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Arcs box art

Arcs

Game ID: GID0028021
Game Info
Year
2024
Players
2-4
Age
14+
Playtime
120 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Arcs is a sharp, tactical space opera game, for 2–4 players, set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie for dominance whether through battle, gathering scarce resources or diplomatic intrigue. Ready yourself for dramatic twists and turns as you launch into this galactic struggle.

A deck of cards in 4 suits with ranks from 1-7 (2-6 for less than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players' card play.

Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau.

Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience.

Description

Arcs is a sharp, tactical space opera game, for 2–4 players, set in a dark yet silly universe. Players represent officials from a distant, decaying and neglectful Empire who are now free to vie for dominance whether through battle, gathering scarce resources or diplomatic intrigue. Ready yourself for dramatic twists and turns as you launch into this galactic struggle.

A deck of cards in 4 suits with ranks from 1-7 (2-6 for less than 4 players) defines the action selection system. These cards are played in a trick-taking adjacent system to select actions, take the initiative and declare Ambitions. The 3 declared Ambitions are what will score in that deal. Timing is everything. Bad hands must be mitigated by careful card play and benefitting from other players' card play.

Battles are resolved quickly with the attacker choosing their level of risk. The defenders must be prepared with adequate defensive ships and cards in their tableau.

Each game contains a hundred wooden ships and agents, 18 custom engraved dice, a beautiful six-panel board, and tons of cards with over 60 pieces of unique art. The base game may be played without the optional Leaders and Lore cards (for an easier teach) or with them for a richer, fuller and asymmetric game. It is also the core of the campaign game (requiring the Blighted Reach Expansion), which provides an epic, more thematic experience.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 93
This page: 50
Sentiment: pos 38 · mix 5 · neu 1 · neg 1
Mentions per page
Showing 1–50 of 93
Video YtqXQQKutmk Review at 0:03 sentiment: mixed
video_pk 69427 · mention_pk 165919
Arcs video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Unique hand management and trick-taking system.
  • Strategic depth and need for constant thinking.
  • Compelling two-player experience.
  • Innovative gameplay mechanics.
  • Intriguing and compelling, different from other games.
Cons
  • Difficult to get to the table for new players.
  • Requires multiple plays to grasp the core strategy.
  • High learning curve for experienced players to remain competitive.
  • Thematic elements can feel secondary to the scoring mechanics.
  • Expansion (Blighted Reach) is prohibitively complex and requires a dedicated group.
  • Miniature upgrades limit readability.
Thematic elements
  • Colonizing space
  • colonizing space empire
Comparison games
  • Root
  • Oath
  • Cosmic Encounter
  • Twilight Imperium
  • Age of Steam
  • Dune Imperium
  • Terraforming Mars
Mechanics (from transcript analysis)
  • Ambition/Objective Scoring — Players declare and score points based on specific objectives (Ambitions) that change each chapter, with public first and second place scoring.
  • Area Control — Players aim to score victory points through objectives on a map with planets, regions, spaceports, cities, and influence.
  • Asymmetric Play (implied) — Mentioned in relation to other Leader Games titles like Root and Oath, and with the Leaders and Lore expansion introducing unique setups and custom rules.
  • Card Drafting (implied) — Players gain cards through influencing and recruiting.
  • hand management — Players manage a hand of cards to take actions, responding to other players' card plays.
  • Resource management — Players can gain resources from planets to utilize for bonus actions.
  • Trick-taking — The game uses a trick-taking-esque system where players play cards to take actions, with the lead player setting the card type for the round.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a hard answer I think ARS is fairly accessible I don't think it's as complex as a root when it comes to the initial teach I do think though strategically and mechanically it is more confusing than Ru Ark sits in this weird space between oath which I think is probably one of the more difficult games to understand and get to the table from the leader games lineup and Route which is very easy in some ways to get to the table after all the players understand it after they all know it you follow your hierarchy of order on the board and you play through the game it's not overly accessible but it isn't too hard either it's right in that middle ground
  • AR at its core is a trick-taking esque or hand management esque area control style board game with the main way of winning the main objective of the game is to score victory points or power points through this Ambition track
  • The necessity of you thinking constantly on your feet along with redirecting your attention away from all the shiny beautiful pieces away from the pictures and the story that's being told over to the very very gritty scoring system makes this game unique compelling and also a game that you're going to have to get to the table a few times before you and the people around the table feel like you have enough of a grasp of it to be competitive to really be able to sink your teeth into the joy of playing as opposed to just the mechanics system or the engine that you're sitting in front of
  • My personal opinion on arcs is ARS right or wrong for me and if I had to make a determination right now off of the number of plays that I have and the experiences that I've had so far on the table I would say that it's not I wouldn't have it in my permanent collection I I wouldn't keep it or try to get it off the shelf I never want to teach a new player how to play arcs again but it is intriguing it's extremely extremely compelling and the experience of play is different from any other game I currently have
References (from this video)
No references stored for this video.
Video 3bbI9H6QI88 Rules Teach at 5:25 sentiment: positive
video_pk 69380 · mention_pk 165858
Arcs video thumbnail
Click to watch at 5:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich narrative and emergent gameplay.
  • Deep strategic options and player interaction.
  • Campaign progression adds significant depth.
  • Engaging political and thematic elements.
  • More enjoyable and compelling than the base game.
Cons
  • Complex rules, especially in Act 3.
  • Act 1 felt more vanilla than expected.
  • Fear that Act 3 might become too complex ('mcguins').
Thematic elements
  • Campaign game
Comparison games
  • Arcs
  • Leaders and Lore
  • Slay the Spire
  • Molly House
Mechanics (from transcript analysis)
  • action selection — Players choose from various actions like move, influence, battle, or secure.
  • Ambition declaration — Players can declare an ambition which dictates scoring at the end of a hand.
  • Area Control — Players can gain control of systems on the board.
  • Campaign — The game is played over a series of linked games, with player objectives carrying over.
  • Dice rolling — Dice are used for combat and other actions.
  • Resource management — Players manage various resources like fuel, materials, and weapons.
  • set collection — Players aim to collect sets of cards or resources to achieve objectives.
  • Trick-taking — The core of the game is a trick-taking mechanism where players play cards of a lead suit.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love emergent narrative games rocks I'll wax poetic about it enough
  • This is just so much richer like there's just there's so much more going on the political nature doesn't in this is not present in bas game of leaders and lore
  • My fear is that Act 3 is so crazy Act 3 is crazy Act 2 is historically been the most fun right but I I mean it's going to be hard to beat what we just did
  • I hate that it's not a bullet point on a resolve fate it's just a wall of text
  • I love playing I don't have a tough choice unfortunately I that's why I like it CU you you're attached to your guy right you like it I am
References (from this video)
No references stored for this video.
Video o2fwTkjVuws Playthrough at 0:08 sentiment: positive
video_pk 69290 · mention_pk 165725
Arcs video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • richer than base game
  • more narrative
  • more compelling and interesting dynamic
Cons
  • act three might be too crazy and get in its own way
  • act three's mechanical structure might be too much
Thematic elements
Comparison games
  • Slay the Spire
  • Molly House
  • Silo
  • Final Girl
  • The Southern Reach Trilogy
  • City of Saints and Mad Men
Mechanics (from transcript analysis)
  • Campaign — This is part one of a three-part miniseries... Whoever succeeds doing their goals the best wins the campaign of Arcs.
  • Deck building — I'm going to need a flagship card this and those and that all right let's call it good there let's wrap this up and we can finish afterwards
  • Trick-taking — It's a trick-taking game with a little bit more on top.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is part one of a three-part miniseries... Whoever succeeds doing their goals the best wins the campaign of Arcs.
  • This is way more enjoyable than our first stream of this just because it's just more there's I I don't know if it's the way we're playing if it's the combination of our I don't know but it's great.
  • Act one normally is a lot more vanilla than this one was or at least in our experience limited you know between call it 10 campaigns between all of us right what what made this one not vanilla I don't know is it because it was a little mixer we we went there was more blood I think right.
  • My fear is it like the crescendo you want it to really Peak on three and my fear limited plays in the campaign is that act three just adds so much oh my God just mcguins that it gets in its own way a little and that's my fear.
  • The C Fates are really crazy but the other thing is like the A and I will see maybe the B Fates 2o change the inherent structure of the game so much by the time you get to the third act that like you're I mean you're in necessarily playing a pretty different game.
  • I hate this choice you fail it's easy one two three four five six seven eight all right give these a little well we'll fan them out so one one two oh there one two okay and then you picked the two and then we revealed them right yeah yeah yeah my choice is easy.
  • It's really the question is do I want to play as the partisan in act two do you it says hold initiative and gather Guild support to burnish your image yeah cocky I'm going to burnish your image look at me shake it up I think I'm going to shake it up I'm going to do something else all right Shakira cool okay so what do I want to do with this then.
  • I don't know whatever whatever's easy I'm reading the chart fair enough man.
  • I don't think it's a bullet point I hate that it's not a bullet point on a resolve fade it's just a wall of text right there.
