Arcs Board Game Rulebook
Arcs Board Game Rulebook
The map of the Reach is where the action happens. You can move your ships around it, battle
Rivals for control over its systems, and tax resources from the cities you build on its planets.
Player Pieces
Each player has the following pieces. The box contains pieces for 4 players.
2•
Cards
Other Pieces
•3
A B
×6 each ×5 each
G 3 players - Mix
F out
of
play
out
of
play
L H
Setup
After your first play, try out Fate Mode (page
21) if you want a wilder game! This mode
simply changes setup steps E and M. E. Shuffle all the Vox and Guild cards to
make the court deck. Draw 3 court
1. Set Up Table cards (2 players) or 4 court cards (3–4
A. Place the map on the table and collect players) to make the starting Court row.
the 18 battle dice, declaration F. Place the hand marker on the “1” space
marker, and 25 resource tokens. of the Hand track on the map.
B. Give the initiative marker on its G. Shuffle the setup deck for your player
Unseized side to a random player. count and draw a setup card.
C. With 4 players, add the 8 action cards H. Place wormhole markers to cover the
marked “1” and “7” into the action clusters marked Out of Play on the
deck. Otherwise, return them to the setup card (2 with 2–3 players, 1 with
box. Shuffle the action deck. 4 players).
D. Place the 3 ambition markers on their I. With 2 players, place the Merchant
blue, lower-numbered sides in the board near the Court row, and place 6
Ambitions section of the map. resource tokens matching the 6 planets
covered by the wormhole markers on it.
4• •4•
C
4 players only
EACH PLAYER...
D E
N
M
Up
J
×15 ×5 ×10
•5
The Arc of Play
In a game of Arcs, you will play through a number of hands of
action cards. In each hand, you will play through several rounds.
Broadly, in a round, each player will take one turn by playing
an action card to do various actions. After everyone takes
a turn, players check who will take the first turn of the next
round. You’ll learn more in Playing a Round (page 8)!
You’ll keep playing rounds until everyone runs out of action
cards in their hand. At this point, the hand ends, players gain
Power from ambitions they fulfilled, and everyone draws a new
hand of cards. You’ll learn more in Ending a Hand (page 20)!
Core Concepts
Power & Ambitions
The main way to gain Power is by fulfilling ambitions. The
player with the initiative marker may choose to declare the
ambition shown on the action card they play on their turn,
marking the matching ambition box on the right map edge.
At the end of the hand, players will gain Power from declared
ambitions that they fulfilled best, even if another player
Declaring
declared them.
Ambition
The Map
The map is composed of 6 clusters. Each cluster has 4
Planet
systems—3 planets and 1 gate. (The gate lists the cluster's
number, which is used in expansions.)
In setup, some clusters are covered by wormhole markers to
remove them from play.
A gate is adjacent to all 3 planets in its cluster and to the 2
gates connected to it by a path. Planets are adjacent to other
planets that share a border. Adjacency is important when you
move (page 13).
Gate
Each planet has a planet type, along with 1 or 2 building
slots where you can build cities and starports. (Each planet Path
also has an ID icon, which is used in expansions.)
Planet Types
Building Slot
6•
Resources & Cities
There are 5 types of resources matching the 5 planet types.
Usually, you gain them by taxing cities (page 12) and raiding
Resources Rivals in battle (page 16).
Resources can be spent for various actions (page 18), and
some of them add to the Tycoon, Keeper, and Empath
ambitions (page 20).
You’ll hold resource tokens in the resource slots on your
Opening Resource Slots
player board. As you build more cities, you’ll open resource
slots and bonus Power for winning ambitions.
•7
Playing a Round
The round is the core part of play. In a round, each player takes
one turn, starting with the player with the initiative marker.
Broadly, on your turn, you must play 1 action card, which lets
you take one or more actions. At the end of the round, the
initiative marker might change hands based on which cards
were played.
Players will keep playing rounds until everyone runs out of
action cards. At this point the hand ends (page 20).
Suit
4 Mikah is the lead player.
She plays a Construction
card, which lets her
Build or Restore
CONSTRUCTION
build or repair.
