Game rules

Arcs rules: how to play and how to score

Reviewed on 20 October 2026 against the publisher’s rulebook. How we check

Arcs plays 2 to 4 players over several chapters: each leads a spacefaring society and scores Power by fulfilling ambitions declared during play. Here are the essential rules, setup and scoring, based on the official rules.

Players
2 to 4
Play time
About 30 minutes per player
Winner
The most Power, once a player reaches the threshold or after chapter 5

Arcs quick rules

The goal
You score Power by fulfilling ambitions. The game ends at the end of a chapter if a player has at least 33 Power with 2 players, 30 with 3 or 27 with 4, and after chapter 5 at the latest. The most Power wins.
Leading a round
Each player holds six action cards. The player with initiative leads: they play a card and take one action per pip, based on its suit. Administration: tax, repair, influence. Aggression: battle, move, secure. Construction: build, repair. Mobilization: move, influence.
Following: Surpass, Copy, Pivot
The others play a card in turn. Surpass: same suit, higher number, all actions. Copy: a face-down card, one action from the lead card. Pivot: another suit, one action from your card. The highest Surpass takes initiative.
Initiative and ambitions
Playing an extra card face down seizes the initiative for the next round, once per round. The leader may declare the ambition on their card: they place the highest ambition marker there, and their card is then worth zero.
The actions
Tax a city for a resource, build cities, starports and ships, move your ships, repair, place an agent in the Court, then secure a Court card where you have the most agents.
Control and battle
You control a system with the most fresh ships. In battle, one die per ship: Skirmish, Assault or Raid. A hit piece is damaged, then destroyed; rival pieces you destroy become Trophies.
Resources and the Prelude
Right after playing your card, you may spend resources for extra actions: Material, Fuel, Weapons, Relics, Psionics. Taxing a rival city captures one of their agents: a Captive.
End of the chapter
When nobody has cards left, each declared ambition is scored: first place takes the higher number of every marker, second place the lower. Then scored Trophies and Captives are returned, and ambitions grow in value.
Beginner traps
A declared ambition is open to all. Destroying a rival city has a cost: you lose your resources and Guild cards of that type. The card played to seize the initiative gives no actions.

How to score Arcs

Power
Your position on the Power track at the end of the game. Power is only gained from declared ambitions, at the end of each chapter.
Ambitions
Tycoon, Tyrant, Warlord, Keeper, Empath. First place scores the higher number of every marker on the ambition, second place the lower; a tie for first gives each tied player second place.
City bonuses
Sole first place in an ambition: 2 extra Power if your board’s +2 slot is uncovered, 5 if both the +2 and +3 slots are.
End and tiebreaker
The game ends at the threshold (33, 30 or 27 Power by player count) or after chapter 5. On a tie, the player earliest in turn order wins.

Worked example

With 3 players, Tycoon is worth 7 for first place and 3 for second. Emma has 3 icons, Jake 2, Alex none. Emma scores 7, plus 2 from her +2 slot: 9 Power. Jake scores 3. Alex, with no icons, scores nothing.

Common mistakes

  • Scoring an undeclared ambition: only those with a marker count.
  • Giving the city bonus to a player tied for first: they only get second place.
  • Scoring with nothing: you need at least one icon, Captive or Trophy.
  • Forgetting to return Trophies and Captives after their ambition is scored.

How to set up Arcs

Setup takes about 10 minutes: the table, the setup card, then each player’s pieces. For a first game, leave Leaders & Lore aside.

The table

  1. Place the map, the 18 battle dice and the 25 resource tokens.
  2. Give the initiative marker to a random player.
  3. Shuffle the 20 action cards marked 2 to 6: this is the action deck.With 4 players, add the 8 cards marked 1 and 7.
  4. Place the 3 ambition markers, blue side up, in Available Markers, the chapter marker on 1 and the zero marker in its slot.
  5. Shuffle the Guild and Vox cards, and reveal 3 with 2 players, 4 with 3 or 4 players: this is the Court.The rest forms the Court deck.

The setup card

  1. Draw a setup card for your player count.
  2. In each cluster marked Out of Play, place a path marker on the gate and 3 out-of-play markers on the planets.2 clusters out of play with 2 or 3 players, 1 with 4 players.
  3. With 2 players, place the 6 resources of the covered planets on the ambition boxes that count them.For scoring, they count as a third player’s.

Each player

  1. Each player takes their board, 5 cities, 5 starports, 15 ships and 10 agents, and places their Power marker on 0.
  2. The player with initiative places 3 ships and 1 city in 1A, 3 ships and 1 starport in 1B, 2 ships in 1C; the others do the same in 2, 3 and 4.With 2 players, 2 ships in each of the two 1C systems.
  3. Each player gains the resources of the planets in their A and B systems.
  4. Each player draws 6 action cards.With 2 players, the player without initiative may redraw their 6 cards once.

Leaders & Lore

  1. After a game or two: each player picks a Leader and a Lore card, going counterclockwise.The Leader replaces the starting pieces and resources.

Frequently asked questions

How much Power do you need to win Arcs?

33 with 2 players, 30 with 3, 27 with 4, reached at the end of a chapter. Otherwise, the game ends after chapter 5 and the most Power wins.

Who takes the initiative in Arcs?

The player who seized it by playing an extra card; otherwise, whoever surpassed with the highest number; otherwise, the leader keeps it.

Do you have to declare an ambition to score it?

No: a declared ambition scores for everyone. Only the marker on it matters.

Ludingo’s Arcs sheet was last reviewed on 20 October 2026, based on: undecent.fr, cardboardappendix.com 1, cardboardappendix.com 2, BoardGameGeek.