AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Players lead spacefaring societies through an epic saga in the Reach, a dangerous region at the galaxy’s edge. The game is played over a series of chapters (usually 3-5). Each chapter consists of multiple rounds in which players play action cards to move ships, battle rivals, build cities and starports, tax resources, and influence a shared Court of guild cards. Players gain Power (points) by fulfilling ambitions – objectives declared during play and scored at the end of each chapter. The game ends when any player reaches a Power threshold (27 for 4 players, 30 for 3 players, 33 for 2 players) or after Chapter 5. The player with the most Power wins.
A game of Arcs lasts up to 5 chapters. Each chapter consists of multiple rounds. In a round, each player takes one turn. Keep playing rounds until all players run out of action cards, then end the chapter.
The player with the initiative marker must play one action card face up as the lead card. Place it in the “Lead” card slot on the map edge.
Action suits and their available actions: | Suit | Available Actions | |—|—| | Administration | Tax, Repair, or Influence | | Aggression | Battle, Move, or Secure | | Construction | Build or Repair | | Mobilization | Move or Influence |
The initiative player may take one action per pip, in any combination of the suit’s available actions.
Passing Initiative: If the initiative player has no cards or chooses to skip their turn, they must pass the initiative marker clockwise to the next player with cards in hand, then immediately end the round. If everyone with cards passes consecutively, discard all action cards and end the chapter.
Declaring an Ambition: Before taking any actions, the initiative player may declare the ambition shown on the lead card:
To declare: take the highest-numbered ambition marker from Available Markers and place it in the matching ambition box on the map. Place the zero marker on the lead card to cover its number (the card number becomes 0, but pips remain unchanged). You cannot declare if all ambition markers are already placed. You can declare an ambition that was already declared in an earlier round (placing another marker in its box). You cannot declare an ambition multiple times using the same card.
After the initiative player, each other player in clockwise order takes a turn. Players with no cards skip their turn. Each player must play an action card in one of three ways:
| Play Type | Requirement | Actions Allowed |
|---|---|---|
| Surpass | Play face up, matching lead suit, card number higher than the lead card | Actions up to your card’s pip count |
| Copy | Play any card face down | 1 action of the lead card’s suit |
| Pivot | Play face up, any suit that does NOT match lead suit, any number | 1 action of your card’s suit |
Note: Surpassing only requires a number higher than the lead card, not higher than all played cards. Pivoting does not change the lead suit.
Seizing the Initiative: Before taking any actions, a non-initiative player may seize the initiative marker by either:
Take the initiative marker and lay it down to show it is seized. For the rest of the round, no other player can seize the initiative. The player who already holds initiative cannot seize it.
After all players have taken turns:
Discard all played action cards (and any extra card used to seize initiative) face down into the action discard pile. If any player has action cards remaining, start a new round. Otherwise, end the chapter.
Your Prelude begins once you play an action card and ends once you spend any action pip from your played card. During the Prelude, you may spend resources and use Prelude actions from cards (marked “Prelude:”) with two limits:
Before Prelude actions, you must choose whether or not to declare an ambition or seize the initiative.
Choose a Loyal city or choose a Rival city you control. Gain 1 resource of the city’s planet type from the supply. If you tax a Rival city, also capture 1 agent of that Rival from their supply (even if you did not gain the resource).
You may build either a building or a ship:
When you build anything in a system controlled by anyone other than you, the piece is placed damaged (ships tipped over, buildings flipped to darker side).
Move any number of Loyal ships from one system to an adjacent system.
Catapult Moves: If you move from a system with a Loyal starport, the ships may continue moving (Catapult) – keep moving them as much as you want, dropping ships off along the way, until they move to a gate controlled by anyone else or they move to any planet. You cannot Catapult from Rival starports you control. When taking a Catapult move, check for control before moving in, not after.
Out-of-Play Clusters: You cannot move into systems in out-of-play clusters. The path marker on the out-of-play gate makes its two neighboring gates adjacent for movement purposes.
