
Arcadia Quest
The spiritual heir to the Citadel's dirty secret: you were never really on the same team. Guilds, loot, monsters — and your friends in the crossfire.
The shining city of Arcadia has fallen to Lord Fang and his monstrous vampire court. From the outer districts, rival guilds of heroes fight ward by ward toward the tyrant's palace — slaying his lieutenants, looting his armories, and absolutely wrecking each other's plans along the way. Only one guild gets the glory of liberating the city. The rest get a footnote.
Why it fits
Siege of the Citadel's genius was corporations scoring for themselves — covering fire one minute, tripping a rival the next. Arcadia Quest mechanizes exactly that: guilds of 3 heroes, a branching campaign, weapons and abilities earned as you go, and full permission to target monsters and each other.
Forum intel
Standalone sequels (Inferno, Riders) are fully compatible, so the campaign well runs deep. Hour-and-change sessions confirmed across player counts.
Watchouts
Chibi art style — the table will grin or groan. Direct PvP kills sting more than the Citadel's card-based sabotage; agree on the spice level before night one.
▸ BGG FIELD REPORT — Illustrated review (Deskovehry #410)




