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The Shipwreck Arcana

The Shipwreck Arcana

#826BGG ↗

2017 · 2-5 players · 30min · weight 2.23 · 4,580 ratings

port: no portdifficulty: Hard
BGGv4 widev4v4 deep5Sources5Rules cardCandidateDeep dive
Bayes
6.75
Users rated
4,580
Owned
6,906
Wishing
2,337

At a glance — v4 wide

Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v2.

Core loop (micro)

Play a numbered Fate tile onto one of seven symbol cards on the table; teammates deduce which two tiles you hold from the constrained placement.

MDA aesthetic vector (0–3)
Sensation
1
Fantasy
2
Narrative
0
Challenge
3
Fellowship
3
Discovery
2
Expression
1
Submission
1
Mechanic-interaction primitives (5)
  • [3]communication_constraint— “active_player_silence — active player cannot speak; plays a tile to communicate
  • [3]process_of_elimination— “deduction_by_elimination — teammates narrow down hand from constrained placement pattern
  • [3]info_asymmetry_stable— “shared_information_puzzle — active player holds private tiles, team shares deduction state
  • [2]_other:card_fade_mechanic— “card_fade_one_time_power — symbol cards fade (are removed) after one use; no canonical primitive for shrinking action menu (closing_window covers endgame triggers, not one-time-use board slots)
  • [2]attrition_clock— “fixed doom track — game ends when doom track is exhausted or all hands guessed correctly
discovery_score: 0.666

Archetype fits — v4 deep

How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.

ArchetypeCompositeLTFSessionComboArcShare5inOnboard
Coop
Hanabi-shape: communication_constraint + info_asymmetry_stable are load-bearing — strongest single coop signal. attrition_clock provides climax; small footprint translates well to a 5-inch screen.
7.008.0878486
Wordle
Tight deduction with attrition_clock fits puzzle shape, and number-tile + card placement could compress to a daily seed. But the multiplayer communication constraint resists single-player share grid.
5.407.0727575
Balatro
Coop deduction loop doesn't fit solo-run combo shape. hand_management_under_draw and attrition_clock present, but no engine_growth or combo_chaining — flat decisions.
4.805.0736375
Snap
info_asymmetry_stable is high but cooperative not competitive — no PvP roster meta. The puzzle shape is wrong for 3-min adversarial card-lane matches.
4.805.0635374
Cozy
BGG Cooperative Game triggers Coop-or-Solo tier — no cap, score against tone. Doom-clock tension and deduction load make this less serene than pure cozy spatial play.
4.807.0725375

Rules card

Synthesized from sources below. Readiness: ready. Confidence: 0.90.

Readiness

ready (confidence=0.90, rules=0.90, fun=0.90). BGG rank: 826; year: 2017; weight: 2.23; playtime: 30 min

SourceQualityRoleNote
bga_tutorial0.85rules authorityBGA implementation rules summary
bgg_comments0.75player voicepositive/player-voice sample
llm_memory0.65draft synthesissonnet-self-rated-7
tabletopia_overview0.30availability/contextTabletopia overview; not a rules authority
wikipedia0.15context/receptionpossible-title-mismatch: Board game

Core Loop

The Shipwreck Arcana is a cooperative deduction game where players collectively try to guess a hidden number. One player is the "giver" each round — they draw two tiles from a bag (numbered 1-7 plus special tiles) and secretly keep one in their hand. They then place one of their tiles on a face-up "arcana" card to give a clue about their hidden number. Each arcana card has a rule printed on it (e.g., "If your number is odd," "If your number is 5 or higher") — by choosing which arcana card to place their tile on, the giver communicates information about their hidden number. The other players must then collectively deduce what the hidden number is.

Players discuss and then commit a guess token to a number (1-7). If correct, the giver's tile is revealed, the number goes back in the bag, and play continues. If wrong, the team loses one of their limited fate tokens and the round moves on. The game ends when the bag is exhausted and all tiles revealed, OR when fate tokens run out (loss).

Turn Structure and State

  • BGA tutorial is present; useful for exact turn flow and implementation gotchas.
  • BGG description anchor: Trapped in a drowned world, you and your allies are doomed -- or are you? Using a mystical deck and a healthy dose of logic, you can predict each others' fates and escape unscathed. The Shipwreck Arcana is a compact, co-operative game of deduction, evaluation, and logic. Each player's doom constantly changes as they draw numbered fate tiles from the bag. By choosing which fate to give up and which card to play [...]

