
2024 · Fantastyka naukowa
Arcs: Konflikt i zapaść na Rubieży
Players act as officials of a decaying imperial regime who compete for power across a dark, satirical space opera setting. Gameplay uses a compact deck of four suits and ranked cards for action selection: cards are played in a trick-taking, adjacent system to determine initiatives, choose actions, and declare three scoring Ambitions each deal. Players manage hand limitations and exploit timing and opponents’ plays to mitigate weak hands. Conflict resolves quickly: attackers pick a risk level while defenders marshal ships and tableau cards. Components include numerous wooden ship and agent pieces, custom dice, a multi-panel board, and extensive card art; optional Leader and Lore cards add asymmetric depth and campaign play.
- Gracze
- 2–4 najlepiej w 3
- Czas gry
- 60–120 min
- Wiek
- 14+
- Złożoność
- 3,4 / 5
O grze
- Projekt
- Grafika
Dodatki
Zobacz je w LudoyaZdjęcia ze stołów Ludoya
Wszystkie zdjęcia w LudoyaGdzie kupić
Ceny w sklepach i egzemplarze z drugiej ręki, sprawdzane codziennie.
Przy stołach Ludoya
Pełne statystyki w Ludoya- 570
- Zapisane rozgrywki
- 858
- Gracze
- 2h 34m
- Średnia rozgrywka
- 226
- W kolekcjach
- 68
- Na listach życzeń
- 14
- Zamówione w przedsprzedaży
8,5/10
z 90 recenzji w Ludoya
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.
Pytania o zasady
Odpowiedzi z instrukcji od asystenta zasad 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).
Arkusze wyników i pomoce do gry
- Power and roles (leaders/fates)
- Full Game Kit
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Graj w Arcs: Konflikt i zapaść na Rubieży z Ludoya
- Miej ją w swojej kolekcjiŚledź swój egzemplarz i jego dodatki, pożyczaj go znajomym albo dodaj go do listy życzeń i dostań powiadomienie, gdy cena spadnie.Dodaj do swojej kolekcji
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- Rozstrzygaj spory o zasadyZapytaj o dowolną zasadę i dostań odpowiedź z instrukcji, ze stroną do sprawdzenia.Zapytaj asystenta zasad
- Znajdź ludzi do wspólnej gryKluby, wieczory gier i wydarzenia w pobliżu, na których ta gra trafia na stół.Zobacz wydarzenia
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