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Arcs box art

Arcs

Game ID: GID0028021
Game Info
Year
2024
Players
2-4
Age
14+
Playtime
120 min
Collection
Ratings
Expansions & Family
Arcs: The Blighted Reach Campaign Expansion
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: 283
This page: 50
Sentiment: pos 29 · mix 11 · neu 2 · neg 2
Mentions per page
Showing 101–150 of 283
Video 6Y56Qy1Er_U Neon Gorilla Interview at 53:18 sentiment: positive
video_pk 80661 · mention_pk 307650
Neon Gorilla - Arcs video thumbnail
Click to watch at 53:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The more you play, the more you enjoy it.
  • Masterpiece.
  • Great game.
Cons
  • Requires a high-level mechanical teach due to meta elements.
  • First game can be hell without proper explanation of meta tactics.
Thematic elements
  • Simulating the ups and downs of a story or natural narrative.
  • Emergent narrative driven by player actions and faction interactions.
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players compete for control of territories.
  • asymmetric factions — Different factions with unique abilities and playstyles.
  • Victory Point — Players earn points through various actions and objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Secret Hitler to me is essentially social deduction at its most baby. It's a baby game.
  • I absolutely detest it. I think it's one of the most uh maybe the sin of our uh decade. You know, the 2020s is a decade of FOMO.
  • Yeah. I hate the fact that we're that we're uh essentially manipulated into giving an interestfree loan and build as somehow saving money or getting the thing that nobody will ever be able to get. All of it feels bad.
  • Zombicide to me is flavorless. like the core game is essentially like the most generic unimagin uh uninteresting kind of gameplay and then you stack things on until uh it appeals to you by some uh crossmarket appeal like you know I think there's a DC or a Marvel zombicide I can't remember which one now there's you know zombicide uh white death or white plague or something like that and you just keep stacking things on until you find something you like and then the person's like oh I like Danny Tjo let me buy Jasicide so I can play as Danny Treyo. And I'm like, it's it's just functionless or formless. There's no interest in mechanics behind it. It's just like here's product after product after product and it's like Funko Pops. It's like you're collecting Funko Pops with your goddamn board games. I'm like, I don't want to collect any more Funko Pops for this [ ] board game, you know? Like that's how I feel.
  • Earth to me is like the ultimate ultimate feelgood game. Like you are going to find success in Earth no matter what you do.
  • Um, and to me, uh, the feeling of progress without any kind of uh counterbalance to any kind of like feeling of uh impediments, it's ultimately hollow. It feels like there's no actual thought being put into my actions as much as there is just actions being taken for the sake of an action being taken to hit my little dopamine in my head and then I walk away feeling like, "Oh, I did something with my little [ ] Sahara Desert and I put [ ] bamboo leaves in here and now I feel good because I have this environment." There's it's it's just literally it's numbers in a spreadsheet that you're just playing with until you get an output that makes you feel good. And to me, that's not really an enjoyable experience.
  • >> Phil Uckland is a [ ] idiot for some of his uh political beliefs and you know his anti- u uh uh uh climate change uh positions that man-made climate change isn't uh real I believe and also his essay on uh British imperialism that was in the first PAX uh premiere if I remember correctly. Uh those are [ ] idiotic things to say uh and I disagree with them vehemently. Um, but he's a [ ] genius when it comes to game design. Like he might be like one of the greatest minds of game design of our time.
  • I I think the the thing is like I care more about people thinking about like the process of religion being created. That's what I care about. I don't care about what the end result is necessarily. Like I don't care about like the the the morality of religious doctrine. I care about how it's been implemented and created and used as a tool. You know, that's what I care about.
  • It is. It's the Wikipedia of board games
  • You can't be afraid to like say something that's going to make people mad.
  • It's not going to be a game that you're going to be able to play with your grandpa and your like, you know, your whole family around the table after a nice Christmas dinner.
  • I I don't want to collect any more Funko Pops for this board game.
  • I I feel like those ones are like kind of like they're indicators of quality again, you know, like I'm like when I see an AI thumbnail, I'm like I I get like a little icky, you know?
  • I I think thumbnails are like an art of itself and I'm trying to perfect it.
References (from this video)
No references stored for this video.
Video fzc4zYwVh2Y Going Analog Discussion at 12:28 sentiment: positive
video_pk 80575 · mention_pk 196450
Going Analog - Arcs video thumbnail
Click to watch at 12:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Trick-Taking — Described as being kind of like a trick-taking game, but with much more to it.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's really unapologetically black metal and it's just great.
  • The end game felt a lot of I just need to get the stamps now. It's kind of like all this stuff you've been doing all game doesn't matter at the very end.
  • He famously said, 'I love all of your games. I really love Ball Blazer.'
  • It's like the most heavy metal board game of all you can play like Brutal Legend the board game.
  • I always in my mind I always say betrayal at the House on the Hill.
  • I love Cat in the Box Deluxe.
  • I wish I came up with this idea because a lot of people I've seen other people do that when they play it for the first time back in the day few years ago, they were like, 'Oh, this is so clever, but it's so simple.'
  • I wish I thought of that.
  • It's like you know, I stopped cuz I realized how hard board games are to design.
  • I have a ton of respect for board game designers.
References (from this video)
No references stored for this video.
Video wCttugSTuog BoardGameCo Preview at 0:02 sentiment: positive
video_pk 80481 · mention_pk 195891
BoardGameCo - Arcs video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Highly asymmetric gameplay.
  • Intuitive and thematic actions.
  • Escalating feeling of power throughout the game.
  • Tricky hidden order placement and battle of wits.
  • Balancing of labs for drug production.
  • Gaining political power as a scoring mechanism.
Cons
none
Thematic elements
  • Drug cartels and police.
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players place chips (orders) on the board to control areas and execute actions.
  • asymmetric factions — Players choose between playing as drug cartels or police, each with unique setups and abilities.
  • Card Drafting — Players draw cards to replenish their hand after using them for checks.
  • Combat — Players can engage in combat when units occupy the same area, with values augmented by cards and discards.
