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:
  • Main thing which I appreciate is a very interesting mix of cool mechanics: trick-tracking, initiative, ambitions, regular actions and area control. It might not be immediately straightforward how to bring all those together but this is exactly the beauty of this game – perfecting together all its small pieces into one, cohesive system.
  • One specific mechanic is simple genial and I would love to see more such approaches in future – battle resolution. No CRT, no two sides rolling, no million modifiers and hidden tricks. Attacker roll as many dice as he has ships, with choice of three types of dice (Skirmish, Assault, Raid) with varied risk to him. Then he applies hits and do all the resolution. Quick. Elegant. Straightforward. Beautiful.
  • One should not forgot also about the way rules and examples of play are presented here. This game is probably medium-complex title, with some nuances and pretty straightforward rules. Rulebook is well written and Player Aids – simply super, as 99% things you need during the game you will find there.
  • I am fan of Kyle Ferrin way of portraying Cole Wehrle’s games and their components. This is no different here – the components are strikingly beautiful. Look at the map, the wooden pieces, both trick-tracking and court cards – it is pure joy to keep them in hand and play with them.
What I do not like or would like to see in the game:
  • Playing this game without Leaders & Lore is a fine learning experience; however, it quickly becomes repeatable and undistinguishable. Add Leaders & Lore asap, even in extreme variant with two Lore cards!

  • There are here rare moments when you could not do anything meaningful; no way to seize initiative, no way to fulfill ambition, and now way to build / attack. In such moments you simply have to grit your teeth and plan for the future.
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:

Quick look at gorgeous components of Arcs.
Short explanation of key games mechanics.
The game in its full beauty – after one of our sessions.
Cards for trick-tracking and enabling specific actions execution.
The Court cards will make your faction unique.
Here is your Player Mat, with Resources, Trophies and Captives.

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!