
Arcs - Halls of Power Campaign Expansion
🐸 Dettagli da BoardGameGeek
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
⚠️ Avvertenze
Pairs well with
FroGames — Moments You'll Remember
Smaller in scope, sharper in content. Political maneuvering and intrigue enter the campaign.
What it's about
The sharpest expansion. Politics, deception and long-term maneuvering in the campaign.
Arcs: Halls of Power is the third expansion in the Beyond the Reach cycle — more contained in scope than Beyond the Reach, but built, as Wehrle himself says, to be "full of deviousness." The focus is on the political dimension of the campaign: power plays, negotiation, deception, and plotting that unfolds over several sessions.
If Beyond the Reach looks outward at the galaxy — external forces, invaders, explorers of destroyed worlds — Halls of Power looks inward: the corridors of power, fragile alliances, negotiations that never quite end as expected. It's the expansion for those who want more depth in the interpersonal intrigue of the campaign.
Full mechanical details have not yet been released — the expansion is announced as part of Buried Giant Studios' Spring 2026 Kickstarter campaign. What we know is the design direction: more skullduggery, more political decisions, more ways to be constructively disloyal.
The expansion in a nutshell
Wehrle describes Halls of Power as the smallest of the three expansions — but "full of deviousness." In Arcs' design vocabulary, this means subtle maneuvers with big consequences.
From the announced design
If Beyond the Reach expands the galaxy outwards, Halls of Power deepens it inwards — into the corridors where power is gained through words, not fleets.
From the design context
Arcs: Halls of Power
What the expansion adds
Intrigue, maneuvers, and skullduggery in the campaign
Full mechanical details will be available with the Kickstarter materials. What Wehrle has communicated is the direction: less scope than Beyond the Reach, more focus on intrigue.
Political maneuvering
The stated focus of the expansion is the political dimension of the campaign — negotiation, diplomatic pressure, and building positions of power through non-military channels.
Skullduggery
The word used by Wehrle to describe the content. Subtle deception, indirect maneuvers, long-term plotting — systems designed for those who prefer to win with cunning rather than force.
Contained scope, precise impact
Wehrle explicitly describes it as more modest than Beyond the Reach. This is not a limitation — it's a design choice. Fewer components, more focus on a specific aspect of the campaign.
Compatible with Beyond the Reach
The three expansions are announced together as part of the same Kickstarter campaign. Halls of Power operates on the Blighted Reach campaign plane and can be integrated in parallel with Beyond the Reach.
Halls of Power is not standalone. It requires both Arcs: Conflict & Collapse in the Reach (base game) and Arcs: The Blighted Reach (campaign expansion) to be played.
Halls of Power is announced as part of Buried Giant Studios' Spring 2026 Kickstarter campaign. Full mechanical details have not yet been published. The page will be updated with official information.
Not all battles are won with a fleet. Halls of Power brings to the campaign the kind of power that builds slowly — and that, once consolidated, is the hardest to dismantle.
📖RulebookEnglish · updating soon
How the campaign changes
What happens at the table
Not the rules. The moments nobody can predict yet.
The halls of power open
Halls of Power introduces new political dimensions to the campaign setup. Even before the first ships are placed, there are positions of power to occupy, relationships to establish, and — presumably — vulnerabilities to identify in opponents.
The first subtle maneuvers
It's not a direct attack — it's something more subtle. A move that seems harmless but mispositions the opponent for two sessions. This is the focus of the expansion: building advantages through channels that pure military conflict doesn't offer.
The negotiation that wasn't a negotiation
Someone proposes an alliance. Others assess whether it's genuine or part of a longer plan. With Halls of Power, the question "who can you trust in this campaign?" becomes even harder to answer — and even more important to ask.
The long-term plan is revealed
Mid-campaign, something that seemed irrelevant in previous sessions suddenly becomes central. Halls of Power's political maneuvers are designed for this: to create moments where a narrative thread from three sessions ago concludes just when no one expects it.
End of campaign: power was always there
The campaign concludes. Those who won did so by building positions of power that weren't always visible. Halls of Power is designed for this type of victory — one that is only understood by looking back and reconstructing every move.
How it integrates into the campaign
The political expansion in four dimensions
Halls of Power integrates into the Blighted Reach system by adding layers of intrigue and political maneuvering. It's more contained than Beyond the Reach, but built for those who find diplomacy and deception more interesting than open conflict.
The expansion introduces political dimensions into the campaign structure. Positions, relationships, and control of resources through non-military channels become part of the Fates progression system.
The term used by Wehrle to describe the heart of the expansion. Indirect maneuvers, subtle deception, and long-term planning as game tools. It's not the only way to play — but it becomes an effective way.
The negotiation dynamics of the base campaign are enhanced. The new political mechanics of Halls of Power add reasons to negotiate — and new risks in doing so, as not all proposals are what they seem.