  • Hand Management — Players start with seven cards and play them for their chip or action abilities.
  • Hidden Movement — Orders are placed face down, making players guess their opponents' intentions.
  • Route Building — Cartels attempt to establish routes to smuggle drugs.
  • Set Collection — Players collect drugs of varying quality and attempt to sell them.
  • track movement — Players advance on a manhunt track and a political influence track.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a sponsored preview and this is a prototype copy in front of me. So all rules, components, things like that are subject to change.
  • So, the game is going to consist over the course of five rounds.
  • So, you're going to have a hand of seven cards at the beginning of each round.
  • So, you're going to be placing them face down.
  • So, once all players have played three cards, that's when you're going to place out your chips that you have.
  • So, once they are revealed, any of the decoys are going to be returned to the players.
  • So, the game is highly asymmetric where you're trying to accomplish different things depending on your goals, but where it's all very real life things.
  • It's very intuitive with the things that you are trying to do.
  • But overall, it's going to take a huge battle of wits to be able to place out these different chips where you need them to be able to h perhaps move your units or just have these destinations and routes where you're trying to smuggle along these drugs.
References (from this video)
No references stored for this video.
Video F5qUsE8tnzI BoardGameCo Playthrough at 0:04 sentiment: positive
video_pk 80469 · mention_pk 195870
BoardGameCo - Arcs video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Thematic mechanics (e.g., government paying for cards for free).
  • Engaging interplay between factions with distinct goals.
  • Strategic depth with multiple tracks and decision points.
  • High replayability due to asymmetric factions and card play.
Cons
  • Complexity can be high, especially with multiple factions.
  • Mistakes in chip placement or card play can have significant consequences.
  • Potential for confusion regarding rules and scoring, as noted by the players.
Thematic elements
  • Playing as various factions, one as DEA attempting to bust drugs and catch smugglers, the other as the Medellin Cartel trying to make money and advance on a diplomacy track.
  • Based on the TV show of the same name.
Comparison games
none
Mechanics (from transcript analysis)
  • area control/influence — Placing chips on the board to control areas or influence outcomes in contests.
  • asymmetric decks — Each faction uses its own unique deck of cards.
  • card drafting/playing — Players draw and play cards to take actions, buy chips, and advance on tracks.
  • Combat — Resolving combat contests between factions.
  • Dice Rolling — Used in contests and to determine outcomes.
  • Drug smuggling/busts — Contests related to smuggling drugs and attempting drug busts.
  • Hidden order placement — Players place chips onto the board to disguise their plans.
  • Lab upgrades — Upgrading labs affects drug production and quality.
  • Resource Management — Managing money, chips, and cards to perform actions.
  • Track Advancement — Advancing on various tracks such as the manhunt track and diplomacy track.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a hidden order game. It's a game which we're going to be placing out our chips onto the board in order to disguise our little intents and plans.
  • The government paid for everything.
  • Mistakes were made.
  • I made a tactical error. I made a huge tactical error.
References (from this video)
No references stored for this video.
Video 7YhgO6_E5BI The Dice Tower News at 18:53 sentiment: mixed
video_pk 80318 · mention_pk 195271
The Dice Tower - Arcs video thumbnail
Click to watch at 18:53 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Includes Grade A, B, and C drugs.
  • Magnetic components are liked.
  • Potentially interesting hit point tracking mechanism.
Cons
  • IP feels outdated.
  • Game doesn't feel new or nostalgic.
  • Scale seems problematic (Strategy 8, Take That 8).
  • Could have used a more general theme like 'Colombia in the 90s'.
Thematic elements
  • Narcos
Comparison games
none
Mechanics (from transcript analysis)
  • drug trafficking simulation — you do have grade A, B, and C drugs in the game.
  • Hit point tracking — It's kind of the hero clicks kind of a thing. If it is hit points, I am a huge fan of that.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I like the idea of building out the dungeon and trying to make it all work, you know, within your pattern goal, but then also having the corridors and stuff line up, you know, so where you can make your way through the dungeon to make other goals.
  • There was nothing about this that I I couldn't think of anything positive to say.
  • This looks great, right?
  • It manages to feel like it will be strategic and engaging and cozy.
  • This is This is a bag builder where you're like you're making your own your own bag where you're upgrading dice. You're getting better sewing.
  • It's the most euro, I think, of any IV Studio game.
  • I like the look. I like the sort of 80s action movie post-apocalyptic thing.
  • This stupid super early bird thing. You are upsetting everybody outside of a hundred people.
  • That is bull.
  • You've alienated all these other people because as interested as I am in this, there's no way I'm buying it right now for $100 when I know people in this very project got it for 60.
References (from this video)
No references stored for this video.
Video gmNbDFzG97Y The Broken Meeple Top List at 30:37 sentiment: negative
video_pk 80050 · mention_pk 194217
The Broken Meeple - Arcs video thumbnail
Click to watch at 30:37 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Loves trick-taking as a mechanic in general.
  • The gears of the trick-taking mechanic itself are respected.
Cons
  • The trick-taking mechanic kills the game.
  • Actions are not interesting.
  • Scoring is tied to luck of the draw and activating goals.
  • No luck mitigation.
  • Long playtime (3 hours).
  • Snowballs, but takes a long time to build up.
  • Artwork is unfinished and clashing.
  • Players can get knocked out of the game easily.
  • Takes a long time to build up.
  • Several turns can be meaningless.
  • Hosed by players.
  • Doesn't work overall.
Thematic elements
  • space battle
  • space
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — The scoring mechanism where you basically have to activate certain goals in order to score them for a round.
  • Resource Management — You grab some cards, maybe a resource, whatever.
  • Set Collection — You could get completely hosed by players to a point where you physically cannot pull yourself back.
  • Trick-Taking — I love trick taking. I love trick taking as a mechanic, but it doesn't need to be pasted onto every single game. And certainly we are in this kind of fad where it is getting bolted onto a lot.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • You try to say anything negative about this game or the designer, you know, leader, you know, leader games in general, but the designer of this game, you you try to criticize any one of his games, any of his little darlings. And boy, does the fan club of this game come to stab you in the face with a pitchfork because they are feral.
