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
- Place map; collect 18 battle dice and 25 resource tokens [p.4 — Setup]
- Give initiative marker to a random player [p.4 — Setup]
- Shuffle action cards '2'–'6'; add '1' and '7' only for 4 players [p.4 — Setup]
- 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]
- 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]
- Draw 1 setup card; cover out-of-play clusters with path markers and out-of-play markers [p.4 — Setup]
- 2p only: place 6 resources from covered planets onto ambition boxes as specified [p.4 — Setup]
- Each player takes board, 5 cities, 5 starports, 15 ships, 10 agents; place cities in triangle slots [p.5 — Setup]
- Each player places Power marker on '0' [p.5 — Setup]
- 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]
- Each player gains 2 resources matching planet icons in their A and B systems [p.5 — Setup]
- Each player draws 6 action cards; 2p: player without initiative may mulligan once [p.5 — Setup]
- Discard remaining action cards face-down [p.5 — Setup]
Turn structure
Player with Initiative
- Optionally declare an ambition shown on your lead card (before actions) [p.9 — Declaring an Ambition]
- 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)
- 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]
- 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
- Initiative goes to: highest Surpass winner (if no seize), seizer (if seized), or stays put (if no Surpass) [p.11 — Step 3]
- 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]
- Choose a system with Loyal ships (attackers) and 1 Rival defender [p.14]
- 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]
- Roll all dice; resolve in order:
- Hit your own ships once per 💀 face
- If any 💀 rolled: defender intercepts — hit your ships once per fresh defending ship (once per battle)
- Hit defending ships once per ☀️; once ships gone, hit buildings
- Hit defending buildings once per ⚡
- Spend 🔑 to raid resources/Guild cards (if attacking ships remain) [p.16 — Raiding]
- Fresh piece hit → damaged; damaged piece hit → destroyed (goes to attacker's Trophies) [p.14]
- 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]