Arcs · Board game rules
How do Arcs interact with trick-taking in this game?
Quick answer
Arcs does not incorporate traditional trick-taking mechanics. Players compare card numbers to Surpass the lead card, but this determines initiative and action options, not trick-taking.
Details
The game uses action cards with numbered values and suits, but these are not used for trick-taking. Instead, during a round:
- The lead player plays a card, setting its suit as the "lead suit."
- Other players may Surpass by playing a higher-number card of the same suit, Copy by playing any card face down (taking one action), or Pivot by playing a different suit (taking one action). [p.10 — Playing a Chapter]
- The highest Surpass card determines the next initiative holder if no one seizes it mid-round. [p.11 — Step 3: Check Initiative]
While card comparison exists (e.g., Surpass requires a higher number), this mechanic serves to resolve initiative and action permissions, not to "win tricks" or collect cards. The game focuses on area control, resource management, and conflict, not trick-based scoring.
Watch out: Players sometimes assume "trick-taking" implies hidden bids or scoring tricks, but Arcs’ card play is transparent and action-driven. Cards are played face up (except Copies), and their values directly influence turn order and available actions, not trick counts.