This card has 3 action pips.
She spends one to build,
one to repair, and chooses
not to take a third action.
Action Pips
Passing Initiative
If you cannot or choose not to play the lead card, you pass
the initiative. Give the initiative marker to the next clockwise
player who has any cards in their hand, then immediately end
the round. They will start the new round by playing the lead
card.
If everyone with cards in their hand passes consecutively,
discard all action cards and end the hand (page 20).
8•
Declaring an Ambition
If you have the initiative, you may declare the ambition
shown on your lead card before taking any actions:
• The “1” cards have no ambition. (Four players only.)
• The “2” through 6” cards let you declare the matching
ambition.
• The “7” cards let you declare any ambition.
(Four players only.)
An ambition Take the highest-number ambition marker that isn’t placed
box can hold yet, and place it in the ambition box of the declared
multiple markers. ambition on the right map edge.
Place the declaration marker onto the lead card to cover the
initiative number in its top-left corner—it is now 0.
You cannot declare an ambition if all 3 ambitions markers are
already placed.
•9
Step 2: Other Players
Take Turns
After the player with initiative takes their turn, each other
player in clockwise order will take a turn. Players with no action
cards skip their turn.
When it is your turn, you must play an action card in one of
these ways:
• Surpass: Play an action card face up that matches the lead Surpassing only needs a
card’s suit and has a higher number than the lead card. card higher than the lead
You may take actions up to the number of action pips on card, not all played cards!
your card.
• Copy: Play any action card face down. You may take only
one action of the lead card.
• Pivot: Play any action card face up that does not match the Pivoting does not
lead card’s suit. You may take only one action on your card. change the lead suit.
Place the card in the "Surpass, Copy, or Pivot" card slot on the
map, so everyone can reference it through the round.
10 •
Step 3: Check Initiative
After everyone has taken a turn, check whether the initiative
marker changes hands.
If no one seized the initiative this round, give the initiative to
the player who Surpassed with the highest initiative number.
If no one Surpassed, the initiative stays with its holder.
If someone seized the initiative this round, that player keeps
the initiative and flips the initiative to Unseized.
>
Surpass this round.
Nobody seized the
initiative, so Lotus takes
the initiative marker.
• 11
Standard Actions
Tax (administration) Loyal pieces have your
Choose a Loyal city or choose a Rival city you control. color. Rival pieces have
other players' colors.
Gain 1 resource of the city’s planet type from the supply.
Control means you have the
If you tax a Rival city, also capture 1 agent of that Rival from most fresh ships in the system.
their supply.
You'll often put resources you
Tax Limit: You cannot tax a city more than once per turn. gain in empty resource slots
on your player board, but
Captives: Place captured agents in the Captives box on your you can do other things with
player board. They add to your Tyrant ambition (page 14.) it—see Resources (page 17).
Build (construction)
12 •
Move (Mobilization & Aggression)
OR
Repair (Construction & Administration)
Place 1 agent on any card in the Court. (The Court is the card
row along the map edge.)
Secure (Aggression)
Take 1 card from the Court if you have more Loyal agents on it
than each Rival.
Return all Loyal agents on it to your supply, and capture all
Rival agents on the secured card.
Resolve the card’s When Secured action if any, and then draw a
card from the court deck and place it in the Court.
Captives: Put agents you capture in the Captives box on your
player board. They add to your Tyrant ambition (page 14).
»
• 13
Battle (Aggression)
1. Hit any of your attacking ships once per . Hit Your Ships
2. If you rolled any number of , you are
Intercept
intercepted—hit any of your attacking ships once
per fresh defending ship.
Your Ships
»
14 •
Mikah is battling Lotus. Mikah
has 4 fresh ships. Lotus has
1 fresh ship, 2 damaged
ships, and 1 damaged city.
vs
2 damaged
Raiding
If any attacking ships remain after taking hits, you may spend
you rolled to take resources and cards from the defender,
one at a time, spending the number of shown below the
resource on the player board or at the card bottom.
Mikah spends
to steal a Relic. She could
have instead stolen the
Material and Weapon,
each worth .
