About Arcs
Arcs is a sharp, tactical space opera game, for 2–4 players, set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie ...Read More
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Reviews
Tentative rating based on one play.
Arcs is a space game that hits the usual tropes like exploration, combat, building bases, harvesting resources, new technology (Guilds) and Area Control, but many of the mechanisms are novel with the heart of the game being a pseudo trick taking element that encourages players to play the same type of card of the lead player by granting them more actions if they do so
Like Wehrle’s other games, Arcs is very chaotic and the game is largely a tactical one either because you have to manage the hand of cards you’ve been dealt or because the game state changes so quickly. Throw in some over-powered technology and it becomes very hard to plan too far ahead.
I suspect the game will play best in the 3 game campaign mode (not played yet but 3 games only for a campaign is very refreshing these days)
Leder Games has combined the best parts of Root and Oath and have thrown the combination in an epic sci-fi setting with a gorgeous art style!
Frustration. frustration, frustration
Really sleek 4x. For fulfilling the niche of games like Root, it works so elegantly it feels almost magical.
What a blast to play, me and my friends thought it was such a well designed game. Very thought out mechanics, works well with the theme and really makes you feel like space fleet admirals. We started our first game at 1 am and finished at 6(took our time learning the mechanics) and my friends asked to play another round.
Root and Oath bounced off our group pretty hard. When I suggested we try Arcs they were unsurprisingly hesitant. So far we have played 2 games, one without the Leaders and Lore and one with them.
We went into the game knowing it was a swingy tactical game with a chance to get a hand of cards that would be "useless" towards my plans at that time or getting totally owned in combat, mindset that I think is necessary for Arcs . It was a blast.
Unlike games such as TI4 where conflict feels personal due to the negotiation factor, Arcs feels more like dice chucking fun. Except...
The massive AP from the take-that-esque cards. Lots of restrictions such as not being able to declare an Ambition that you want, you must have a card that has that Ambition on it. This design choice has its merits but it does introduce quite a bit of AP on its own. AP aside, my biggest gripe is the rule book. The amount of unnecessary use of jargon - replacing common BG terms at every opportunity - was so rampant that definitions for the jargon have their own call-out boxes. If you need to define your jargon then just don't use it. The jargon just made it more difficult to learn how to play and you could probably cut a page or two if you just cut it out.
That being said I was very happy that there weren't "How to Play" or "Rules Index" books and as a whole the rules are pretty easy to learn and teach (once you get past the jargon and just teach using commonly used terms). My group is really enjoying Arcs and are planning extra days outside our normal gaming day to get in more plays.
Base game, really good. Base game with leaders and lore, awesome. Full expansion campaign don't now yet! to scared to try that beast.
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