player has a surprise in store for the hiding Monsters. He first activates Puff, his dragon, who moves one Space (1), opens the door (2), and then moves into the Space with the two Monsters (3).

Example 2b: On the same turn, the player then activates Greenhood. As she now has a clear shot, she attacks the Korilla, and Puff might be able to help: for each [CRIT] she rolls, her attack will get an additional Hit since Puff is Close to her target.

If there is another Hero activation in the same turn (due to an ability, or an Extra Activation Potion), the player may perform another Pet activation before or after that. Of course, if a player uses his turn to Rest his Guild, none of its Pets can be activated.

Attacking Pets

Pets are adorable, but they can also be very annoying, especially when another Guild uses them against you. In order to shut them down, players can attack the Pets of the opposing Guilds. This is handled in the normal way, but killing a Pet does not earn a Guild any coins, nor do they count towards the PvP Quest (who could be mean enough to attack somebody's Pet and expect a reward for it anyway?).

If a Pet is killed, it is removed from the board and placed on its Pet Card, similar to a killed Hero (though they do not get Death tokens). When that Guild Rests, the Pet returns to the board either Close to an Owner or in the Guild's Starting Area, removing all Wound tokens.

Favorite Pet and Pet Items

Special Pets deserve special treats, and those come in the form of Pet Item cards. Pet Items are Upgrade cards that only a Pet can carry. They can either be purchased during the Upgrade Phase, or gained as a Quest reward.

The Pet Dashboard has two slots for that Guild's Pets. The only difference between them is that only the "Favorite Pet" can be equipped with Pet Items. The Pet Item cards in the Favorite Pet's inventory are considered to be in effect at all times, granting the Favorite Pet special abilities or bonuses, the same way a Hero benefits from Permanent Upgrade cards. If a Guild acquires a third Pet Item card, the player will need to get rid of one of his Pet Items, since there are only two slots available.

When a Guild Rests, the player may choose to switch the position of his Pet cards, changing which one is the Favorite Pet, who gets to use the equipped Pet Items.

Leveling Pets Up

Arcadians like to see their Pets evolve and grow, and it doesn't hurt if they become more and more powerful to help their Guild. When a Pet Levels Up, its stats increase, and sometimes its Natural Ability becomes stronger.

During each Upgrade Phase, players can choose to spend coins to Level Up each of their Pets once. A Pet can be Leveled Up by paying 3 coins. When that is done, the player removes the current Pet card from his Pet dashboard and replaces it with the Pet card for that same Pet one level higher.

Each Pet can be Leveled Up twice (over two different Upgrade Phases). Once a Pet reaches Level 3, it cannot be Leveled Up any further.

Puff, the Favorite Pet, is equipped with Intimidate and Pet Armor.

Important: Leveling Up Pets does not count towards the limit of three card purchases during the Upgrade Phase.

Important: No Upgrade cards other than Pet Items can be placed in the two slots of the Pets Dashboard.

Wild Pets

Throughout the Magical Gardens, Heroes will encounter Wild Pets, angry little critters under the influence of Vexia's witchcraft. While not a huge threat, don't underestimate their nasty pointy teeth! But should a Hero defeat a Wild Pet, the spell will be broken and the Pet might join his Guild as a loyal companion.

During the setup of each scenario, shuffle the Pet cards of all the Pets that don't already belong to any Guild (see the next chapter for what Level of the Pet cards to use). Then, for each Wild Pet indicated on the scenario map, draw one Pet card and place the corresponding Pet figure in the indicated Space. These figures get no colored base, thus distinguishing them as Wild Pets.

All Wild Pets work the same way, regardless of what animal they represent. They work just like normal Monsters, with their stats shown in the generic Wild Pets Monster card. As usual, use the Monster card of the level equivalent to the scenario being played.

ScenarioPet card
1 or 2Level 1
3 or 4Level 2
5 or 6Level 3

Capturing Wild Pets

After drawing the Wild Pets to be used in a scenario, leave the drawn Pet cards next to the board so players can see the characteristics of the Pets they might capture. The Level of these Pet cards depends on the number of the scenario being played. The further into the campaign, the stronger the Pets that players may capture (see the table above).

