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Argent: The Consortium box art

Argent: The Consortium

Game ID: GID0028426
Game Info
Year
2015
Collection
Rating
Mechanic profile
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Vibe profile
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Description

The time has come for the selection of a new Chancellor at Argent University of Magic, and you are among the likely candidates for the job. Gather your apprentices, ready your spellbook, and build your influence, while secretly discovering and competing over the votes of a limited Consortium of influential board members. Only the one who is able to fulfill the most criteria will claim the title of most influential mage in the World of Indines!

Argent: The Consortium is a cutthroat worker-placement/engine-building game of manipulation and secrecy in which the criteria for victory are secret and the capabilities of your opponents are constantly changing. You'll need to outwit the other candidates, use your spells at the right moment, and choose the correct apprentices to manage your plan.

Argent: The Consortium is a European-style game that minimizes luck and focuses on player interaction and strong core mechanisms that allow new strategies to emerge each time you play.

The designer keeps an updated Official Errata/Typo/FAQ thread on BGG.

Description

The time has come for the selection of a new Chancellor at Argent University of Magic, and you are among the likely candidates for the job. Gather your apprentices, ready your spellbook, and build your influence, while secretly discovering and competing over the votes of a limited Consortium of influential board members. Only the one who is able to fulfill the most criteria will claim the title of most influential mage in the World of Indines!

Argent: The Consortium is a cutthroat worker-placement/engine-building game of manipulation and secrecy in which the criteria for victory are secret and the capabilities of your opponents are constantly changing. You'll need to outwit the other candidates, use your spells at the right moment, and choose the correct apprentices to manage your plan.

Argent: The Consortium is a European-style game that minimizes luck and focuses on player interaction and strong core mechanisms that allow new strategies to emerge each time you play.

