Tabletop Gaming

ARKWRIGHT: THE CARD GAME

Beige: the base-coat of big business

- Designer: Stefan Risthaus | Publisher: Game Brewer CHAD WILKINSON

In Arkwright: e Card Game – a somewhat condensed take on its weightier, older sibling – players are businessme­n at the dawn of the Industrial Revolution. As the overseers of up to four factories, players will be attempting to grow their industries and boost their share values above those of their similarly ambitious rivals. Across three rounds representi­ng the decades of 1770, 1780, and 1790, each business will expand through quality and distributi­on improvemen­ts, hiring of sta , and the imminent replacemen­t of workers with e cient machines. Certain developmen­t paths will be chosen, making particular actions more powerful, and crucial decisions will be made each turn regarding the price of goods versus their appeal and demand. As the name suggests, most of this plays out with the use of cards. Each player will hold a hand of various upgrades which will, over time, be placed within the panoramic tableaus in front of them representi­ng each of their factories. Extra workers are placed to the left of the factories, allowing for the production of more goods, whilst cards boosting quality or distributi­on sit to the right, ultimately increasing the appeal or revenue of a product. ere’s an applaudabl­e exibility to having such a wealth of options handled simply from the palm of your hand, and whilst daunting at rst it never feels particular­ly unwieldy. In spite of its name though, a fair amount of activity unfolds across the central market board. Here, players will shift the appeal values of their goods, in turn a ecting their demand, and will be regularly poring over the positions of their opponents’ markers. Furthermor­e, once cards are played they become mostly static entities and take up a fair amount of space. Essentiall­y, it’s hard to describe Arkwright as a ‘card game’, and similarly it would be unwise to perceive it as a light and streamline­d economic game. It may be dwarfed by its predecesso­r but this is nonetheles­s a relatively expansive game in terms of complexity and physical size. Whilst the game o ers plenty of strategic routes to victory, it’s unfortunat­e how restrictiv­e your meticulous planning feels in practice. If one turn is spent developing the e cacy of distributi­on actions, then you’re near enough locked in to taking that action next turn. Whilst steadfastl­y sticking to a business plan is generally good advice in the real world, on the tabletop it does tend to sap some fun.

Ultimately, and not unlike many other games, the road to e ciency in Arkwright: e Card Game is solvable. Where often games might obscure strategic avenues behind theme or luck, or merely encourage impulsive decisions in the pursuit of simple fun, Arkwright, in its sparse theming and clean, beige-tinted design is somewhat transparen­t and overly at risk of being weighed down by analysis-paralysis. With that said, you won’t master it immediatel­y, and scores will improve over time, particular­ly in the arguably more enjoyable solo mode. Perhaps what I enjoyed most during my time with Arkwright was the (likely unintended) sense of cynicism permeating its theme. During play there’s a sense of growth, but it’s a growth of numbers rather than the expansion of an industrial empire. And what could be more depressing­ly thematic than the consolidat­ion of the lives of workers and their combined e orts into mere numbers? Viewed in this manner, Arkwright becomes a bleak yet intriguing satirical stab at the origins of modern capitalism, and is all the more interestin­g for it.

❚ PLAY IT? MAYBE

As a game it has its flaws. As an experience though, at least in this reviewer’s eyes, Arkwright creates an incongruou­s merging of almost meditative mathematic­s and a cynical examinatio­n of the roots of modern industry.

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