Players can release a Wild Pet from Vexia's sorcery by defeating it in combat. The Pet then will devote its loyalty to their Guild. When a Hero defeats a Wild Pet, the player may choose to capture it, adding it to his Guild. If he does so, attach a plastic base of the Guild's color to the Pet figure, who remains where it was. The player then takes the corresponding Pet card and places it in one of the slots in his Pet dashboard. The player may shift the slot of his current Pet if he wishes. Remove all Wounds or other conditions from the captured Pet and it is ready to go!

Even if it is tempting to catch them all, Guilds can only have a maximum of two Pets at a time. If a player already has two and then captures another one, a former Pet has to be dismissed to make space. When this happens, the miniature is removed from the board and the Pet card is discarded (it might even become a Wild Pet in a future scenario).

Runaway Pets: Wild Pets do not trust people very much. When a Wild Pet is captured by any player, all the other Wild Pets run away! Immediately remove them from the board. This way only one player will be able to capture a Wild Pet during each scenario. Wild Pets don't run away when one is defeated, only when one is captured.

Expanding the Upgrade Decks

This expansion includes a couple of new Upgrade cards for the Upgrade decks at all levels. These include both Pet Items for the Pets, and regular Upgrades for the Heroes. These new cards should be mixed with those from the core box to create expanded Upgrade decks.

There are also new Reward cards that can be earned by completing specific Quests during the scenarios.

Quests

Each scenario possesses a number of Quests that Heroes must accomplish in order to be victorious. The specific Quest cards for each scenario are listed in this description and they're divided into two kinds: Players vs Players (PvP) and Players vs Environment (PvE). PvP Quests relate to defeating the Heroes of the enemy Guilds. PvE Quests are specific feats related to the scenario at hand, such as defeating a specific Monster or performing a specific task. This section also indicates whether a Quest grants a Reward card or a Title to the player who accomplishes it. It is important to remember that no Player can complete the same Quest twice.

The Pets Campaign

This book contains all six scenarios of the Pets campaign and provides all the necessary information for setting up and playing each scenario. You can play the scenarios in this book either as a Campaign or in Episodic Mode.

Since the Pets campaign can be played using either the original Arcadia Quest or Inferno as the basis, each scenario has two different maps: one for use with each core box. The new tiles included in this expansion are double-sided, with the same layout on both sides. One side displays Arcadia Quest's regular healthy green growing Gardens, and the other shows Inferno's red, angry, Brimstone-infected version of the Gardens.

Campaign and Episodic Mode

Unlike other campaigns, Pets is a linear campaign. This means players follow a direct progression from the first scenario, Enter the Magic Gardens, to the sixth, Revenge of the Witch. Players don't choose where to go after each scenario, simply moving on to the next scenario in line.

However, if a group of players desires to simply have some fun in a disconnected way, gathering some Heroes and playing a scenario without greater repercussions, they can play in Episodic Mode. In Episodic Mode, the players quickly set up their Guilds, with Heroes and Upgrade cards at any level of their choice, and go tackle any scenario in this Campaign Book. For more information about Episodic Mode, see page 30 in the Arcadia Quest Rulebook.

How to Use This Book

Each scenario's description contains different sections that are explained below. See the chapter "Scenario Setup" on page 10 in the Arcadia Quest Rulebook for a detailed description of how to set up the board for the scenario you are playing.

  • Reward Card: Each scenario has one or more Quests that grant a Reward card. This section indicates the Reward card that can be earned in the scenario.
  • Title: In all scenarios but the last, one Quest grants a Title to the Guild(s) who accomplishes it. Each Title offers an advantage that this Guild will be able to enjoy when playing certain subsequent scenarios. This section specifies which Quest is associated with a Title and what advantage it brings. In the Pets campaign, all Titles benefit the player both in the following scenario and in the Final Showdown scenario.
  • Special Setup: Some Scenarios might have specific setup rules. This section explains those rules.
  • Special Rules: Each scenario might have some unique rules specific to it. This section explains those rules, including a more detailed explanation of what the players need to do in order to accomplish the scenario's PvE Quests.
  • Title Advantages: This section explains the effects that Titles earned in a previous scenario have in the current scenario.
  • Map Key: This section shows the components needed and their quantities to set up each scenario.

