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Arcs · Reference sheet

Arcs reference sheet

Overview

  • Lead a spacefaring faction through 3–5 chapters in the Reach [p.2 — Introduction]
  • Win by having the most Power when the game ends [p.2 — Introduction]
  • Gain Power by fulfilling declared ambitions scored at chapter end [p.2 — Introduction]
  • Game ends when any player hits 27 Power (4p), 30 Power (3p), or 33 Power (2p), or after Chapter 5 [p.19 — Step 3]
  • Core loop: play action cards → take actions → score ambitions → repeat [p.6 — Arc of Play]
  • ~45 min/player first game; ~30 min/player after [p.2 — Introduction]

Setup

  1. Place map; collect 18 battle dice and 25 resource tokens [p.4 — Setup]
  2. Give initiative marker to a random player [p.4 — Setup]
  3. Shuffle action cards '2'–'6'; add '1' and '7' only for 4 players [p.4 — Setup]
  4. Place 3 ambition markers blue-side-up in Available Markers; place chapter marker on '1'; place zero marker in Ambition Declared slot [p.4 — Setup]
  5. Shuffle all Vox + Guild cards into Court deck; draw 3 cards (2p) or 4 cards (3–4p) face-up as Court row [p.4 — Setup]
  6. Draw 1 setup card; cover out-of-play clusters with path markers and out-of-play markers [p.4 — Setup]
  7. 2p only: place 6 resources from covered planets onto ambition boxes as specified [p.4 — Setup]
  8. Each player takes board, 5 cities, 5 starports, 15 ships, 10 agents; place cities in triangle slots [p.5 — Setup]
  9. Each player places Power marker on '0' [p.5 — Setup]
  10. Players simultaneously place starting pieces per setup card (3 ships + 1 city at A, 3 ships + 1 starport at B, 2 ships at C) [p.5 — Setup]
  11. Each player gains 2 resources matching planet icons in their A and B systems [p.5 — Setup]
  12. Each player draws 6 action cards; 2p: player without initiative may mulligan once [p.5 — Setup]
  13. Discard remaining action cards face-down [p.5 — Setup]

Turn structure

Player with Initiative

  1. Optionally declare an ambition shown on your lead card (before actions) [p.9 — Declaring an Ambition]
  2. Play 1 action card face-up as the lead card; take 1 action per pip of its suit [p.8 — Step 1]

Other Players (clockwise)

  1. Play a card as Surpass (same suit, higher number → full pips), Copy (any card face-down → 1 action of lead suit), or Pivot (different suit → 1 action of your card) [p.10 — Step 2]
  2. Before taking actions, optionally seize initiative by playing an extra card face-down or Surpassing with a '7' [p.10 — Seizing the Initiative]

End of Round

  1. Initiative goes to: highest Surpass winner (if no seize), seizer (if seized), or stays put (if no Surpass) [p.11 — Step 3]
  2. Discard all played cards; if any player has cards left, start new round; else end chapter [p.11 — Step 4]

Actions

Action Suit(s) Effect
Tax Administration Gain 1 resource from a Loyal city OR a Rival city you control; taxing Rival also captures 1 of their agents. Limit: once per city per turn.
Build Construction Place 1 city/starport in empty slot at a system with a Loyal piece, OR 1 ship at a Loyal starport (1 ship per starport per turn). Built in enemy-controlled system = placed damaged.
Move Mobilization / Aggression Move any Loyal ships from one system to an adjacent system. From a Loyal starport: Catapult — keep moving until hitting a planet or an enemy-controlled gate.
Repair Construction / Administration Stand up 1 damaged Loyal ship OR flip 1 damaged Loyal building (anywhere on map).
Influence Mobilization / Administration Place 1 agent on any card in the Court.
Secure Aggression Take a Court card where you have more Loyal agents than each Rival; return your agents, capture Rival agents as Captives; resolve 'When Secured'; refill Court.
Battle Aggression Choose a system with Loyal ships; choose a Rival defender; collect up to 1 die per attacking ship (Assault/Skirmish/Raid); roll and resolve [p.14 — Battle].

