Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Split each round’s actions into two tempting pacts, let your rival choose, and turn fae influence into control of ancient Ireland.
Core mechanisms
Key systems that shape the decisions players make.
Area Majority
Compete to have the strongest presence in areas that award control or points.
I Cut, You Choose
One player divides resources and another chooses which share to take.
Area Movement
Move pieces between connected regions rather than along individual spaces.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Variable Set-up
Starting conditions, resources, or layouts change between plays.
Read the full game description
Pacts is a two-player area-majority duel built around an “I cut, you choose” bargain. Six regions of Ireland begin with different values, while each player commands a fae court and one allied creature faction with its own passive and active powers. At the start of a round, common action cards and the advantage of moving second are divided into two pacts by one player; the opponent then decides which player receives each pile. Players resolve their court cards and awarded actions to place, move, or remove influence cubes, creating a constant tension between building the offer you want and denying the combination your rival needs. Regions score after rounds three and six, with positions and faction matchups changing enough to reward repeated tactical study.