Friday, October 11, 2024
The action economy of Arcs
Arcs is a very deep game, where there is a long way from understanding and memorizing all the rules to actually mastering the game. I would like to help people on this way, by talking about one of the central elements of the game, the action economy. In a game like Chess, every player receives the same number of actions per round, one. In Arcs it is likely that in a given round some players do up to four actions, while others do only one. If everybody has the same number of actions, the quality of each action is the most important thing. But if you can do four mediocre moves to one good move of your opponent, you might still be better off.
Arcs has 4 suits of cards. The 7 aggression cards together have 15 actions, the construction and mobilization suits have 19 actions, and the administration suit has 20 actions. The average number of actions per card is thus 2.6, and the average number of actions in a hand of cards is 15.6. However, to play all of those 15 actions, you would need to be the lead player in every round, or be able to surpass the lead player. If you have to pivot or copy, you only get 1 action per card, or 6 for the whole hand.
If, as the starting player, you lead with a low card, let's say a 2 with 4 action pips on it, the other players are likely to be able to surpass that. However, you still come out ahead: The cards higher than 2 have fewer action pips, so even the players that surpass you only get 2 or 3 actions to your 4. If you lead with a high card, you get fewer actions, but it becomes more likely that other players can't surpass you, and only get 1 action from a copy or pivot play. Declaring an ambition messes up this action advantage of the lead player: As declaring an ambition reduces the value of your lead card to 0, you can be surpassed even with a 1. If you use a 6 with 2 actions to declare the Empath ambition, other players can surpass you with cards having 4 actions and actually get more actions than you do. The higher the card you use to declare your ambition, the more costly in terms of action economy that becomes.
One might be tempted to think that a hand full of high cards is good in Arcs, but high cards have the lowest number of action pips. The best hand is thus actually a mix, where you have high cards with which you can surpass and get initiative, but also low cards that allow you to play a lot of actions. If you have a hand full of low cards, you might get lucky when another player declares an ambition and you can always surpass a 0. But you should also seriously consider seizing the initiative. If you would be reduced to pivot or copy every round and only get 6 actions per chapter, sacrificing a card costs you only 1 action, and then playing a low card gives you 3 or 4 actions.
Getting a lot of actions only helps you if you can actually use them. If you were the starting player of the first chapter and lead with a 1 in construction, getting 4 build or repair actions, you'd find that you can probably only build 1 starport and 2 ships, leaving the last action unusable. This is where the use of resources in the prelude step becomes very important: If in the above situation you had a fuel resource, you could first move a ship into an empty sector and have far more options to build.
A typical problem with a "bad hand" is having too many cards of the same suit. There are diminishing returns when doing the same type of actions several rounds in a row. If you influenced in the previous round, you would often be much better off with a secure action than with more influence. Being aware of such things helps you to identify the cards in your hand that are likely to not bring you much of an advantage. While many players shy away from sacrificing a card to seize initiative, you have to consider how good or bad the card you sacrifice actually is. Sometimes the advantage of becoming the lead player is well worth the sacrifice of a bad card.
Gaining an additional action card is extremely strong in Arcs (see my previous post). At the very least it would allow you to sacrifice a card and seize initiative without suffering the disadvantage of not being able to play in the 6th round. But it can also easily lead to situation where you are the only player left with card(s) in hand, you become the lead player by default, and get all the actions on the cards you play without your opponents getting even one.
In summary, being aware of the action economy is very important in Arcs. Getting more actions than your opponents is generally good. There is true skill in knowing when to sacrifice a card to seize initiative, and when it is better to hold onto all of your cards.
Labels: Board Games