Campaign Map

The map shows the Magical Gardens of Arcadia and all six scenarios that make up this campaign. The campaign starts with the "Enter the Magical Gardens" scenario and then proceeds following the indicated path, going through all six scenarios and ending in the Final Showdown: "Revenge of the Witch". Players don't choose where to go after each scenario, simply moving on to the next scenario in line.

Path order: Enter the Magical Gardens, then Tracking the Bunny, then Follow the Dark Road, then The Hut in the Woods, then The Caged Pets, then Revenge of the Witch.

Scenarios

The scenario sections below are translated from the German Kampagnenbuch. Where the German print uses an abbreviation or a placeholder, it is rendered in English as printed: "?" stands for the opposing Guild's colour in the PvP Quest line. "Euninchen" in the German text is the Owlbunny. "Diener" is rendered as Minion, the term used in the Arcadia Quest core rules. Tile codes (for example 22A) are the map tile references printed in each Map Key.

1. Enter the Magical Gardens

Welcome to the Magical Gardens! Here there is play and fun! And plenty of tasty sweets! But behind this very inviting entrance lies the long, arduous path into the Deep Forest. The transition is barely noticeable, because spacetime magic is extremely subtle. But at some point it becomes quite clear, when oddly altered critters roam away from the paths. Monsters have also been sighted in the area. The investigation begins here, where most of these bizarre and at the same time cute critters can be found.

Title: If a player defeats three Monsters, he completes the "Kill 3 Monsters" Quest and gets the "Groundskeeper" Title. In the next scenario and the Final Showdown, his Heroes inflict one additional Hit when they roll at least one CRIT on an attack.

Quests

  • PvE: "Kill 3 Monsters". Grants Title.
  • PvE: "Tame a Wild Pet". Grants Reward card.
  • PvP: "Kill 1 Hero of the opposing ? Guild". All PvP Quests of the participating Guilds are "Kill" Quests of this kind.

Reward Card: Pet Armor

Special Rules

  • If a Hero tames a Wild Pet, the player completes the "Tame a Wild Pet" Quest and gets the Reward card.
  • If a player defeats three Monsters, he completes the "Kill 3 Monsters" Quest and gets the "Groundskeeper" Title. Defeating a Wild Pet does not count towards this.

Map Key (Playable with Arcadia Quest): Tiles 22A, 24A, 4A, 23A, 6A, 3A, 8A. Closed Door x4; Open Door x7; Portal x4; Orc Marauder x6; Wild Pet x4; Exploration token x8; Spawn token x4; Portal x4; Goblin Archer x6; Hedgehornet x4.

Map Key (Playable with Arcadia Quest: Inferno): Tiles 22B, 24B, 20A, 23B, 14B, 15B, 18A. Closed Door x4; Open Door x7; Portal x4; Wild Pet x4; Demoness x6; Brimstone card x8; Exploration token x8; Spawn token x4; Portal x4; Harpy x6; Hedgehornet x4.

2. Tracking the Bunny

Run, you fools! Run deeper into the Gardens and find the legendary Owlbunny. This sly yet enchanting creature may be the head of the animal-kidnapping gang, although it is such a lovable bundle of feathers and fur. If it is not the sly head of this gang, it is certainly acting on the orders of a sly crook with a heart of stone. How else could he ever stop cuddling this sweet, heartwarming, charming creature? The Heroes must be very brave on this dangerous journey so as not to lose themselves in its big, emotional eyes. Just... look... away! IT IS SO CUTE!

Title: If a player defeats a Korilla, he completes the "Kill a Korilla" Quest and gets the "King of the Jungle" Title. In the next scenario and the Final Showdown, this player may deactivate an active Hero card to activate and control a Wild Pet (for example, to attack an enemy Hero).

Quests

  • PvE: "Find the Owlbunny": Collect the Quest token. Grants Reward card.
  • PvE: "Kill a Korilla". Grants Title.
  • PvP: "Kill 1 Hero of the opposing ? Guild".

Reward Card: Whistle

Special Setup

  • Shuffle one face-down Quest token (representing the Owlbunny) together with 9 random Exploration tokens and place them face down on the indicated spaces.

