See https://arimaa.com/arimaa/learn/rulesIntro.html for the official rules
See https://youtu.be/-l028j_eqZE for an unofficial but good explanation of the rules
Achieve one of the following at the end of your turn to win:
Useful Notes:
The two sides are Gold (plays first) and Silver (plays second). Each side has 16 pieces to begin the game in 6 different piece types. The pieces move and operate identically with 3 caveats: rabbits are uniquely referenced in the victory conditions, rabbits cannot move backwards, and all 6 pieces are ranked in a strength hierarchy from strongest to weakest as below:
So the Elephant is the strongest piece and the rabbits are the weakest
It may help to remember the strength hierarchy that it tends to mirror the size of the real life animals (one can find real horses which are as heavy as camels, or dogs that are smaller than cats, but if you don't look at outliers, it is quite intuitive)
The pieces are abbreviated by their first letter, with the exception of Camels which are abbreviated “M” to avoid conflict with Cats. Capital letters are used in notation for Gold pieces, and lowercase letters for Silver pieces
The board (8×8) has 4 marked squares on it, known as trap squares or traps. Individual squares can be referred to with algebraic notation, as in chess (so a1 is always in the lower left from Gold's perspective)
General regions of the board can be referred to with compass directions from Gold's perspective. Cardinal directions (most commonly East or West) refer to halves of the board and serve a similar purpose to the chess terms “Kingside” and “Queenside”. Ordinal directions refer to quarters of the board. For example, “The East” is the area e1-e8-h8-h1-e1 and “The Northwest” is the area around the c6 trap, regardless of which player you are
In turn, Gold and then Silver set up in the same manner. This is not simultaneous: Silver can and should take Gold's setup into account in deciding how best to set up themselves
Place the following 16 pieces in any arrangement on the two ranks closest to you (the 1st and 2nd ranks for Gold, the 7th and 8th ranks for Silver):
Each turn, one has 4 steps to spend. You are not required to use all of them, though you must change the position somehow (so you can't pass), and it's usually best to use them all. Listed below are the actions which you can spend your steps on, and automatic effects which apply after each action. You may take these actions in any combination so long as you don't exceed the 4 step limit
Move a piece 1 step orthogonally
Cost: 1 step
Useful notes:
Move a friendly piece and an orthogonally adjacent strictly weaker opposing piece together
Cost: 2 steps
Useful Notes:
A piece is frozen and cannot move if the following conditions ALL apply:
Equivalently, a piece is not frozen and can move if at least 1 of the following conditions apply:
Useful notes:
A piece falls into a trap (ie, is captured and removed from the board) if the following conditions ALL apply:
Useful notes:
You may not repeat the same position with the same player to play 3 times
Equivalently: Delayed Situational Superko
Most of the time, this is equivalent to saying you can undo the opponent's move once, but if they choose to redo their move, you can't undo it a second time, because that would create the position before their move for the 3rd time
Useful notes:
Abstract Play lets you describe where pieces should finish your turn, and works out the intervening steps for you. You do not normally need to click every square along a piece's route
Useful notes:
Captures are usually inferred automatically. Occasionally you need to specify one explicitly to distinguish your intended move from another legal move
A same-square instruction specifies the piece's destination, not that it must remain motionless throughout the turn. On a trap, it also does not by itself distinguish survival from capture
Inventor: clyring
Endless Endgame differs from Standard Arimaa only in the randomized setup, and in that Gold gets only 2 steps on their first turn, otherwise it plays identically. It is designed to send the players directly into endgame positions: the most tactical stage of Arimaa
The name “Endless Endgame” refers to the cyclic nature of the “Endless Endgame Event” for which it was invented, though it certainly creates an endless supply of endgames to play no matter the context
Traditionally, most handicap games of Arimaa have been played by uwate (the stronger player) intentionally walking some of their pieces into their home traps on their first move. Thanks to Perlkönig, though, AP has a Freestyle Setup variant which allows uwate to set up with reduced material in the first place without recourse to such workarounds. Freestyle Setup is far more flexible, though. For example, I prefer to replace pieces with rabbits rather than sac them outright. This keeps the same army size for both players, which arguably makes for a more interesting imbalance
Dicey Moves adds randomness to the number of steps available each turn. It is described in the official Arimaa Fast Rules
Before each movement turn, roll a six-sided die. The result determines the maximum number of steps available, capped at 4
| Roll | Maximum steps | Probability |
|---|---|---|
| 1 | 1 | 1/6 |
| 2 | 2 | 1/6 |