References (from this video)
No references stored for this video.
Video NstALfN3MIk Playthrough at 1:02 sentiment: positive
video_pk 69289 · mention_pk 165724
Arcs video thumbnail
Click to watch at 1:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic depth and narrative immersion.
  • High degree of player interaction and negotiation.
  • Strategic complexity with variable player powers.
  • Engaging campaign system with evolving game states.
  • The flagship mechanic is interesting and adds a unique element.
Cons
  • Can be complex to learn and manage all the systems.
  • Some mechanics (like the flagship in certain scenarios) can feel stifling or slow down progress.
  • The game state can become 'stale' if objectives are met too easily or if certain cards hinder progress.
  • Player math and rulebook interpretations can lead to confusion.
Thematic elements
Comparison games
  • Root
Mechanics (from transcript analysis)
  • Area Control — The act of placing banners on the map and controlling systems implies an area control mechanic.
  • card drafting/hand management — The gameplay involves playing cards from hand and managing available actions.
  • Combat — Players discuss battling blight and potentially each other, involving dice rolls and ship capabilities.
  • Negotiation/diplomacy — The summit mechanics and discussions about trading favors and resources indicate negotiation is a key part of the game.
  • Objective Fulfillment — Players are working towards achieving specific objectives and scoring points based on their actions and chosen roles.
  • Resource management — Players discuss gaining and managing resources like fuel, materials, and psionics.
  • Variable player powers — Each player represents a different role with unique abilities ('Hedgman', 'Magnate', 'Founder', 'Warden').
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Reach is too wide for any one Empire to hold power.
  • I mean, I I I I made it a whole lot of running in place and that's because almost felt like and through no...
  • The entanglement web that the game produces is unmatched.
  • My objective was already done and I wanted to go around and try and kill the blight and somehow one of them two of them still remained out there and I just I couldn't get the move battles and I didn't have the hands to be able to follow or or to surpass to be able to take multiple I was doing one thing at a time.
References (from this video)
No references stored for this video.
Video 5sbgoElNBKM Review at 6:15 sentiment: mixed
video_pk 69291 · mention_pk 165726
Arcs video thumbnail
Click to watch at 6:15 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game has an excellent campaign system with evolving rules and player roles.
  • The negotiation and player interaction during summits are highly praised.
  • The 'entanglement web' of the game's mechanics is considered unmatched.
  • Playing with the flagship is described as fun and powerful.
  • The thematic elements and narrative of the game are strong.
  • The game offers a lot of replayability through different 'Fates'.
Cons
  • One player found the game anticlimactic and felt like they were running in place due to their objective being completed too early.
  • Poor card draws and dice rolls significantly hampered one player's experience.
  • The flagship's mechanics can be stifling in certain scenarios, making independent scoring difficult.
  • Balancing combat and objective pursuit can be challenging.
  • Some players found the game to be frustrating at times due to its complexity or their own misplays.
Thematic elements
Comparison games
  • Base Arcs
Mechanics (from transcript analysis)
  • Ambitions — Players focus on objectives and scoring them, with mechanics like 'Corner the Market' and 'Warlord' mentioned.
  • Banners — Placing banner tokens on the map is a core objective and scoring mechanic.
  • blight — Blight is an antagonistic element that attacks and needs to be managed or fought.
  • Campaign play — The game is being played as a campaign with evolving rules and player roles.
  • Catapult Move — A move action that allows for rapid repositioning, especially with the flagship's 'slipstream drive'.
  • Claims of Nobility — This mechanic allows players to become 'Lord' of a cluster, with others in the area becoming their 'vassals'.
  • Commonwealth Membership — Players can become members of the Commonwealth, gaining privileges like taking actions with free buildings.
  • Crisis — Crisis cards are drawn and resolved, impacting the game state, often involving blight.
  • edicts — Edicts are added to the rulebook and triggered during gameplay, impacting resource control and trade.
  • Fates — There are multiple 'Fates' which are variant setups or win conditions that can be chosen.
  • Flagship Actions — Specific actions related to the flagship, such as upgrading it and using its unique abilities.
  • Monopolies — Resources are placed on monopoly cards, and controlling the majority grants control of the card.
  • Outrage — Harming free cities or starports can result in 'outrage', potentially leading to expulsion from the Commonwealth.
  • Summit/Negotiation — Players can call summits to negotiate trades, favors, and other game elements.
  • Trophy/Captive System — Captives can be taken as trophies, and there are mechanics for returning them or using them in negotiations.
  • Warlord Ambition — This ambition scores for trophies and weapons, either in supply or on Guild cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The entanglement web that the game produces is unmatched.
  • My favorite part is just the we're looking at each other we're talking to each other we're negotiating that was a lot of fun.
  • It was a puzzle that I was too slow trying to unpick for myself which sucks but I wasn't super I wasn't super B hold of the hedgman.
  • Mechanically the game is fine right like base arcs I don't have much interest in playing anymore I just like the over the table stuff in the campaign that's my favorite part.
  • I love this game I I I had a game I think uh I played the Hedge incorrectly given the situation rules understanding not withstanding.
  • The narrative of this game was awesome aome.
  • It was a whole lot of running in place and that's because it almost felt like and through
References (from this video)
No references stored for this video.
Video 9bQ94K0jzs4 Top List at 1:20 sentiment: positive
video_pk 68115 · mention_pk 164446
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Overall sentiment (raw)
positive
Pros
  • Excited for the ecosystem building aspect
  • Love of ice theme
  • Anticipation for developer's next game
Cons
none
Thematic elements
  • Building a full-on ecosystem
  • The Arctic
Comparison games
  • Ice
Mechanics (from transcript analysis)
  • Simultaneous action selection — You have simultaneous action selection.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Here are the top five board games I am the most excited to see at Gen Con 2025.
  • If you made here, let me know which game you are the most excited to see from this list.
  • Or if I missed any cool ones, let me know cuz we're about to have a full-on shopping bag that's full of games.
References (from this video)
No references stored for this video.
Video 1TUTiA6BTco Top List at 2:41 sentiment: positive
video_pk 67883 · mention_pk 164152
Arcs video thumbnail
Click to watch at 2:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic game.
  • Interesting integration of trick-taking into a larger game.
Cons
  • Trick-taking is only a small part of the game and used for ordering actions.
Thematic elements
  • Area control and ship combat
  • Space opera
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players control areas on the board.
  • Trick-taking — A small hand of cards is used, where playing a card determines action options and strength.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • tricktaking is like in the soil. It's in our in our DNA. It's in our our very soul.
  • So, you're trying to play cards in the right order, but you don't know what everybody has.
  • It is so stressful, but in like the most fun way possible.
  • It's half the reason why we're married.
References (from this video)
No references stored for this video.
Video Ad8GrwH95_Y Unboxing at 0:02 sentiment: positive
video_pk 67596 · mention_pk 163746
Arcs video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic artwork that captures the IP's spirit.
  • Intricate miniatures with functional elements like rotating dials.
  • Asymmetric gameplay with distinct faction roles.
  • Interesting theme based on a popular TV show.
Cons
  • Prototype components are fragile (airplanes) and may change.
  • The drug mule concept has a dark undertone.
Thematic elements
  • Smuggling drugs and playing as the cartel or DEA or ROC
Comparison games
  • Monster Hunter
  • DC Justice League
  • Lord of the Rings
  • Dune Imperium
  • Archer: A Love Letter
Mechanics (from transcript analysis)
  • Area management — Players manage resources like drugs and police presence in different locations to influence prices.
  • Asymmetric gameplay — Features two police factions and two cartel factions with unique goals and ways of scoring points.
  • card drafting — Players can discard cards to gain effects or use their abilities.
  • Hidden movement — Described as a hidden movement game or more accurately an action planning game where chips are placed face down.
  • miniatures — The game includes miniatures for characters, vehicles, and drug mules.
  • set collection — Implied through the gathering of drugs and their different grades.
  • Variable player powers — Each faction has unique ways of scoring points and objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a sponsored unboxing, which is not something that we do a lot of on this channel.
  • If you are familiar with the channel, welcome aboard.
  • This is a prototype.
  • Narcos is based on the TV show of the same name.
  • It is it's a game about, you know, smuggling drugs and playing as the cartel or the DEA or the ROC, I believe.
  • And it's very asymmetric. Again, there's two police factions and two cartel factions.
  • The artwork is fantastic.
  • One of the things about this game is the art is fantastic.
  • I think Narcos did a great job of that.
  • Like Archer meets Narcos.
  • IPs and board games seems to be the new thing that everyone's doing
  • To me, it is actually a stain on the IP of the Lord of the Rings.
  • The drug mules that are going to fly with your drugs.
  • These airplanes are going to go to your private airports and smuggle your drugs that way.
  • prototype insert in order to make these airplanes fit.
References (from this video)
No references stored for this video.
