I know I don't do many reviews on this site, but I like to think that when I do they get a pretty good reception. This time though I am going to be doing something a little bit different than what I normally do. Normally I would go into great detail about components, the gameplay, the theme, etc. and then sum up my feelings and give the game a final score. This time though I am going to be reviewing a game I have already reviewed. This time I am going to be telling you what's new, what's different, what's worse, and why you may want to pick up this version of the game. So enough of the preamble, let's get on to what you have come here to read:
The Alchemy of a Board Game Proudly Presents:
(Thanks <PERSON>!)
Arcana (Revised Edition)
A short note to you, the faithful reader:
If you have not already done so, you should take a few minutes and read through my review of . This review will be focusing on how this new and revised version compares to the original version, and not on how the game is played. Gameplay, theme, and other basics of the game can be found in that review, and you will need to be familiar with those basics of the game to understand much of what follows.
With the imminent release of the revised edition of Arcana in the next couple of weeks I thought I would take a few moments to give you a rundown of what you will find in the new version, since I was lucky enough to pick up a copy at GenCon this year.
What's Better:
Honestly pretty much everything, but let me give you a run down and some visuals so you can see for yourself.
Card Layout
As you can see the layout has changed, and I definitely think for the better.
- The major arcanum for each stake card is denoted by a bright yellow background making it much easier to read and tell which arcanum you need to be winning with.
- The icons for each arcanum are also much easier to see as well.
- I know some were complaining that the stave represented military power, and the dagger represented political power in the original version, well you will be happy to hear that in the revised edition those have been switched and are now known as the staff and sword (respectively).
- You will obviously find the same great artwork you found in the original game, and now it really has a chance to shine.
- There are some additional icons on the cards as well. In the upper right corner you will find an icon that makes it very clear what type of card it is (Relic, Personality, or Location).
- Not only have the Stake cards been redesigned, but every other card in the game as well. 299
Overall the colors are bolder, the icons clearer, and the artwork really takes center stage this time around.
- The Objective cards in the original version just said "Win 3 Stake Cards from X." That wasn't really thematic. Now each Objective Card has what you will be doing by winning those 3 stake cards. Not really a game changer, but as a fan of the Cadwallon universe I really enjoy the additional text.
The Headquarters
Sometimes the Headquarters would come up, and be completely useless in the original version. Considering this was the only Building each Guild started with that could be quite frustrating. In fact I even made an error in my original review for what to do when you drew your HQ on your first draw of the game. Often times you would find yourself with 25% of your cards for the round being useless.
- The Headquarters cards now allow you to go through both your draw pile and your discard pile to choose an agent to play. In the previous incarnation you could only take Agents out of your discard pile. This is HUGE, now your HQ will remain one of the most powerful cards in your deck throughout the game. Gone are the days of the useless HQ!
- The rulebook has also been clarified so that any Personality Stake you have won becomes one of your Agents. In the original rulebook this rule was not really all that clear, and this sometimes caused problems with a few people on whether or not you could use won Personalities with your Headquarters.
Guild Uniqueness
One of the only complaints of the original version of Arcana that I wrote about in my first review was that the Guilds didn't feel all that unique because only 3 of the 11 starting cards for each Guild were unique to that Guild.
- In the revised edition every card in each Guild is unique to that Guild. Now instead of having 4 Pixie Emissaries all fighting for the same Stake, you will have 4 different and unique characters battling it out for each stake card. 366