The designer keeps an updated Official Errata/Typo/FAQ thread on BGG.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 5 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–5 of 5
Video Qymq6wbAQsI watch it played Rules Teach at 36:44 sentiment: positive
video_pk 65274 · mention_pk 158915
watch it played - Argent: The Consortium video thumbnail
Click to watch at 36:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Double-sided room tiles for variability.
  • Rulebook offers suggestions for first game setup.
  • Clear indication of card types by looking at the back.
  • Double-sided candidate sheets and starter spells for first games.
  • Mages have unique abilities that influence choices.
  • Infirmary provides sympathy bonuses.
  • Influence points track progress.
  • Merit tokens provide benefits.
  • Spells can be learned and upgraded.
  • Reactions allow for quick responses.
  • Vault items and supporters can be collected and used.
  • Bell tower cards end the round when collected.
  • Symbols are accompanied by text explanations.
  • Research can be gained to learn or upgrade spells.
  • Marks can be placed on voters for private viewing.
  • Lock tokens prevent Mage movement and protect rooms.
  • Healing effects return Mages from the infirmary.
  • Game comes with a player aid sheet.
  • Variants and expansions exist.
Cons
  • Some Mages can't be placed in certain slots without specific conditions (e.g., Shadow slots).
  • Wounded Mages are sent to the infirmary.
  • Exhausted spells cannot be cast until refreshed.
  • Treasures cannot be used again until refreshed.
  • Mages placed via certain effects do not use their innate powers.
  • Locked rooms prevent movement and spells unless they unlock rooms.
  • Discarded cards return to the bottom of the deck, not the discard pile.
  • Shadowing Mages can't use innate powers and can't be targeted except by specific effects.
  • If a voter has every player's mark, it is no longer private information.
Thematic elements
  • convince the Consortium of Voters that you should take his place and become the most influential Mage in the world
  • Argent University of magic
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose a main action from five options: placing a mage, casting a spell, collecting a vault item, collecting a supporter, or collecting a bell tower card.
  • area majority — Determining who has the most influence, most supporters, most control in a department, most diversity, and most research at the end of the game.
  • bluffing — Consortium voters start face down, and players can privately look at voters they have personally marked.
  • hand management — Collecting and using spells, vaults, and supporters.
  • Push Your Luck — Deciding whether to take a merit slot reward knowing you might not have the merit badge to activate it during resolution.
  • set collection — Collecting Mages of the same department color, collecting supporters of specific departments, and unlocking spells of specific departments.
  • Variable player powers — Each of the five Mage types has a unique ability (Red Mages: destructive sorcery, Green Mages: cannot be wounded, Gray Mages: can place after casting a spell, Blue Mages: immune to opponent spells, Yellow Mages: neutral).
  • worker placement — Players will place a mage in a room to collect a reward during the resolution phase. There are regular, merit, shadow, and shadow merit slots.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The chancellor of the Argent University of magic has surprisingly announced that he'll be stepping down in one week which is exactly how long you'll have to send out your team of Mages on errands to help convince the Consortium of Voters that you should take his place and become the most influential Mage in the world.
  • Think of it as a parallel Dimension your Mage can travel to allowing it to also gain the effect here even though an opponent has already placed their Mage in an unshadowed slot.
  • The player with the most Consortium votes is the only way to win.
  • The rule book does come with some variants and there's already been a full expansion released for the game but I'm going to leave that for you to discover on your own.
References (from this video)
No references stored for this video.
Video 2fxVvwkt5ZE watch it played Discussion at 4:18 sentiment: positive
video_pk 65251 · mention_pk 158887
watch it played - Argent: The Consortium video thumbnail
Click to watch at 4:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • accommodates sleeved cards
  • trays can be removed and set around the gaming area
  • storage for additional player pieces
  • storage for tokens and different tiles
  • room for expansion components
  • stores all components in a single box
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 to watch it played
  • go7 gaming provided me with a ton of inserts and I want to share all them with you
  • hopefully from watching this video you can see why I would say that go7 gaming provides premium custom insert solutions for your favorite games
  • until then I'd like to tell you about a contest that we're offering so you can win the Agricola insert
References (from this video)
No references stored for this video.
Video oBhWS-do-uQ Tabletop Turtle Top List at 0:07 sentiment: positive
video_pk 13373 · mention_pk 39222
Tabletop Turtle - Argent: The Consortium video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful mess of a game with tons of content and variety
  • Every game feels completely unique
  • Fun to teach due to new spells constantly breaking the game
  • Secret end-game judge criteria allow for hidden strategy
  • Players can peek at scoring criteria throughout the game
  • Creates new strategic opportunities to deduce opponent goals
Cons
  • Memory-intensive with many different scoring goals
  • Hectic and chaotic gameplay
  • Can be a bit mean
Thematic elements
  • anime magic school
  • Harry Potter-like setting
  • academic competition
  • spell research
  • influence building
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Kim is a little new to gaming... I've been in the business for maybe a couple decades... he's ancient he was around before the first board game was ever created
  • The reason for that is if you check forums a lot of people will talk about how they don't like the semi-cooperative nature of the game
  • I wish he was wrong but okay in my justification if you're playing a board game it's a physical tactile thing