Video 2CXyL8d1aPw Tantrum House Crowdfunding Roundup at 5:21 sentiment: positive
video_pk 66972 · mention_pk 162853
Tantrum House - Arcs video thumbnail
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Overall sentiment (raw)
positive
Pros
  • expansion for fans of the base game
  • more content
  • more variability
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "layered systems"
  • "very very minimal luck"
  • "strategy-first experience"
  • "direct competition"
  • "tactical decision-making and a strong visual presence."
  • "immersive campaign-style games with miniatures and strong narrative elements."
  • "cooperative experience likely best for families or groups that enjoy teamwork-focused gameplay."
References (from this video)
No references stored for this video.
Video jMATfG38ha8 Top List at 5:26 sentiment: neutral
video_pk 66485 · mention_pk 162023
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Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The games that you have played at least once that you are the most excited to play again.
  • One thing I think I'd like to mention is that I still think it's fairly unique that in Scythe, the resources that you earn, the the the wheat, the wood, the the ore, the oil, that they are all kept on the board itself.
  • I love the interactions that happen here. It's one of my favorite types of interactions in games.
  • I think what I will say is uh I'm kind of amazed that it uses such a clever dice selection mechanism. And I'm kind of amazed that other games haven't tried to use this.
References (from this video)
No references stored for this video.
Video R3sFctCXL5g Unknown Analysis at 4:12 sentiment: positive
video_pk 66281 · mention_pk 161186
Unknown - Arcs video thumbnail
Click to watch at 4:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging engine-building elements
Cons
none
Thematic elements
  • engine-building / tableau-building
Comparison games
none
Mechanics (from transcript analysis)
  • engine building — players build an engine of resources and actions to generate more per turn
  • engine-building — players build an engine of resources and actions to generate more per turn
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Every mechanical element of this game is perfectly tailored to maximize interaction at the table.
  • You're navigating this map and placing trade houses on various regions. And when one player activates a region, everyone who has built a trade house in that area receives resources.
  • Despite the thematic suggestion, you're not rampaging through feudal Japan, you're laying down tiles on a map and surrounding various tokens in the hopes that you outnumber your opponents and claim those tokens.
  • engine building and tableau building become the predominant design mechanics.
References (from this video)
No references stored for this video.
Video eKkTvepOu9U CA Couple Top 5 List at 4:43 sentiment: positive
video_pk 66229 · mention_pk 161062
CA Couple - Arcs video thumbnail
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Overall sentiment (raw)
positive
Pros
  • Simple rule set with deep strategic interaction
  • Ambitions mechanic adds planning pressure
  • Smooth two-player dynamic
Cons
  • Potential table talk limitations at higher player counts
Thematic elements
  • Strategic space battles with area control and ambition
  • Space opera battlefield in a galactic reach
  • Tactical conflict with simple rules but deep strategy
Comparison games
none
Mechanics (from transcript analysis)
  • Ambitions — declare scoring objectives for rounds to shape strategy
  • Area Control — control spaces in space battle arena
  • area_control — control spaces in space battle arena
  • Combat — engage in battles with tactical decisions
  • hand_management_card_play — play cards to influence battles and actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a engine built dice roller where you're going to be purchasing different ships and placing them into your board your space station
  • it's essentially a race to 40 rockets
  • the board really becomes alive as you Electrify the city as you grow more districts
  • bees they're cute they're so cute
  • this is like a tableau Builder where you're drafting your cards and placing them but the thing that's hard to wrap your brain around is you're playing cards from left to right and scoring right to left
  • the gang is a Cooperative poker game
  • the timing of the game is really exciting too
  • declaring Ambitions and when you do that you basically out of the five maybe six options you have you can really set the tone for what the round is going to look like
  • I want to play it at a higher player count to see what kind of interaction goes on
  • the board becomes alive as you electrify the city
  • it's one of the most gorgeous games on the table
  • Darwin's Journey … following along Darwin's Journey as the game suggests
  • be mindful of yo-kaI and the deforestation theme
References (from this video)
No references stored for this video.
Video DpFApovqA10 Top 10 List at 5:39 sentiment: positive
video_pk 66106 · mention_pk 160661
Arcs video thumbnail
Click to watch at 5:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting concept; connection to Root
  • Curious to see if it will become more popular than Root
Cons
none
Thematic elements
  • area control / manipulation; multi-use cards; rumored trick-taking
Comparison games
  • Root
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am so so looking forward to seeing them
  • 13 games that I am so, so looking forward to this year
References (from this video)
No references stored for this video.
Video CbBc9YRMuPU Rolls in the Family Top List at 35:48 sentiment: positive
video_pk 65487 · mention_pk 159178
Rolls in the Family - Arcs video thumbnail
Click to watch at 35:48 · YouTube ↗
Overall sentiment (raw)
Extremely positive, considered a top game by multiple players.
Pros
  • A successful marriage of heavy conflict and trick-taking mechanics.
  • The Blighted Reach campaign significantly enhances the experience.
  • Satisfying to pull off clever or creative moves.
  • The card system constrains decisions, making it compelling and replayable.
  • Considered a rewarding game.
  • Engaging for players who enjoy direct conflict.
Cons
  • May require a dedicated group or willingness to play with others who enjoy it.
  • Campaign content adds complexity and may not be preferred for standalone play.
Thematic elements
  • Conflict
Comparison games
  • Blight of Arcs
Mechanics (from transcript analysis)
  • Campaign play — The Blighted Reach campaign is highlighted as a significant addition.
  • hand management — The cards in hand push players in different directions and create tension.
  • Trick-taking — Mentioned as a core element of the game, combined with conflict.
  • variable setup — An expansion pack is noted for changing the setup and adding variation to standalone games.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Meaningful strategic decisions that then feed into a lot of random outcomes and very entertaining random outcomes.
  • The game does the best like chain reaction type experience that I think I've seen in a game.
  • It feels like Ethnos meets Quacks of Quedlinburg.
  • It's got the same element as a game like Quacks where you might just have a bad round drawing. But it feels even worse in this game because you're playing a big two plus hour game and have a bigger overarching strategy. So for it to really not pan out it stings more.
  • Number one goes to Arcs.
  • This is the marriage of those two [heavy conflict interactions and trick taking].
  • When you're able to pull something off, it feels like this game is so satisfying.
  • Having the cards push you in different directions and like I can't do what I want, but how can I make something work? I find a lot more kind of compelling and replayable.
  • It is a very rewarding game.
  • I think he even recently said it's his top game.
  • So much so that he was the one that requested to put it on our wedding registry.
References (from this video)
No references stored for this video.
Video iIbEpqPfTzY Grant Lyon Review at 0:02 sentiment: positive
video_pk 65315 · mention_pk 158965
Grant Lyon - Arcs video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great little card game
  • Lots of player interaction
  • Advance mode available
Cons
none
Thematic elements
  • A wizard accidentally turned pigs into monster fighting heroes.
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — Each player chooses one hero deck, and cards have combat and reward values, with lower combat values offering higher rewards but being harder to win with.
  • Monster combat — Every turn, a monster card is revealed, and players choose a card from their hand to reveal for combat. The collective combat strength must be higher than the monster's health multiplied by the number of players to win.
  • set collection — Players can claim treasure cards that can help along the way, implying a collection element.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Sometimes the theme of a game just really pulls you in.
References (from this video)
No references stored for this video.
Video BGxkpkkRnF0 Watch It Played Discussion at 2:09 sentiment: positive
video_pk 65261 · mention_pk 158897
Watch It Played - Arcs video thumbnail
Click to watch at 2:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cool conjurations and spells
  • Interesting dice mechanics
  • Cool back and forth battle system
  • Gorgeous artwork
  • Lots of options in one box
Cons
none
Thematic elements
  • Phoenix born demigods fighting against each other in a Highlander style battle where there can only be one left.
Comparison games
none
Mechanics (from transcript analysis)
  • Back-and-forth combat — Players take turns performing one action, with opportunities for reactions.
  • Card Play — using cards to cast spells and take actions.
  • Deck construction — Players can build their own decks, use pre-built decks, or draft decks.
  • Dice as resource — using dice as resources in order to bring out conjurations and spells.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hey everybody Welcome to watch play my name is Rodney Smith and this is Isaac mea games hi Rodney how you doing Isaac I am doing fantastic you know what there's a problem there's a problem I tweeted pictures of the products on this table that we're about to look at and then I just got a bunch of questions well like people like our stuff they want to talk about our stuff questions I don't have answers to and I'm hoping I answer correctly yes we're blaming you
  • and this is the first time that he's able to do it without another license and pach and so it's all robbed out here in this game it's just amazing and a very different animal from R Legacy I know I did a play test of vtg conon which is very fun to do this earlier iteration but still very different St play very engaging really Drew Us in I think you obviously people are excited about it and I think there's good reason to be very much so and there's something else to be excited about on this table yes yes yeah
  • ashes is taking everything that I loved about of Competitive Gaming when I was in middle school and high school and early on and just kind of giving my own twist to things kind of fixing the problems that I saw in the gaming gaming and also giving players the ability to have a ton of different options in one box that isn't going to break the B and gives them lots of cool different things that they can do that will just create lots of fun and memorable moments for them and their friends can't wait to see the final version
  • this is just a box just like SE it's just a box it's just a mackup box all of these that we just saw here today are mackup boxes The final products have yet not yet been produced but they will be very soon we're expecting tail feathers hopefully before the end of the year we're aiming to try to have it you guys by Christmas big tee you're just a big teas yes but we love it we love it
References (from this video)
No references stored for this video.
