Notes

https://www.officialgamerules.org/board-games/arcs-by-patrick-leder
https://boardgamegeek.com/thread/3183784/arcs-beginner-strategy-guide

Setting the Stage

  • This game is competitive
  • It has a blend of strategy and tactics that’s very hard to balance
  • You have to be adaptable
  • Every thing you do has a downside
  • You could get screwed easily, so it’s not the most forgiving
  • Everything needs a bit of reframing
    • It feels like leader gets lots of actions, then all followers are struggling with one action, like a bunch of losers
      • Instead, think of it as everyone gets one action, but the leader gets extra actions.
      • Also, if leader plays low, anyone with higher number of that suit can surpass and play all their actions.

Setup Extras

  • Definitely two lore cards for everyone
  • Maybe a leader, but it’s kinda iffy

Scoring

  • Game is about scoring points

  • You score points from these ambitions

  • You choose ambitions during gameplay

  • Explain all the parts of the board

    • score track
    • ambitions
    • deck area
    • systems and gates
    • player board

Definitions - Cards

  • Hand of cards, each card is a round, and whole hand is a chapter
  • Person plays lead card, then others follow
  • Card anatomy
    • top left number is the rank, with higher surpassing lower
    • pips are number of actions for leader (and surpass-er)
    • bottom left icons reference which ambition you can call for as leader
  • Following is:
    • Surpass.. same suit but higher card than leader (not other followers), so therefore can play all number of pips
    • Copy.. play flipped down, opting to play same suit actions but only one action.
    • Pivot.. play flipped up, different suit, opting to play new suit actions but only one action.
  • One last thing you can do, if you’re a follower but can’t surpass and desperately want to lead next, you can sacrifice an extra card to seize leadership.
    • When seizing happens, the first one to do it (sacrifice or play 7) gets it.

Gameplay - Cards

  • Play card
    • Leader can optionally choose an ambition
  • Can optionally do prelude actions
    • Spending resources
    • Prelude actions from guild cards
  • Do actions

Definitions - Actions

  • Ships can be fresh (full health) or damaged
  • Control of a system means you have more fresh ships than anyone else there, regardless of cities and yards
  • Outrage
    • Outrage on related resource (can’t use it for prelude anymore)
    • Lose all of related resource (both tokens and guild cards)
    • Can ransack the court by taking any one court card that has any of destroyed city owner’s agents (plus take the agents as trophies, not captives)

Gameplay - Actions

  • Build
    • One ship per shipyard per entire turn (if you control, healthy; otherwise it’s built damaged)
    • One city or shipyard per action (if you control, healthy; otherwise it’s built damaged)
  • Repair
  • Tax
    • One resource per loyal/controlled city per entire turn
      • If rival city, take a captive as well
  • Influence
    • Place an agent on a court card to bid on it
  • Secure
    • Grab a court card if you have majority bids on it
      • You also take any rival agents as captives
  • Move
    • Any number of ships to an adjacent space
    • If at a yard, you can catapult
      • Move any number of spaces until they meet controlled resistance
      • You can leave ships along the way
  • Battle
    • Choose system and defender
    • Choose dice types (you can combo types)
      • Blue safe dice
      • Red risky dice
      • Raid dice only for buildings
    • Assign flame damage to attacker
    • Assign circle intercept damage to attacker (only one ring applies), where defender hits you with damage equal to number of their ships
    • Assign attack damage to defender
    • Raid equal to amount of keys

Chapter Scoring

  • Score the ambitions top to bottom
  • Captives and trophies stay until Tyrant/Warlord is scored
  • Remember to check court cards’ icons
  • Bonus City Power: Each time you get first place in an ambition (not tied), gain 2 extra Power if the +2 city slot is uncovered, or gain 5 if both slots are uncovered. You can only gain bonus power once per ambition, regardless of how many ambition markers it has.