Plays: 4Px3.
The Game
Res Arcana is designed by Tom Lehmann, designer of Race for the Galaxy, which I am a big fan of. It is published by a new company, Sand Castle Games, and it is their first product. Production quality is excellent. These guys know what they are doing. After I read about the game, I became interested. Unfortunately it is not being distributed in Malaysia, so eventually I ordered it from Amazon.
In this game you are mages competing for glory. This is essentially a card game. Most game components are cards or tiles. There are many types of items in the game - artifacts, magic items, places of power and monuments, and they have various powers. You produce resources and spend them to buy items, which help you produce more resources and do many different nifty things. Your end goal is to score 10VP. Whenever anyone reaches or exceeds 10VP, the game ends.
Most items in the game have some power, and usually you get to use the power once per round. Some items are worth victory points. The first row is the places of power. There are always five in the game. They are double sided and you randomly pick a side to play during game setup. Places of power tend to be expensive (cost is in top left corner), but their powers are strong, and they are worth victory points. Usually their victory point value depends on some criteria, e.g. how many gold resources you manage to place on them. The second row is the magic items. You get to pick one for free every round. They are not particularly strong, but still useful. Every round you must pick a different one. The third row is the monuments. Only two are revealed, but you may choose to buy from the top of the deck, because all monuments cost four gold. Monuments are worth 1-3 VP. There are five resource types in the game.
Every player gets his own deck of artifacts, 8 artifacts per deck. You are randomly dealt the 8 artifacts at the start of the game, and you get to examine each one before shuffling them to form your deck. You then draw 3 artifacts to form your hand. At the end of every round you draw 1 artifact. The cost to put an artifact in play is in the top left corner. A grey hexagon means any resource. The artifact on the right is worth 1VP - the red wax seal means victory points. The artifact on the right has a dragon icon and a beast icon in its top right corner. Some powers are applicable only to dragons or beasts. Dragons are the main means of offense in the game. They force all other players to lose life (green resource). If the victims run out of life, they have to discard other resources instead, substituting at a 2:1 ratio. This can be painful.
The round token is the start player marker. It is worth 1VP to whoever is holding it. If you are first to pass in a round, you claim this marker and you will be start player next round, if there is a next round. Sometimes that 1VP can be a matter of win or lose. You may need exactly that 1VP to reach 10VP. However if you pass early for the sake of that 1VP, you need to consider whether others who fully utilise their actions for the round can surpass your 10VP.
There are five resources (called essences) in the game. Yellow is gold, and it is more precious than the rest. You have to spend gold to buy monuments. Green is life. It is what dragons attack. Often you need to have life to sacrifice to dragons in order to preserve your other resources. Black is death. Red and blue are elan and calm, but I call them fire and water. The resources do have some character, and are not completely generic and interchangeable.
The card at the bottom right is a mage card, i.e. your character card. Every game you get to pick one from two drawn. You get to examine your artifact deck, shuffle it to draw three, then examine your hand of three, before deciding which mage to play. There is much consideration you need to make before the game starts. This particular mage lets you collect a water or life resource at the start of every round, and also protects you from one attack. The magic item card at the top right is tilted 90 degrees, which means it has been used in the current round and cannot be used again till next round.
These are monuments. There are always two face-up for you to pick from, and you can do lucky draw and buy the top card from the deck too, because they all cost exactly 4 gold. Monuments have point values (number in red wax seal). Both these face-up monuments have single-use per round powers - see that rotate-card-90-degrees icon.
The Play
I would describe Res Arcana as condensed and intense. It's a game you can play in a short time, and at a brisk pace, but it is also a game in which you need to think a lot and consider many factors. It is thoughtful and deliberate. At game setup you already need to analyse your personal deck of artifacts and your two mage options. You have to consider which places of power are in play, and what the two starting monuments are. You should have a rough plan already even before the game starts. If you can identify a good combo, right off the bat you should already be executing your strategy with a laser sharp focus. Often you need to race to grab the place (or places) of power that is needed for your game plan. You do need to react to what others do too. If the game is an aggressive one with may dragons, you'll need some protection. If someone else is clearly running faster than you, you probably should work with others to trip him up. The main way to interfere with others is the dragons. It is a simple mechanism, but it is very effective. Not defending against dragons can be very costly.