Video gTKUBTOMg64 Watch It Played Discussion at 2:05 sentiment: positive
video_pk 65236 · mention_pk 158867
Watch It Played - Arcs video thumbnail
Click to watch at 2:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Isaac Vega gifted two complete sets of Phoenixborn cards signed by the artist for the fundraiser.
Cons
none
Thematic elements
  • Fantasy combat/magic duel
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — Mentioned as something that can be stored in the dice tray lid.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • being able to work on watchet played full-time is something that I want to be able to continue doing and just on a practical level I can't do it without your financial support and you guys are providing that thank you so much
  • Although this is final it's not actually final we're going to make a few additional adjustments to the dice tray which I think people will like
  • we also need to figure wrote what we're going to use for padding on the bottom of the dice tray so you can sit it on your table and not worry about scratches as it gets moved around
  • first of all thank you Isaac I don't think it's any secret that over the years watch it played and plat Hat games have done a lot of things together and I really appreciate the support they gave our Channel early on and I'm even more thankful for the friendships that have formed out of that
References (from this video)
No references stored for this video.
Video 3W-ybgRHYp0 watch it played Discussion at 0:24
video_pk 65155 · mention_pk 158777
watch it played - Arcs video thumbnail
Click to watch at 0:24 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hey everyone welcome back to watch it played my name is Rodney Smith this is going to be a quick news and updates video because the next couple of weeks are going to be Bonkers and I just want to give you a sense of what's going on
  • Tom's going to have me there we're going to be playing some games we'll stream that live for people to watch
  • so if you'd like to check that out then join us then again keep an eye on the channel there we'll have an announcement for when that's going live
  • otherwise that's everything I had to share I hope you're all having a great time and having some fun gaming but until the next episode thanks for watching
References (from this video)
No references stored for this video.
Video sV-sERkUryw Watch It Played Discussion at 10:51 sentiment: positive
video_pk 64843 · mention_pk 158413
Watch It Played - Arcs video thumbnail
Click to watch at 10:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Host enjoys playing it with their daughter.
  • Has a refreshed version with tweaked rules.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card game — Played with decks and strategies.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't know I just I'm kind of attached to it it's the it's live live show I just like that I don't know this could be hard to sway me from that one
  • it is fascinating too and everyone else is dreadfully boring
  • I don't know that there is a game that I'm best at I have to imagine that's a pretty common answer from people who play lots of games maybe maybe it's a common game amongst people who play a lot of different games because I never go so deep as to get particularly good at any one game
  • I love when a card can be used in multiple different ways particularly if you're holding it in your hand and you're like I want to use these for everything and I can't I have to make difficult choices
  • if you try to please everyone there's no there's no there's no way you can do that you just can't and if you fail to please yourself in the middle of that that has a cost too you know at the end of the day
  • I feel like this is probably not giving you much to work with
  • I remember I said it was gonna be like it would be two minutes it might be three three minutes now
  • I found it to be very good and basically you have to memorize a few patterns
  • I was over 40 years old and I've learned how to solve a Rubik's Cube something I was not able to do since childhood or ever you know so that was that was fun
  • Thanks everyone for jumping in and not ignoring and being a part of this little test to run it gives me confidence that tomorrow if I try to run its live live show things will go relatively smoothly
References (from this video)
No references stored for this video.
Video vZCwRqEhw-A Meeple University Review at 0:41 sentiment: positive
video_pk 64719 · mention_pk 158218
Meeple University - Arcs video thumbnail
Click to watch at 0:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic circus atmosphere enhanced by the game's design and instructions
  • Escalation of attraction requirements provides pacing and tension
  • Clear instructions contribute to the theme
  • Catch-up mechanics mentioned as a potential balancing element
Cons
none
Thematic elements
  • audience attraction and performance spectacle
  • circus/carnival atmosphere with grandstands, Midway, and attractions
  • escalation-based progression of attractions
Comparison games
none
Mechanics (from transcript analysis)
  • attraction_card_matching — Active player can bring out an attraction card that matches the suit when the total reaches thresholds.
  • audience_points_to_grandstands — Players accumulate attractions to fill grandstand seats; first to fill seats wins.
  • display_to_midway_flips — On a turn, a card is flipped from the common display to the Midway area to reveal its suit and strength (1-3).
  • hand management — Mentioned as a mechanic in Barca.
  • head management — Mentioned as a mechanic in Barca.
  • Matching — Active player can bring out an attraction card that matches the suit when the total reaches thresholds.
  • Pechaluk — Mentioned as a game mechanic by the host.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love that instructions and strongman stem make the game more thematic
  • feels like you are at a cannon for circus
  • the escalation of requirement to bring out the next attraction is a good picture of the game
  • This escalates the game and also a good ketchup mechanic
  • I was trying to guess what suits my opponents I tried to collect then try not to select that suit on my turn
References (from this video)
No references stored for this video.
Video Z_DMulJTwoU Meeple University Top List at 6:00 sentiment: positive
video_pk 64590 · mention_pk 158082
Meeple University - Arcs video thumbnail
Click to watch at 6:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tactical depth; objective scoring; card-based engine
Cons
none
Thematic elements
  • war, tactical conquest
  • tactical war game; World War II-like vibe
  • score-based objectives
Comparison games
  • PX Premere
Mechanics (from transcript analysis)
  • Tactical movement — Positioning pieces on the board to achieve goals.
  • Trick-taking engine — Engine for selecting and moving cards to achieve objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am very keen on this game
  • This is a energy production type of game; it's a steam powered game.
  • it's a heavy pen and paper game
  • it's got cute dragons
  • Storm Raiders coming out on Kickstarter
  • card management for taking your actions and leveling up your actions
References (from this video)
No references stored for this video.
Video xv_aXuTTil8 Meeple University Rules Teach at 0:08
video_pk 63945 · mention_pk 157472
Meeple University - Arcs video thumbnail
Click to watch at 0:08 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • ambitions and power struggles in space empires
  • space fairing societies within the reach a rugged expans of space over which all players are fighting for power over up to five chapters of play
Comparison games
none
Mechanics (from transcript analysis)
  • Battle — combat on an aggression card; attacker selects system and rival; dice are rolled with Assault, Skirmish, or Raid; resolves to trophies, captives, and possible game effects
  • build — construct buildings or ships in a system with a loyal piece, choosing to place a starport or city; up to one ship per starport per turn
  • income — gain one resource by taxing a city; may tax loyal or rival City in a system you control; each City may be taxed at most once per turn; rival taxation can also capture one agent
  • influence — take an agent from your supply and place it on any one card in the court; no explicit limit to the number of cards
  • Influence Points — take an agent from your supply and place it on any one card in the court; no explicit limit to the number of cards
  • Move — two methods: standard move (move ships between adjacent systems) or catapult (move a group through a sequence to reach a planet/system/gate controlled by a rival)
  • Repair — turn a damaged piece back to fresh, available on both Administration and Construction
  • Secure — secure a card from the court where you have more loyal agents; take the card and add to your area; may discard or manage cards as allowed
  • Tax — gain one resource by taxing a city; may tax loyal or rival City in a system you control; each City may be taxed at most once per turn; rival taxation can also capture one agent
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • ARX is a tactical war game played in chapters
  • ARCS is a tactical war game played in chapters
  • and in this video we'll be teaching you how to play arcs game
  • the rule book is a version controlled living document what we displayed here was correct at October 31st 2023
References (from this video)
No references stored for this video.
Video b8_QrsmYAOY Neon Gorilla Rules Teach at 0:00 sentiment: positive
video_pk 63684 · mention_pk 157177
Neon Gorilla - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • victory points across five victory conditions with area majorities
  • city and starport
Comparison games
none
Mechanics (from transcript analysis)
  • area majority — fighting for area majorities across the five victory conditions
  • card flow — cards have actions on them; need to know if you're getting all the actions or some of the actions; leading, surpassing, copying; seizing the initiative
  • damage to components — ships can be damaged; systems and gates can be damaged
  • hidden victory points — players gain victory points; there are five victory conditions
  • Victory Points — players gain victory points; there are five victory conditions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Arcs is a beautiful 20-minute teach
  • teach Arcs in 20 minutes and players will have zero questions about the game when they start playing.
References (from this video)
No references stored for this video.
Video 8p1e06Pd77Y Board Game Buzzz Top List at 0:19 sentiment: negative
video_pk 63140 · mention_pk 156447
Board Game Buzzz - Arcs video thumbnail
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • number one board games that come with no form of insert
  • looking at you arnac it is so incredibly annoying
References (from this video)
No references stored for this video.
