Arcs runs on a lead-and-follow card system that works like a stripped-down trick-taking game. Whoever holds the initiative leads each round by playing an action card face-up. Everyone else must respond:
- Surpass — play a higher card of the same suit face-up to gain full action pips and take the initiative
- Copy — play any card face-down, take just one action from the leading suit, keep your card number secret
- Pivot — play a card of a different suit face-up to take one action from your own suit instead
The four suits unlock different categories of action:
- Administration — collect tax, place influence, repair ships
- Aggression — move fleets, battle enemies, secure cards
- Construction — build cities and starports, move, repair
- Mobilization — move fleets and place influence
Lower-numbered cards provide more action pips (up to four on a 1 or 2 card), which you spend to perform multiple actions in the chosen category. Higher-numbered cards give fewer pips but are harder to surpass.
A chapter ends when all players exhaust their hands. At that point, any declared ambitions are scored. Ambitions are objectives tied to card numbers — Tycoon (2), Tyrant (3), Warlord (4), Keeper (5), and Empath (6) — each rewarding the player with the greatest majority in a specific resource, fleet size, or territorial measure. You declare an ambition by spending the initiative and playing the matching card, racing opponents to reach the top of that track before scoring hits.