  • The idea that a critical scoring mechanism is tied to luck of the draw does not jail with me as a good design that is good.
  • This is a really punishing tight euro.
  • This is one of those overhyped solo games I've seen.
  • This game has no decision space or any thinking required.
  • This thing is a monster. But it's too much.
  • You've got to relearn this game every time you play it because there's so many goddamn rules.
  • This is a Euro game with the alien theme pasted onto it because you could retheme this to so many other things and it would still function in the same way.
  • This game is a broken mess. An absolute brokefest. It just does not work.
  • This was such a bad legacy game, and it practically has killed the format for me. I am done with legacy games, okay?
  • Why do I want to play 12 games of the freaking thing where it's not just luck, it's also outright broken?
References (from this video)
No references stored for this video.
Video n-5UtFbnucU Discussion at 1:00:41 sentiment: positive
video_pk 77055 · mention_pk 185620
Arcs video thumbnail
Click to watch at 1:00:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich emergent storytelling
  • Deep strategic gameplay
  • High replayability due to modularity
Cons
  • Can be complex and require significant playtime to fully appreciate.
  • Has not been played enough to fully master.
Thematic elements
  • Exploration and development in space
  • Science fiction
  • Emergent storytelling
Comparison games
  • Oath
  • Age of Innovation
  • Blighted Reach
Mechanics (from transcript analysis)
  • action selection — Players choose from a set of available actions.
  • Area Control — Players compete for control of different regions.
  • Deck Building — Players may build or improve their decks.
  • Modular Board — The game board is composed of different tiles that can be arranged differently.
  • Worker Placement — Players use workers to take actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Like I just I remember thinking if we could play this a lot more, I think we would really like plumb the depths of what what makes this game so special.
  • Like it you should know it so well.
  • Um and I think it's either got to be lots of cards to explore or something kind of yeah with that classic feel.
  • Like that's one that has the depth there that if I was enjoying it, I probably could just get really into Through the Ages.
  • But if I could just like have a group where oh yeah, I'm playing Twilight Imperium once a month. I know the rules. I don't have to refresh and I'm just like playing the same faction for a bit then I'm trying a different one.
  • Like I don't know if there's really an answer. I more so I just want to get your thoughts on it.
  • So, I think it has done two things for me. One is that it has made me sort of upset that I didn't start like branching out sooner.
  • But at the same time it's given me the perspective to see the level of depth that games can have competitive to what it what you get on that first impression.
  • Gloomhaven is really the only board game that I have played consistently for a long period of time with the same people or same person or whatever um at a table, right?
  • It's like a lesson in you can't have your cake and eat it, too.
  • Like you kind of have to pick your lane and just commit to it at different points in your life. Otherwise, you're going to feel like you're not fully experiencing either lane to its fullest, you know?
  • I've had games that I've thought at times like this could be a lifestyle game, so I'm not going to play it yet because if I do, I'm going to get so into it that it's going to prevent me from getting to those other games that are should be a higher priority for me right now.
References (from this video)
No references stored for this video.
Video ohTo4HP4ty0 Discussion at 0:44
video_pk 72361 · mention_pk 170579
Arcs video thumbnail
Click to watch at 0:44 · 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)
  • I am very much in favor of bindering when it comes to large card collections.
  • I am completely old school and I like going through pages and just seeing the different artwork.
  • they're fun to build with they're a little fiddly in that they i think what i've usually said is it kind of feels kind of like a prototype not a finished product i love them
  • I do not enjoy sleeving games
  • I'm always on the lookout for things that make gaming especially solo gaming a little bit easier
References (from this video)
No references stored for this video.
Video ADw1UaRKa-U Meeple University Rules Teach at 0:42 sentiment: positive
video_pk 70659 · mention_pk 241450
Meeple University - Arcs video thumbnail
Click to watch at 0:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Condenses gameplay into a three-round structure that emphasizes efficiency and timing.
  • Combines tableau-building with an action-pool feel and a high degree of decision impact.
  • Event and raid cards introduce variability and risk-based decisions.
Cons
none
Thematic elements
  • building the best underground bunker to satisfy colonies
  • desolate planet Arcosa
Comparison games
none
Mechanics (from transcript analysis)
  • build_rooms_and_bunker — Pay resources to build new rooms in your bunker; all cards and rooms are first come, first served, influencing table ordering.
  • event_and_raid_mechanics — Event cards trigger exploration events with varying risk; raid events can injure colonists and affect outcomes depending on card criteria.
  • Events — Event cards trigger exploration events with varying risk; raid events can injure colonists and affect outcomes depending on card criteria.
  • explore_or_utilize_spaces — Play a colonist to explore or use spaces on the main board, resolving icons and paying resources to gain rewards or advance.
  • morale_tracking_and_scoring — Score points based on morale, which rises and falls with actions; end-game scoring also includes other sources of reputation.
  • Reclaim as Action — At round end, players feed colonists and return resting colonists to hand for reuse in the next round.
  • resolve_icons — Resolve the icon on the space you activated, then pay resources and gain benefits or trigger effects.
  • rest_and_reuse_of_colonists — At round end, players feed colonists and return resting colonists to hand for reuse in the next round.
  • two_actions_per_turn — Each player takes two actions per turn, with rounds continuing around the table until all players have passed.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • arcosa is a tableau and action pool building game
  • The game plays 2-4 players in 50-100 minutes
  • the better their colony the more population they can attract and the closer they'll be to winning their freedom from the planet
  • the game plays over three rounds and the player with the most reputation by the end of that time wins
  • Arcosa combines mechanics from a fairly straightforward tableau building game with a sharply restrictive round limit
  • range from the low risk green events to the high risk red events
  • will also come with a solo mode
  • we're using a prototype copy of the game and so the art rules and components may not be final
  • each player takes two actions per turn round and round the table until all players have passed
  • the events as players take exploration actions they will trigger event cards
References (from this video)
No references stored for this video.
