Arcs

2024 · Ciencia ficción

Arcs

Los jugadores actúan como funcionarios de un régimen imperial en decadencia que compiten por el poder en un oscuro y satírico escenario de space opera. La jugabilidad usa un mazo compacto de cuatro palos y cartas con rango para la selección de acciones: las cartas se juegan en un sistema adyacente de bazas para determinar las iniciativas, elegir acciones y declarar tres Ambiciones de puntuación en cada reparto. Los jugadores gestionan los límites de su mano y aprovechan el timing y las jugadas de sus oponentes para compensar manos débiles. El conflicto se resuelve rápido: los atacantes eligen un nivel de riesgo mientras los defensores reúnen naves y cartas de su tableau. Los componentes incluyen numerosas piezas de madera de naves y agentes, dados personalizados, un tablero de varios paneles y abundante arte en las cartas; las cartas opcionales de Líder y de Tradición añaden profundidad asimétrica y juego de campaña.

Jugadores
2–4 mejor con 3
Duración
60–120 min
Edad
14+
Complejidad
3,4 / 5
8,5 en Ludoyadesde 49,30 €Exploración espacialJuego de guerraMayoría/Influencia de áreaToma de bazasGestión de la mano

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Precios de tiendas y copias de segunda mano, revisados cada día.

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Precio más bajo, últimos 12 meses43,41 € – 50,82 €

En las mesas de Ludoya

Todas las estadísticas en Ludoya
570
Partidas registradas
858
Jugadores
2h 34m
Partida media
226
En colecciones
68
En listas de deseos
14
En preventa

8,5/10

de 90 reseñas en Ludoya

  • Diversión9,2
  • Interacción9,2
  • Rejugabilidad9,2
  • Originalidad9,6
  • Atractivo9,2
  • Accesibilidad5,6
  • Poteet10,0

    He can’t keep getting away with this.

  • andycted9,0

    Original, Condensed and **frustrating** 2.5X with lots of interaction. Best at 3p, enjoyable at 2p, hectic but fun at 4p. While Leaders and Lore are an essential part of replay ability , I would be wary to add them to a 4p game where someone is playing their first or second game. Same with campaign. It needs at least a couple of plays of all players to start rolling properly. Overall it's a multi-configuration game, where 2p plays totally different than 4p, where adding L&L will mess plans you decided with base game and where after you learned everything, you can apply over it the "real" epic game that will make you learn an entirely new strategy. But the game is great even if you stick to base.

Lee las reseñas y valóralo

Dudas de reglas

Respondidas a partir del reglamento por el asistente de reglas de Ludoya.

If I declare an ambition, do I lose my card’s actions or its number?

When you declare an ambition on your lead card you place the zero marker over the card’s number (it becomes 0) but you still get the card’s action pips and may take actions as normal; you also can’t declare if all ambition markers are already placed and you can’t declare the same ambition multiple times using the same card (page 9).

What’s the difference between Surpass, Copy and Pivot — when do I get multiple actions?

Surpass: play a face‑up card of the lead suit with a higher number and you may take actions up to the pips on your card; Copy: play any card face‑down and you may take only one of the lead card’s actions; Pivot: play a face‑up card of a different suit (any number) and you may take only one action on your card (page 10).

How does seizing the initiative work, and who gets initiative next round?

You can seize initiative by playing an extra action card face‑down (no actions for that card) or by Surpassing with a “7” (four‑player games); a player who seizes the initiative keeps it for the round, otherwise after the round the player who Surpassed with the highest card number takes initiative (page 10–11).

If I build in a system someone else controls, is my new ship or building damaged?

Yes — any piece you build in a system controlled by someone other than you is placed damaged (ships are tipped over; buildings are flipped to their damaged side) (page 12).

In battle, how do die results resolve — do hits damage or destroy pieces immediately?

Resolve rolled dice in order: attacker takes hits from assault faces first, skirmish can cause an interception hit, then attacker’s damage faces hit defending ships (then buildings once no ships remain), then building hits and finally raid effects; a hit on a fresh piece damages it, a hit on an already damaged piece destroys it and becomes a Trophy for the attacker (pages 14–15).

How are ambitions scored at the chapter end — what about ties and qualification?

Score any ambition with markers by awarding the first‑place player the higher Power and the second‑place player the lower Power shown on the ambition markers; ties for first mean tied players all receive second‑place (and ties for second earn nothing), and you cannot gain Power from an ambition if you have none of the thing it counts (page 18).

Abre el asistente de reglas de Ludoya, que lee el reglamento de este juego.

Hojas de puntuación y ayudas de juego

  • Power and roles (leaders/fates)
  • Full Game Kit
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Datos del juego (jugadores, duración, edad, créditos) de BoardGameGeek.