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Field guide

How to play Arcs

2–4 players (best at 3) Medium-Heavy — trick-taking action selection

What is Arcs?

Arcs is a science-fiction strategy game by Leder Games where players command factions competing for dominance inside a collapsing galactic empire. What makes it unlike other space games is the engine that drives every decision: a hand of numbered action cards whose suits and values determine not only what you can do on your turn, but what your opponents are allowed to do on theirs.

Games are structured into chapters — short, punchy bursts of play that each end with a scoring moment. Ambitions you declare during the chapter pay out at its close, so you're constantly reading the table, threatening objectives, and deciding when to seize the initiative versus when to ride someone else's lead.

Setup

  1. Set up the map. Choose the setup card for your player count and use it to place planets, gates, and starting pieces across the six system clusters. Some clusters are left out of play depending on player count, keeping the map tight and contested.
  2. Deal action cards. Shuffle the action card deck and deal each player a starting hand of six action cards.
  3. Place central components. Put the five ambition markers face-up in the center. Place the Imperial Council card where everyone can see it — it tracks who currently holds the initiative, the key advantage passed between players throughout the game.
  4. Distribute faction pieces. Each player receives their faction's starting ships, agents, and other pieces as directed by the setup card.

How to play

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.

How to win

Victory is measured in Power, and the first player to reach the threshold for their player count wins immediately — 33 Power at 2 players, 30 at 3, 27 at 4. Power comes almost exclusively from ambitions scored at chapter end, so you win by declaring and then dominating the right objectives at the right moments.

Scoring escalates across chapters: early chapters pay out less Power per ambition rank than later ones, so the game builds to a tense crescendo. If no one has hit the threshold after five chapters, the player with the most Power wins. The game rewards reading the table — knowing when to race an ambition, when to flip the initiative to blunt an opponent's engine, and when to let someone else lead so you can copy cheaply and save your big cards for a decisive surge.