ABG All Board Games
Arkwright: The Card Game box art
Rich game profile

Arkwright: The Card Game

In the late 18th century, the Industrial Revolution starts. The first factories were founded by businessmen like Richard Arkwright, who ran the first factory for spinning wool with machines like the "Spinning Jenny" and the water frame. In "Arkwright: The Card Game", you run a bu...

Players

1-4

Time

60-100

Age

12+

Weight

3.98

Rating

6.96

Should this hit the table?

Quick read before the metadata.

The interaction score for Arkwright: The Card Game is 7.8 out of 10. The game has a moderate level of direct confrontation, with battles and competitive actions that have immediate impact on opponents. It also has a high level of strategic confrontation, with players' decisions and strategies indirectly affecting others through resource denial, market manipulation, and strategic positioning. The game requires players to be aware of and react to others' strategies and turns fairly frequently. However, there is a low emphasis on cooperation, as players primarily focus on their own goals and objectives. Overall, the game offers a good balance of interaction and strategic depth.

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.9

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 4.2

More strategic control

Table feel

The interaction score for Arkwright: The Card Game is 7.8 out of 10. The game has a moderate level of direct confrontation, with battles and competitive actions that have immediate impact on opponents. It also has a high level of strategic confrontation, with players' decisions and strategies indirectly affecting others through resource denial, market manipulation, and strategic positioning. The game requires players to be aware of and react to others' strategies and turns fairly frequently. However, there is a low emphasis on cooperation, as players primarily focus on their own goals and objectives. Overall, the game offers a good balance of interaction and strategic depth.

Replay value

Arkwright: The Card Game has a high replayability score due to its strong variability in gameplay, deep strategic possibilities, and adaptability to different player counts. The presence of expansions adds further content and enhances the overall experience. While the game may take some time to learn, it offers a rewarding and fresh experience with each playthrough.

Luck profile

Arkwright: The Card Game has a low influence of luck. Random elements have minimal impact on the game outcome, with the game relying more on player decisions and strategy. 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.

Overview

What ABG knows about this game

In the late 18th century, the Industrial Revolution starts. The first factories were founded by businessmen like Richard Arkwright, who ran the first factory for spinning wool with machines like the "Spinning Jenny" and the water frame. In "Arkwright: The Card Game", you run a business and will employ workers in your different factories to produce and sell goods. The more workers, the more goods that can be sold — but be prepared for crises and some stiff competition. The game is played over three decades (1770/1780/1790), split up into four rounds per decade. On your turn, you play new cards from your hand to open factories and upgrade existing ones, select improvements, improve factory quality, build machines, and employ new workers. You can also pay money to improve your shareholdings, and take out loans if you require more money for production costs. After the actions phase, you can improve your abilities by advancing your development markers on your player board, or take one of the available development cards. Then, the production phase starts, where every player who owns a factory of the current good produces those goods. The market fluctuates with the general demand, so the demand may be lower than the value of your current good, lowering your profit. Workers must be paid, and machines need regular maintenance, so you can possibly lose money instead of turning a profit. Selling enough of one good improves your share value, and there are bonuses for having the highest appeal. Lastly, if you can’t sell your goods to the home market, you can ship them overseas or store them for future rounds. After the final round of the last decade, the game ends. Players then sell all goods left in their storehouses, reduce the number of shares they hold by the number of loans they took, and reduce their share value based on their personal shipping track. Each player then multiplies the number of their shares by their share value to determine their end score. The player with the highest end score wins the game. —description from the publisher

Media

Images and visual references

Images, galleries, and videos are grouped here so the page feels visual before every asset is fully hosted.

Editions

Versions and regional releases

Edition Year Language Publisher / Region
No editions imported yet.

Files and documents

Rules, aids, translations

No files imported yet.

Linked items

Graph expansion queue

Related games and expansions help build a connected catalog around every title.

No linked items imported yet.