Special Rules

  • If a player finds the Quest token (Owlbunny), he completes the "Find the Owlbunny" Quest and gets the Reward card. The Quest token is removed from the game.
  • If a player kills a Korilla, he completes the "Kill a Korilla" Quest and gets the "King of the Jungle" Title.

Title Advantages

  • If a player holds the "Groundskeeper" Title, his Heroes inflict one additional Hit when they roll at least one CRIT on an attack against a Monster.

Map Key (Playable with Arcadia Quest): Tiles 24A, 23A, 1A, 3A, 4B, 8B. Closed Door x8; Open Door x3; Portal x4; Orc Marauder x4; Wild Pet x4; Spear Beastman x2; Exploration token x10; Spawn token x4; Goblin Archer x6; Korilla x4.

Map Key (Playable with Arcadia Quest: Inferno): Tiles 24B, 23B, 18B, 14B, 13A, 19B. Closed Door x8; Open Door x1; Demoness x4; Brimstone card x8; Portal x4; Spawn token x4; Exploration token x10; Harpy x6; Fire Devil x2; Korilla x4; Wild Pet x4.

3. Follow the Dark Road

Follow the sunny path! Follow the sunny path! Follow... Wait a moment! This path is anything but sunny! The forest path should be a bright, friendly way full of blooming beauty. Yet today the sly (but so lovable) Owlbunny, together with other enchanted critters, guards the way. How can such a lovable creature be so eerie? Is it the murky light? The creeping shadows? The ghostly music? Whatever it is, the Owlbunny must have something to do with it. The Heroes must press on and survive steady waves of cute critters, and resist the Owlbunny's cuteness!

Title: If a Hero carrying his Guild's Quest token brings one of his Pets onto a highlighted "!" space, the player completes the "Enter the Forest Path" Quest and gets the "Park Ranger" Title. This player's Heroes and Pets do not have to spend Movement Points to use portals in the next scenario and the Final Showdown.

Quests

  • PvE: "Kill Owlbunny". Grants Reward card.
  • PvE: "Enter the Forest Path": Bring a Hero with a Quest token and one of his Pets to the highlighted "!" space. Grants Title.
  • PvP: "Kill 1 Hero of the opposing ? Guild".

Reward Card: Squeaky Toy (translated from the German "Quietschie")

Special Setup

  • Each player chooses one Hero of his Guild, who starts the scenario carrying a Quest token of his Guild (depicting a torch).

Special Rules

  • A Hero may carry only his own Guild's Quest token.
  • If a Hero carrying a Quest token is killed, the token stays in his Space and can be collected by any Hero of the same Guild.
  • If a Hero ends his activation on a "!" space while carrying the Quest token and one of his Pets is in his Space, the player completes the "Enter the Forest Path" Quest and gets the "Park Ranger" Title. The Quest token is removed from the game.
  • The player who kills the Owlbunny completes the "Kill Owlbunny" Quest and gets the Reward card.

Title Advantages

  • If a player holds the "King of the Jungle" Title, he may deactivate an active Hero card to activate a Wild Pet and perform a movement and/or attack against an enemy Hero or an enemy Pet.

Map Key (Playable with Arcadia Quest): Tiles 2B, 14B, 9B, 4B, 1A, 8B, 24A, 7B, 23A. Closed Door x9; Open Door x4; Portal x4; Wild Pet x4; Minotaur x1; Goblin Archer x6; Hedgehornet x4; Exploration token x8; Spawn token x4; Portal x2; Spear Beastman x2; Korilla x4; Owlbunny x1; Hammer Beastman x2; Orc Marauder x5.

Map Key (Playable with Arcadia Quest: Inferno): Tiles 13A, 14B, 19B, 14A, 18B, 21B, 24B, 20B, 23B. Closed Door x9; Open Door x4; Portal x4; Wild Pet x4; Hellhound x2; Wampus x1; Hedgehornet x4; Brimstone card x8; Portal x2; Fire Devil x2; Korilla x4; Owlbunny x1; Demoness x5; Harpy x6; Exploration token x8; Spawn token x4.

4. The Hut in the Woods

Evil comes on silent feet, and surely lives in this mysterious, hidden hut. Just look at it: no aesthetics whatsoever. It gives the impression that a blind person drew up the blueprints... Wait! VEXIA?? That can't be! Even from afar, the Heroes can hear the heartbreaking whimpering of the kidnapped animals, on whom inhumane animal experiments are being performed. How rude!