  • I have a lot of friends where English is not their first language... with this kind of game being abstract there are no there's no cards to read there's no complicated rule
  • Argent is one of the most beautiful mess of the games imaginable
  • If you've never seen this game before it is the cutest thing ever ever
  • It's been my favorite game forever... I wouldn't bust this down if my family came over
  • Every time I feel like playing a board game it feels like there's a part of me that's just like okay I should play Arc Nova again
  • I really like when theme matches the mechanics
References (from this video)
No references stored for this video.
Video TLYm_ZKhJ00 Rolls in the Family Review at 0:10 sentiment: positive
video_pk 13408 · mention_pk 148154
Rolls in the Family - Argent: The Consortium video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, emergent strategy from a relatively simple core rule set.
  • Rich partnership dynamics and meaningful interaction between teammates.
  • Elegant rules that unlock a lot of strategic depth with repeated play.
  • Excellent value for money (two decks included, affordable price).
  • Strong potential for dramatic comebacks and tense endgames.
Cons
  • Steep learning curve; new players can feel overwhelmed by the numerous nuances.
  • Best experienced with exactly four players; less ideal for other counts.
  • Scoring and timing can be confusing, leading to pacing unpredictability.
  • Requires multiple sessions to truly internalize optimal strategies.
  • Minimal theme may not appeal to players who prefer narrative-driven games.
Thematic elements
  • Partnership-based climbing/trick-taking with a suite of special cards
  • Traditional deck of cards with a stylized Asian aesthetic; no strong narrative theme beyond card play
  • Strategy-first, with emphasis on partnership coordination and tactical decision-making
Comparison games
none
Mechanics (from transcript analysis)
  • Betting and bluffing — A player can call tiu (betting 100 points to go out first) before playing; this raises stakes and reshapes round dynamics.
  • Bombs — Powerful plays (four of a kind or straight flush) that can be played to beat any led type and may be played out of turn; only beaten by larger bombs.
  • Ladder climbing — Powerful plays (four of a kind or straight flush) that can be played to beat any led type and may be played out of turn; only beaten by larger bombs.
  • Multi-use cards — Majang determines the round start and can force a wish card; Dragon is the highest single; Phoenix can be a wildcard or boost a single in multi-card sets; Dog must be led but passes the lead to the partner.
  • Passing pre-round — Before each hand, players pass one card to each other to indirectly communicate with their partner and shape round strategy.
  • Scoring and rounds — Each hand has 100 points; teams can chase a double victory by going out first, with special calls like tiu altering totals.
  • Set-based trick-taking — Players lead a set of cards; others must beat with a higher set of the same type or pass; the last and highest set wins and leads the next set.
  • Special cards — Majang determines the round start and can force a wish card; Dragon is the highest single; Phoenix can be a wildcard or boost a single in multi-card sets; Dog must be led but passes the lead to the partner.
  • Team-vs-team structure — Four-player, partnership-focused play where staying in sync with your ally is central to success and comes with unique decision points.
  • Teams — Four-player, partnership-focused play where staying in sync with your ally is central to success and comes with unique decision points.
  • Tiu betting — A player can call tiu (betting 100 points to go out first) before playing; this raises stakes and reshapes round dynamics.
  • Trick-taking — Players lead a set of cards; others must beat with a higher set of the same type or pass; the last and highest set wins and leads the next set.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There is a lot of strategy in how to break up your own hand as well as how you dictate which set types the other players can play.
  • The partnership aspect creates a lot of interesting decisions where you're trying to deduce the position of your partner and how to best support them.
  • Passing cards before the round is your one opportunity to communicate directly with your partner.
  • TIU is very interactive; not only is everyone playing cards onto a common climbing pile, but there are also a lot of strategic considerations in the dynamics of the partnership play.
  • It's amazing how we still are dealt hands that feel fresh and different after so many plays.
References (from this video)
No references stored for this video.
Video INsdqolc6ko The Broken Meeple Discussion at 1:16 sentiment: positive
video_pk 12592 · mention_pk 115835
The Broken Meeple - Argent: The Consortium video thumbnail
Click to watch at 1:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong, immersive theme that matches mechanics
  • historic attention to interaction and information dynamics
  • cool victory-condition design with exploration and discovery
Cons
  • heavy and complex, long playtime
  • high setup and maintenance due to components
Thematic elements
  • academic politics, magical leadership, and spell-casting rivalry
  • A Hogwarts-like magical university in a fantasy city
  • highly thematic, romantic, interactive with fluid victory criteria
Comparison games
  • Guards of Atlantis
Mechanics (from transcript analysis)
  • color-coded mage interactions — mages of different colors grant unique abilities and sorcerous interactions
  • item, spell, and supporter integration — collect and use items, supporters, and spells to influence actions and scoring
  • variable end-game objectives / voting — a council votes to determine the leader based on multiple criteria revealed during play
  • worker placement — place specialists on locations to gain bonuses and trigger actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's one of the most romantic games out there
  • it's a cool twist on the whole victory point thing
  • it's highly thematic and incredibly interactive
  • it's a solid worker placement game that feels streamlined
  • it's not a long game per se but with enough players it can stretch to two hours
  • it's language independent
  • this is a really nice streamlined euro with crunch
References (from this video)
No references stored for this video.
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