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Arimaa (Tabletop Game)
- 108 statements
- 20 feature instances
- 4 referencing feature instances
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) | hasFeature |
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) | hasFeature |
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 |
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Arimaa (Tabletop Game) / int_name | featureApplicability |
1.0 | |
Arimaa (Tabletop Game) / int_name | featureConfidence |
1.0 | |
Arimaa (Tabletop Game) | hasFeature |
Arimaa (Tabletop Game) / int_name | |
Arimaa (Tabletop Game) / int_name | itemName |
Arimaa (Tabletop Game) |
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