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Lost Ruins of Arnak
30m - 120m
1 - 4 Players
Ages 12+
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
Ancient
51.00
€
30 day low:
Out of stock
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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
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Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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Abso
Arnak has an awesome solo player opponent. The rival is a breeze to handle and gives an actual opponent to beat in a game that's all about gathering points. Once you know the rules you can solo through the physical board game in roughly 20 minutes. The solo variant replicates the game's core gameplay so nicely that frankly the only component missing from a multiplayer game session is the AP. Sadly those are the highlights of Lost Ruins of Arnak. Behind the great solo variant the game itself is a lackluster mismash of mechanisms that all work better in other games. Arnak is heralded for its theme and modern mix of deckbuilding and worker placement. What theme I ask? The game is a themeless point grab where you race to climb one track and grab left over points from elsewhere. It's mindblowing how Arnak is noted as a deckbuilding and worker placement game when the most prevailing mechanism is the decades old resource conversion dullness. Mixing all the small bits of other mechanisms just makes the game clunky and unintuitive. For some actions you use the cards. Some you use the workers. But the main action is spending your resources. Reminded me of a bad Martin Wallace game. Collecting the resources is as themeless as it can be. Luck also plays a huge role, which I don't mind, but your mileage may vary on these issues. The marketplace for different resources is fragile as stated in other comments here. You can easily go full rounds without a way to attain the sole resource that would allow you to advance in the game. And advancing here means to rise a spot on a track that gives you points or collecting some points from new worker spots (that all give you the same resources that were already available). The game is so short that deckbuilding is nearly meaningless. You buy stuff if you happen to have the money and the market happens to have something you can afford. You might use the card you buy once or twice during the whole game. All the decisions I had in my plays of Lost Ruins of Arnak had very little enjoyment, fun or meaning. I needed these resources and the only way to get them was this. 75 % into the game I have achieved a couple of steps on one track and collected some points. Did I have to make clever moves? No. Did I have fun? No. Did I felt like I achieved something? No. Time to play some other games. Also, a special mention for the horrible board design. The game board is so large that it's unwieldy for any player count. If you keep the board in the correct orientation, the cards you need to read the text on and update each round are out of reach. Even the rulebook advices against this and guides you to play each game sideways with all the iconography and text oriented the wrong way.
1000rpm
Rating based on one play. Cool, multiple paths to victory hand management exploration game. A lot to get your head around.
7inchsplit
A series of resource exchanges that amounted to very little. Uncovering the worker placement board lacked much interest as each new spot is yet another resource exchange. The guardians revealed are more of a tax than a challenge to overcome. And the track climbing buttressing it all has a race component to it and grants assistants to expand your capabilities but in the end is just another track to climb for points and resources. The end comes quickly. In other words, the food is terrible ... and the portions so small. Caveat: only played this asynchronously on BoardGameArena. I should probably get a real-time play in.