Resource Prelude actions (spend before using action pips) [p.17 — Resources]

  • Material → Build or Repair
  • Fuel → Move
  • Weapon → spend action pips as Battle this turn
  • Relic → Secure
  • Psionic → any action listed on the lead card

Combat

Trigger: Spend an Aggression pip → Battle [p.14 — Battle]

  1. Choose a system with Loyal ships (attackers) and 1 Rival defender [p.14]
  2. Collect up to 1 die per attacking ship — Assault, Skirmish, or Raid (max 6 of any type); Raid dice require defending buildings OR defender has no buildings anywhere [p.14]
  3. Roll all dice; resolve in order:
    1. Hit your own ships once per 💀 face
    2. If any 💀 rolled: defender intercepts — hit your ships once per fresh defending ship (once per battle)
    3. Hit defending ships once per ☀️; once ships gone, hit buildings
    4. Hit defending buildings once per ⚡
    5. Spend 🔑 to raid resources/Guild cards (if attacking ships remain) [p.16 — Raiding]
  4. Fresh piece hit → damaged; damaged piece hit → destroyed (goes to attacker's Trophies) [p.14]
  5. Destroying a city → Provoke Outrage + Ransack the Court [p.16 — Destroying Cities]

Scoring

Score at end of each chapter for each ambition with markers in its box [p.18 — Step 1]

Ambition Count
Tycoon Most Fuel + Material icons (resources + Guild cards)
Tyrant Most Captives on player board
Warlord Most Trophies on player board
Keeper Most Relic icons (resources + Guild cards)
Empath Most Psionic icons (resources + Guild cards)
  • 1st place: higher Power value on all ambition markers; 2nd place: lower value [p.18]
  • Tie for 1st → all tied get 2nd place Power; tie for 2nd → no Power [p.18]
  • Must have at least 1 of the counted thing to qualify [p.18]
  • Bonus City Power: Sole 1st place + '+2' slot uncovered = +2 Power; both slots uncovered = +5 Power (once per ambition) [p.18]

End of game

  • Chapter ends when all players are out of action cards OR all players with cards pass consecutively [p.18 — Ending a Chapter]
  • After scoring, return Trophies (if Warlord scored) and Captives (if Tyrant scored); flip lowest unflipped ambition marker to higher-Power side [p.19 — Step 2]
  • Game ends if any player has ≥27 Power (4p), ≥30 Power (3p), ≥33 Power (2p), OR chapter marker is on Chapter 5 [p.19 — Step 3]
  • Most Power wins; tie → earliest in turn order wins [p.19 — Step 3]
  • If game continues: advance chapter marker, shuffle all action cards, each player draws 6; player with initiative starts next chapter [p.19 — Step 4]

Glossary

  • Adjacent: Shares a thin border with another system [p.6 — The Map]
  • Catapult: Extended move from a Loyal starport — keep moving through gates until hitting a planet or enemy-controlled gate [p.13 — Move]
  • Control: You have more fresh ships in a system than each Rival individually; ties = no one controls [p.7 — Damage & Control]
  • Damaged: Tipped ship or building on its darker side; hit again = destroyed [p.7 — Damage & Control]
  • Fresh: Upright ship or building on its lighter side [p.7 — Damage & Control]
  • Loyal: Of your player color [p.23 — Glossary]
  • Outrage: Resource type is outraged (covered by agent); cannot spend it for its Prelude action [p.16 — Destroying Cities]
  • Prelude: Window after playing your action card and before spending any action pips; spend resources here [p.20 — Prelude Actions]
  • Rival: Another player or their pieces [p.23 — Glossary]
  • Seize the Initiative: Take the initiative marker mid-round by playing an extra card face-down or Surpassing with a '7'; no one else can seize after [p.10 — Seizing the Initiative]
  • Trophy: Destroyed enemy piece placed in your Trophies box; adds to Warlord ambition [p.7 — Trophies & Captives]
  • Captive: Captured enemy agent placed in your Captives box; adds to Tyrant ambition [p.7 — Trophies & Captives]

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