The two campaign expansions operate at the same level of the Blighted Reach system. They are not in conflict — they both add different layers to the same campaign. One brings external forces, the other brings internal intrigue.
What sets it apart
Six reasons to add Halls of Power to your campaign
Focus on internal politics
Where Beyond the Reach looks outside the galaxy, Halls of Power looks inside — into the corridors where power is built and defended. It is the complementary dimension, not a competing one.
Skullduggery as a game mechanic
Wehrle uses this specific term. It's not promotional folklore — it indicates a precise design direction: systems that make deception and indirect maneuvering as effective tools as direct military conflict.
Precise scope, not reduced
More modest than Beyond the Reach in terms of components — but not in depth. It's an intentional choice: instead of expanding on multiple fronts, Halls of Power goes deep on just one.
Designed alongside other expansions
All three expansions of the Beyond the Reach cycle were announced and developed together. It's not an add-on thought up later — it's part of a coherent editorial plan for the future of Arcs.
Narrative dimension of power
Arcs' campaign system is already narratively rich. Halls of Power adds the missing dimension: how power is acquired and maintained through politics, not just through battles.
Buried Giant Studios — first expansion cycle
Like Beyond the Reach, Halls of Power is part of Buried Giant's first expansion cycle after separating from Leder Games. It's the direction Cole Wehrle and Kyle Ferrin are choosing for the future of Arcs.
Where it fits in
The three expansions compared
Three products, three different destinations. Understanding which one is for you depends on where you are in the Arcs system and what you're looking for.
Lost Vaults & Fated Leaders
- For the base game — does not require Blighted Reach
- More variability, new leaders, fifth player
- Independent modules that can be activated individually
Beyond the Reach
- For the campaign — requires Blighted Reach
- External forces, secret agendas, expansive scope
- The largest of the three campaign expansions
Halls of Power
- For the campaign — requires Blighted Reach
- Political intrigue, indirect maneuvers, skullduggery
- More contained, more focused on political depth
Halls of Power completes the cycle of the three Arcs expansions — and brings to the campaign the dimension that the base game already had in embryo: power built slowly, move by move, in the corridors no one observes.
Frequently asked questions
FAQ about Arcs: Halls of Power
Halls of Power is smaller than Beyond the Reach — does that mean it's worth less?
No. "More modest in scope" is Wehrle's description — and he immediately specifies that it's "full of deviousness". In Arcs' design, this means depth concentrated on a specific aspect. It's not a reduced version of Beyond the Reach — it's an expansion that deliberately chooses to go deep rather than broad.
Can I use both Beyond the Reach and Halls of Power in the same campaign?
The two expansions were designed together as part of the same cycle. They operate at the same level of the Blighted Reach system but with different focuses — external forces (Beyond the Reach) and internal intrigue (Halls of Power). Specific details on combination will be confirmed with the official Kickstarter campaign material.
What is the difference between Halls of Power and the negotiation systems already present in the base game?
Base Arcs already includes a significant political dimension. Halls of Power expands it with new mechanics of intrigue, indirect maneuvers, and long-term plotting. It doesn't replace existing negotiation — it adds tools for those who want to play on that dimension in a more structured and profound way.
How many mechanical details have been published?
At the time of the announcement, Wehrle shared the design direction — focus on political maneuvers and skullduggery — but not the specific mechanical details. The expansion is part of Buried Giant Studios' Spring 2026 Kickstarter campaign. The rulebook and precise components will be available with the official material.
Is it compatible with Lost Vaults & Fated Leaders?
Lost Vaults & Fated Leaders is designed for the base game, Halls of Power for the Blighted Reach campaign. They are not in conflict — they operate on different levels of the Arcs system. Those who have the complete game (base + Blighted Reach) can use both in their journey with the game.
Is Arcs: Halls of Power available in Italian?
This is the English edition. Like the entire Arcs system, the text on the components is in English. Given the political and narrative nature of the expansion, understanding the English text is essential to fully appreciate its content. An Italian edition is not available.
Arcs: Halls of Power is a campaign expansion for Arcs: The Blighted Reach, designed by Cole Wehrle and published by Buried Giant Studios. Focus on political maneuvering, intrigue, and skullduggery in Arcs' narrative campaign. More contained than Beyond the Reach but designed to deepen the political and diplomatic dimension of the game. Requires both the Arcs base game and The Blighted Reach expansion. For 2–4 players, ages 14+, 60–120 minutes per session. Mechanics: Variable Player Powers, Campaign/Battle Card Driven, negotiation, political plotting. English edition. Part of Buried Giant Studios' Spring 2026 Kickstarter campaign. Available on FroGames.it.

Arcs - Halls of Power Campaign Expansion
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.