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Arimaa (Tabletop Game)

 Arimaa (Tabletop Game)
type
TVTItem
 Arimaa (Tabletop Game)
label
Arimaa (Tabletop Game)
 Arimaa (Tabletop Game)
page
Arimaa
 Arimaa (Tabletop Game)
comment
Arimaa is an Abstract Strategy Game — specifically one that can be played using a chess set — in which two groups of animals attempt to shove each other around and throw each other into pits in an effort to get their bunny rabbits safely across the field. Way better than it sounds.The game was designed by computer programmer Omar Syed, who created it because he was disappointed by the dominance of computers over humans in modern chess play. He designed Arimaa to be similar to chess, using the same physical equipment, but making it harder for computers to solve while still being intuitively simple and interesting for humans. Syed created a contest along with the game, with a $10,000 prize, in which he challenges people to make such an AI that actually can beat the top players. It took 12 attempts, one each year, for the computers to finally win in 2015.The pieces represent different animals of varying levels of strength. These pieces on each side are (in order of descending power): the Elephant, the Camel, two Horses, two Dogs, two Cats, and eight Rabbits.Named after Syed's son, as a slightly-modified Sdrawkcab Name.Arimaa can be played online at the official website here.
 Arimaa (Tabletop Game)
fetched
2024-04-15T15:01:26Z
 Arimaa (Tabletop Game)
parsed
2024-04-15T15:01:26Z
 Arimaa (Tabletop Game)
isPartOf
DBTropes
 Arimaa (Tabletop Game) / int_13f5b1b
type
Instant-Win Condition
 Arimaa (Tabletop Game) / int_13f5b1b
comment
Instant-Win Condition: If a rabbit reaches the side of the board opposite their team's home territory at any point, their team wins.
 Arimaa (Tabletop Game) / int_13f5b1b
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_13f5b1b
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_13f5b1b
 Arimaa (Tabletop Game) / int_1fe36347
type
Take My Hand!
 Arimaa (Tabletop Game) / int_1fe36347
comment
Take My Hand!: Animals prevent each other from falling into pits by being adjacent to them. Pieces hanging over pits may still fall in at a later time if the allies holding them up are forced away.
 Arimaa (Tabletop Game) / int_1fe36347
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_1fe36347
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_1fe36347
 Arimaa (Tabletop Game) / int_2902d076
type
Support Party Member
 Arimaa (Tabletop Game) / int_2902d076
comment
Support Party Member: The entire team. Having two animals adjacent to each other makes them immune to being frozen or captured, regardless of the strength of the two animals doing the supporting.
 Arimaa (Tabletop Game) / int_2902d076
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_2902d076
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_2902d076
 Arimaa (Tabletop Game) / int_2fd985e3
type
Pit Trap
 Arimaa (Tabletop Game) / int_2fd985e3
comment
Pit Trap: The board has 4 of these, placed at the spaces traditionally marked as C3, C6, F3, and F6. It is the only way to remove pieces from the game.
 Arimaa (Tabletop Game) / int_2fd985e3
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_2fd985e3
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_2fd985e3
 Arimaa (Tabletop Game) / int_3b0479f2
type
You Shall Not Pass!
 Arimaa (Tabletop Game) / int_3b0479f2
comment
You Shall Not Pass!: Pieces freeze weaker pieces, preventing them from proceeding until they are supported by an ally.
 Arimaa (Tabletop Game) / int_3b0479f2
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_3b0479f2
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_3b0479f2
 Arimaa (Tabletop Game) / int_70d8269d
type
Excuse Plot
 Arimaa (Tabletop Game) / int_70d8269d
comment
Excuse Plot: The goal of is merely an excuse for the gameplay.
 Arimaa (Tabletop Game) / int_70d8269d
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_70d8269d
featureConfidence
1.0
 Arimaa (Tabletop Game)
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Arimaa (Tabletop Game) / int_70d8269d
 Arimaa (Tabletop Game) / int_91183950
type
Sliding Scale of Anthropomorphism
 Arimaa (Tabletop Game) / int_91183950
comment
Sliding Scale of Anthropomorphism: It is not explained, and left up to interpretation, as to whether the battles involve actual animals of surprising intelligence or civilized humanoid creatures.
 Arimaa (Tabletop Game) / int_91183950
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_91183950
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_91183950
 Arimaa (Tabletop Game) / int_940a5958
type
Artificial Stupidity
 Arimaa (Tabletop Game) / int_940a5958
comment
Artificial Stupidity: Computers are far worse at this game than chess, by design. However, the creator still encourages programmers to prove him wrong. He has set up a time limit of the year 2020 to subvert this trope before assuming that processors will simply become too fast to stop. A brilliant programmer finally figured out how to get the computers to win in 2015.
 Arimaa (Tabletop Game) / int_940a5958
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_940a5958
featureConfidence
1.0
 Arimaa (Tabletop Game)
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Arimaa (Tabletop Game) / int_940a5958
 Arimaa (Tabletop Game) / int_96251156
type
Deer in the Headlights
 Arimaa (Tabletop Game) / int_96251156
comment
Deer in the Headlights: Animals freeze in place when threatened by stronger animals.
 Arimaa (Tabletop Game) / int_96251156
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_96251156