Video 9xPlKbE61fY Unboxing at 0:04 sentiment: mixed
video_pk 69624 · mention_pk 166252
Arcs video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • High production quality with good components and art.
  • Engaging sci-fi theme and setting.
  • Interesting combination of mechanics (area control, trick-taking, asymmetric powers).
  • Campaign mode offered by the expansion.
  • Plays excellently at two-player according to reviews.
Cons
  • Reviewer is skeptical about personal fit despite positive external reviews.
  • Minis wash is described as messy and disappointing.
  • Desire for more lore and flavor text within the base game.
  • Root is mentioned as having better staying power in the reviewer's collection than previous Ledger Games titles.
Thematic elements
  • Struggle for galactic control
  • Space
  • Campaign-driven with choices that matter
Comparison games
  • Oath
  • Root
  • Kingdom Death
  • Twilight Imperium
  • Gloomhaven
  • Oathsworn
Mechanics (from transcript analysis)
  • Area Control — The game uses a space area control style system.
  • Asymmetric Player Powers — Player powers are driven from cards drafted and built up by the player.
  • Campaign play — The Blighted Reach expansion introduces an innovative campaign over a trilogy of games.
  • Hand Management — Players use a hand of cards to take actions.
  • Trick-Taking — The game incorporates a trick-taking mechanic, with dual-action cards determining both the action and the number of actions taken.
  • Victory Points — The game is victory point driven and scoring is a core element.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • ARCS is the best game of 2024.
  • I usually use them [Shut Up and Sit Down reviews] as a reference for what I won't like more than what I will.
  • The wash needs to be redone.
  • I'm compelled by I'm going to be playing it tomorrow.
  • Root is really the only one that has yet to be challenged... is a definer of a genre of asymmetric games and player Powers.
References (from this video)
No references stored for this video.
Video MMjoUex8oJQ Analysis at 0:07 sentiment: mixed
video_pk 69623 · mention_pk 166251
Arcs video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Ambitions can score significant victory points if focused.
  • The dice choice system allows for player-defined variability and odds.
  • Initiative claiming can be strategically important, especially in two-player games.
  • Revolting cities can be beneficial if aiming for specific trophies and card steals.
Cons
  • Ambition scoring on the same location was missed initially and significantly impacts scoring.
  • Passive actions have restrictions on usage within the same round.
  • Building limits (one action per space dock/city) can slow military build-up.
  • Planet blocking movement can significantly hinder galactic traversal.
  • Initiative rules vary greatly by player count and game state.
  • Damaged buildings and ships have significant drawbacks in combat and control.
  • Revolting cities are penalizing and require careful step-by-step execution.
  • Map building layout can be confusing.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Ambitions — Ambitions can go on the same location and players can score for both first and second player points for every token there. Focusing on one ambition location could score nearly all needed points.
  • Battling — Rolling 'intercept' circles on dice results in a response from the opponent for each fresh ship available. Damaged ships are unable to intercept. Raiding requires a defending building or for all enemy buildings to be removed, and at least one ship must remain on the table to utilize keys for stealing.
  • Build and Tax — Cities allow harvesting resources, and space docks allow building and catapulting. Each core action (building ships and harvesting resources) can only be utilized once per round or per pip available, requiring multiple space docks or cities for multiple actions.
  • Building Under Control — Building in a location not controlled by the player results in a 'damaged' building or ship. Damaged units cannot retaliate or intervene when attacked without being refreshed first.
  • Claiming Initiative — Initiative can be claimed by sacrificing a card, playing a card matching the lead suit with a seven, or by playing the highest matching suit card. In a four-player game, a seven matching the lead suit automatically grabs and keeps initiative. If no specific actions are taken, the player with the highest matching suit card gains initiative.
  • Dice choice — Players can choose any sequence or mixture of available dice colors (red for attack, orange for stealing, blue for safe odds) during battles, with the primary limitation being having six of one color. Red dice can only be chosen when attacking a location with a defending building.
  • Lead cards — In combat, players only follow the initiative leader's card, not other players' cards played in the same round. This is different from most trick-taking games.
  • Map building — The map is built out in a sequence of player locations (A, B, C) for the first player, then the second player, rather than a sequential numbering like 1, 2, 3.
  • Passive Actions — Passive actions can be taken before the first pip action on a card. Resources can be played for passive abilities or cards can be utilized. Acquired passive actions cannot be used in the same round they are acquired during the passive action phase.
  • Planet Blocking Movement — Moving into a location with a planet causes movement to stop. This can hamper maneuverability without destroying ships or gaining control of gates.
  • Revolting Cities — Destroying an enemy city results in a revolt, where a meeple is placed on the corresponding resource icon, all resources and cards of that type are wiped from the player's tableau, the icon is covered preventing passive use, and a card from a specific pool can be stolen if the opponent has meeples on it.
  • Ties — Tied scores for first place drop to second place scoring. Ties on the game board in terms of ships in a region result in an uncontrolled region that can be passed through.
  • Turn structure — A turn involves playing a card, declaring an ambition, utilizing a number of pips, and then a passive phase that lasts until the first official action from the pips. Resources spent in the passive phase return to the market after the phase ends, not during it.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So before you dive in or before you start playing another round of this title stick around and let's cover some of the stuff that's maybe not as clear in the rule book not as obvious to remember or is listed here in the Arata that came out well about a year after the actual rule book was sent for final official printing
  • I don't know that I like it or not I haven't played with it yet but it is a rule that we missed and so I hope it's not one that you will
  • it's that little nuance that little break that little window but it matters quite a bit in terms of how quickly and how aggressively you can generate and restore resources onto your game board before other players have a chance to secure them for themselves
  • whatever the case though whatever you do remember to do the important thing get out and play some games we'll see you next time thank you
References (from this video)
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Video ujToZvxxuxY Discussion at 30:07 sentiment: positive
video_pk 69629 · mention_pk 166264
Arcs video thumbnail
Click to watch at 30:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fascinating game
  • Cool guild powers
  • Good game mechanics
Cons
  • Don't get attached to anything
  • War game aspect might deter some
  • Can lead to player elimination if wiped out
Thematic elements
  • warfare
  • space
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority — Players move 'liverymen' onto tiles to gain control, using the special powers of those tiles.