16 •
Resources
Your Prelude begins when In your turn's Prelude (page 18) , you may spend any number
you play an action card and and mix of your resources to optionally use their actions:
ends when you spend any
action pips from the card. Material: Take a Build or Repair action.
Placing the Weapon near Weapon: This turn, you may spend any action
your action card can help pips from your played card to take Battle actions.
remind you of its ability. Relic: Take a Secure action.
Guild Cards
Guild Icon
You can gain Guild cards by influencing them in the Court and
then securing them. Guild cards have three parts: their guild
icon, rules, and raid cost.
Guild Icon: Material and Fuel cards add to the Tycoon
ambition, Relic cards add to the Keeper ambition, and Psionic
cards add to the Empath ambition. Weapon cards do not add
to ambitions.
Rules: Guild cards give you various new actions and modifiers
to standard actions.
Raid Cost
• 17
Ending a Hand
The hand ends when everyone has run out of action cards.
At the end of a hand, players gain Power from ambitions they
fulfilled, check if the game ends, and draw cards.
18 •
Step 2: Clean Up Ambitions
Return all ambition markers to the Unplaced Ambitions
spaces on the map.
Flip over the ambition marker with the lowest Power that
Starports and ships return hasn’t been flipped yet to its side with more Power.
to their players’ supplies. If Warlord was scored, return all Trophies. If Tyrant was
Cities return to the rightmost scored, return all Captives.
empty city slot on their
original player boards.
Step 3: End Game or
Advance Hand
The game ends if any player has at least 27 Power (4 players),
30 Power (3 players), or 33 Power (2 players), or if the hand
marker is currently on Hand 5.
If the game ends, the player with the most Power is the
winner. On a tie, the tied player earliest in turn order is the
winner.
If the game does not end, advance the hand marker to the
next space.
• 19
Other Actions
Prelude Actions
The resources and many cards in Arcs give Prelude actions—
for example, you can spend Relics in your Prelude to take the
Secure action.
The Prelude step begins once you play an action card and ends
once you spend the first action pip from the card you played.
You can use as many Prelude actions as you want, even ones
that you gained from other Prelude actions. For example, you
could use a Relic to secure a Court card that has a Prelude
action on it, and then use that card's Prelude action.
Modifiers
Some cards in Arcs modify standard actions you take by
putting them in bold—for example, "In battle, collect 1 extra
die." Other cards will modify specific parts of play, such as
declare an ambition or scoring.
New Actions
Some cards in Arcs give you a new action followed by the
name of a standard action in parentheses—for example, a
card might give the new action Assassinate (Battle).
When you would take the standard action, you may instead
take the new action. Following the previous example, you
could take the Assassinate action instead of taking a Battle
action. Notably, any modifiers of your Battle action would not
modify your Assassinate action!
The Merchant
In games with 2 players, add the Merchant board. It is not in
the Court, and it cannot be removed for any reason.
Influencing: When taking the Influence action, you may
place an agent on the Merchant instead of a card in the Court.
Trading: By taking the Secure action, you may Trade with the
Merchant. Each player with Loyal agents on the Merchant, in
order from most to least, may swap 1 resource they have with a Agents on the Merchant
resource on the Merchant for each Loyal agent on it. Return all cannot be captured, and
agents on the Merchant to their players’ supplies. destroying a city cannot
Scoring: When scoring ambitions, treat the Merchant as a be used to trade with the
player, counting its Weapons as both Trophies and Captives. Merchant.
20 •
Fate mode
Once you have played a game or two of Arcs, you are ready
to play Fate Mode! This mode drastically increases the
number and wildness of unique powers available to players.
All of the core rules are the same, with two additions.
Lore Cards
No Guild Icon! The Court starts with both court cards and lore cards.
Step E: Making the Court. After dealing the starting Court,
shuffle the lore deck and deal 3 lore cards (2 players) or 4
lore cards (3–4 players), placing one lore card above each
card in the Court. Return the remaining lore deck to the box.
These lore card are attached to the court cards below them.
When you secure a court card, you also secure its attached
lore card.
Lore cards have no guild icon or raid cost, so they do not
Cannot Be Stolen! add to ambitions and cannot be stolen.