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_96251156
 Arimaa (Tabletop Game) / int_b89ed08a
type
Obvious Rule Patch
 Arimaa (Tabletop Game) / int_b89ed08a
comment
Obvious Rule Patch: Originally the game did not end if a player lost all their rabbits, since you can also win by making it impossible for the opponent to move. After a game where a player won without any pieces on the board at allnote the player threw all of the opponent's pieces into pits before using the last steps to move their own last piece into a pit, the rule against losing all rabbits came into play.
 Arimaa (Tabletop Game) / int_b89ed08a
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_b89ed08a
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_b89ed08a
 Arimaa (Tabletop Game) / int_baa2bf80
type
Amplified Animal Aptitude
 Arimaa (Tabletop Game) / int_baa2bf80
comment
Amplified Animal Aptitude: The armies are composed entirely of animals, yet they organize and move in strategic ways.
 Arimaa (Tabletop Game) / int_baa2bf80
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_baa2bf80
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_baa2bf80
 Arimaa (Tabletop Game) / int_c7f294da
type
Large and in Charge
 Arimaa (Tabletop Game) / int_c7f294da
comment
Large and in Charge: The Elephant, the biggest and most powerful piece, is the equivalent of The King.
 Arimaa (Tabletop Game) / int_c7f294da
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_c7f294da
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_c7f294da
 Arimaa (Tabletop Game) / int_cd55f7e
type
First-Player Advantage Mitigation
 Arimaa (Tabletop Game) / int_cd55f7e
comment
First-Player Advantage Mitigation: Gold sets up pieces first - this allows silver to react to any non-standard opening, or to bring an opening method of their own.
 Arimaa (Tabletop Game) / int_cd55f7e
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_cd55f7e
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_cd55f7e
 Arimaa (Tabletop Game) / int_cfda0ecb
type
Escort Mission
 Arimaa (Tabletop Game) / int_cfda0ecb
comment
Escort Mission: The goal of the game is to get a rabbit to the other end of the board. However, rabbits are weak and vulnerable, and need protection. If a player loses all of their rabbits, it's game over for them.
 Arimaa (Tabletop Game) / int_cfda0ecb
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_cfda0ecb
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_cfda0ecb
 Arimaa (Tabletop Game) / int_db911ee
type
Field Promotion
 Arimaa (Tabletop Game) / int_db911ee
comment
Field Promotion: Averted, unlike chess and most variants. The strength and effectiveness of a piece is limited by their species, and can never be improved.
 Arimaa (Tabletop Game) / int_db911ee
featureApplicability
-1.0
 Arimaa (Tabletop Game) / int_db911ee
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_db911ee
 Arimaa (Tabletop Game) / int_e19da456
type
Diagonal Speed Boost
 Arimaa (Tabletop Game) / int_e19da456
comment
Diagonal Speed Boost: Averted; no pieces can move diagonally. As such, official game boards remove the checkered pattern, and mark only the Trap Squares with a different color.
 Arimaa (Tabletop Game) / int_e19da456
featureApplicability
-1.0
 Arimaa (Tabletop Game) / int_e19da456
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_e19da456
 Arimaa (Tabletop Game) / int_e34ada78
type
Authority Equals Asskicking
 Arimaa (Tabletop Game) / int_e34ada78
comment
Authority Equals Asskicking: Played straight, in contrast to chess. The relative strength of a piece is dictated by the traditional value of its equivalent piece in chess, with The King as the strongest and The Pawns as the weakest.
 Arimaa (Tabletop Game) / int_e34ada78
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_e34ada78
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_e34ada78
 Arimaa (Tabletop Game) / int_e42d93e0
type
Variant Chess
 Arimaa (Tabletop Game) / int_e42d93e0
comment
Variant Chess: A case that intentionally sticks to using the same board and pieces, allowing anyone with a normal chess set to play.
 Arimaa (Tabletop Game) / int_e42d93e0
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_e42d93e0
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_e42d93e0
 Arimaa (Tabletop Game) / int_e81980ac
type
Abstract Strategy Game
 Arimaa (Tabletop Game) / int_e81980ac
comment
Abstract Strategy Game: As a chess variant, it inherited the original's simple rules, emphasis on strategy, and lack of factors like randomness and bluffing. The theme of animals trying to shove each other around and throw each other into pits in an effort to get their bunny rabbits safety across the field is an Excuse Plot.
 Arimaa (Tabletop Game) / int_e81980ac
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_e81980ac
featureConfidence
1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_e81980ac
 Arimaa (Tabletop Game) / int_name
type
ItemName
 Arimaa (Tabletop Game) / int_name
comment
 Arimaa (Tabletop Game) / int_name
featureApplicability
1.0
 Arimaa (Tabletop Game) / int_name
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1.0
 Arimaa (Tabletop Game)
hasFeature
Arimaa (Tabletop Game) / int_name
 Arimaa (Tabletop Game) / int_name
itemName
Arimaa (Tabletop Game)

The following is a list of statements referring to the current page from other pages.

 Arimaa (Tabletop Game)
hasFeature
First-Player Advantage Mitigation / int_ca58417a
 Arimaa (Tabletop Game)
hasFeature
Instant-Win Condition / int_ca58417a
 Arimaa (Tabletop Game)
hasFeature
Tabletop Games of the 2000s / int_ca58417a
 Arimaa (Tabletop Game)
hasFeature
Variant Chess / int_ca58417a