When comparing Arimaa vs Lords of Waterdeep, the Slant community recommends Arimaa for most people. In the question“What are the best board games?” Arimaa is ranked 30th while Lords of Waterdeep is ranked 36th. The most important reason people chose Arimaa is:
Arimaa is a game suitable for both young and old, it was made to be intuitively simple but with a lot of depth. 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. The rules are simple – in your turn you have four actions. You can either move a figure four times, move four figures one time, or do any combination in between. All figures can move forwards, backwards, and sideways apart from rabbits who can’t go backwards. You can use two actions on a stronger piece to push or pull your opponents’ weaker figures. These stronger figures also “freeze” adjacent weaker pieces, preventing them from moving unless there’s a friendly piece next to them. 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. The first player to get a rabbit to reach the opposing side wins. The game can also be won by removing or immobilizing all your opponent’s rabbits.
Specs
Ranked in these QuestionsQuestion Ranking
Pros
Pro 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. 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.
The rules are simple – in your turn you have four actions. You can either move a figure four times, move four figures one time, or do any combination in between. All figures can move forwards, backwards, and sideways apart from rabbits who can’t go backwards.
You can use two actions on a stronger piece to push or pull your opponents’ weaker figures. These stronger figures also “freeze” adjacent weaker pieces, preventing them from moving unless there’s a friendly piece next to them. 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. The first player to get a rabbit to reach the opposing side wins. The game can also be won by removing or immobilizing all your opponent’s rabbits.
Pro Active online community
The official site of Arimaa is quite lively and features reviews, downloads, the latest news, an active public forum, and much more. There’s even an online gameroom, so you can play Arimaa against computers or other people in either turn-based or real-time games. There are many people online, so it shouldn’t be a problem to find a game.
Pro Can be played with a chess set
In case you don't want to purchase the gameboard made by Z-Man Games, you can use the components of a regular chess set. It also helps if you have four coins to mark the trap squares. You probably already have the equipment you need.
Pro Fluid gameplay
The 4 moves per turn gives Arimaa's tree of possible moves a very high branching factor. (It was invented for AI programmers as a game more difficult to program for than chess, but easier than Go). You can't think several turns ahead like chess (the space of possibilities is too big), instead you have to think in terms of distances and capabilities, giving Arimaa a very fluid feel.
Pro Gameplay grows more complex over time
Limited options are available at the beginning of the game. There's only a few pieces in play along with quest cards that give simple, concrete goals. However, gameplay grows more complex as buildings are added and new quests become available. For example, where to move your agents, which opponent to interrupt by playing intrigue cards, and which kind of quests you focus on are goals that will shift and evolve as the game progresses.
Pro Quick gaming sessions
Each game is only eight rounds and can be played in an hour or two.
Pro Dungeons and Dragons in reverse
Based on DnD lore, but you're the one setting quests instead of going on them. It's fun to feel like a powerful Lord ordering your agents around and making them complete quests for your own benefit.
Pro Easy to teach new players how to play
Within a few turns, even new players should be able to understand the basic mechanics. You move your agents around the board, complete quests with them, and get points based on the difficulty of the quest. Whoever is able to gain the most points by the end of the 8th round wins. Thanks to the simple rules and the game's easy-to-understand nature, this makes it very approachable for all skill levels.
Pro Intrigue cards add a huge element of player interaction
The player interaction aspects of Lords of Waterdeep stem from the aptly named Intrigue cards. By moving your agents to a special area of the game board, you are able to bring one of these cards into play. They let you do such things as steal money or resources from other players, force your opponents onto a mandatory quest, sabotage their current quest in progress, or even temporarily bend the rules of the game. Choosing which opponent you're going to sabotage and how you're going to do it can result in plenty of in-game interactions with your fellow players.
Pro Fun to mess with your friends
While completing your own quests, you have the opportunity to sabotage your opponents' quests with disruption cards. This makes it harder for them to complete their quests and even steal their money/resources. There are also mandatory quests that can be forced onto your opponents, which means they must complete that quest before they can take on any new ones. These can lead to many humorous and interesting moments with your friends as you attempt to prevent each other from progressing in devious and devastating ways.
Pro Great presentation
The game board is sturdy and the pieces are colorful. Even the currency comes in the form of cardboard Waterdeep coins which really help sell the D&D theme. The rule book is loaded with pictures and illustrations. Overall, everything is presented very nicely. There's even a handy plastic mold to neatly put everything away when you're finished playing and keep everything in good shape.
Cons
Con Requires constant engagement
Arimaa can get out of hand quickly because there’s pretty much no way of predicting how future turns will play out. This is because it’s significantly harder to pinpoint four actions that your opponent might do as opposed to one action in similar games to Arimaa. Due to this the game requires the players to continually pay close attention to what they’re doing, which isn’t inherently bad, but can be a bit problematic for people with shorter attention spans or for people who don't want to take the game too seriously and just play it for fun and socialize meanwhile.
Con Quite long to play
A game of Arimaa is very unpredictable and can often lead to a very long session. The time can vary between 15 minutes and 2 hours, so it’s not great if you’re looking for something that you can quickly grab and play through.
Con Not enough winning strategies
The main objective is to gain as many points as possible by having your agents/workers complete quests. There's not much in the way of strategy due to this one win condition. In almost all cases, the game will simply be won by the player who can tackle quests the most efficiently while dealing with anything their opponents throw at them.
Con Might not appeal to veteran gamers
The game systems are rather plain and basic, and it doesn't bring much new to the genre. It may not be appealing to veteran gamers as the gameplay is not very deep when compared to other similar games.
Con Can cause arguments
Having to plead with your friends not to interrupt your quest flow can result in many arguments. Having an opponent play an intrigue card on you, especially the mandatory quest card, can completely ruin your chance at winning. It's easy to get frustrated with other players, especially if you feel like you're being unfairly targeted or teamed up against repeatedly.