Fate Cards
Each player starts with a fate card, which give them unique
powers, starting piece groups, and starting resources.
At the start of player setup, each player draws 2 fate cards
and chooses 1 fate card secretly. Everyone reveals their
chosen fate and places it on their player board.
Step M: Placing Starting Pieces. Instead of placing fixed
groups of starting pieces, players place the starting pieces
shown in the A, B, and C boxes shown on their own fate
card. Pips under a ship icon show how many ships to place.
Step N: Gaining Resources. Instead of gaining resources
for planets they start at, players gain the 2 resource tokens
shown on their fate card, placing them in their 2 leftmost
Starting Resources
and Piece Groups resource slots in the same order.
• 21
Fine Print
This section covers some technical parts of Arcs.
22 •
Glossary
Adjacent: Shares a border or is connected by a Hit: Tip over a fresh piece on the map, or
path. remove a damaged piece from the map.
Attach: Place above a card in the Court that Loyal: Pieces of your player color.
does not have a card attached. When a card
Piece: Any component in the game.
in the Court is secured, buried, discarded,
or scrapped, the same thing happens to its Prelude: See Prelude Actions (page 18).
attached card. Return: Place in the piece's original supply. If
Blockaded: Controlled by anyone or anything it's a city, place it in the rightmost empty slot
other than you. of its original track (page 17).
Building: Cities and starports. Rival: Another player.
Bury: Place the card on the bottom of the court Round: The time in which each player takes
deck. a turn.
Capture: Place the prompted piece in the Scrap: Remove the piece from play
Captives box on your player board. permanently. (This is used in expansions.)
Clear: Return all pieces from the prompted Seize the Initiative: Take the initiative
area. marker if it is Unseized and flip it to Seized.
You cannot do this if you already have the
Control: You control a system and its contents if
initiative marker.
you have more fresh ships there than each Rival.
On a tie, no one controls the system. Steal: Take from a Rival. You cannot steal
something with no <KEY> value. (Everything
Damaged: Not fresh—a tipped ship or a
taken with raiding is stolen.)
building on its darker side.
Supply: The general supply holds resources
Destroy: Remove a fresh or damaged piece from
and other shared pieces, and players’
the map.
supplies hold their own ships and agents.
Empty: Has no pieces in or on it.
Swap: Remove a piece and put another piece
Fresh: Not damaged—an upright ship or a in its place. If the old piece was damaged,
building on its lighter side. the new piece is placed damaged. (Notably,
Free: Swap a city or starport with a Free city or swapping a piece does not destroy it.)
starport. (This is used in expansions.) Turn: The time in which a player plays an
Hand: The time in which players play rounds action card and may take actions.
until they all run out of action cards.
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• 23
Index
Actions Dealing and taking, 12
And the Prelude step, <X> Repairing, 11
Battle, 12 Deals, 16
Build, 10 Initiative, 9
Influence, 11 Hits, 12-13
Move, 11 How-to-play video, 6
Repair, 11 Merchant, 16
Secure, 11 Negotiations, 17
Tax, 10 Pieces
Action cards, 8-9 Building, 10 (Build)
Adjacency, 7 Damaging, 7, 13
Ambitions Destroying, 13
Declaring, 8 Limits on, 17
List of, 14 Types of, 2-3
Scoring, 14 Power
Box organization, 3 Gaining, 14
Blockades, Planets, 7
And control, 7 Prelude actions, <X>
And building, 10 Raiding, 13
And moving, 11 Dice collection limits of, 12
And taxing, 10 Resources, 15
Cannot, 17 covering icons of, 13 (Outrage)
Cities Seizing initiative, 9
Gaining Power from, 14 starports
Taxing resources from, 10 (Tax) Building ships with, 10 (Build)
Control, 7 Extra moves from, 11 (Move)
Court, 7 Simultaneous Timing, 17
Placing agents on, 11 (Influence) Systems, 7
Securing cards from, 11 (Secure) Adjacency of, 7
Damage Moving between, 11 (Move)
And control, 7 Wormholes, 7
24 •