Arcs vs Root: Which Should You Buy?
If you've been eyeing one of these, I'd bet you've been eyeing both. Same designer (Cole Wehrle), same adorable-but-deadly Kyle Ferrin art, same 2-4 player count, same medium-heavy weight, and honestly the same reputation: brilliant, divisive, and not a game you master on night one. People cross-shop Arcs and Root constantly because on paper they look like siblings. A scrappy fight over territory, dressed up in art so charming it sneaks past people who'd never touch a war game.
But here's the thing that actually decides it. Root asks for a group. The same group, coming back week after week, learning four totally different factions together until the table itself becomes the balance. Arcs asks for a mindset. You have to be okay with the cards in your hand bossing you around, and with not always knowing who's winning. Root's challenge is commitment. Arcs' challenge is letting go of control. Figure out which of those you can live with, and you've got your answer.
/pic8145530.png)
/pic8145530.png)
Arcs
2024 · Cole Wehrle (art by Kyle Ferrin), Leder Games
One of the most original things to hit the table in years, and proudly not for everyone. If you'll lean into the chaos instead of fighting it, Arcs is special.
Affiliate link — we may earn a commission at no extra cost to you.
/pic4254509.jpg)
/pic4254509.jpg)
Root
2018 · Cole Wehrle
One of the best asymmetric games ever made, as long as you bring a group willing to learn it together. Solo or one-and-done players will bounce hard.
Affiliate link — we may earn a commission at no extra cost to you.
Arcs
- The trick-taking action system is genuinely fresh and creates frantic, tense turns
- Compact box, gorgeous Kyle Ferrin art, and a board that stays readable even when it's busy
- Plays great at every count, including a real two-player game
- Steep learning curve; your first plays will feel like fumbling in the dark
- Reading who's actually winning is genuinely hard, which frustrates a lot of people
Root
- Every faction plays like a totally different game, so it stays fresh for ages
- Kyle Ferrin's art is genuinely charming and pulls in people who normally dodge war games
- Constant negotiation, threats, and alliances keep everyone leaning over the table
- Steep learning curve, and early games are lopsided while people figure out their faction
- It really wants the same group coming back, not casual or one-off players
Arcs and Root both sit in our Area Control list. See the full Area Control ranking to find where each one lands and what else is worth a spot on your shelf.
How they actually play
Arcs is a space opera fight over a shrinking galaxy, and the engine underneath it is trick-taking, of all things. You play cards from four suits, the lead suit bosses everyone around for the round, and you either follow it, pay to break away, or surpass the card to seize initiative. So you're building ships, grabbing territory, and chasing shifting scoring goals called ambitions, all while a card game yanks the wheel. Turns come fast and mean, and I mean that as a compliment.
Root plays completely differently, because everyone at the table is playing a different game. The Marquise de Cat builds and sprawls, the Eyrie birds chain rigid programmed actions, the Woodland Alliance foments revolt, and the lone Vagabond wanders around making friends and stabbing backs. Four factions, four basically separate rulebooks, one gorgeous forest you're all fighting over. Where Arcs is frantic and reactive, Root is a slow-boiling war of negotiation, threats, and alliances that keeps everyone leaning over the table.
Complexity and learning curve
I'll be straight with you: neither of these is kind on night one. Arcs has a steep learning curve, and your first plays will genuinely feel like fumbling in the dark. The trickiest part isn't even the rules, it's reading the table. Working out who's actually ahead is hard, and new players often flail for a couple of games before the strategy clicks. Treat it like a one-and-done and you'll leave annoyed.
Root's problem is different. You're not just learning your faction, you kind of need to understand everyone else's too, because the game is balanced by the table ganging up on whoever's pulling ahead. Early games are lopsided and messy while people figure that out, and teaching four asymmetric factions at once is a lot. If I had to pick, Arcs is the easier sell to a mixed table since everyone's at least playing the same game. Root asks more up front but pays it back once your group has reps.
Replayability and table presence
This is where Root makes its case. Every faction plays like a totally different game, so it stays fresh for ages, and Ferrin's charming critters pull in people who normally dodge war games entirely. The catch is player count and commitment. Root really wants three or four people, and ideally the same three or four coming back. At two players it sags, and casual or one-off players tend to bounce hard.
Arcs flips that. It plays great at every count, including a real two-player game, which is huge if your game nights run small or your group rotates. The compact box and a board that stays readable even when things get busy don't hurt either. Its randomness isn't sloppy, it pushes you to make your own luck and pick fights you can win, so no two chapters feel the same. But if you need a tidy, solvable strategy machine, that same chaos is exactly what frustrates people.
Both of these are special, so this really comes down to your table. Buy Root if you have a regular crew of three or four who'll happily lose a couple of games while it clicks, because on the other side of that hill is one of the best asymmetric games ever made. Buy Arcs if your player count swings, you often play at two, or you love tense, scrappy games that reward reading people over crunching numbers. Skip Arcs if losing control of your turn to a hand of cards sounds miserable, and skip Root if you can't promise the repeat plays. Neither is a casual pickup, and that's exactly why the right one will live on your shelf forever.
Root rewards the group that keeps showing up; Arcs rewards the player who can let go of the wheel.