Win Condition and Arc

Players win by successfully exhausting the tile bag — revealing all numbers correctly. Loss occurs if fate tokens run out. The game is deliberately short (15-30 minutes), and the team tracks how many they get correct across a session. The tension builds as the arcana cards in play become more familiar and their interaction with the number set becomes a puzzle.

Decision Primitives

BGG mechanisms: Communication Limits, Cooperative Game, Deduction, Hand Management, Pattern Building

Memory-derived primitives:

  • Constrained deduction clue system (tile placement on rule-bearing arcana cards)
  • Hidden number communication (giver cannot speak, only chooses card placement)
  • Collective deduction by non-givers (open discussion among the remaining players)
  • Fate token loss economy (mistakes reduce team resources)
  • Tile pool management (numbered 1-7 tiles, drawn randomly)
  • Arcana card set visibility (all players see which arcana cards are in play)

v4 controlled primitives: info_asymmetry_stable, communication_constraint, partial_observability, attrition_clock, hand_management_under_draw

Top iOS archetype fits: coop 7.0, wordle 5.4, balatro 4.8.

Why It Is Fun

The clue system is elegantly constrained — you can't just say the number, you must be clever about which rule-card encodes the most information. With a small number set (1-7), experienced groups develop sophisticated meta-reasoning about which cards to play and why. The cooperative deduction creates satisfying "we figured it out" moments.

Player-voice evidence:

  • Interesting co-op game. The pure logical aspect is really nice but probably a turn off for some people. It is also really easy to miss something and give a bad clue but it is in the spirit of the game. Would play again.
  • Love this cooperative, logic puzzle, especially the art deco styled cards. I really want to play this again with a new groups of people, but from what I saw of it, I really enjoyed it.
  • Good game if you really want to wrack your brain on a logic puzzle though you won't always have perfect information so if you're bold you might have to play probabilities, though there are still ways to mitigate that aspect. A fun team...
  • I love this game as a quick brain-teaser. Fast to set up, fast to learn, but with surprising depth, I think that this game belongs in middle school classrooms everywhere as a math-learning aide. It blends cold logic with the joy that...
  • A pseudo bridge between logical deduction (there are actual restrictions on where you can play) and social deduction ("why would he play on card A over card B?" etc). It is also a co-op game. It is like they tried to push the theme too...

Friction and Failure Modes

  • Treat Sonnet-memory edge rules as draft until confirmed by manual, BGA, or transcript.
  • Wikipedia source is flagged as a possible title mismatch; do not use it as evidence.

Translation and Design Hooks

  • Use this card to ask: which primitive carries the fun if theme/licensing is removed?
  • For iOS, look for short-session compression, clear state visualization, and a digital-only twist.
  • For new tabletop design, look for the tension source and decide whether to preserve or invert it.

Edge Rules and Gotchas

  • The giver draws two tiles and shows both to the group but hides one — the visible tile is also information (process of elimination)
  • Some arcana cards have multiple conditions (e.g., "If your number is adjacent to a 4"), creating complex rule interactions
  • Certain special arcana cards change rules mid-game or allow retries
  • Players may choose to pass on guessing if they genuinely cannot determine the number, burning a fate token deliberately rather than guess wrong
  • The arcana cards in play are randomized each game from a larger deck, changing the clue vocabulary available

Sources Used

[
  {
    "kind": "bga_tutorial",
    "path": "data/bga_tutorials/220517.md",
    "quality": 0.85,
    "note": "BGA implementation rules summary"
  },
  {
    "kind": "bgg_comments",
    "path": "data/bgg_comments/220517.txt",
    "quality": 0.75,
    "note": "positive/player-voice sample"
  },
  {
    "kind": "llm_memory",
    "path": "data/llm_memory_sonnet/220517.md",
    "quality": 0.65,
    "note": "sonnet-self-rated-7"
  },
  {
    "kind": "tabletopia_overview",
    "path": "data/tabletopia_overviews/220517.md",
    "quality": 0.3,
    "note": "Tabletopia overview; not a rules authority"
  },
  {
    "kind": "wikipedia",
    "path": "data/wikipedia/220517.md",
    "quality": 0.15,
    "note": "possible-title-mismatch: Board game"
  }
]

Sources (5)

Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.

BGG tags

Categories (6)
Card GameDeductionFantasyMathNumberPrint & Play