Title: If a Hero carrying a Quest token (Medicine) brings it to the "!" space, the player completes the "Administer the Medicine" Quest and gets the "Vet" Title. In the next scenario and the Final Showdown, this player may use any potion or treasure chest for the effect of a Healing Potion.

Quests

  • PvE: "Kill Vexia". Grants Reward card.
  • PvE: "Administer the Medicine": Bring a Quest token to the highlighted space. Grants Title.
  • PvP: "Kill 1 Hero of the opposing ? Guild".

Reward Card: Animal Powers

Special Rules

  • The player who kills Vexia completes the "Kill Vexia" Quest and gets the Reward card.
  • If a Hero carrying a Quest token (Medicine) enters the "!" space, the player completes the "Administer the Medicine" Quest and gets the "Vet" Title. The Quest token is removed from the game.
  • Each Guild may carry only one Quest token at a time. It may be of any colour.

Title Advantages

  • If a player holds the "Park Ranger" Title, his Heroes and Pets do not have to spend Movement Points to use portals.

Map Key (Playable with Arcadia Quest): Tiles 9B, 3A, 7A, 6A, 4A, 8A, 24A, 22A, 23A. Closed Door x13; Quest token x4; Portal x8; Wild Pet x4; Orc Marauder x4; Hedgehornet x4; Vexia x1; Exploration token x12; Spawn token x3; Goblin Archer x6; Korilla x4; Troll x1; Spear Beastman x2; Hammer Beastman x2.

Map Key (Playable with Arcadia Quest: Inferno): Tiles 17A, 14B, 16B, 18A, 20A, 15B, 24B, 22B, 23B. Closed Door x13; Portal x8; Wild Pet x4; Hellhound x2; Harpy x6; Hedgehornet x4; Wampus x1; Brimstone card x8; Quest token x4; Fire Devil x2; Korilla x4; Vexia x1; Demoness x4; Exploration token x12; Spawn token x3.

5. The Caged Pets

"FREEEEDOOOOM!" is probably what the Pets would shout if the Heroes freed them from Vexia's cages. The poor things have not eaten for hours, and as everyone knows, they constantly need food and attention. While Vexia was very busy, her fluffy (and scaly and spiky) little subjects ran free and guarded their trophies. As if that were not bad enough, the kidnapped animals are also under her spell! So they will not simply come running when their names are called. They must be lured with treats. Unfortunately, Vexia's subjects like the same treats.

Title: If a player lays a food trail between a cage and the fountain, he completes the "Rescue the Animals" Quest and gets the "Pack Leader" Title. In the Final Showdown, if one of his Pets ends its movement in a Space with an enemy Hero, Pet or Minion, it inflicts 1 Wound on it.

Quests

  • PvE: "Find the Key": Find the Quest token. Grants Reward card.
  • PvE: "Rescue the Animals": Lay a food trail between a Cage and the fountain. Grants Title.
  • PvP: "Kill 1 Hero of the opposing ? Guild".

Reward Card: Tantrum

Special Setup

  • Shuffle one face-down Quest token together with 7 Exploration tokens and place them face down on the indicated spaces.

Special Rules

  • When a Hero enters a Space that contains no enemy, he may place one of his Guild's tokens there. It represents part of his food trail.
  • When a Hero enters a Space containing an enemy Guild token, and no enemy Hero is in that Space, the token is removed.
  • As soon as a player has laid a continuous path (food trail) from a yellow highlighted Space (Cage) to the fountain in the centre of the board, he completes the "Rescue the Animals" Quest and gets the "Pack Leader" Title.
  • If a player finds the Quest token, he completes the "Find the Key" Quest and gets the Reward card. The Quest token is removed from the game.

Title Advantages

  • If a player holds the "Vet" Title, he may use any potion or treasure chest as a Healing Potion.

Map Key (Playable with Arcadia Quest): Tiles 24A, 6A, 16B, 8A, 4A, 9A, 21B, 7A, 23A. Closed Door x8; Small Closed Door x2; Orc Marauder x4; Wild Pet x4; Korilla x4; Hammer Beastman x2; Spear Beastman x2; Exploration token x8; Spawn token x4; Portal x6; Goblin Archer x6; Hedgehornet x4.

