User talk:Norwood Professionals

Armis

Players: 2 for 100 space game board, up to 4 players for 225 space game board Age range: 8+ Setup time: 5 - 10 minutes Playing time: 20 - 40 minutes (player dependent)

The object of the game is to capture your opponent's flag. Each team consists of: Flag, Pres, VP, Army, Navy, Airforce, Marines, Coast Guard, Media, Diplomat, Nuke, Religion, Mover, Children, and Reserve. [see photos and videos via link below] It's a joy to see players with strategic minds and tactical skills manage the resources vested in each piece to achieve massive success for their team.

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 is vested with certain skills [movement] 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 chooses 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 to 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): http://www.youtube.com/watch?v=f0tSwMmPCUM

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 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 1 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 can only travel 1 space at a time on land.

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): http://www.youtube.com/watch?v=-AFMir8yJJE

Even 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): http://www.youtube.com/watch?v=bJfUrabUILw

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): http://www.youtube.com/watch?v=HZ8yX2qlUe0

64.195.78.49 (talk) 14:51, 3 June 2009 (UTC) Set-up Instructions For 100 Space Board (for 2 players)

Align board 'diamondly', with water masses away from players Select a Set-up Player. Place Flag in corner space directly in front of player. Place Reserve adjacent to, or in front of, Flag. Place Mover 1 or 2 spaces away from coastal waters. Freely arrange remaining pieces contiguously not to exceed six boxes in any single direction, and without permitting any hole. After opponent’s set-up is identical to first set-up, opponent may move first or switch board position; if opponent chooses to switch board position, then Set-up Player will move first. 64.195.78.49 (talk) 14:51, 3 June 2009 (UTC) Individual Player Pieces Flag / Country (1) Duty        -  Marshal resources to serve nation. Movement    -  1 space any direction on land only, while own President presides; immobile in the absence of own President. Power       -  No ability to acquire Conditions  -  Game ends when country surrenders, or country's flag is taken by opponent. NOT subject to friendly fire. President  (1) Duty        -  Command all resources to protect country. Movement    -  Unlimited uninterrupted straight-line space(s) any direction on land, or on own sea active vessels if properly accessed. Power       -  Can acquire any of opponent's pieces except nuke. Conditions  -  If your president is taken the vice president immediately becomes the new president (at the location of the VP). Subject to friendly fire. Vice President  (1) Duty       -  Second in command. Movement   -  1, 2, 3, or 4 uninterrupted straight-line space(s) in any direction on land or on own sea active vessels if properly accessed. Power      -  Can acquire any of opponent's pieces except nuke. Conditions -  Becomes president immediately upon assassination of president, replacement is done at VP's present position. If replacement president is captured own flag is immobilized. Subject to friendly fire. Army  (1) Duty     -  To remove opponent's pieces on land Movement -  1 or 2 uninterrupted multi-directional space(s) on land or on own sea active vessels if properly accessed. Power    -  Can remove any piece except Nuke and Diplomat. Subject to friendly fire. Navy  (2) Duty - To remove opponent's pieces in deep-water. Aircraft Carrier (AC) Movement - 1 coastal water space any direction, and 1 deep-water space any direction for a single body of water. Submarine (sub) Movement - 1 coastal water space any direction, and 1 or 2 deep-water straight-line deep-water space(s) in any direction for all deep bodies of water. Deep waters connect under land in straight line. Power - Can take pieces (including friendly) immediately upon entry into deep waters. Conditions - Pushed by Mover from land to coastal waters, move only 1 space at a time while on coastal waters, cannot revert back to land. Must be in deep waters to get boarded (one at a time per vessel), however, can be lost (even by friendly) anywhere. If taken while hosting all are extinguished. The AC can be boarded by own Air Force and marines; and under special conditions by: President, Vice President, Army, Marines, Media, Diplomat, Nuke, Religion, Child, and Reserve Under no condition can the AC be boarded by: Flag, Mover, Coast Guard, or Sub. Sub can be boarded by own marines; and under special conditions by: President, Vice President, Army, Media, Diplomat, Nuke, Religion, Child, and Reserve; NOT Flag, Mover, Air Force, Coast Guard, or AC. The AC and Sub move normally while boarded, however neither AC nor Sub may move back to coastal waters with guest (only without guest). Air force  (2) Duty     -  To remove opponent's pieces while performing fly-over(s). Movement -  Helicopter - 2 or 4 straight-line spaces in any direction, must land on unoccupied land or on own aircraft carrier in deep water. - Jet - 4, 6, 8, or 10 straight-line spaces in any direction, must land on unoccupied land or on own aircraft carrier in deep water. Power    -  Automatically removes any piece (including those subject to friendly fire) located in the exact center of take-off and landing locations except nukes and own Flag. Conditions  Subject to friendly fire. Marines  (2) Duty     -  To remove opponent's pieces on land and in coastal waters. Movement -  1, 2, or 3 uninterrupted multi-directional space(s) on land or coastal waters (not deep waters). Can climb 1 or 2 spaces over any non-offensive pieces: Flag, Media, Diplomat, Nuke, Religion, Child, Mover, and sea vessels (while in non-offensive mode) to land on opponent, vacant land, or coastal water space. However Religion will block direct military offensive action (see Religion). Power    -  Captures pieces (including friendly fire) at final landing point, except nuke(s) and opponent's Diplomat. Conditions -  Cannot take any vessel in deep waters. Subject to friendly fire. Coast Guard  (1) Duty     -  To remove opponent's pieces in coastal waters only. Movement -  1 or 2 coastal-water space(s) in any direction Power    -  Can only take offensive action while in coastal waters (cannot travel to deep waters), can remove any piece (including those subject to friendly-fire) in coastal waters. Conditions -   Must be pushed by Mover to coastal waters before operating on own power, taking offensive action, or being boarded by friendlies. Can be taken/loss anywhere. Only one of the following friendlies may board at a time: President, Vice President, Army, Marines, Media, Diplomat, Nuke, Religion, Child, and Reserve (no Flag, Mover, no Air Force and no Navy). Once a sea vessel enters coastal waters it cannot reenter land space. Subject to friendly fire. Media  (1) Duty     -  To gather and report newsworthy events Movement -  Unlimited uninterrupted straight-line space(s) any direction on land or on own sea active vessels if properly accessed. Power    -  No ability to acquire Conditions -  Must be next to another piece at all times otherwise is forfeited upon recognition of abandonment. Subject to friendly fire.

