Res Arcana
Overview
Res Arcana is a card-driven engine-building game for 2-4 players designed by Thomas Lehmann (designer of Race for the Galaxy). Players are alchemical mages competing for control of ancient monuments and Places of Power using magical essences and artifacts. Each player has a personal deck of only 8 artifact cards, making every card critical. Games typically last 4-6 rounds. The first player to reach 10 or more points triggers the end of the game, and the player with the most points wins.
Components
- 40 Artifact cards
- 10 Mage cards
- 5 Places of Power (double-sided)
- 10 Monument cards
- 10 Magic item cards
- 150+ Essence tokens (in 4 types: Elan/red, Calm/blue, Life/green, Death/black, plus Gold)
- First Player token
Setup
- Shuffle Monuments; place 2 face-up as the available monuments.
- Select 5 Places of Power (randomly or by draft); place them in the center.
- Each player receives 1 Mage card (draft or random).
- Each player drafts or receives 8 Artifact cards to form their personal deck.
- Each player draws 3 cards as their starting hand.
- Each player receives 1 of each basic essence type (Elan, Calm, Life, Death).
- Distribute Magic Item cards.
- Determine the starting player.
Turn Structure
Each round consists of three phases:
- Collect Essences: Each player collects essences from their placed artifacts, Mage, and other sources.
- Action Phase: Players take turns clockwise, each performing one action per turn, until all players have passed. When you pass, you exchange your Magic Item for a different one and draw a card.
- Check Victory: If any player has 10+ points, the game ends. The player with the most points wins.
Actions
On your turn, choose ONE:
| Action |
Description |
| Place an Artifact |
Pay the essence cost and place an artifact card from your hand into play |
| Claim a Place of Power |
Pay the cost (usually Gold) to claim an available Place of Power |
| Claim a Monument |
Pay the cost to claim an available Monument; reveal the next Monument |
| Use a Power |
Activate a straightened (untapped) component’s power by turning it sideways |
| Discard for Essences |
Discard a card from your hand to gain 1 Gold or 2 of any basic essence |
| Pass |
Exchange your Magic Item for a different one and draw a card; you are done for the round |
Scoring / Victory Conditions
- Points come from placed Artifacts, claimed Monuments, claimed Places of Power, and the First Player token (1 point).
- The game ends at the end of a round in which any player has 10 or more points.
- The player with the most points wins. Ties broken by: most essences remaining, then most cards in hand.
Special Rules & Edge Cases
- React Powers: Some components have “React” powers that can be used outside your normal turn, triggered by specific conditions (e.g., when attacked, when an essence is spent).
- Component Powers: Powers are indicated by symbols. A triangle separates cost (left) from effect (right). Components turned sideways cannot use most powers until straightened at the start of the next round.
- Magic Items: Each player has one Magic Item providing a small ongoing benefit. When you pass, you swap it for a different one.
- Mage Abilities: Each Mage has a unique ongoing or activated ability that shapes strategy.
- Gold Essences: Gold is wild; it can substitute for any essence type when paying costs.
- Small Deck Strategy: With only 8 artifacts, card selection during drafting is critical. Every card matters.
- Attack Powers: Some artifacts and Places of Power can attack opponents, forcing them to discard essences or cards.
Player Reference
Round Flow: Collect Essences -> Take turns (1 action each) until all pass -> Check 10+ points
Essence Types: Elan (red), Calm (blue), Life (green), Death (black), Gold (wild)
Victory Trigger: 10+ points at end of round
Key Rule: 8-card personal deck; every card counts