  • Dice Rolling — Dice are used for combat, with different types of dice causing varying amounts of damage and risk.
  • Hand Management — Players manage their cards to take actions and declare ambitions.
  • Trick-Taking — The game uses trick-taking where card suits determine power, but the reviewer notes it's not strictly a trick-taking game and has unique mechanics like sacrificing a card to gain the lead.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a cold worldly game it's you're not going to figure it out in the minute first minute
  • The only downside is a war game you really if you're not even not like Wargames you're not going to like it
  • The game will diverge away from warfare if that makes sense
  • I never met a game and I'll say this all day long to anybody who listen Guilds of London is a very very good game but who who in their right mind like purposly says okay well I'm only going to explain some of the cards but because I explained enough of them you should be able to figure out how the rest of them work
  • Oh my gosh that game that game that I had screaming matches playing that game
  • Santiago now I gotta play that I gotta play that game again
  • It's a very very evil game almost as evil well pretty much as close to as Noyes Hamat
  • The rulebook would have been better if it just said here's a list of all the cards and this is what they do
  • You know what are you doing review copies and I'm like well have you ever reviewed any of our games before and then you go look and they've got like you know 912 like subscribers and they have you know their their their videos get like 27 views a piece
  • If they said hey we've had we wanted to like crack down in security to make sure nobody gets their stuff stolen we've had some things stolen in the past or or you know we found that this works better for crowd control or whatever or if it's just an arbitrary number you know that's fine too but I would just I just wanted to know the reason behind the change
  • It's like can I have your ticket number and I here's my ticket number uh oh well no it was we we lost you there for a second oh no so so it asked me for like my ticket number and my name and stuff like that and I put it in and it was weird because usually when you're in those chat things it's like hi I'm Alice how can I help you or hi I'm Tony how can I help you and this one didn't say that it just said it just said like American Airlines like helper or something on it but that's fine proba Ai
  • I was like wait a minute funny it was absolutely a bot it was absolutely a bot that 100% yeah
  • The people that love him need to they need to they need to just constantly test the way he thinks and the way he way he his mind is because he needs help he needs somebody to because he's he's he's mentally ill
  • My biggest regrets is um when somebody had he just posted I have several sets of the expansion uh available they're like 30 bucks and but but I was like I'm not getting that it's like it's like it's like two punch boards I'm not paying 30 bucks for two punch boards and I was like why didn't I just do that
References (from this video)
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Video r_mWKI5EJrE Review at 0:00 sentiment: mixed
video_pk 69609 · mention_pk 166222
Arcs video thumbnail
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Overall sentiment (raw)
mixed
Pros
  • Great card play
  • Awesome dice drafting
  • Sophistication, complexity, and nuance can be appealing to some players
Cons
  • Game often results in blowout victories with no close second place.
  • Steep learning curve for new players.
  • Game balance can be heavily influenced by player actions rather than the game itself.
  • Winning can feel disjointed and anticlimactic due to lack of player control.
Thematic elements
Comparison games
  • Cosmic Encounter
  • Twilight Imperium
  • Blood on the Clocktower
  • Root
  • Viticulture
Mechanics (from transcript analysis)
  • Area Control — Players maneuver ships and build cities on planets, indicating an element of area control or influence.
  • Card Drafting — Players draft cards, including lore cards and aggression cards, which influence their abilities and actions.
  • Combat — The game involves combat between players' ships, leading to damage and potential destruction of units.
  • leader abilities — Players choose leaders with unique abilities that impact gameplay, such as drawing cards or influencing scoring.
  • Negotiation/diplomacy — The game encourages player interaction through conversation, negotiation, and wheeling and dealing.
  • Resource Management — Players collect and utilize various resources like psionic, material, fuel, and weapons to gain advantages and take actions.
  • Set Collection — Players collect sets of resources or objectives (like tokens for Warlord) to achieve victory.
  • Victory point scoring — The game features a victory point scoring track (Ambition track) that can lead to large swings, potentially allowing players to score many points in a single turn.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The ability to just Dominate and the ability to be completely bottlenecked or thrown to the curb is extremely wide.
  • I have always seen a blowout Victory and a crushing defeat. I have not yet had a single game of arcs that has resulted in a close scoring game.
  • The floor has been left open for someone to go from zero victory points to immediately winning the game.
  • I have a really big problem with the fact that the game is requiring players to balance the parts and the elements of it that seem broken.
References (from this video)
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Video QanwYhl6Gz8 Review at 0:32 sentiment: mixed
video_pk 69592 · mention_pk 166166
Arcs video thumbnail
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game has straightforward rules for getting started.
  • The guide booklet is helpful for summarizing rules.
  • The card system is enjoyable for some.
  • Variable scoring conditions per chapter can be interesting.
  • The game is highly interactive.
  • There is some player asymmetry introduced by leader and guild cards.
Cons
  • The playtime is significantly longer than stated.
  • The game is very tactical and reactive, making planning difficult.
  • High randomness in card draw, guild cards, and combat leads to frustration.
  • The game is brutal and punishing with no real catch-up mechanic.
  • Analysis paralysis can be high due to the reactive nature.
  • Downtime between turns can be significant.
  • The rulebook is poorly organized and leads to many rules questions.
  • The artwork is inconsistent and mismatched.
  • The map is uninspiring and can look odd in smaller player counts.
  • Graphic design issues with planet symbols can make them hard to read, especially for colorblind players.
  • There is a potential for runaway leaders.
  • The dice combat can sometimes fizzle or be heavily influenced by luck.
  • Ambition variety is limited (effectively three, not five).
  • Discarding cards to seize initiative is a costly decision.
Thematic elements
Comparison games
  • Root
  • Pax Premiere
  • John Company
  • Pax Renaissance
  • Empires of the Void
Mechanics (from transcript analysis)
  • Action Points — Cards have associated action points that can be used to perform various actions on the board.