Stand up 1 damaged Loyal ship or flip over 1 damaged Loyal building to its fresh side. This can be done anywhere on the map.
Place 1 agent from your supply on any card in the Court (the card row along the map edge).
Take 1 card from the Court if you have more Loyal agents on it than each Rival. Return all Loyal agents on the card to your supply and capture all Rival agents from the secured card (place them in your Captives box).
Resolve the card’s “When Secured” action, if any. If it says to discard, place it in a face-up Court discard pile near the Court deck.
Finally, draw a card from the Court deck and place it face up in the Court in the same spot as the secured card.
You cannot immediately use Prelude actions on a card secured in the same Prelude.
| Die Type | Effect |
|---|---|
| Assault | Damages the defender quickly at some cost to you |
| Skirmish | Damages the defender slowly but keeps you safe |
| Raid | Steals resources/cards from the defender, might damage them, but risky |
Roll and Resolve Dice: Roll all collected dice and resolve all faces in this strict order:
Hits: If you hit a fresh piece, it becomes damaged (tip ship over or flip building). If you hit a damaged piece, it is destroyed (remove from map). The attacker takes destroyed defending pieces as Trophies. The defender takes destroyed attacking pieces as Trophies.
Trophies: Place pieces taken as Trophies in the Trophies box on the respective player board. These add to the Warlord ambition.
If any attacking ships remain after taking hits, you may spend raid icons to steal resources and Guild cards from the defender, one at a time. Each resource or Guild card has a raid cost (shown above the resource slot on the player board or in the top-left corner of the Guild card) indicating how many raid icons must be spent to steal it.
If you destroy a city (even outside battle), perform these steps:
Outrage: You cannot spend Outraged resources for their normal Prelude action. You can still tax Outraged resources and add them to your ambitions. If you already have Outrage of the city’s type, still perform both steps except placing the agent.
The game ends when any player reaches the Power threshold or after Chapter 5:
The player with the most Power wins. On a tie, the tied player earliest in turn order wins.
Score each ambition that has any ambition markers in its box on the map:
| Ambition | What It Counts |
|---|---|
| Tycoon | Most total Fuel and Material icons from resources and Guild cards |
| Tyrant | Most Captives on your player board |
| Warlord | Most Trophies on your player board |
| Keeper | Most Relic icons from resources and Guild cards |
| Empath | Most Psionic icons from resources and Guild cards |
Bonus City Power: Each time you get first place (not tied) in an ambition, gain extra Power based on uncovered city slots on your player board:
The 6 resources placed on ambition boxes during 2-player setup count as if a third player had them. Weapons on the Warlord box count as Trophies. Otherwise, these resources are out of play.
If any player has reached the Power threshold or the chapter marker is on Chapter 5, the game ends. Otherwise, advance the chapter marker to the next space.
Shuffle all action cards. Each player draws 6 action cards. Discard remaining cards face down into the action discard pile, then shuffle it. The player with initiative starts the next chapter.
2-player mulligan: After drawing, the player without initiative may discard their hand of 6 to draw 6 new cards. They must accept the new hand.
There are 5 resource types matching the 5 planet types. Resources are held in slots on the player board. As you build cities (removing them from the board), you open additional resource slots and uncover Power bonuses.
When you gain a resource, place it in an empty slot. You may rearrange resources in your slots at any time when placing, but must discard any you cannot hold. If a city returns to your board and covers a slot, rearrange and discard as needed.
Resource Prelude actions (spend during your Prelude):
| Resource | Prelude Action |
|---|---|
| Material | Take a Build or Repair action |
| Fuel | Take a Move action |
| Weapon | This turn, you may spend any action pips to take Battle actions |
| Relic | Take a Secure action |
| Psionic | Take an action listed on the lead card |
Spent resources return to the supply at the end of your Prelude.
