Armis is a fast (avg 30 mins), modern, high-strategy board game where wisdom always wins; some say its like playing Chess, Checker, Risk and Stratego all at the same time. The object of the game is to capture your opponent's Flag.
Each Country is allocated 18 player pieces (2 Marines, and one of each of the following: Flag, President, Vice President, Army, Aircraft Carrier, Submarine, Jet, Helicopter, Coast Guard, Reserve, Diplomat, Religion, Child, Mover, Media, and Nuke.. Each player piece has a 'Duty' and certain 'skills' (movement) and 'abilities' (powers) to achieve said duty. The Player's Handbook explains everything in detail.
Once the game board is aligned 'diamondly' with water masses away from the players, a Set-up Player (selected by coin flip) will set-up as he/she chooses given the following guidelines:
Believe it or not, there are over a million ways to set-up properly.
Various pieces are able to move different ways throughout the game, most are able to move as long as they have space to move, others, such as the sea vessels must rely on the Mover to get them where they need to be in order to move on their own, and one that can't move until each of his military buddies have made an initial move -- the Reserve.
Here are just a few movement examples: the President is able to move an unlimited amount of spaces in any uninterrupted straight-line direction on land; the Submarine, after being towed by the Mover to coastal waters, can move 1 space on coastal waters or up to 2 straight-line deep water spaces; the Marine is able to climb 1 or 2, of its 3 multi-directional spaces on land and/or coastal waters, it can also board any sea vessel; however the Flag's can only travel 1 space at a time on land.
Armis has pieces that can move forward, backward, up (jet), down (submarine), straight, zig-zag, climb (child), and be board by other pieces (sea vessels).
Armis Player Piece Movement (4mins): http://www.youtube.com/watch?v=y4F6iHjEfDY
Even the powers are complex, for example: the Army can take the Vice President but not the Diplomat; the Vice President can take the Diplomat but not the Nuke; the Diplomat can take the Nuke but not the Reserve; the Nuke can take the Reserve AND EVERYONE ELSE (including itself) but not its own Flag!
The Unconditional Offensive pieces start with, and maintain, their respective powers throughout the game, they are: the President, Vice President, Army, Jet, Helicopter, and Marines.
The Conditional Offensive pieces receive power based on satisfaction of specific conditions, they are: the Coast Guard, Aircraft Carrier, Submarine, Nuke, Reserve, and narrowly** the Child and the Diplomat. (**can only take the Nuke)
The Non-offensive pieces have no direct ability to capture other pieces, they are: The Flag, Religion, Media, and Mover (although the Mover has indirect power).
Here are some special conditions that add complexity to the game:
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