Experience the full scope of ARCS with this exclusive, all-in package. This includes all game-play related products as well as the metal resources and deluxe playmat.
- Arcs (Buried Giant Printing)
- Arcs: Leaders & Lore Pack
- Arcs: Lost Vaults & Fated Leaders expansion
- Arcs: The Blighted Reach Campaign
- Arcs: Beyond the Reach Campaign expansion
- Arcs: Halls of Power Campaign expansion
- Arcs: 2026 Campaign Update
- Arcs: Playmat (Leder)
- Arcs Metal Resources
For more add-ons, see our ARCS Game Series page.



In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions.

Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes.

Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign.

Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game.

Long ago, the Reach thrived. But our ancestors failed us, and I fear we’re no better. As we wrestle over earth and void, can we break the cycle?
Arcs is a dynamic science fiction game from Cole Wehrle and Kyle Ferrin featuring sharp competitive play that rewards skillful planning and daring maneuvers. It takes about two hours to play and supports two to four players.
Intrepid players can also explore an expansive and replayable campaign mode with the Blighted Reach Expansion. With it, Arcs transforms into a three-session space opera filled with intrigue, mystery, and betrayal. A fearsome blight has overwhelmed the outer systems. As the last regents of a decaying empire, you must balance your duty to an ancient order against your own ambitions. Will you exploit this crisis to further your own ends? Or will you find a way to create a new era of peace and prosperity?


Arcs uses an innovative action system where players must juggle their priorities against the opportunities of the moment. Each chapter, you'll be dealt a hand of action cards. These cards can be used many ways: copy the leader, pivot to new tactics, or seize the initiative for next round. Timing is everything.

As the game progresses, players will declare ambitions, determining how everyone at the table scores victory points. However, activating victory conditions may provide openings for your enemies. Risk and reward are intertwined, and fortune favors the bold...mostly.

With fleets at the ready when the game begins, you can fly into battle within minutes. When you clash with the enemy, you’ll plan your strategy by mixing and matching three kinds of dice, then roll them all to resolve the battle in a flash. Want to soften them up first with some well-timed skirmishes, or raid them immediately to steal precious resources? It's your decision.


The base game of Arcs holds plenty to explore right out of the box. The game includes a number of variable setups, and over the course of the game, players will gain special powers by securing guild cards from the Court. Terrorize the Court with your enforcers or announce your ambitions with a troupe of galactic bards.
Players hungry for more asymmetry will find a feast of new abilities with the leader cards. Each card introduces a special starting position and powerful ability. But be careful: each leader also has a drawback. The proud Noble may be adept at courtly intrigues, but will refuse to ever take second place when scoring ambitions.

A card spread showing many leaders and lore cards.
These leaders can be further combined with a set of powerful lore cards that allow players to warp core rules of the game. Use Living Structures to shift your buildings freely from cities to starports, or dash across the Reach with your Sprinter Drives. Each lore card can be paired with any leader, offering players a huge number of unique factions. Still want more? Pick up the Leaders & Lore Pack to double the number of leader and lore cards in your game!

Ambitious players can explore a three-game epic in the Blighted Reach Expansion. In this campaign, each player chooses a starting Fate, which provides a unique set of goals and abilities. As the campaign progresses, you might hold to your Fate or decide to abandon it for other opportunities. Perhaps you began as a fringe religious figure, dreaming of spreading the good word. However, frustrated by the imperial police, you turned away from the holy path and toward a life of piracy. Then, some time later, your spirit was reawakened but you directed it toward revolution, fighting that same empire that had clipped the wings of your earliest ambitions.

The full Arcs Blighted Reach spread, showing new pieces such as purple Imperial ships and green Blight tokens, along with colored player trays to hold their piece supplies.
Each success and failure alters your position and abilities going forward. When you marshal your forces against the empire in the final game of the trilogy, you won’t just be a revolutionary. You’ll be an ex-space pirate, with a ship full of true believers, the last bastion of a failed dream.
Unlike other campaign games, a full campaign of Arcs can be played in a single long session or easily divided over multiple days. The campaign box features seamless storage that can save your campaign’s progress with minimal bookkeeping. And, once the campaign is completed, you can easily reset the game and play again.

Beyond the Reach introduces strangers from beyond normal space and time. Gather your forces for a full-scale invasion with the Invader, or slip into broken worlds to search for lost artifacts as the Scavenger. Some Fates will also use a new mechanism: the secret agenda. These agendas will determine how their Fate develops. Is the stranger from another world the true Successor, as they claim, or are they just a Pretender looking to take advantage of chaos in the Reach?
You must own the Blighted Reach Expansion to use this.

The Founders left us bereft and alone. Why do they speak only in poetry and paradox? They knew so much, and we know so little. Would they be proud of their children? Ashamed? Perhaps they never cared. Perhaps the torch we carry was never meant to be lit.
The Lost Vaults & Fated Leaders expansion introduces a wealth of new content to the base game of Arcs.
Discover a bevy of new leaders, including the new fated leaders. Each fated leader comes with special pieces that alter core rules of the game, like a distilled version of their campaign counterpart. As God’s Hand, add a whole new suit of action cards, the faithful. Or, as the Firebrand, offer players a new way of seizing the initiative. The fated leaders are fully compatible with the existing pool of leaders and well-suited to competitive or casual play.

Through the expanded setup, you can now generate a unique map each time you play, including a totally new feature: the Lost Vaults. Floating silent for generations, these vast edifices can be awakened to gain tactical advantages. Use the Bastion to defend a critical system, travel along the Stone Road to previously inaccessible planets, or explore the Ruins to find catastrophically powerful artifacts.
These advantages may come in handy with the arrival of a fifth player to the Reach. To help you navigate the froth and chaos of five-player games, we're even adding a new type of action card. Finally, you'll find a whole new court deck of never-before-seen cards, dramatically changing the strategies available to you.


A brilliant scar stretched across the stars. The imperial sentinels posted warnings and sent scouts. Scientists tried to measure its breadth. Priests lit lamps. Weeks passed while it loomed in silence. Then, like a torrent, fleets spilled into the Reach, and the sky turned to flame.
This crowdfunding campaign offers two campaign expansions: Beyond the Reach and Halls of Power. These expansions introduce new Fates to the Blighted Reach campaign, bringing the total up to 36! Best yet, most of them are three-act "A" Fates, so you can jump into them right at the start of your campaign.
You must own the Blighted Reach Expansion to use either of these two expansions.
Beyond the Reach introduces strangers from beyond normal space and time. Gather your forces for a full-scale invasion with the Invader, or slip into broken worlds to search for lost artifacts as the Scavenger. Some Fates will also use a new mechanism: the secret agenda. These agendas will determine how their Fate develops. Is the stranger from another world the true Successor, as they claim, or are they just a Pretender looking to take advantage of chaos in the Reach?
Halls of Power dramatically widens Arcs’s political game. Manipulate the power brokers and revolutionaries with the cunning Socialite, or reimagine the Empire's political system with the Reformer. Players will find new tools of negotiation and points of leverage.

For everything ARCS, browse the ARCS Game Series page.