Video Tb_VWuW2LO0 Neon Gorilla Discussion at 0:08 sentiment: positive
video_pk 62773 · mention_pk 155470
Neon Gorilla - Arcs video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • lovely little systems which provide that good dopamine
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Arcs is the best piece of design that I've ever done.
  • start with Primer
References (from this video)
No references stored for this video.
Video lfLpAqQj0_Y Neon Gorilla Analysis at 0:53 sentiment: mixed
video_pk 62774 · mention_pk 155472
Neon Gorilla - Arcs video thumbnail
Click to watch at 0:53 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It is one of the most uh polarizing games that I have you know ratings at a high rate.
  • So 84% I have I have something called the cardboardometer and basically it's like Rotten Tomatoes.
  • their average overall rating is a 5.43.
  • their average overall rating is a nine.
  • luck is a five out of ten on a scale.
  • their perception of luck was significantly higher in the people that didn't like your game.
  • Arcs fans in depth rated it almost a point and a half higher than the skeptics at 8.4 which is incredibly high.
  • Arcs your fans thought it was a more complex game.
  • not BGG so they're still relatively small.
References (from this video)
No references stored for this video.
Video WdiCuauUEM8 Neon Gorilla Analysis at 8:19
video_pk 62768 · mention_pk 155468
Neon Gorilla - Arcs video thumbnail
Click to watch at 8:19 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a full knee-jerk, not at all what I was working on.
  • the practice of not disclosing the number of times you've actually played a game
  • you have no business reviewing it.
  • Let's create a better community, let's bring all these like-minded people together.
References (from this video)
No references stored for this video.
Video A0_IDdF31ro Board Game Critique Review at 0:00 sentiment: mixed
video_pk 62537 · mention_pk 155244
Board Game Critique - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • High agency and strategic depth; engaging four-player interactions; strong replayability
Cons
  • Complex to teach; heavy iconography; requires rule-checking and learning terms
Thematic elements
  • agency, initiative, scarcity, and strategic maneuvering in a competitive setting
  • space opera with retro sci-fi aesthetic; space fleets and colonies
  • emergent story through player choice and variable ambitions
Comparison games
  • The Old King's Crown
Mechanics (from transcript analysis)
  • Ambitions scoring — Round-by-round point declarations based on chosen ambitions.
  • dice system with recoil — Buckets of dice (attack, skirmish, raid) with a recoil option that risks own ships.
  • guild card engine — A deck engine that can generate passive points through card combos.
  • mulligan rule (two-player specific) — Discard and redraw to improve starting hand in 2-player games.
  • resource scarcity — Actions and resources are limited, forcing tough trade-offs.
  • Trick-taking — Lead a card to determine available actions; players choose to follow, copy, or pivot to seize initiative.
  • trick-taking action selection — Lead a card to determine available actions; players choose to follow, copy, or pivot to seize initiative.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Arcs just flows.
  • In Arcs, the engine is this trick- taking action selection system.
  • The core is simultaneous blind bidding.
  • It's not just pictures. It's the vibe.
  • Beautiful tragedy.
References (from this video)
No references stored for this video.
Video NCj0fWMw_Ic Board Game Critique Top List at 6:25 sentiment: positive
video_pk 62506 · mention_pk 155135
Board Game Critique - Arcs video thumbnail
Click to watch at 6:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tight base game with a deep campaign option
  • Every game feels different due to card-driven tricks and ambitions
Cons
  • Campaign mode adds length and complexity for some groups
Thematic elements
  • ambitions-driven scoring; action tricks and trick-taking card play
  • Space opera with a 60-minute base game and a six-hour campaign
  • campaign depth in a compact box
Comparison games
none
Mechanics (from transcript analysis)
  • Ambitions and score declaration — Ambitions declared by the leader influence scoring and risk.
  • Campaign expansion — Blighted Reach adds a multi-session campaign with evolving rules.
  • Trick-taking — Suit determines actions (aggression, construction, administration, mobilization).
  • Trick-taking card actions — Suit determines actions (aggression, construction, administration, mobilization).
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's approachable enough that new players can learn it in one session, but deep enough that you're still finding new strategies after 30 plays.
  • The expansions add modules instead of replacing the base game. So, you're building a collection, not cycling through versions.
  • It's Dune. That IP isn't going anywhere. As long as people are watching Dune movies, they're going to want to play Dune games.
  • The magic is in the gear shift mechanism.
  • It's creating a new genre, strategic deduction.
  • "No, you're a ghost now. You still matter."
  • "The objectives change every game."
References (from this video)
No references stored for this video.
Video xtBvBUaRJ1w Allies or Enemies Top List at 4:01 sentiment: positive
video_pk 61070 · mention_pk 153497
Allies or Enemies - Arcs video thumbnail
Click to watch at 4:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Smart trick-taking twist with shifting scoring decisions
  • Dense tactical decision-making even at two players
  • Campaign expansion potential hinted
Cons
  • Noted as best with more than two players; two-player experience is acceptable but not optimal
Thematic elements
  • Space combat with trick-taking flavor
  • Space-faring conflict with tactical fight elements
  • competitive but tactical
Comparison games
  • Trick-taking games with variable scoring
  • Other space strategy games
Mechanics (from transcript analysis)
  • Compound Scoring — Scoring options shift per round, introducing strategic tension
  • dynamic scoring choices — Scoring options shift per round, introducing strategic tension
  • Trick-taking — Rounds determine scoring via selectable targets; players decide what to score each round
  • trick-taking with scoring emphasis — Rounds determine scoring via selectable targets; players decide what to score each round
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "it's about windmills"
  • "the closest I've seen to Mario Kart as a board game"
  • "it's a very tight worker placement game"
  • "the biggest surprise of the year"
  • "this is my favorite game of the year so far"
References (from this video)
No references stored for this video.
Video JZi8xz5VUQU Tim Chuon Discussion at 21:19 sentiment: positive
video_pk 59634 · mention_pk 152166
Tim Chuon - Arcs video thumbnail
Click to watch at 21:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • No downtime; quick engagement and immediate action
  • High interactivity and psychological tactical decisions
Cons
  • Initial confusion about flow and resource generation
Thematic elements
  • Follow-the-lead style with action-dense decisions and strategic pacing
  • Spacefaring empire with a circular map and planet gates
  • Root/Fort-inspired space opera with direct player interaction
Comparison games
  • Root
  • Fort
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • June honestly was one of the best months in gaming because we had so many so many good games played.
  • Andromeda is so good.
  • I cannot wait to share more about ARs and about the one and only Andromeda.
  • this is very, very initial early thoughts about this game and I still want to tell you about it
  • it's so fun this game is so good y'all
References (from this video)
No references stored for this video.
Video 1dg1OIu899o Neon Gorilla Analysis at 0:00
video_pk 59532 · mention_pk 152097
Neon Gorilla - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Array
  • Array
  • Grotesque, survival-focused fantasy with themes of hunting, butchery, preparation, and ritualized combat using meat-hook and hunter-inspired gear
  • Array
  • A gritty survival/gauntlet of butcher-themed dungeon-crawl dynamics where players manage “baddies” on meat hooks, cook recipes, and optimize a range of grotesque, survival-oriented goals.
  • Array
  • Array
  • Array
  • mixed
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Everything to do with Carcass revolves around meat hooks.
  • My personal favorite is the taxidermist profession.
  • I frankly roll every single battle.
  • Carcass isn't my favorite gear lock I think he's super interesting.
  • Carcass has some real potential to put down a couple of really good hits.
References (from this video)
No references stored for this video.
Video R3yRJm_fSZ0 The Board Gaming Doctor Top List at 8:20 sentiment: positive
video_pk 42463 · mention_pk 128960
The Board Gaming Doctor - Arcs video thumbnail
Click to watch at 8:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • campaign/story progression
  • narrative-driven arc-based gameplay
  • story-forward with arcs
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign — arc-based campaign progression and evolving objectives
  • campaign mode — arc-based campaign progression and evolving objectives
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think this game really shines with its thematic integration and the way that its mechanisms work
  • it's not perhaps the most replayable but it does or at least the most variable
  • the solo mode is very interesting and yeah just a very solid game by Rosenberg
  • I love the the depth that this game provides and I still enjoy playing this game over 50 times now
  • the player interaction is very awesome I love the simpleness of this game yet it's very reactive and hard to master
  • Age of Innovation I feel not as daunting to me for someone who hasn't put in the time
References (from this video)
No references stored for this video.
Video tuM0wIk2fc8 Board Game Animal Review at 0:00 sentiment: positive
video_pk 41997 · mention_pk 127475
Board Game Animal - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative use of trick-taking as an action engine
  • Deep, highly thematic with strong asymmetry
  • Excellent production quality and striking artwork
  • Outstanding player aids that distill complex rules
  • Extremely high replayability due to asymmetry and campaign potential
Cons
  • Steep learning curve; not a casual or quick teach
  • Heavy time commitment; may be challenging for lifestyle gamers
  • Complexity can be overwhelming without a dedicated group
Thematic elements
  • Space opera politics, exploration, and interstellar strategy
  • Distant future in which spacefaring factions develop planets, build fleets, and vie for control through political and military maneuvering.