Diplomat  (1) Duty     -  To negotiate peace, and to acquire opponent's Nuke Movement -  1, 2, or 3 uninterrupted multi-directional space(s) on land or on own sea active vessels when properly accessed. Power    -  Can only capture opponent's Nuke Conditions -  Lost when: captured by opponent's Pres, or VP; when within proper range of either Nuke; upon activation of your Nuke (regardless of location); while on board a sea vessel under attack; or when you capture your opponent's child. Subject to friendly-fire. Nuke  (1) Duty     -  To deter or facilitate massive destruction Movement -  1 space in any direction on land or on own sea active vessels if properly accessed. Power    -  When activated will take out all pieces within 2-space radius, and activating player will loose own Diplomat and Religion regardless of location. Conditions -  Can only activate under the following conditions: must be player's turn, player must have lost at least 3 of 9 military pieces, and must be more than 2 spaces away from own flag. Can be pushed by any Mover. Can be taken by opponent's Diplomat or Child, while on board sea vessel under attack, or as a result of opponent's nuke activation within proper range. Not subject to direct friendly fire.

Religion  (1) Duty     -  To proselytise Movement -  1, 2, or 3 multi-directional uninterrupted space(s) on land or on own sea-active vessels if properly accessed Power    -  No ability to acquire Conditions -  Can block military action while directly between (no space) attacker and potential victim, however Religion is subject to acquisition. Also, Marines cannot use opponent's Religion as final step when taking opponent's piece. Is lost while on board a sea vessel that is attacked; when you take opponent's Child; or when you activate your Nuke regardless of location. Subject to friendly fire.

Mover  (1) Duty     -  To push pieces into, or out of, strategic places. Movement -  Push another piece 1 space in any direction, it cannot move opponents offensive pieces (ie: military or executive), however it can move opponent's non-offensive piece, and any of its own pieces. Power    -  No ability to acquire Conditions -  Must be used to place Navy and Coast Guard vessels into coastal water. Cannot board any vessel. Subject to friendly-fire.

Child  (1) Duty     -  Enjoy childhood, grow up to be responsible citizen Movement -  1, 2, 3, or 4 multi-directional space(s) on land, can climb all non-offensive pieces Flag, Child, Diplomat, Religion, Media, Nuke, Mover and/or sea vessels in non-offensive mode, must land on vacant land or on own sea active vessels if properly accessed. Power    -  Can only acquire opponent's Nuke Conditions -  If Children are acquired by opponent, opponent forfeits own Diplomat and Religion. Subject to friendly-fire (without loss of own Diplomat and Religion).

Reserve  (1) Duty     -  To remove opponent's pieces on land. Movement -  Cannot move on its own until all friendly military have made an initial move, or been removed, after-which 1, 2, or 3 uninterrupted straight-line spaces in any direction. Can be moved by mover (s) only when powerless. Power    -  Can acquire any of opponent's pieces except Nuke and Diplomat. Cannot issue friendly fire, but can be taken out by friendly fire. Conditions -  If an assault is made on Country while adjacent to own Reserve, the Reserve is sacrificed, Flag remains in place and attacking piece takes the place of the Reserve. However, Reserve cannot offer any protection if opponent's Nuke is activated within a 2 space radius of Flag.

Public references/citations 1) US Copyright - http://cocatalog.loc.gov/cgi-bin/Pwebrecon.cgi?v1=1&ti=1,1&Search_Arg=Armis&Search_Code=TALL&CNT=25&PID=muM4YidMHSGtdFxm8UAe5gowFg_&SEQ=20090519125913&SID=1

2) US Trademark - http://tess2.uspto.gov/bin/showfield?f=doc&state=4005:6ul3j9.2.2 3) UP Patent - Accepted and Pending

The official website: is www.armisgame.com, the official info page is: http://docs.google.com/Doc?id=dgssv9cs_68f4j4p8

How to Set-up Armis - on MySpace.com at: http://vids.myspace.com/index.cfm?fuseaction=vids.individual&videoid=17470334&searchid=212e9cb3-b725-4f37-9c2d-8b6ac21423fb

How Player Pieces Move - on Google Video at: http://video.google.com/videoplay?docid=-1474998542241346126&ei=pesSSouSC464rgLo38T6DQ&q=Armis+how+player+pieces+move+

Here is part II of a recent game in actually play - http://www.youtube.com/watch?v=iQENGe42fEc

Norwood Professionals (talk) 17:41, 19 May 2009 (UTC)

helpme Norwood Professionals (talk) 22:50, 20 May 2009 (UTC)