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.
- It feels like leader gets lots of actions, then all followers are struggling with one action, like a bunch of losers
Setup Extras
- Definitely two lore cards for everyone
- Maybe a leader, but it’s kinda iffy
Scoring
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Game is about scoring points
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You score points from these ambitions
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You choose ambitions during gameplay
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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
- One resource per loyal/controlled city per entire turn
- 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
- Grab a court card if you have majority bids on it
- 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.