  • campaign-driven with evolving objectives and a dynamic court/lore system
Comparison games
  • The Crew
  • Fox in the Forest
  • Cat in the Box
  • Skull King
Mechanics (from transcript analysis)
  • ambitions and dynamic scoring — Ambitions create an evolving race to satisfy conditions while influencing how others pursue points.
  • asymmetry and leaders — Different factions and leaders provide unique abilities and paths to victory, creating varied strategic routes.
  • Compound Scoring — Ambitions create an evolving race to satisfy conditions while influencing how others pursue points.
  • prelude actions and pivoting — Early actions set up future options and require on-the-fly adaptation as the board state evolves.
  • Trick-taking — Players use trick-taking as a mechanism to select actions from a shared pool, driving resource flow and scoring opportunities.
  • trick-taking action selection — Players use trick-taking as a mechanism to select actions from a shared pool, driving resource flow and scoring opportunities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • arcs is immaculate it's one of those very few games that upon learning the rules I instantaneous thought oh this game is absolutely wonderful
  • I think the game is perfect a perfect ten
  • it's the Mary Poppins of games
  • final thoughts ... arcs is the Mary Poppins of games
  • Flawless design
References (from this video)
No references stored for this video.
Video tuM0wIk2fc8 Board Game Animal Review at 5:57 sentiment: positive
video_pk 41997 · mention_pk 151403
Board Game Animal - Arcs video thumbnail
Click to watch at 5:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds meaningful depth without unnecessarily overwhelming the base experience
  • Increases replayability and campaign breadth
  • Preserves the core feel of Arcs while expanding scope
Cons
  • Significantly more complex; may be overbearing for some players
  • Campaign length increases time commitment and planning requirements
Thematic elements
  • Epic sci-fi governance, interplanetary politics, and campaign-scale arcs
  • Expanded space opera setting with an extended three-game campaign, deepening politics and interstellar conflicts.
  • campaign expansion with additional content that intensifies decisions and outcomes
Comparison games
  • Arcs (base game)
Mechanics (from transcript analysis)
  • enhanced player aids and organization — Upgraded supports to help manage the added complexity and keep the campaign accessible.
  • expanded factions, crises, and politics — New leaders, factions, crises, and political mechanics increase depth and strategic variety.
  • three-game campaign structure — Turns Arcs into a longer, linked experience with escalating stakes and sustained strategies across scenarios.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • arcs is immaculate it's one of those very few games that upon learning the rules I instantaneous thought oh this game is absolutely wonderful
  • I think the game is perfect a perfect ten
  • it's the Mary Poppins of games
  • final thoughts ... arcs is the Mary Poppins of games
  • Flawless design
References (from this video)
No references stored for this video.
Video Z0oSBJX1skI Board Stupid Top List at 34:41 sentiment: positive
video_pk 41389 · mention_pk 125564
Board Stupid - Arcs video thumbnail
Click to watch at 34:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Pioneering a new system blend
  • strong sense of campaign evolution and evolution of stories
Cons
  • Unfamiliar to players used to strict euro or heavyAmeri
Thematic elements
  • unusual mechanics blended into a campaign system
  • Novel narrative arc in a campaign-driven world
  • literary, campaign-driven, emergent
Comparison games
  • Root
  • Oath
  • Gloomhaven
Mechanics (from transcript analysis)
  • Blended systems — Unusual mechanics combined to create unique experiences.
  • Three-act campaign structure — A boxed campaign with evolving storytelling across acts.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Exploding Kittens was raised $8 million on Kickstarter for many years. It opened the floodgates for other publishers to look at Kickstarter as a viable medium.
  • I don't think we'd have Gloomhaven without Exploding Kittens.
  • Blood on the Clock Tower is the de facto social deduction game taking shape.
  • It's a beautiful game about nature reserves.
  • ARCs has done very very well and other games in the leader lineup as well as the sister company.
References (from this video)
No references stored for this video.
Video hNEAyACOq64 The Board Gaming Doctor Top List at 17:12 sentiment: positive
video_pk 39437 · mention_pk 119049
The Board Gaming Doctor - Arcs video thumbnail
Click to watch at 17:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, asymmetric play akin to Root in feel and ambition
  • campaign mode provides long-term engagement
  • variety of factions and strategic depth
Cons
  • learning curve is non-trivial
  • rule complexity can be intimidating
Thematic elements
  • space-faring civilization with asymmetric factions and campaigns
  • space exploration and colonization
  • campaign-driven, with evolving asymmetry
Comparison games
  • Root
  • Oath: Chronicles of Empire and Exile
Mechanics (from transcript analysis)
  • Campaign — three-game arcs with different factions
  • campaign mode — three-game arcs with different factions
  • card purchasing with effects — buying cards to gain one-time or ongoing benefits
  • Trick-taking — cards combine trick-taking with actions on a shared board
  • trick-taking with spatial/board overlay — cards combine trick-taking with actions on a shared board
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Newford is my favorite game from 2024.
  • I genuinely like this game more than Black Forest.
  • Castle Combo is a really quick and short Tableau building game.
  • 21 actions to seemingly do the impossible.
References (from this video)
No references stored for this video.
Video rMfymDdQUwc The Board Gaming Doctor Discussion at 0:00 sentiment: positive
video_pk 38333 · mention_pk 115435
The Board Gaming Doctor - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Relatively easy to teach for a Worley game
  • Flexible and game-changing trick-taking that supports creative play
  • Strong narrative potential through campaign and asymmetry
  • Asymmetric factions and leader/lore powers add variety
  • Streamlined compared to other Worley titles, with a clear engine
  • Good replayability with leaders, lore, and campaign options
  • Three-player interaction balance can enhance tension
Cons
  • Trick-taking can feel restrictive when not leading, limiting actions
  • Luck of the draw can be frustrating in longer sessions
  • Not a traditional 4X; more Euro with some 4X vibes
  • Mastery requires habitual play; base game can feel shallow without leaders/LS
  • Campaign/module complexity may overwhelm new players
Thematic elements
  • Ambition, empire-building, and tactical manipulation
  • Space opera spanning multiple factions and chapters in a sci-fi setting
  • campaign-driven with narrative arcs and leader/lore asymmetry
Comparison games
  • Root
  • Oath
  • Pax Premier Second Edition
  • Pax Renaissance
  • Newsford
Mechanics (from transcript analysis)
  • Ambitions and scoring — Ambitions provide per-chapter scoring opportunities and are tracked with markers; end-of-chapter goals influence play.
  • Asymmetric leaders and lore cards — Eight leaders and fourteen lore cards create variability and unique powers, contributing to asymmetry.
  • Attacks and captivity — Opponents can capture agents or resources, influencing scoring opportunities and adding interaction during battles.
  • Campaign — Campaigns offer three games back-to-back with varying leaders, lore, and events to intensify narrative and complexity.
  • Campaign mode and events — Campaigns offer three games back-to-back with varying leaders, lore, and events to intensify narrative and complexity.
  • Combat: Dice — Battles are resolved with dice, with different dice types enabling various tactical options.
  • Dice-based combat — Battles are resolved with dice, with different dice types enabling various tactical options.
  • Resource management — Resources are limited and used to score Ambitions, acquire cards, and can be stolen during battles; placed on a personal tableau.
  • Resource management and tableau — Resources are limited and used to score Ambitions, acquire cards, and can be stolen during battles; placed on a personal tableau.
  • Trick-taking — Players play color-coded cards to gain actions and initiate rounds; lead card determines initiative; follow-up cards provide limited alternatives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Crux of this game does rely on how you play these cards not only for actions but also to gain the ability to do extra actions as well
  • a lot of tension that revolves around how you play these cards
  • so I think arcs would for me personally take more precedence than those other games based off of how easy it is to play and teach
  • I would love to dive into this game even more
  • the teach and the play was streamlined
  • I think this game will shine most at three players
References (from this video)
No references stored for this video.
Video iRy8E5cRF2w Board Stupid Discussion at 0:12 sentiment: positive
video_pk 38265 · mention_pk 115133
Board Stupid - Arcs video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Identified as a top pick in the arc of current revival trend
Cons
  • Limited information on mechanics or gameplay details in the transcript
Thematic elements
  • Ambiguous core theme due to lack of detail in transcript; not explicitly sci-fi
  • Board game convention previews and announcements; discussion of upcoming titles
  • informal interview-style preview discussion
Comparison games
none
Mechanics (from transcript analysis)
  • unknown — Not described in the transcript
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • what the hell do I even see at a place
  • it's going to be arcs
  • From the Moon
  • a game called From the Moon
  • there's been kind of a trend in the last few years to take some games from the '90s early 2000s
References (from this video)
No references stored for this video.
