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Arkwright
120m - 240m
2 - 4 Players
Ages 12+
In-game money is bet on different commodities in hope that that particular commodity will become the most valuable as the game progresses. Often the values of the commodities are continually changing throughout the game, and the players buy and sell the commodities to make money off of their investment.
Commodity Speculation
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
72.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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autumnweave
12/12/15: Replacement labels applied to the boards. 11/3/14: Funagain boat shipment should be in the $80-$90 range. Expected end of 2014 or early 2015.
brewsaki
I'd been wanting to play this game for a while and I was really disappointed. In the end, City of the Big Shoulders gives me everything I like about this game and makes it better. This one lacks the shared incentive that makes player interaction so exciting in CotBS. The action selection mechanism is dull. The production and market phase is tedious and procedural. It overstayed its welcome by at least a full decade. Will never play again. I now understand why it's out of print.
Arcturian
Players run 2-4 factories each, producing and selling goods into markets with limited demand, trying to build the richest stock holdings by game's end. Arkwright left me thinking about it for days afterward the first time I played it. Everything is so tightly interconnected, and it makes for some beautifully tense and sometimes cutthroat interaction between players. Factories are expensive to build and expensive to run, and all your profits can slip away if someone undercuts you. Shipping offers potentially large rewards, but if you get stuck with contracts you can't fulfill, the results can be devastating. It's a very crunchy and fairly long game, so it's not easy to get to the table, but I can't wait to play more of it.