Trick-taking games baffled me for a while, but it sorta clicked for me when playing an early version of Cole Wehrle's Arcs. The action theming for the different suits helps it mesh with people who aren't used to classic card games. Any discussion of trick-taking meets roleplaying should probably at least mention this soon-to-be juggernaut in the subgenre:
I backed Arcs because I love pretty much everything Cole makes, but I guess I never really looked into the mechanisms. I had hoped to get a preview play in at PAXU but then didn't have time.
It's a trick taking game! I had no idea. Going to go read more about this!
Yeah, he built it from the start around the core trick-taking mechanic. You should dig into his designer diaries on BGG for Arcs, John Company, etc. He's a really thoughtful designer and, more importantly (in my opinion), thoughtful developer, and those write-ups give you a good peek at his process.
A year and a half ago I published a trick-taking RPG called Inner Circle, about horrible people currying favour with someone even nastier. You can read details about it on the old kickstarter here https://www.kickstarter.com/projects/plane-sailing-games/inner-circle-rpg
or a summary on my website here https://planesailinggames.com/games/inner-circle/
Trick-taking games baffled me for a while, but it sorta clicked for me when playing an early version of Cole Wehrle's Arcs. The action theming for the different suits helps it mesh with people who aren't used to classic card games. Any discussion of trick-taking meets roleplaying should probably at least mention this soon-to-be juggernaut in the subgenre:
https://boardgamegeek.com/boardgame/359871/arcs
https://www.kickstarter.com/projects/2074786394/arcs/description
You have blown my mind. 🤯
I backed Arcs because I love pretty much everything Cole makes, but I guess I never really looked into the mechanisms. I had hoped to get a preview play in at PAXU but then didn't have time.
It's a trick taking game! I had no idea. Going to go read more about this!
Thanks!
Yeah, he built it from the start around the core trick-taking mechanic. You should dig into his designer diaries on BGG for Arcs, John Company, etc. He's a really thoughtful designer and, more importantly (in my opinion), thoughtful developer, and those write-ups give you a good peek at his process.