Arkwright board game
Arkwright board game

Arkwright

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Overall Rank: #950 | Trending Rank: #118
In the 17th and 18th centuries, merchantmen sailing under the English flag dominated the seas and international trade. The Navigation Acts restricted foreign ships from partaking in the trade between England and her colonies.

Richard Arkwright was one of the English inventors and businessmen who developed the first advanced machines (e.g. the Spinning Jenny and the Water Frame) and founded early factories. The goods produced in this manner were highly regarded in both the old country and by the Englishmen living in the colonies.

In Arkwright, 2 to 4 players lead enterprises and try to develop and run them profitably over several decades. It is important to invest in your own company and ensure that the value of its shares rises. The player with the most valuable portfolio of their shares wins the game.

In the beginning, workers are required to run the factories. However, their expensive wages make machines very desirable. To increase a factory's production of goods, you may hire more workers or improve the technological level of your factory.

You determine the price of your goods for each of your factories. To enhance the chances of selling your goods to serve the demand in England, you can improve the technological level of your factories, increase the quality of your goods, and partake in distribution activities. The higher these factors are, the more successful you will be. However, the higher your prices, the less appealing your goods become.


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User Ratings & Reviews

  • --Dec2014-- Long, intricate, and completely engrossing. There's loads of opportunities for havoc and chaos here; lots of interaction. I was very impressed. (Subsequently bought a copy: waterframe is pretty viable with 3 on a game night - but still too long with 4 to play easily.)
  • No need to sleeve
  • Played 2x Spinning Jenny variant. Wanted to wait until I played the "full" Waterframe version before I rated it, but it's just a bit too procedural and dry for my liking. And the setup is prohibitive, so I can't see myself really putting forth the effort to learn this and get players interested.
  • Heavy economic game. I could enjoy playing more of this.
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Yeah, I mean, I get how the game works but it just seems like tricky for the sake of tricky. 

I generally like heavy games.  Heck, I enjoyed #Arkwright which is "spreadsheet, the game" for the most part.

We are giving Lisboa another shot tomorrow so let's see how it plays the second time through.  Perhaps I was having an off day the first time. :)

Had another week where I got two game sessions in.  The games we played were:

Champions and Kingdomino were ones I've played before.  The ground quite enjoyed them both. 

Despite the luck factor I always find that Champions ends up pretty close in the end.  Luck evens out over the game and there is enough luck mitigation to help out as well.  Very much enjoy it.

Kingdomino is just a good bit of fun in a tight little package.  I like tile laying/landscape creating games in general and this one gives you that feeling in a short play time.  With age of giants you can even toss in a bit more take that/strategy if you want it.  (Okanagan might be my favourite in this genre right now.)

Glass Road and Arkwright were new for me. 

The resource/production dial in Glass Road was pretty neat!  It adds a bit of different thinking to the game.  Overall though I'm not sure if it raised the core game play passed "fine/good" territory for me.   The dial is cool.  But the overall game isn't something that blew me away.  I'd play it again though and I'm glad I tried it.

Arkwright.  Wow super interesting game.  It's definitely earned its heavy reputation and we made several mistakes playing it.  (Considering there is something like 3 manuals for it I think we can be forgiven.)  In the end the mistakes must have evened out because we were all within 50 points of each other.  (~550, ~500, ~450)   

Every action taken has an impact on future actions both for yourself and everyone else.  Only the last person in a turn has any surety around what is going to sell for the product being looked at.   (Even then the calculation around who gets to sell what is complicated and hard to do on the fly.)

We were all still thinking about it and talking about it afterwards which is a great sign.  I would love to play it again!

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