  • Ambition declaration — Players can declare specific scoring ambitions for a round, which depend on having certain symbols or resources.
  • Area Control — Players can move around the map, build ships and buildings, and collect resources from planets they control.
  • card drafting/hand management — Players have a hand of cards that they must adapt to and play strategically, with the draw dictating many of their options.
  • Dice combat — Combat is resolved by rolling dice, with different dice types offering varying risk and reward for hitting, damage, or attacking buildings.
  • Pseudo Trick-Taking — The game involves playing cards in a round where players can follow suit or play different suits, with similarities to trick-taking but with unique actions and a focus on surpassing the lead card.
  • Set Collection — Collecting specific symbols or resources is important for declaring ambitions and scoring points.
  • variable scoring — Scoring conditions change each chapter, encouraging players to adapt their strategies throughout the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is not a sponsored review in any way shape or form I bought this out of my own pocket.
  • They have this influence fine but I know to not just trust that sort of thing.
  • The shuts up and sit down effect it kind of grates me to a bit because you know they're the most popular board game channel out there.
  • There's certainly a lot of Mega fans of root and packs out there so this one was certainly on the hype list for a lot of people before shut up and sit down mentioned it.
  • This is by no means a strategy game in fact to call it a strategy game would be misleading in every shape of the word because you cannot plan in this game to save your life.
  • This game does generate a lot of FAQ moments.
  • I am definitely more siding towards the random side but more in the middle closer to the middle.
  • ARCS is going to be one of the most talked about games in the gaming industry for at least the rest of this year.
  • This one ARCS gets a five out of 10 for me it's an average game.
  • If you don't fit into one of those two categories though I strongly urge you to stay away from this game because you are not going to enjoy it.
  • It's a niche game that's going to appeal highly to a small group of people and fair play this is the game for you but game of the year no.
References (from this video)
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Video 0nK_BlKITFM Discussion at 18:34 sentiment: neutral
video_pk 69595 · mention_pk 166175
Arcs video thumbnail
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Overall sentiment (raw)
neutral
Pros
  • Considered a big game at Gen Con
  • Bought a copy to investigate
Cons
  • Host expects to play it once and shelf it
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 convention changes so you don't kind of notice at that old Wes tale idea that if you put a frog in water and slowly turn up the heat it doesn't notice the change and it dies
  • I feel like I'm able to like condense a a hourlong game into a one minute this is how the game works and this is why you may or may not like it
  • There's so many board games coming out right now that people can't keep track of
  • Thousands of people coming into the hobby all the time um that means that I'll have a job because there's stuff we can make right
  • I did my how do you prep for Gen Con hydrate and stuff which is stuff I did but like taking vitamin C tablets or emergency I did that every single day and I came home with no conrod
References (from this video)
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Video hBFT4Jxcmqg Review at 0:00 sentiment: mixed
video_pk 69467 · mention_pk 165984
Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Simple game system
  • Hidden objective can provide extra points
  • Subtle player powers can be useful
Cons
  • Rough edges
  • Rules not intuitive
  • Commodity speculation feels tacked on
  • Some player powers are too laborious
  • Easy to forget to use powers
  • Too easy to conquer
  • Not enough struggle
  • Adding more rules/restrictions might be necessary but would conflict with existing unintuitive elements
Thematic elements
  • Polar animals
  • Arctic
Comparison games
none
Mechanics (from transcript analysis)
  • commodity speculation — A separate for kind of a commodity speculation track where you can move one token one way and the other one the other way.
  • Hand Management — A hand management card game where you are trying to create runs of these kind of polar animals.
  • hidden objectives — At the start of the game you are given a hidden objective which is one of those animals on that board and depending on where it lands at the end it's going to be some extra points that you can gain.
  • player powers — Each of these animals you play and when you play them as a dominant card on top or the visible card that is going to give you a unique player power that you can have as long as you were the last player to play that animal type.
  • Set Collection — Trying to create a sequence of the same type of animals to rack up more points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the game system is quite simple but it does have some kind of rough edges
  • I have so many good hand management games in my collection I think this one was a little bit easy to conquer
  • one that slightly missed the mark for me
  • I give it about five out of 10
References (from this video)
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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)
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Video 3bbI9H6QI88 Rules Teach at 5:25 sentiment: positive
video_pk 69380 · mention_pk 165858
Arcs video thumbnail
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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)
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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)
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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.
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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)
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Video izTkRFLx4-Q Watch It Played Playthrough at 0:20 sentiment: mixed
video_pk 68970 · mention_pk 247874
Watch It Played - Arcs video thumbnail
Click to watch at 0:20 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game allows for strategic unit placement and combat.
  • Card effects can significantly alter the game state.
  • The inheritance ability of the Gilder adds an interesting layer when a unit is defeated.
  • The game allows for unit guarding to protect key pieces.
  • Dice manipulation adds a tactical element.
  • The comeback potential is present, with the gap in life closing.
  • The game is enjoyable to play, even when feeling behind.
Cons
  • One player feels like they are constantly being 'destroyed' or have their plans foiled.
  • The game can feel punishing when facing multiple threats.
  • The player experiences frustration with an 'awkward hand'.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card draw — Players draw cards to replenish their hand.
  • Card Play — Playing cards like 'Out of the Mist', 'Meditate', 'Massive Growth', 'Steady Gaze', and 'Hypnotize' affects the game state.
  • Combat — Units engage in combat, dealing damage to each other and potentially being defeated.
  • Consuming Effects — When a Miss Spirit dies, the snakes benefit from their consume effects.
  • Damage dealing — Damage is dealt to units, reducing their life.
  • dice manipulation — Dice are used for actions and their sides can be changed or manipulated using card effects.
  • discarding cards — Players can discard cards from their hand.
  • Healing — Some units can heal up.
  • Inheritance Ability — When a Gilder is defeated, it has an inheritance ability to place a token on another unit.
  • Status Effects — Effects like 'exhaustion' are applied to units.
