Glossary
Every keyword the Arcs rulebook defines, in one place.
The rulebook defines these terms as it goes; this is the same list, alphabetised, with a page of its own for each one.
A
- Adjacent
-
Shares a thin border.
B
C
- Capture
-
Place the prompted piece in the Captives box on your player board.
- Chapter
-
The time in which players play rounds until they all run out of action cards.
- Clear
-
Return all pieces from the prompted area.
- Control
-
You control a system and its contents if you have more fresh ships there than each Rival. On a tie, no one controls the system.
D
E
- Empty
-
Has no pieces in or on it.
F
- Fresh
-
Not damaged—an upright ship or a building on its lighter side.
G
H
- Hit
-
Tip over a fresh piece on the map, or remove a damaged piece from the map.
L
- Loyal
-
Of your player color.
O
- Out of Play
-
Cannot be interacted with.
P
R
- Replace, Return
-
See Pieces & Piece Limits.
- Rival
-
Of another player's color. When used alone, refers to another player.
- Round
-
The time in which each player takes a turn.
S
- Scrap
-
Make out of play permanently.
- Seize the Initiative
-
Take the initiative marker. You cannot do this if you have the initiative marker or if someone has already seized the initiative this round.
- Spend
-
When referring to a resource, return the spent resource to its supply.
- Steal
-
Add the specified piece to your play area from a Rival's play area. (This is distinct from take because some rules prevent stealing.)
- Supply
-
The general supply holds resources and other shared pieces, and players' supplies hold their Loyal ships and agents.
- Swap
-
Give the prompted piece and take the prompted piece at the same time.
T
- Take
-
Add the specified piece to your play area.
- Turn
-
The time in which a player plays an action card and may take actions.
- Turn Order
-
Starting with the player with initiative and going clockwise.