• Arcs (KS Edition)

Game Details Players: 3 to 4 Age: 14 and up Time: 60-90 minutes
Publisher: Leder Games Designer(s): Cole Wehrle


Arcs (KS Edition)

Ref: ARCSKS
MYR399.00 MYR249.00

Arcs is an epic space opera that plays at warp speed. Navigate the dying days of the galactic empire by becoming a heroic admiral, canny diplomat, or wealthy magnate—you have one last chance to take power!

Arcs is a game for 3-4 players who guide their factions through a fast-playing space opera. The game opens in the final days of a decaying empire—the galactic throne is empty, and the council chambers are nearly silent. You have one last chance to take power and lead your people. Will you step up to meet the challenge and become a heroic admiral, canny diplomat, or wealthy magnate?

Not part of the ROOT Game Series. :D

Note: This is a preorder for Kickstarter edition with eta Dec 2023. Deposit RM120 to confirm your preorder.


Weight (kg): 2.0 Sleeve size: TBC
BGC Marks Earned+249 (what is this?)
KS eta Dec 2023
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This is a Kickstarter Preorder for ARCS which includes the following

  • Arcs base game
  • Arcs: More to Explore Pack

With the following Add-ons available

  • Arcs: The Blighted Reach Campaign Expansion
  • Arcs: Miniatures Pack


In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions.

Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes.

Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign.

Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game.

The campaign system of Arcs provides players with a huge number of possible game situations and hundreds of possible campaigns. In addition, Arcs also includes an abridged, two-session campaign and a single session mode.

Building on the conventions of trick-taking games, Arcs emphasizes both careful planning and daring gambits. Each round, the lead player sets the agenda by playing a card. Other players can follow it by playing a card of the same suit and higher number, copy it by playing any card facedown, or pivot to a new tactic by playing off-suit.

Following suit maximizes your actions and might make you the lead player, but copying and pivoting let you respond to immediate opportunities and threats. And if you truly need to become the lead player no matter what, you can always discard a second card to seize the initiative!

Battles in Arcs are resolved in a snap with a beautiful set of custom dice. To start, the attacker builds a battle plan by collecting dice of their choice that represent three different strategies—bombarding, assaulting, and raiding. Then they simply roll and resolve the die faces!

By adding the Blighted Reach Campaign Expansion, you can also play Arcs in an innovative micro-campaign, where each game is one episode in an epic trilogy that stretches across an even larger galaxy.