Video pHS7KY0IbZI Board Stupid Review at 1:23 sentiment: positive
video_pk 38089 · mention_pk 114517
Board Stupid - Arcs video thumbnail
Click to watch at 1:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative blend of trick-taking with space opera and area control
  • Tense, high-interaction gameplay with meaningful risk and reward decisions
  • Combat system is stylish, mitigated, and feels modern and satisfying
  • Public scoring and Ambitions create dramatic, memorable moments
  • Excellent production quality and strong card art that enhances flavor
Cons
  • Aggressive, unforgiving design that may deter casual players
  • Steep learning curve; strategic value is often chapter-limited and can be frustrating for newcomers
  • First-time games can leave players feeling crushed by veterans due to lack of catch-up mechanisms
  • Board readability can suffer from a dark palette and small symbols
  • Some production choices (e.g., non-screen-printed components) may be a turn-off for some buyers
Thematic elements
  • Ambition, conquest, and political maneuvering within a space empire; public scoring of ambitions drives competition.
  • A condensed space opera in a galactic setting for two to four players, featuring interstellar conflict, planetary control, and faction influence.
  • Tense, aggressive, and high-stakes with frequent shifts in power and visible scoring.
Comparison games
  • Twilight Imperium
  • Eclipse: Second Dawn
  • Root
  • John Company
Mechanics (from transcript analysis)
  • Ambitions and scoring — Ambitions are public conditions announced when leading; up to three points per chapter can be earned by meeting them.
  • Area Control — Control of systems and space on the map to exert influence, gain rewards, and restrict opponents.
  • area control / majorities — Control of systems and space on the map to exert influence, gain rewards, and restrict opponents.
  • combat dice system — Three dice types (blue, red, orange) determine space battles with varying risk/reward profiles and mitigation options.
  • Combat: Dice — Three dice types (blue, red, orange) determine space battles with varying risk/reward profiles and mitigation options.
  • leading vs pivoting — The lead card sets the flow; pivoting copies or changes the action but reduces balance by not winning the trick.
  • movement and map control — Ship movement is constrained by cards and certain ports; advancing across the galaxy is a tactical consideration.
  • resource taxation and open market influence — Cards allow tax actions and influence on the council/open market, impacting resource flow and to whom cards eventually belong.
  • Trick-taking — Leading a card determines the action you perform; winning the trick grants initiative and advantage in the next round.
  • Trick-taking as action selection — Leading a card determines the action you perform; winning the trick grants initiative and advantage in the next round.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Arcs is a condensed Space Opera for two to four players that plays in up to 120 Minutes.
  • it's the person with the most power or victory points that will be the winner.
  • it's not forgiving.
  • this is one of the most agro games I've played in ages.
  • the production is perfectly adequate for something that's all cardboard and wood.
References (from this video)
No references stored for this video.
Video lS32d8E1I1g Board Game Animal Unboxing at 0:00 sentiment: positive
video_pk 36730 · mention_pk 110260
Board Game Animal - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Stunning board and bold artwork
  • Vibrant color palette and consistent art style
  • Readable dice symbols and satisfying physical components
  • Beautiful ship designs that fit well on the board
Cons
  • Base game length can be long for a single session
  • Expansion content may increase complexity and setup time
Thematic elements
  • Trick-taking mechanics within a space empire framework
  • Outer space / space opera
  • Bold sci-fi color palette with a strong graphic identity
Comparison games
  • Root
  • Oath
  • Fort
Mechanics (from transcript analysis)
  • Area Control — Ships/tokens placed on a board to influence control and scoring
  • Area control / spatial placement — Ships/tokens placed on a board to influence control and scoring
  • Resource/board component integration — Custom dice and varied components integrated into the play flow
  • Trick-taking — Card-driven rounds where suits/values influence actions and set round rules
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think this is probably the, for me personally, one of the best looking games of the year so far if not the best
  • I am a sucker for custom dice in any game but I specifically love this color palette of arcs
  • this is a stunning board for arcs
  • Kyle Fren's artwork... can draw just about anything and it retains his style
  • this is going to be a board to open
  • we strongly recommend you play at least one game of single session arcs before the campaign
References (from this video)
No references stored for this video.
Video c9bV4ezLwhE Board Game Dad Analysis at 0:00
video_pk 36155 · mention_pk 108251
Board Game Dad - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
  • Clear core mechanics that bridge to a broader collection of games
  • Stealing initiative adds a meaningful strategic power move
  • Campaign variants extend replayability and depth
  • Accessible gateway into a later, richer catalog of games
  • Scoring decisions are player-driven, enhancing negotiation and planning
Cons
  • May be complex for new players due to scoring and lead mechanics
  • Reliant on understanding trick-taking-like structure, which could deter some audiences
Thematic elements
  • Strategic control through lead selection and scoring direction; core tension between immediate action and cumulative end-game scoring.
  • Abstract strategic card-led game focused on hand management and round-by-round power dynamics; players influence scoring by selecting leads and actions, with room for bluff, timing, and risk/reward tradeoffs.
  • Array
  • positive
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The advantage of leading is not just choosing the suit and the action for the next round but also choosing how the round will be scored.
  • Stealing initiative is a real power move.
  • Additional content in a campaign variant adds hours of replayability.
  • Arcs is an accessible gateway into later's rich collection of games.
References (from this video)
No references stored for this video.
Video AHCSgvrf3nY The Board Gaming Doctor Discussion at 5:44 sentiment: positive
video_pk 34315 · mention_pk 102200
The Board Gaming Doctor - Arcs video thumbnail
Click to watch at 5:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Light and accessible, good for casual gamers
  • Quick to teach and learn with approachable depth
Cons
  • Limited direct interaction
  • May feel solitaire-like to some players
Thematic elements
  • animal collection and sequence building
  • arctic/remote landscape
  • light, card-based engine with thematic scoring
Comparison games
  • Jaipur
  • Tokaido
Mechanics (from transcript analysis)
  • card drafting — Draft animal cards to form sequences and optimize scoring.
  • Queue/sequence timing — Arrange plays to maximize scoring opportunities and disrupt opponents.
  • set collection — Collect diverse animals to maximize points via sequences.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Harvest feels lighter than viticulture, but intriguing for quicker play.
  • Castle Combo has quick play and surprising depth for a fast 3x3 card grid game.
  • I think this game would play a lot better with more players because that way you would be able to move these highway men a lot faster and they would serve to be more of an impediment.
  • Memoir 44 is a classic thanks to its approachable yet tactical WWII battles.
References (from this video)
No references stored for this video.
Video wMPrzJZxzhQ Board Game Dad Review at 0:00 sentiment: mixed
video_pk 33243 · mention_pk 98688
Board Game Dad - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Innovative hybrid of 4X and trick-taking mechanics
  • Engaging decision-making around initiative and ambitions
  • Court cards add meaningful interaction
  • Dice combat offers balance and risk management
  • Optional following-suit adds strategic flexibility
  • Ambition-driven scoring creates dynamic end-game choices
Cons
  • Heavy battle/dice resolution may not suit players who dislike combat
  • Card hand size can limit options and feel constraining
  • Ambition availability can be restricted when icons don't appear on your cards
  • Not a traditional 4X experience; may disappoint players seeking a classic 4X
  • Court-card chaos can be unsettling for Euro-game purists
  • Not designed with channel-friendly content in mind
Thematic elements
  • Ambition-driven scoring, initiative control, and court-card powers
  • Space empire-space exploration with 4X ambitions and trick-taking combat
  • Analytical review with personal impressions and strategic discussion
Comparison games
  • Cosmic Encounter
Mechanics (from transcript analysis)
  • Action Following — Following suit is optional, enabling strategic off-suit plays with limited pip value when off-suit
  • Ambition scoring and selective criteria — At the end of each round, players choose up to three scoring criteria and must declare an ambition matching icons on their cards to score
  • Ambition-driven action diversity — Ambitions influence end-of-round scoring and lead to diverse end-game strategies depending on icon availability
  • Combat: Dice — Three colors of dice give attacker-choice with balanced results; outcomes depend on dice faces with defense responses
  • Compound Scoring — At the end of each round, players choose up to three scoring criteria and must declare an ambition matching icons on their cards to score
  • Court cards with actions — Court cards confer powers such as attacking, stealing, or immunity, adding interaction and variability
  • dice-based combat resolution — Three colors of dice give attacker-choice with balanced results; outcomes depend on dice faces with defense responses
  • hand management — A six-card hand constrains options, requiring planning and sometimes sacrificing to steal initiative
  • Hand management and card-driven actions — A six-card hand constrains options, requiring planning and sometimes sacrificing to steal initiative
  • Icon-based ambition requirement — Ambitions can only be declared if you have a card with the corresponding icon; otherwise you must wait or hope for icons to appear
  • Initiative and lead strategy — The highest-valued card in the lead suit wins the trick, granting the next lead and the possibility to declare an ambition
  • Optional following suit — Following suit is optional, enabling strategic off-suit plays with limited pip value when off-suit
  • Trick-taking — Cards have suits that map to actions and a value that maps to power; higher value can win initiative in a lead suit
  • Trick-taking with suit and value — Cards have suits that map to actions and a value that maps to power; higher value can win initiative in a lead suit
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • arcs is not the kind of game I would normally play
  • I'm not a huge fan of 4X style games
  • Forex is short for explore expand exploit and exterminate
  • The initiative would be equivalent to winning a trick
  • the court cards add a great deal of interaction
  • I was won over by this game
  • if you want to play a 4X game you will hate this because it doesn't play like a 4X game
  • Cosmic Encounter reminds me of that game
  • Yes I liked ARS quite a bit
References (from this video)
No references stored for this video.