| 3 | 3 | 1/6 |
| 4, 5, or 6 | 4 | 1/2 |
Useful notes:
AP rolls automatically and displays a die on the board showing your step allowance. It is placed in an empty part of the board, as if you were rolling a die onto the board and placing it in an open area. The die is only an indicator: its square can be used normally, and a piece moving there may cover it
Dicey Moves can be combined with the other variants
When combined with Endless Endgame, Gold's first movement turn allows either 1 or 2 steps with equal probability; subsequent turns use the normal Dicey Moves distribution. This is to keep two things true: the arithmetic mean (ie, the expected value) of the roll is ½ of the arithmetic mean (ie, the expected value) of a roll for a normal move, and the maximum roll is ½ of the maximum roll for a normal move. Both of these two things are true of the normal Endless Endgame variant, and in this way they remain true when combined with Dicey Moves
Move exploration is unavailable in this variant because future rolls are not yet known
This page will mainly focus on widely applicable concepts, but there are a variety of more in-depth resources available, some of which are listed below
Pieces are most efficiently used to fight opposing pieces exactly 1 rank weaker. More than 1 rank weaker, and it's inefficient, equal or greater rank, and it's ineffective (though sometimes a piece of equal rank is the right piece)
Conversely, you DON'T want your pieces to fight opposing pieces exactly 1 rank stronger. More than 1 rank stronger, and your opponent is being inefficient, equal or weaker, and your opponent is fighting a losing battle
This concept, also known as “the right piece”, is a fundamental of how to decide where you want to move your pieces over the course of multiple turns, and applies from the opening to the endgame and all in between
Generally opening plans can be grouped into 3 categories, including neither lone elephant attacks (which shouldn't work as well as other strategies against good resistance) nor focusing on defense
Note that if an EMH Attack and an EHH Attack are launched against eachother on the same wing, a local stalemate is good for the EHH Attack, as they have a camel free on the other wing to attack
There is a lot of variety at the top level in which setups people prefer, but in the interest in providing some concrete suggestions, some solid options are given below
The 99of9 setup (pictured here with cats behind traps) is a balanced setup which has been around for years. The minor pieces (cats and dogs) can be permutated as desired
In Standard Setup games, the “Quick setup” button gives this setup
This setup does not have a widely agreed upon name, but it is the preferred setup for Gold of Rusty, a NN-based bot which is currently the strongest Arimaa entity, and has been used to great effect by browni3141, the current strongest human player
Gold: Ee2, Mb2, Ha2, Hh2, Dd2, De1, Cb1, Cg2, Ra1, Rc1, Rc2, Rd1, Rf2, Rf1, Rg1, Rh1
TODO: give some Silver setups, including at least 1 EHH setup
As in many games, more material is better in Arimaa, all else being equal. In Arimaa, however, all else is rarely if ever equal, and it is easier to find positional compensation for material than in chess, so being ahead in material must always be taken with a grain of salt, especially in unclear positions
Harlog is a material evaluation system which is very good at accurately judging trades, in exchange for moderate complexity
Positive numbers indicate advantage for Gold, negative numbers indicate advantage for Silver
Harlog should always be taken with a grain of salt, because positional factors can be extremely significant in Arimaa, but there are some times when it's probably more reliable than others
It should be at its best when evaluating trades in the opening and early middlegame. This is both because it was most closely examined and tuned for accurate representation of opening trades, and because the more tactical endgame leaves even more room for positional compensation than the opening and middlegame. Indeed, it has been said that in Arimaa endgames, the number of pieces one has is more important than their strength. Harlog does take this into account, but, grain of salt
It should be taken with extra skepticism regarding situations which won't come up in normal games (like more than 8 rabbits, 0 elephants for one side, more than 1 elephant for either side, and so on), since such situations were not the intended use case for it. It won't break or give obviously bogus answers, it's just reasonable to expect that it may accrue error as it gets further from its intended domain
Harlog assigns a value to each army, and then subtracts the Silver total from the Gold total to get the relative advantage
2.0 / 1.4475301261.0 / (n + 1.447530126)0.6314442034 * ln(n * r)Several notation systems have been employed in the past, here we will treat a few of particular relevance to playing on Abstract Play
Commonalities among most notation systems (including those treated here) is the use of EMHDCR to denote the gold pieces from strongest to weakest, and likewise emhdcr the silver pieces, and the use of x to denote capturing, as well as a reliance on algebraic coordinates as used in chess (always from Gold's perspective, as in chess).