Map Key (Playable with Arcadia Quest: Inferno): Tiles 24B, 18A, 15B, 20A, 21B, 14A, 23B. Closed Door x8; Small Closed Door x2; Fire Devil x2; Korilla x4; Hellhound x2; Wild Pet x4; Harpy x6; Brimstone card x8; Hedgehornet x4; Demoness x4; Exploration token x8; Spawn token x4; Portal x6.

6. Revenge of the Witch (Final Showdown)

Deep in the heart of the forest she waits for her time! The Guilds believed Vexia defeated, but she is very good at playing dead. She only has to let her eyes go dull and her body go limp. The first part is easy for Vexia; the second part took several decades of intensive training, but her "quarrelsome" creations helped her with it. Now Vexia has gathered her entire horde to bury the Guilds under a fluffy tsunami. This is the final battle! But what reward awaits the winner? The entire city of Arcadia! And after that, the whole world! Hehehehehe! HAHAHAHAHAHAHAHAHAHAHA!!

Title Advantages (all Titles earned in the previous five scenarios):

  • "Groundskeeper": his Heroes inflict one additional Hit when they roll at least one CRIT on an attack against a Monster.
  • "King of the Jungle": he may deactivate an active Hero card to activate a Wild Pet and perform a movement and/or attack against an enemy Hero or an enemy Pet.
  • "Park Ranger": his Heroes and Pets do not have to spend Movement Points to use portals.
  • "Vet": he may use any potion or treasure chest as a Healing Potion.
  • "Pack Leader": each of his Pets inflicts 1 Wound on every enemy Hero, enemy Pet and Minion in the Space where it ends its movement.

Quests

  • PvE: "Kill Vexia".

Special Rules

  • Vexia can only suffer Wounds when no Hedgehornets, Korillas or the Owlbunny are on the board.
  • Each time a player kills a Hedgehornet, a Korilla or the Owlbunny, he may move one enemy Pet up to 3 Spaces, and inflict 1 Wound on each enemy Hero in the Space where that movement ends.
  • Once per turn, a player may spend 1 coin to prevent a Guard Reaction triggered by his active Hero.

Map Key (Playable with Arcadia Quest): Tiles 6A, 23A, 8A, 22A, 4A, 3A, 7A, 24A, 9B. Closed Door x10; Exploration token x8; Portal x4; Portal x4; Spawn token x2; Hedgehornet x4; Vexia x1; Owlbunny x1; Korilla x4; Wild Pet x4; Orc Marauder x6; Troll x1; Hammer Beastman x2; Goblin Archer x4.

Map Key (Playable with Arcadia Quest: Inferno): Tiles 18A, 23B, 15B, 22B, 20A, 14B, 16B, 24B, 17A. Closed Door x10; Exploration token x8; Portal x4; Portal x4; Spawn token x2; Owlbunny x1; Hedgehornet x4; Vexia x1; Korilla x4; Harpy x4; Hellhound x2; Demoness x6; Wampus x1; Brimstone card x8; Wild Pet x4.

Component Notes

The Pet cards and Pet Item cards print their own Natural Abilities and stats. The sample cards printed in the book show the following card text:

  • Bumble (Level 1), "Only Wants to Play": Enemy Heroes must suffer 1 Wound in order to attack an Owner Close to Bumble. (Sample card, German book p. 7.)
  • Sheldon (Level 1), Shell: Owners Close to Sheldon receive +2 Defense. (Sample card, German book p. 10; matches Example 1b above.)
  • Puff (Level 1), Fire Breath: When an Owner attacks an enemy Close to Puff, each [CRIT] rolled gives 1 additional Hit. (Sample card, German book p. 10; matches Example 2b above.)
  • Pet Armor (Reward card and Pet Item): Equipped to the Favorite Pet Puff in the Upgrade example above.

The Hero, Pet and Enemy pages of the German book (pp. 32-35) carry flavour text and art only, and the complete Natural Ability text for each Pet and level is printed on the physical cards. Those card texts are not reproduced here.

  • Wild Pets: All Wild Pets use the generic Wild Pets Monster card at the Monster level of the scenario being played (see "Wild Pets" above).