  • Summoning — Summoning units like a silver snake, Gilder, and Miss Spirits is a core action.
  • token placement — Tokens are used to indicate attack strength, life, and status effects on units.
  • Unit Guarding — Units can act as guards to protect other units from attacks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • my Gilder fought one of Luke's Miss spirits and killed the Miss Spirit but the Miss Spirit did damage back on the Gilder that I didn't record
  • your turn Luke for my turn I'm going to summon two Miss Spirits which will cost a mask and a basic
  • you now have three power Dice and for my main action I'm going to kill your Gilder
  • this wound was actually very important yes that it be here right cuz now it's defeated my Gilder and one damage goes on my silver snake
  • I'm telling you it's easy come easy go with my units
  • I am going to do a side action people were saying I didn't do enough of these in the last episode
  • this is definitely a big threat but thankfully that alteration spell will go away at the end of the round
  • well I'm back in trouble again everybody
  • are you serious do you have another counter to my great plan
  • I said a lot of good cards in my hands it is unbelievable if that's the definition of awkward then I would like to have an awkward hand
  • well everyone thanks again for watching another episode of watch Luke beat up on Rodney
  • you started with less life so any damage I was doing to you was probably con you had 22 Yeah and you've closed that Gap in fact I think you've gone and tipped it I've done more damage you have now I have less life than you do yes
References (from this video)
No references stored for this video.
Video TrwkNt9rwMw Watch It Played Live Chat at 55:16
video_pk 68670 · mention_pk 248046
Watch It Played - Arcs video thumbnail
Click to watch at 55:16 · YouTube ↗
Pros
  • unreal artwork
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)
  • if you haven't watched the gameplay yet and you plan to then stop watching
  • we won just at the last minute on the last thing we couldn't have anything else go wrong
  • Steve we're on you yeah we're on you Steve
  • who cares if a tiny Kingdom get it's just tin one tiny Kingdom what's the who cares if it burns
  • I don't like to use my platform to share opinions of games
  • you want to just stick a GoPro on my forehead I'll do whatever
  • I did promise that I would do Arkham Horror eventually
  • I don't review things Tom can do that he can say whatever he wants about whatever game he wants because it's his opinion
  • I don't think you want to send your family we have not attended the Asylum as a family and we are not going to play Arkham horror probably as a family either
  • I only do games I like at least somewhat I don't have to love the game I have to like it somewhat
  • my mom always said don't talk to strangers
  • people don't just get an accent though like you just got an accent well I mean maybe I'm normally hiding it
  • you're really about it's about sort of betting do I have what I think I have
  • Watch It Played has eaten my life and I love it I love that it has eaten my life this is what I want to be doing
  • I don't want to make supporting our show be similar to your electric bill
  • I hope it still exists not to beat this drum too loudly or too often but I mean it will come down to the fundraisers honestly
  • my my what I want to do is I want the show to be something that I retain control of I get to play the games I want to play work with the Publishers I want to work with
  • I would love to have a dedicated Studio I'm in my basement right now it's unfinished it's pretty good I'm pretty happy with where it is now but I I I could be happier
  • Pep should get his own segment on watch it play Pep's Pep's play period make it happy Rodney you're holy back
  • this is what I want to be doing I find the work people sometimes say oh you must have so much fun when I'm staring down the barrel of 15 hours of shooting an instructional video I'm not sitting there going wow this is fun but is intensely satisfying
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
Arcs video thumbnail
Click to watch at 1:20 · YouTube ↗
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 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
Click to watch at 5:21 · YouTube ↗
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
Arcs video thumbnail
Click to watch at 5:26 · YouTube ↗
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
Click to watch at 4:43 · YouTube ↗
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 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 q2tl45hNDIs The Board Gaming Doctor Playthrough at 0:04 sentiment: positive
video_pk 63250 · mention_pk 156602
The Board Gaming Doctor - Arcs video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The campaign adds depth through fate cards and a structured objective system.
  • The campaign offers a narrative with evolving ambitions and council mechanics.
Cons
  • The campaign can be complex and potentially overwhelming for new players.
Thematic elements
Comparison games
  • Arcs base game
Mechanics (from transcript analysis)
  • Ambitions — A personal objective system with named ambitions (Keeper, Empath, Warlord, Tycoon) tracked on a progression track that affects scoring and actions.
  • Combat: Dice — Combat resolution using dice with potential rerolls of skirmish dice based on weapon icons.
  • Gate-based movement and catapult — Movement of ships between gates, including catapulting to different gate locations (e.g., gate 3x, 4 to 3x).
  • Influence and Imperial Council — Players influence the Imperial Council to gain effects, with session-based mechanics and the possibility of bargaining or negotiating indirectly.
  • Influence Points — Players influence the Imperial Council to gain effects, with session-based mechanics and the possibility of bargaining or negotiating indirectly.
  • Keepers and empaths on map — Ambitions influence map control and scoring across multiple regions, with emphasis on controlling keeper and empath resources.
  • Prelude actions — A prelude phase where players perform actions such as mobilization, construction, and influence, with the option to undo moves.
  • Resource Management — Management of relics, psionic resources, fuel, materials, and other resources, including stealing or trading via cards.
  • Skirmish combat and dice — Combat resolution using dice with potential rerolls of skirmish dice based on weapon icons.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This campaign just blows me away.
  • Having these fate cards... being the steward... was just really nice to have an objective to chase.
  • There's a lot of nuance when it comes to the rules.
  • This expansion has the potential to push arcs into a top 10 game for me.
  • Roll for Haunt is the website from which this is played.
References (from this video)
No references stored for this video.
Video pdW1fK8P5Sc Rolls in the Family Top List at 39:16 sentiment: positive
video_pk 63232 · mention_pk 156576
Rolls in the Family - Arcs video thumbnail
Click to watch at 39:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, nuanced design with a high degree of strategy and variability
  • Strong sense of progression and storytelling through leaders and lore
Cons
  • Complex and heavy, potentially intimidating for new players
  • Expansion content can radically shift the experience
Thematic elements
  • civilization-building with leadership and lore
  • fantasy civilization with gates and lore
  • story-driven with character leaders and lore
Comparison games
none
Mechanics (from transcript analysis)
  • ambitions and initiative — Ambitions provide scoring opportunities; initiative can be seized or exchanged.