Video ir7mzbJOGZw BigPasti Analysis at 11:26 sentiment: positive
video_pk 13740 · mention_pk 40120
BigPasti - Arcs video thumbnail
Click to watch at 11:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong level of asymmetry by position, resources, and hand
  • expansions (Blighted Reach) add depth and variability
Cons
  • can be chaotic and heavy; rule clarity can be a learning curve
Thematic elements
  • interstellar exploration and factional play
  • sci-fi space empire with modular asymmetry
  • scenario-driven with evolving chapters
Comparison games
  • Brass
  • Root
  • Dune Imperium
Mechanics (from transcript analysis)
  • draft of leaders and lore — players draft leaders and lore cards that stack on top of a symmetric base
  • three-act structure with chapters — each chapter changes resources, hand of cards, and strategic options
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • asymmetry is The Game's capacity to encourage and force different decisions from players by creating unique advantages or disadvantages
  • turn order is the plague the kill of so many otherwise symmetrical games
  • it's a pure unfiltered symmetrical game and it's a perfect example for our base level
  • a single difference will create a Cascade of changes that dramatically changes the play style and strategy between each player
  • asymmetry lets us express and connect to a very human feeling of having personal strengths and weaknesses
References (from this video)
No references stored for this video.
Video RVhvdU8__Q0 Tabletop Minions Discussion at 5:49 sentiment: positive
video_pk 13125 · mention_pk 93557
Tabletop Minions - Arcs video thumbnail
Click to watch at 5:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cinematic battles
  • great miniatures
Cons
  • fluff heavy
  • rules complexity in places
Thematic elements
  • cults, monsters, arena battles
  • fantasy arena skirmish within chaotic realms
  • campaigns and arena play
Comparison games
  • Grim Dark Future Firefight
  • One Page Rules Grim Dark Future Firefight
Mechanics (from transcript analysis)
  • arena terrain interactions — board features influence tactics
  • skirmish warfare — small squads, fast play
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there's no wrong way to do these things
  • we are in a golden age in this hobby
  • GW doesn't have a monopoly they have a monotony
  • the gold standard white is Monument's Bold Titanium White
  • skirmish games are a buffet you can dip in and out of
References (from this video)
No references stored for this video.
Video WDWBzRe0U38 Tabletop Minions Discussion at 8:42 sentiment: positive
video_pk 13064 · mention_pk 104440
Tabletop Minions - Arcs video thumbnail
Click to watch at 8:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast, accessible ruleset
  • skirmish scale supports quick games
  • miniature-agnostic design
  • strong tactical depth in a compact system
  • terrain-focused play adds flavor
Cons
  • limited long-range options and crunch
  • balance and update concerns with new editions
  • potential for updates to invalidate older lists
Thematic elements
  • skirmish warfare between rival warbands
  • Ghur region of the Warhammer world, fantasy skirmish
  • narrative-driven with scenario-based play
Comparison games
  • Kill Team 2.0
  • Necromunda
Mechanics (from transcript analysis)
  • activation_and_actions — Turn order and actions determined by dice results, with tactical choices based on singles/triples/quads
  • Combat: Damage Based — Damage resolution emphasizes hits and wounds with minimal emphasis on armor saves
  • damage_resolution — Damage resolution emphasizes hits and wounds with minimal emphasis on armor saves
  • dice_pool_initiative — Six-die initiative pool with a wild die to determine order and available actions
  • hand management — Predominantly melee with some ranged options; overall fast-paced engagements
  • hand_to_hand_focus — Predominantly melee with some ranged options; overall fast-paced engagements
  • Line of sight — Terrain influences line of sight and positioning; dense terrain leads to tactical play
  • terrain_interaction — Terrain influences line of sight and positioning; dense terrain leads to tactical play
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • War Cry is the best game for a kitchen table round with friends which are not in the hobby.
  • the current version of Warcry reminds me a little bit more of the first edition Age of Sigmar.
  • it's stripped down, but it stays quick and fun.
  • the initiative scheme of Warcry makes you think; it's a smart plan to have six dice and a wild die.
References (from this video)
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Video rGK0ROMiOBk Might I Suggest A Game Top List at 2:24 sentiment: positive
video_pk 12812 · mention_pk 37392
Might I Suggest A Game - Arcs video thumbnail
Click to watch at 2:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Blends storytelling with asymmetry and trick-taking in a space setting
  • Each character feels distinct with meaningful decisions
Cons
  • Unreleased status; release date and availability uncertain
Thematic elements
  • Narrative-driven asymmetry with trick-taking elements
  • Space-based, narrative-driven campaign across multiple sessions
  • Campaign-style storytelling with evolving choices
Comparison games
  • Oath
  • Root
Mechanics (from transcript analysis)
  • asymmetry — Different character decisions shape paths and powers for players
  • Narrative Campaign — Story-driven progression across sessions with evolving outcomes
  • Trick-taking — Central trick-taking mechanic where card play drives outcomes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • arcs is a narrative driven trick taking campaign game from Cole Worley and Leader Games
  • each character feels different and gets to make different decisions
  • it's such a quick polyamino game that feels like it gets over before it even begins
  • the best part about Green Team Wins is the discussion and the banter that happens in between questions
  • Mosaic is an engine building civilization game for one to six players
  • by the end of the game all of our Empires are really churning along
References (from this video)
No references stored for this video.
Video NYzir6BpqgE The Dice Tower Top List at 6:23 sentiment: positive
video_pk 12843 · mention_pk 37516
The Dice Tower - Arcs video thumbnail
Click to watch at 6:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • epic scope in a small box
  • great combat and scoring
  • compact footprint
Cons
none
Thematic elements
  • epic combat with space fleets and ships
  • space warfare/sectoral conflict
  • epic scale packed into a small box
Comparison games
none
Mechanics (from transcript analysis)
  • player-driven scoring — scoring determined by players' actions and choices
  • Trick-taking — combines social/goal-driven scoring with combat and maneuver choices
  • trick-taking with action selection — combines social/goal-driven scoring with combat and maneuver choices
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Itto is one of the best party games ever made. It is a Dice Tower essential.
  • Message from the Stars is such a great deduction game. I got a chance to teach it again recently and it just blows people's minds every time.
  • I love this theme of the psychotherapists... it's so good, so rewarding.
  • Rainbow has this fantastic mix of For Sale where you're trying to win different trenches of cards in the middle of the table—the depth is remarkable for such a tiny box.
References (from this video)
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Video -BzaDbT3L3o Rahdo Runs Through Playthrough at 0:00 sentiment: positive
video_pk 12214 · mention_pk 35682
Rahdo Runs Through - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rich, thematic artwork and personality on the cards, reflecting Cole Wehrle's distinctive style
  • deep strategic depth with multiple viable paths (ambitions, diplomacy, and military pressure)
  • strong asymmetry between factions (Upstart vs Elder) creates varied strategic options each game
  • tight interplay of trick-taking mechanics with thematic ambition and resource management
  • two-player pacing feels intimate and tense, with meaningful choices each turn
Cons
  • rules-dense and systems-heavy; can be daunting for new players
  • two-player balance can hinge on card draw and early lead, potentially leading to uneven momentum
  • combat can be punishing and lengthy, which may slow down play for some groups
  • board state and tokens require careful tracking; potential for misplays without careful setup
Thematic elements
  • psionics, ambitions, taxation, and military conflict across planetary systems
  • space, galactic politics and empire building
  • card-driven, trick-taking with asymmetric factions and evolving board state
Comparison games
  • Root
  • Oath
Mechanics (from transcript analysis)
  • Ambitions and scoring tokens — players declare ambitions that determine scoring criteria; tokens track progress and influence end-of-round scoring
  • area/planet control — players compete for systems and planets to gain resources, influence, and scoring opportunities
  • combat with dice — combat uses blue and red dice to deal damage; hits translate into ship losses or trophies, with nuanced rules about initiative and trophies
  • hand management — cards in hand determine actions, with value and suit affecting what you can do each turn
  • initiative and card leverage — control of initiative affects the turn order and opportunity to push for game-altering actions
  • Prelude and card discards — a transitional phase where resources enable extra actions before resolving card effects
  • resource management and taxation — psionic, fuel, material, and other resources are earned, moved, and spent to take actions or secure card effects
  • Trick-taking — players hold a hand of cards with pips and suits; the lead card determines available actions; followers may follow suit or not, influencing scoring and abilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Arcs is set in space
  • it's a Space strategy game but it is also kind of a trick-taking game
  • Arcs is deep I think strategically and tactically
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Game Deep Dive
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