Learn How To Play Armis Pt. 1 of 2

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Strategy Games Armis Chess Checkers Risk Stratego
armis
  • By: armis
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  • Updated: 07-Jun-09
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  • Added: 23-May-09

This is part 1 of multiple parts showing viewers how to Play Armis.
Red Player's movements are mentioned with red letters, Blue Player's movements are mentioned with blue letters, and narrator's thoughts are in white letters. Each piece has it's own sound.

The game could be played at most libraries.

To play online please contact MSN games, via feedback box, asking them to add Armis to their list of games.

Tournaments are being scheduled across America.

Armis is a fast*, fun board game, where wisdom always wins, some say its like playing Chess, Checker,
Risk and Stratego all at the same time. *(Avg 30 mins)


The object of the game is to capture your opponents 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, Religion, Media,
Child, Diplomat, and Nuke). Each player piece has a 'Duty' and vested with certain skills (moment) and
abilities (powers) to achieve it.


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 wishes given the following guidelines:

Place Flag in corner space directly in front of player
Place Reserve in space adjacent to, or in front of, Flag
Place Mover 1 or 2 spaces away from coastal waters
Arrange pieces contiguously without holes, and not to exceed 6 spaces in any direction.

The opponent's set-up must be identical first set-up, after which the opponent chooses to move first or
switch board position; if the opponent chooses to switch board position then the set-up player would
move first.

Believe it or not, there are over a million ways to set-up properly.

How to set-up Armis (30+ secs): Over
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 their's one that can't move until each of his military buddies have make 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 one 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 is limited to land 1 space at a time.

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): 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).

Armis Power (6 mins): Forces
Here are some special conditions that add complexity to the game:

the vice president becomes the President upon assassination of the President
if the Reserve is next to its Flag under attack, the Reserve is sacrificed
the player who captures their opponent's Child loose their own Diplomat and Religion
if you activate your nuke you loose your diplomat and religion
Friendly-fire is often necessary
The Flag is immobilized if no President presides
the Media is forfeited if it is not next to any other piece


Learn to Play Armis, Part 2 of 2, (8+ mins):

  1. Categories: Entertainment, Art & Animation
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Learn How To Play Armis Pt. 1 of 2

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