The win condition is chosen by the players There are a few more detailed mechanics, but they are very easy to understand, because they link to the physical aspect of the game. Players alternate turns until the game is over. Movement is done based on the “Move number” on the card and attacking is done by rolling the attack dice based on the “Attack number” on the card. ![]() The basic gist is quite simple - in their turn the player chooses an army card, moves the pictured figures and attacks with the figures. Simple rules This is one of the games that fits the description of “Easy to learn, hard to master” quite well. This means even if someone acted before you that round, he or she will not necessarily have the advantage. Lastly, while players go around the table and roles are executed in order, their benefits do not take place until after the round is over. So if you are focusing on sugar exportation, you won't have to worry about your opponent who is farming something else hogging all the ships. Secondly, when you go to ship your goods if you choose the trader role, each ship can only hold one type of good. The addition of the tempting bonus money to unused roles from the previous round pretty much means all roles will get used eventually. This means no one player can ever dominate a role since it's likely they won't get to choose that role during the next round. No two players can choose Captain on the same round, for example. First of all, each role can only be selected by one player per round. Smooth game flow thanks to balance There are several aspects of balance that make the game play out incredibly smooth. The game can also be won by removing or immobilizing all your opponent’s rabbits. The first player to get a rabbit to reach the opposing side wins. If a figure happens to walk into one of the four trap squares or get pushed/pulled into one without a friendly piece next to it, then it is removed from the game. ![]() These stronger figures also “freeze” adjacent weaker pieces, preventing them from moving unless there’s a friendly piece next to them. You can use two actions on a stronger piece to push or pull your opponents’ weaker figures. All figures can move forwards, backwards, and sideways apart from rabbits who can’t go backwards. You can either move a figure four times, move four figures one time, or do any combination in between. The rules are simple – in your turn you have four actions. Even the setup follows this premise - you set up the figures in two rows like in chess, but you can place them in any way you like. Easy to learn Arimaa is a game suitable for both young and old, it was made to be intuitively simple but with a lot of depth.
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