These will be assumed in the descriptions below, with piece and square referring to these specific symbols
? 0 or 1 of the preceding element (the default is that exactly 1 of the element is required)| delimits elements from which you may only choose 1+ 1 or more of the preceding element() grouping symbol\ makes the next character literal
It is sometimes desirable to notate the idea of a step being anything, as opposed to being passed.
I am unaware of any notation systems which officially include that, but some people (including me) use qpss to denote that, after the token Sharp2015 uses for that
Abstract Play records movement in Lightvector notation. This describes the result of a move without necessarily listing every step needed to achieve it. The legacy Abstract Play notation is still accepted for input
Comma-separated list of tokens of the form (piece)(square)
For example, Ee2,Md2,Hb2,Hg2 places Gold's elephant on e2, camel on d2, and horses on b2 and g2
Space-separated Lightvector tokens describing destinations, captures, or particular steps
Useful notes:
Ee4 specifies that Gold's elephant finishes on e4, Hb3a4 specifies that a Gold horse which occupied b3 finishes on a4, and dx specifies that a Silver dog is capturedThis was Abstract Play's movement notation before the adoption of Lightvector notation. It remains relevant when reading older game records and is still accepted for input
Comma-separated list of tokens of the form (piece)(square), as in the current setup notation
Comma-separated list of tokens of the form (piece-moving)(origin-square)(destination-square)(\(x(piece-captured)(square-captured-on)\))?
Each token describes one step. Captures are appended in parentheses to the step which causes them
For example, Ee2e3,Ee3e4 moves Gold's elephant from e2 to e4 in two steps
Passed steps are omitted
Designed as a formalization of how Arimaa players naturally tend to describe moves. It allows very succinct yet readable notation in many cases. While it is defined in terms of needing to generate all legal moves from a position, humans are very good at using heuristics to skip this step, so it's very comfortable to use even the more succinct forms of it
While it may look complicated at first glance, just remember the general notational principles of piece abbreviations and algebraic coordinates, use your chess notation intuitions to put them together into space-separated tokens in a way that makes sense, and chances are it will be valid Lightvector Notation
It does not define a notation for setup, presumably assuming it to just be a space-separated list of tokens of the form (piece)(square)
Original post: http://arimaa.com/arimaa/forum/cgi/YaBB.cgi?board=talk;action=display;num=1230217856;start=63
Space-separated list of tokens of the form (piece|square|(piece)(square))(square|(n|s|e|w)+|x), or in more abstract terms, (piece-specifier)(property).
The (piece|square|(piece)(square)) part is the piece specifier, and the (square|(n|s|e|w)+|x) part is the property
Each token makes a claim about a piece and what happens to it during the turn
(square) property claims that the piece finishes the turn on that square, or is captured on that square(n|s|e|w)+ property claims that the piece takes the specified directional steps in that order. Tokens with directional properties must be fulfilled in their written orderx property claims that the piece is captured during the turnA square in the piece specifier identifies a square occupied by that piece at some point during the turn; it need not be the piece's starting square
Among legal moves satisfying all the tokens, prefer those using the fewest steps, then those displacing the fewest pieces from their original squares. Moves resulting in the same final position count as the same move. If exactly one resulting position remains, the notation identifies that move
A “displaced piece” for the purposes of Lightvector notation is considered to be a piece of either color ending up on a different square at the end of the turn than it started on. Being captured in place does not count as being “displaced”, but being captured on a different square than starting the turn on would count, though still technically not for the capturing itself