I did two games back to back with Allen, Dith and Ivan. In both games, one player sprinted ahead and crossed the finish line well ahead of the rest. If you manage to find a strong combo, and execute it efficiently, you can run away with the game if others are unable to stop you or run as fast as you. 10VP feels distant at first, but once you get your engine going and your are in an efficient action execution cycle, 10VP is suddenly very achievable. No wonder some people call this medieval Race for the Galaxy.
When you have a lot of green (life), you are less worried about dragons. Dragons don't only target green. Every dragon allows you to take some other form of penalty in lieu of green, e.g. another resource type, or discarding a hand card. Sometimes you want to save other things as dragon protection. If you are the aggressor, you want to attack when many opponents do not have what it takes to defend. By forcing them to discard resources to substitute for green at a 2:1 ratio, you will be severely punishing them. When dragons attack, they attack everyone else. If many people do attacks, it will be a tough game for everyone. You will be forcing one another to discard resources, slowing everyone down.
This mage on the left is an alchemist. He transforms regular resources into gold.
13 Sep 2019. This was the third game I played, this time with Allen, Jeff and Tim. It was Allen's third play too, but Jeff and Tim were new to the game. The game went differently from my first two games. In my deck I had two artifacts which would have helped me with dragons, but unfortunately I did not have any dragon. I had artifacts which helped me produce fire and gold, so I decided to go for this particular place of power in the photo above - the Cursed Forge. I feel that places of power are almost a necessity if you want to win. You need to plan to get one, save resources for it and beat others to it, then utilise it to go for your 10VP. My play was still a little messy. The Cursed Forge was not exactly an ideal fit for me, it was just the least bad. Others were worse. In the final round I had to pass hurriedly for that 1VP on the first player marker. I needed that 1VP to get to 10VP. However both Allen and Tim were able to reach 10VP too that round, and both of them had more leftover resources than me. Allen had 7 and Tim 6. Allen was the eventual winner.
After playing this third game, I imagine Res Arcana to be a cross-country obstacle team race. Your artifacts and mage are your starting team. They are what fate deals you and you have to live with them, using their powers as best you can. Even the "useless" ones can be discarded for 2 resources a piece. Magic items are temporary helpers for your team, who can be very useful in the right situations but are generally like interns. Places of power and monuments are star players that your team and everyone else's teams are competing to recruit. You need to pick those who work well with your existing team.
The Thoughts
Res Arcana is a fight among kungfu masters - victory is decided swiftly, but behind every kungfu move there are years of training and generations of refinement. The fight is short, the pace is fast, but behind all the seemingly thoughtless execution there is actually much consideration and deliberation. You need to be able to assess the situation well and take into account many factors in order to play effectively. You need to have a plan, and you also need to be nimble. Basically you need to know what you are doing, or you'll be lying in the dust in no time, wondering what your opponent has done to you. This reminds me a little of how Splotter's games are like.
I think it is possible that win or lose is already decided once the cards are dealt. If you get a killer combo, and none of your opponents have anything half decent, as long as you don't do anything stupid, you will cruise to victory on autopilot. I don't think this is a serious problem though, because I don't think it happens all that often.
Res Arcana, once it clicks, gives me that delicious feeling of an unspoken understanding among rivals. Ooh I know what you're thinking and what you're trying to do, and I know what I should be doing to stop you, and I know you know that I know. When everyone understands what's going on, you all enter the zone together. One innocent-looking card play, and you start to grasp what the fellow is trying to do, which place of power he is probably working towards, or which monument he's eyeing. It is very satisfying to play at this level.
Replayability feels low. There are only 40 artifact cards. With 4 players, 32 of them will be used. There are 10 mage cards. With 4 players, 8 will be viewed, and 4 will be used. The five places of power will always be in play, the question is only which side you use. After my first two games, I felt I had seen all the cards in the game. So I instinctively felt things were samey. However if you do the math, there are actually many permutations of artifacts and mages you can get. Add to that the permutations of places of powers and initial monuments, and you get many possibilities. The biggest part of the game is analysing the scenario and devising a plan. Then when the rubber hits the road, you make tactical adjustments as you learn what your opponents have and what they are aiming for.
Expansions for Res Arcana have been announced. I see the box insert certainly can accommodate more cards and tiles.