  • city-building in gates and starports — Choose where to place cities and develop structures within gates.
  • leaders with positive and negative abilities — Leaders grant powers and tradeoffs affecting strategy.
  • lore cards and events — Lore cards drive long-term strategy and unlock further actions.
  • prelude and expansion interactions — Prelude-like actions and expansions influence available choices.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Last Bastion is a beautiful game. Like, the artwork is just so great.
  • Cozy Stickerville, it's very much kind of like a cooperative experience, almost something like Stardew Valley.
  • This is Biblios.
  • this game is fascinating trying to navigate it.
  • for the first time in my life I played a five-player game of Terraforming Mars.
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 VIVKQDtCrJY Board Game Buzzz Discussion at 29:20 sentiment: positive
video_pk 63114 · mention_pk 156405
Board Game Buzzz - Arcs video thumbnail
Click to watch at 29:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong trick-taking core with space-themed actions
  • Campaign potential adds longevity
Cons
  • First-time players may struggle to chain actions optimally
Thematic elements
Comparison games
  • Root
Mechanics (from transcript analysis)
  • action selection tied to tricks — the number of actions you can take on the main board depends on tricks won or lost.
  • Trick-Taking — each round you lead a trick; players may follow to gain actions or break from the trick for alternate actions, triggering the leading card's effect.
  • trick-taking with push-your-luck/break from trick — each round you lead a trick; players may follow to gain actions or break from the trick for alternate actions, triggering the leading card's effect.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'll just start by chatting about For Northwood because I love this game.
  • Rolling Realms is so good.
  • Veil of Eternity is a fun little game.
  • Forest Shuffle — it's just a super point solid game.
  • Hrien's Wall is fantastic.
References (from this video)
No references stored for this video.
Video EhPb9TfXqf0 All You Can Board Top List at 3:40 sentiment: positive
video_pk 62951 · mention_pk 156054
All You Can Board - Arcs video thumbnail
Click to watch at 3:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • mini campaigns giving ongoing flavor without long sessions
  • intermission periods that affect future games
  • balance between ongoing progression and player changes
Cons
none
Thematic elements
Comparison games
  • Gloomhaven
  • Oath
  • Root
Mechanics (from transcript analysis)
  • Combat: Dice — Dice combat is part of the gameplay; pieces carry over.
  • Dice combat — Dice combat is part of the gameplay; pieces carry over.
  • inter-session effects — Choices made in one game affect rules or setup in subsequent games.
  • mini-campaign across three games — Three games in a campaign with intermission periods and effects across sessions; same group of 3-4 players.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i'm really excited about arcs on this entire list
  • i cannot wait to see the crowdfunding campaign so i can back it
  • pattern building and matching patterns
  • i'm sweating through this entire video
  • let me know out of all the ones i mentioned which one you're most excited about
References (from this video)
No references stored for this video.
Video nlxU1vxzcdw Neon Gorilla Analysis at 0:00
video_pk 62777 · mention_pk 155476
Neon Gorilla - Arcs video thumbnail
Click to watch at 0:00 · 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)
  • longer turns were better because we wanted them to feel more like chapters in a book.
  • Risk was first advertised as a game, one of its key selling points was that it had a dynamic turn length.
  • variations of tempo.
References (from this video)
No references stored for this video.
Video EsLh09eLFpk Neon Gorilla Analysis at 0:00 sentiment: mixed
video_pk 62778 · mention_pk 155480
Neon Gorilla - Arcs video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • luck — Perceived impact of luck on gameplay; discussed via fan vs. detractor ratings.
  • Push Your Luck — Perceived impact of luck on gameplay; discussed via fan vs. detractor ratings.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The interesting thing, I actually did some analysis this morning on Arcs fans.
  • The idea of luck in Arcs.
  • Their perception of luck was significantly higher in the people that didn't like your game. And it happened to be they hated your game, not just didn't like it in general. Like it was highly polarizing.
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 6lmQneE2JAQ Neon Gorilla Playthrough at 1:25 sentiment: positive
video_pk 62775 · mention_pk 155473
Neon Gorilla - Arcs video thumbnail
Click to watch at 1:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep strategic space-theme with asymmetric leader effects
  • high interaction through diplomacy and aggression
  • dynamic pacing via varied ambitions and board states
Cons
  • high learning curve and complexity
  • AP-prone situations can slow play
  • digital play (TTS) introduces syncing/technical issues
Thematic elements
  • power struggles, keeper/tyrant dynamics, ambition-driven scoring
  • A space-themed empire with gates and planets; players influence courts, build on gates, and fight for ambitions
Comparison games
  • Lords of Vegas
Mechanics (from transcript analysis)
  • ambition — declare ambitions to trigger special abilities and scoring opportunities
  • card_copying — copy actions via certain cards to influence multiple turns
  • catapult_movement — catapult movements allow moving ships across systems and gates
  • Combat — battle using dice (skirmish dice) with special weapons and defender selection
  • Combat: Dice — battle using dice (skirmish dice) with special weapons and defender selection
  • gate_city_building — build cities on gates; taxed resources indicate scoring potential
  • influence — influence cards in the court; used in declaring ambitions and shaping endgame scoring
  • Influence Points — influence cards in the court; used in declaring ambitions and shaping endgame scoring
  • keeper_symbols — leaders/cards can have keeper symbols that modify interactions (keep resources safe, etc.)
  • Resource Management — manage fuel, materials, and other resources; taxation affects economy
  • resources — manage fuel, materials, and other resources; taxation affects economy
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Oh, we are playing arcs today.
  • It's nutty that it's lore cards and we can't steal them.
  • Dude, how are you keeper solidarity and keeper trust? Like that is crazy.
  • This game is amazing.
  • I love this game.
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.
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