I’ve been a fan of Level 99 Games for a while now. From Millennium Blades to Bullet❤️, and all of its expansions, I really dig how unique every game of theirs I’ve played has been. So when I saw Argent: The Consortium in a math trade earlier this year, I hopped on it, and was delighted to receive it. While I am a big fan of the early 90’s anime and video game theme from Millennium Blades, and adore the anime aesthetic that all of Level 99 Games, my friends in my game group are less enthusiastic, which is one of the reasons it took so long for me to get Argent: The Consortium to my table.
The other reason it took so long for Argent to come out, is that it looks incredibly dense. Twice I opened the rulebook, started reading the rules, and immediately felt too tired and packed the game away again. I don’t know what it is about Argent, but the rulebook does not feel welcoming.
For our first game, we stuck with the “recommended beginner’s setup,” since it was our first go, but even with training wheels on, Argent: The Consortium showed off its teeth.

A 3 player game has 8 locations for you to put your workers, with each of those locations having between 3 and 5 spots. On your turn, you can take a fast action if you wish, then take one main action, which can consist of placing a mage on a spot, casting a spell, or using a supporter or treasure. If you don’t want to do any of those, there are also some bell tower cards you can take instead, which act as the timer for the round. The moment the last bell tower card is taken, the round ends.
On the surface, Argent is just a worker placement game. You put your mages (workers) out on various locations to gather resources, gain spells, or position yourself for the endgame scoring. Pretty standard stuff. Except, there’s a lot of interaction, and not even just the standard worker placement of interaction that comes from taking the spot that someone else really wanted. Argent: The Consortium has a lot of direct player interaction as players cast spells to blast opposing mages off the board, and even some that let you shift your opponents workers around after they’ve been placed. That one twist, being able to knock, vanquish, or blast someone else’s carefully placed worker, isn’t just cute. It’s the heartbeat of the whole design. The worker placement here isn’t just about action efficiency; it’s about tempo, timing, and disruption.

There are 5 different types of mages you can recruit, each with its own ability. The red mages can wound other mages, kicking them out and taking their spot, and sending them to the infirmary, giving its owner a paltry benefit. The green mages are immune to wounds, the purple mages can be placed as a fast action, the black mages can be placed after you cast a non-fast spell, and so on. Each of these effects seem pretty simple on their own, but when your turn comes around, you’ll find yourself going down a flowchart in your head of which worker to place first. Perhaps you place a defensive one down to lock the spot you need the most, or you hold back your offensive mages so you can punish one of your foolhardy opponents. Not only picking a location is a tough choice, but trying to figure out which worker to use compounds that decision.
The goal of the game, is to accrue the most votes of the Consortium, a group of administrators, each valuing something different. 2 are open information to the whole table, but the other 10 are face down. While each player does get to peek at one each at the start, you’ll be blind as to what resource the other 9 each value. At the end of the game, each of those cards are flipped up, and whomever has the most of whatever criteria they ask for, wins their vote. The player with the most votes, wins the whole game.
Of course, there are ways to earn more marks, letting you peek at more cards. Knowledge is power, and focusing your efforts into the actions that will ultimately earn you a vote is the way to win the game. Sometimes you can glean from your opponents as they stockpile a specific resource, what they might know, but you can’t always be sure. And even if you do follow them, now they have a head start on you.

Argent: The Consortium is flush with variability, even in just the base game. 18 council votes mix up the end game, 6 double-sided player boards, each with their own player ability. 30 spell cards vary the abilities you can accrue, 15 double-sided university tiles ensure the actions you take are different in every game. But with all this variability, comes table bloat. As you can see in the pictures, it’s a massive table hog. The board is just a modular cluster of cardboard tiles, but each player needs to have room for their player board, and room off to the side to hold their spells, vault cards, and supporters. Argent has an almost comical abundance of “stuff”, and that’s not even counting any of the content that comes in the expansions.
Which kind of brings me to my main thought of this review. Argent: The Consortium is just a worker placement game. There’s no flashy gimmicks or crazy twists to the mechanism. It’s not mixing other mechanics to make a game that feels wholly unique. There’s no flash or pizzazz, and it isn’t the kind of game that stands out on a table that makes people stop and ask “what’s THAT game!?”. But this game obviously has legs. It has replayability out the ying-yang, and that’s something that a lot of modern games seem to lack. If you’re tired of modern games dazzling you with their fancy pants productions and really exciting and interesting first play, but lack of replayability, well then I hold up Argent as the solution to those woes.
Is Argent: The Consortium perfect? No. A few things may rub players the wrong way. For one, despite all the flashy magic theming, Argent is still fundamentally a Euro about collecting and converting resources. If you came here for wild spell-slinging battles, you’ll find yourself instead managing mana crystals and counting up influence points. For another, some people will find the overabundance of options paralyzing. On your turn, you may have up to 20 options to choose from. Some will balk at how mean and interactive it can be, since one well-timed action can completely upend your plans. All those paralyzing options mean that the game can feel slow to play, especially with new or AP prone players.

But at it’s best, Argent is a dazzling mess of interaction and tension. It’s a Euro with resource management at its core, yet it smuggles in drama and intrigue that most Euros can only dream about. Every game feels distinct, every set up is a whole new puzzle. It’s the kind of game where you might feel like you’re dead last, but in a dramatic reveal at the end, scrape together just enough votes to edge out the victory.
Argent: The Consortium is a gem. It’s one of the most interesting, interactive, and clever worker placement games I’ve played in a very long time. It’s not the easiest thing to get on the table or convince normies to play, but it’s worth the effort every time. If you love worker placement, love interactive games, and don’t mind a bit of magical cruelty, Argent: The Consortium, despite being 10 years old, might end up being your new favourite too.







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