Tobold's Blog
Thursday, October 10, 2024
 
My first game of Arcs

Arcs is one of the hottest board games of 2024. Its Kickstarter campaign is currently being delivered, and the game isn't available in retail yet. But I managed to snatch a copy during the Spiel in Essen last week. And last night I got to play it for the first time. And won! And because that win revealed some interesting design features of this game, I want to talk about that game in this post.

Competitive board games are best when all players have a similar level of knowledge of the game. While all 4 players of my game of Arcs were playing this for the first time, two players had only read the rules. I had studies the rules in more detail, as it was me was explaining them at the table, and had looked at some playthrough videos to see the rules in practice. And the last player was the only one who had a large experience with previous games from the same designer, like Roots. That experience showed, and by the end of the second chapter, he was leading with 16 points, while I just had half that, 8 points. With victory for a 4-player game happening at 27 points, I didn't think I still had a chance. But I underestimated how volatile Arcs is.

I started the third chapter being the only one who had captives on his player board, and managed to declare the Tyrant ambition, meaning this chapter those captives were counting for victory points. But the leading player had already scored Tycoon and Keeper in chapter 2, was still way ahead in the resources to win those, and managed to declare both of those ambitions, so he looked very much as if he would win. But I had a "Union" card from the previous chapter, which allowed me to reclaim a played action card, thus getting one more action that chapter. And then I managed to secure another "Union" card. And the Call to Action Vox card, which allowed me to draw yet another action card. So by the end of the 6th round of chapter 3, everybody else was out of cards, while I still had 3 cards in hand.

That proved to be absolutely devastating. Normally in Arcs, the lead player already has a big advantage in the action economy, while the other players often can get only 1 action that turn, unless they can surpass with a higher card of the same suit. But with 3 extra cards I had 3 turns in which I not only was by default the lead player, I also was the only one getting any actions at all. So I used the 3 cards to attack the leading player and raid him. Arcs allows you to steal another player's resources and cards. I had some luck in completely dismantling his defending ships with a good roll of the dice, and the raid dice roll also came out well for me. So I was able to steal enough resources and cards from him to have the lead for both the Tycoon and Keeper ambitions.

So at the end of chapter 3, I was leading in all three of the declared ambitions. As victory points go up with the chapter, that was already 15 victory points. But I also had 4 cities built, which gave another +2 victory points per won ambition, bringing my score for chapter 3 up to 21 points! With the 8 points I had from the previous two chapters, that got me to 29 points, way ahead of everybody else and above the 27-point threshold for victory. While we had taken 30 minutes to explain the rules, and 2.5 hours to play 3 chapters, that still meant that we finished the game in time before the store closed.

From what I have seen in those YouTube playthroughs, these events of one player making a huge amount of points in a single chapter aren't uncommon. I had never seen anybody do or suggest to do it with my particular strategy to accumulating several extra actions, but that isn't the only way a big score is possible. And while I see how these big swings make for interesting stories, I am not sure whether they are the best game design. I'm not saying I played badly, as I managed to see an opportunity and grab it, but still my win felt somewhat luck-based. I got lucky that so many cards turned up that allowed to get extra actions. And because none of us knew how strong those extra actions were, and everybody was busy with whatever he was planning, I was able to grab those three extra actions. I'm fine with a player succeeding a good move in a game, but I would argue that the ability to make 21 points in a good move out of 27 needed for victory, or 78% of victory in a single chapter, is a bit much. And that isn't even the maximum, I would have made 30 points if I had already built my 5th city.

So this is Arcs in a nutshell. Two chapters spent everybody maneuvering into position, and then an unexpected big win by one player who didn't even look as if he was ahead. Arcs is very much a tactical game, not a strategic one. You might think one player is winning after 2 hours, and then in the last 30 minutes another player swings the game. The game is swingy and unpredictable, and some people will love the game for that. The more strategically minded careful planners might not be so enthusiastic. The people I played with, including me, thought that it was an interesting experience, but none of us were raring to go for a rematch. I assume that if you play Arcs a lot with the same people, it somewhat stabilizes, as players learn to see things coming and preventing others from those big wins. But with one board game night per week with changing players, that is not the reality I live in.

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Comments:
Thanks for the good review, I am waiting impatiently for the french release, and I was waiting for your take on it.

Your review aligned with other reviews I have rea : tactical, long learning curve and potential for backflip.

But you underestimate yourself, when you say you only have one good move. You took 6 actions to influence and secure the 'additional action card' cards, you were able to avoid that anybody steal those cards from you, or suppress your fleet.

Are you planning to try the 2-players setup ? Or the campaign?
 
To the best of my knowledge, from watching playthroughs with different player counts, Arcs is good at 3 to 4 players, but not so much at 2 players. Arcs isn’t inherently balanced and relies on the other players to stop one player from getting too much of a lead, which doesn’t work with just 2 players. Even the rules include the option to concede only for 2-player games.
I won’t play the campaign. Not because I don’t find the idea interesting, but because one campaign game takes between 6 and 10 hours. I don’t see that happening for me. I’d join a campaign if somebody organized one, but I’m not buying the campaign box for a hundred bucks, and then risk never ever using it.
 
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