Table feel
Arkon has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.
Players
2-4
Time
10-30
Age
13+
Weight
1.92
Rating
7.59
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Arkon has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.
Arkon offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Arkon has a strong replayability score of 7.95.
Arkon has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
In Arkon players assume the role of a mysterious outsider who claims to be a fabled mystic from long ago. As they wield their influence to amass support, players must choose….will they use that power to bring unity amongst the clans of the Wildlands... or will they seek domination.... All the while they must be wary of subterfuge from the other players, who they see as insidious imposters... Arkon is a fast paced strategy card game, played from one central deck of 52 cards. Players must win clans, either through a bidding process, that functions like an silent auction, or through using their cards as actions, to take other players clans. The first player to get each of the four clans, or four of one type of clan out into play, wins. Arkon hinges around a few central dynamics. First, cards can be played in multiple ways. Players will constantly be challenged to make tradeoffs, as they choose whether to use a card for some sort of advantage, keep it as a counter (all action cards can be countered by their matching action card) or use the card for its influence value to win a bid and move the player closer to winning the game. Because cards double as influence, and winning bids is a key component of your victory condition, Arkon reduces the "dead card in hand" phenomenon. Arkon pushes you to create a game plan but also to stay dynamic, as opponent's actions may force you down a different path. Because all players draw on each turn, you are constantly getting new cards in hand and new options to leverage. —description from the publisher
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