| About game: | Arcs: Conflict and Collapse in the Reach (base game) is a sharp sci-fi strategy game for 2–4 players, set in a dark yet funny universe. Be prepared for many dramatic twists and turns of events as you launch yourself into this galactic struggle. How will you play? By seizing the initiative and dictating the game tempo; by declaring ambitions and scoring points for it; and of course by crushing your foes who will standing in your path! A deck of cards in 4 suits with ranks from 1-7 (2-6 for fewer than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The three declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players’ card play. Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau. The base game may be played without the optional Leaders and Lore cards – that is for an easier teach – or with them for a richer, fuller and asymmetric game. So would you stand-up to the task and manage to crush your opponents, gaining the eternal galactic fame and place in the Reach? |
| Number of players: | This game accommodates from two to four players. My experience shows that it is best played with either three or four – there is then most interaction and suspense. Two-player is a bit closed game, as you have only one opponent. There is no solo mode and I am not sure if game will accommodate one. |
| Playing time: | Looking at my BG Stats application, I see that I was playing from 1.5 hour (three players, end after three Chapters) to 3 hours (four players, all five Chapters played). So this is reasonable assumption that you should fit somewhere withing this threshold. |
| Complexity: | The game is not overly complex and a perfect player-aid brings all the needed rules at hand. You need a bit of mental gymnastics to connect the trick-tracking mechanics with actions and ambitions – and how it all translates to victory points – but other than that it is pure fun and scheming 🙂 |
| What I like: |
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| What I do not like or would like to see in the game: |
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| For whom? | First and foremost, for all fans of Cole Wherle designs 🙂 If you like Root, appreciate Oath, enjoy Ahoy you will have fun here. Also, for all those wishing to experience a completely new, fresh design with interesting twist of several mechanics. And definitely for those who appreciate negative interaction… in large quantities! |
| More about the game: |
And now let us have a look at components and game materials:
VERDICT:

Yeah, these are ARCS. I had a chance to play it multiple times and was quickly enamored by it. Is it a mean game? Of course it is – you plan how to get the points at the expanse of opponents! Is it an engrossing title? – well I got hooked from the start and very much liked the innovative mechanics and fresh design! Will I play more? Definitely – the next in plan is Campaign (with The Blighted Reach Expansion)!
Highly Recommended!






Arcs is very clever (it is a Cole Wehrle design, after all)! I think it is less accessible for new players than, say, Root – you spend the first game just figuring out how the systems click together. So I’m happy you got to play it a few times and will now embark on a campaign!
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I agree there is a learning curve and you grasp the mechanics after 2-3 plays very well. What might be not so easy for new players in Root though, is that each nation is so much different and distinct.
And indeed, Cole does great games. The next to play intensively is Oath which I have and played only once…
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Maybe Root is easier to introduce to one or two new players (because they can take on a mechanically simpler faction like the Cats or the Vagabond) while Arcs is easier to learn if everyone is new!
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Exactly!
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