Guild cards are gained by influencing and securing them from the Court. They have 3 parts:
Some cards hold resources. These resources can be spent and count for ambitions but cannot be stolen in battle unless explicitly allowed. If a card holding resources is stolen, resources stay on it. If the card is buried, discarded, or scrapped, resources return to the supply.
You control a system and its contents if you have more fresh ships there than each Rival. On a tie, no one controls the system. Controlling a system lets you:
If a player has no starports or ships on the map, they place 3 fresh ships in any gate at the end of their turn.
Pieces are limited by the box contents (5 cities, 5 starports, 15 ships, 10 agents per player). Exception: if you need an agent for an Outrage slot but none are in your supply, use a placeholder piece until an agent becomes available.
If a rule makes you place pieces, this refers to fresh Loyal pieces by default. Pieces come from and go to their original supply, except cities which come from and go to the rightmost empty city slot on their original player board. If you must place or return more pieces than possible, do the maximum possible.
Replacing a piece: Return it and place another piece in its place. If the old piece was damaged, the new piece is placed damaged. Replacing does not destroy a piece.
Players may make deals and promises, but they are not binding. Players cannot give each other pieces unless a rule allows it.
Players cannot show the action cards in their hand to anyone else.
Declaring an ambition and seizing the initiative technically happen before any other actions, but players may do them during their turn as long as no new information has been revealed (dice rolled, cards drawn) and any relevant modifiers are followed.
Normally all action cards are discarded face down. For a more strategic (but slower) game or tournaments, split the action discard into two piles: one for cards played face down, one for cards played face up. When prompted to draw from the discard pile, draw from the face-down pile. If it lacks enough cards, shuffle both piles together first.
If a tie’s tiebreaker is not specified, break it in turn order (starting with initiative holder, going clockwise). If players must make a decision in unclear order, resolve in turn order. If multiple things happen simultaneously but must be resolved in order, the active player chooses the order; if no one is taking a turn, the initiative player chooses.
Recommended after 1-2 games. Replaces steps N-O of setup:
Optional: For more chaos, allow a second lore card per player (add 1 extra lore card per player to the starting row).
Leader cards give unique powers, starting pieces, and starting resources. Lore cards give persistent powers but have no guild icon or raid cost, so they do not add to ambitions and cannot be stolen.
| Suit | Actions |
|---|---|
| Administration | Tax, Repair, Influence |
| Aggression | Battle, Move, Secure |
| Construction | Build, Repair |
| Mobilization | Move, Influence |
| Resource | Action |
|---|---|
| Material | Build or Repair |
| Fuel | Move |
| Weapon | Unlocks Battle from action pips this turn |
| Relic | Secure |
| Psionic | Any action on the lead card |
| Ambition | Counts |
|---|---|
| Tycoon | Total Fuel + Material icons (resources and Guild cards) |
| Tyrant | Total Captives |
| Warlord | Total Trophies |
| Keeper | Total Relic icons (resources and Guild cards) |
| Empath | Total Psionic icons (resources and Guild cards) |
| Die | Self-Hit | Intercept | Hit Ships/Buildings | Hit Buildings | Raid |
|---|---|---|---|---|---|
| Assault | Yes | Yes | Yes | Yes | No |
| Skirmish | No | No | Yes | Yes | No |
| Raid | Yes | Yes | No | No | Yes |
Resolve order: (1) Self-hits, (2) Intercept (once per battle, 1 hit per fresh defending ship), (3) Ship hits (then buildings if no ships), (4) Building hits, (5) Raid.
| Option | Card Requirement | Actions |
|---|---|---|
| Surpass | Same suit as lead, higher number | Up to your card’s pips |
| Copy | Any card, played face down | 1 action of lead suit |
| Pivot | Different suit from lead, any number | 1 action of your card’s suit |
| Players | Power to End Game |
|---|---|
| 2 | 33 |
| 3 | 30 |
| 4 | 27 |