Not quite a Chess variant, not quite a completely unique game, Arimaa (pronounced a-REE-muh) is a meditation on the strength and cunning of the animal kingdom.
Played on an 8x8 space board, each player is issued 16 game pieces reminiscent of chess; 8 rabbits, 2 cats, 2 dogs, 2 horses, 1 camel, and 1 elephant. In fact, the Arimaa game board is double sided with a traditional checkerboard on the back. The rules include directions on how to play Chess with the animal pieces; the rabbits become the pawns, the elephant the king and so on. What isn’t clear is why they tell you to use the horse for the rook and not the knight, but I digress.
Unlike Chess, there is no predetermined starting place for each type of piece. It is suggested that the stronger pieces (elephant, camel, horses, dogs and cats) should be placed in front of the rabbits to protect them. This results in a configuration exactly the opposite of where the pawns are placed in Chess. However, as long as the sixteen pieces are contained in the first two rows in front of you, you may arrange them any way you wish. Once all of the gold pieces are placed, the player playing the silver pieces may place theirs.
With the exception of four black squares equally spaced in the middle of the board, the Arimaa board is all one color. These four black squares are pits to which you maneuver your opponent’s pieces. Stronger pieces may move adjacent weaker pieces by either pulling or pushing them. Push or pull an opponent’s piece over the pit space and they are removed from the board.
The strength hierarchy is logical. Elephants are the strongest piece on the board and thus can move any other piece. The next strongest piece is the camel which can move any piece but the elephant. Next up is the horse, then the dog, the cat, and finally the weakest piece, the rabbit.
The game is over either when one side moves one of their rabbits across the board or one side eliminates all of the opposing pieces.
It is obvious that Z-Man Games takes Arimaa very seriously. Not only are the components handsomely produced, but the directions include Arimaa Match Rules for games played for ranks, tournaments, contests and the like. This game could be as popular, respected, and – for lack of a better word – adult as Chess and Z-Man Games is giving Arimaa every opportunity to fulfill that potential.
For more info: Read the rules on the Z-Man Games website or visit the Board Game Geek.












Comments
The reason they tell you to use the rook to represent the horse is that if you used the knight for the horse you would end up using the rooks for dogs or cats. This would mean that your knights are now stronger than your rooks, which would make the game more confusing than it needs to be for chess players still trying to get their heads around the whole push-me pull-you idea. So long as the relative powers are clear that's all that matters.
Thanks Megajester. Your explanation makes perfect sense. Not using the horse for the knight was a minor observation that certainly does not detract from this wonderful game
This made a lot more sence than WikiPedia did, I can definately say that much. I don't really get it though- so you can pull the other peices (if they're weaker than you) only back? Or any direction? xD sorry, I've never seen this game before and it looks very interesting.
Stronger pieces can either pull or push weaker pieces. For more detail, follow the link to the game rules. It includes several illustrations that clarify the movement.
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