How to Play

Arcs

2-4 players 60-120 min 8.0 Board Game Geek Rating

In this tactical space opera, decaying Empire officials compete for galactic dominance through warfare, resource gathering, and diplomacy. Players use trick-taking card mechanics with ranked suits to select actions and declare scoring objectives called Ambitions. Quick-resolution battles involve risk management and defensive preparation. Victory comes from timing card play perfectly and achieving declared Ambitions each round.

Published 2024

Arcs

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the map
Put the game board in the center and place 1 matching resource token on every planet (all clusters are in play at all player counts)
2
Give initiative marker
Randomly select one player to receive the initiative marker
3
Separate Construction cards
Remove Construction action cards from the deck and put the "7" Construction card back in the box; remaining Construction cards become start cards
4
Create action deck
The 21 remaining action cards form the action deck
5
Place ambition markers
Put the 3 ambition markers in the Available Markers section with "5" and "3" markers on blue side, "2" marker on orange "4" side
6
Set chapter marker
Place the chapter marker on the "1" space of the Chapter track
7
Place zero marker
Put the zero marker in the Ambition Declared slot
8
Collect player materials
Each player takes their color's player board, 10 ships, and 1 agent
9
Set power markers
Each player places their Power marker on "0" on the Power track
10
Place starting agents
The initiative player shuffles start cards, draws 1, and places their agent on a planet system of the designated cluster; repeat in player order for all players (agents don't collect resources), then return remaining start cards to box
11
Place starting ships
Starting with the player to the right of the initiative holder and going counter-clockwise, each player places 3 ships in any 1 gate system (initiative holder places last)

On Your Turn

What you can do during your turn.

1
Play three chapters
Each chapter has three phases: Recruit → Action → Ambition
2
Draw cards in Recruit phase
Shuffle the action deck, then each player draws action cards (3 players: 5 cards; 4 players: 4 cards)
3
Draft cards
All players choose 2 cards to keep and pass the rest face-down to the left; repeat once more
4
Lead player starts
The player with the initiative marker plays any card, establishing the lead suit
5
Following players must follow suit
Play a card of the lead suit if possible; otherwise play any card
6
Use card for actions OR placement
Choose one option when playing a card:
7
Move agent (X AP)
Move your agent X clusters clockwise or counter-clockwise, collecting 1 resource from any planet on the path or destination
8
Move ship (1 AP)
Move 1 ship to an adjacent cluster's gate system
9
Repair ship (1 AP)
Put 1 damaged ship upright to make it fresh
10
Battle (1 AP)
Initiate battle in your agent's cluster
11
Research (2 AP)
Spend a specific resource to gain that scientific advancement (once per round)
12
Colonize (2 AP)
Spend 1 resource, remove 1 ship from your agent's cluster, and place a city on a city-free planet in that cluster (once per round)
13
Product resource
Place up to 2 ships in your agent's cluster
14
Fuel resource
Move up to 2 ships 1 cluster to/from your agent's cluster
15
Rocket resource
Perform 1 battle in any cluster (agent need not be present)
16
Relic resource
Repair up to 2 ships in your agent's cluster
17
Psionic resource
Move your agent up to 2 times (no resource collection)
18
Buy back trophies
Pay 1 resource or 1 power to retrieve all your ships held as trophies
19
Lead player may declare
After performing actions, take an ambition marker and place it on a planet in your agent's cluster (if no ambition there yet)
20
Set card value to zero
Place the zero marker on your played card for round resolution
21
Check for 7 cards first
If any "7" card was played, the first played "7" wins
22
Otherwise highest lead suit wins
The highest card number in the lead suit wins the round
23
Winner takes initiative
The round winner receives the initiative marker
24
Calculate influence
Fresh ship = 1; Agent with fresh ships = +2; Damaged city = +1; Fresh city = +2
25
Award power
1st place in influence gets 2 Power; 2nd place gets 1 Power
26
Handle ties
Tied for 1st all get 2nd place; tied for 2nd get no Power
27
Choose defender
Select one rival with ships in your agent's cluster
28
Collect dice
Take 1 die (assault, skirmish, or raid) per attacking ship, maximum 5 dice; raid dice only if defender's agent or city is present
29
Resolve in order
Flames hit your ships → Intercept hits your ships once per fresh defender → Hits damage/destroy defender ships → Keys steal resources → Pyramids move defender's agent
30
Handle destroyed ships
Take destroyed ships as trophies; return all trophies and gain 2 Power when reaching 3+ trophies
31
Colonies (Material)
Turn all city markers fresh side up
32
Fleet Expansion (Fuel)
Send the 2 stored ships to your supply
33
Advance Tactics (Rocket)
Reroll all blue dice once per battle
34
Repair-bots (Relic)
Repair 2 of your ships after any battle involving your ships
35
Superior Intellect (Psionic)
Your agent provides +3 influence instead of +2

Winning

How to claim victory.

1
Score all clusters
Calculate influence in each cluster (fresh ship: 1; agent with fresh ships: +2; damaged city: +1; fresh city: +2)
2
Apply ambition markers
Clusters with ambition markers award power shown on the marker instead of default values
3
Default power distribution
1st place gets 2 Power; 2nd place gets 1 Power
4
Resolve ties
All players tied for 1st receive 2nd place rewards; players tied for 2nd receive nothing
5
Spend remaining resources
Convert all resources to 1 Power each, then restock all planets
6
Distribute compensation
4th place gains 2 resources; 3rd place gains 2 resources; 2nd place gains 1 resource
7
Increase ambition values
Return ambition markers and flip the lowest blue marker to orange side
8
Advance chapter marker
Move to the next chapter
9
Complete Chapter 3
The game ends after the Ambition phase of Chapter 3
10
Reach point threshold
The game ends in the Ambition phase when the threshold is reached (3 players: 30 points; 4 players: 27 points; 2 players: 33 points)
11
Determine winner
The player with the most Power wins the game

watch & Learn

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Vídeo reseña Arcs por El club del dado

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¿Que hay dentro de Arcs?

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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