Arabani-Ikibiti


From: Bambus (now available as Kahuna from Rio Grande
Cost: $27
Players: 2
Playing Time: 45 minutes
Type of game: Family
Skill level: 5
Complexity: 3
Reviewed by: Peter Sarrett, Issue 5.1 (17), Winter 1997


Arabana-Ikibiti was the game at Essen that nobody could remember the name of, at least not without mangling it. In the game each of the two players is trying to build bridges amongst the islands of the imaginary land depicted on the map (Arabana and Ikibiti are the names of two of the islands). Bridges are placed and removed between the islands as the players fight for dominance. Control can seesaw back and forth between the two players providing a tense, interesting game.

The map contains 12 islands with anywhere from three to six connections to other islands. Along with the map comes a set of cards (2 each for the 12 islands) and a set of wooden bits in two colors. The bits are bridges and blocks to mark domination of an island by a player. The cards are shuffled and each player gets a hand of three. Three more cards are laid face-up to allow a few choices when it comes time to draw (as in Airlines). On their turn, a player can play any number of cards they like and then must draw a card. The hand limit is five cards, so you may be forced to discard prior to drawing.

The card play is the core of the game. If a player plays a single card, they may lay a bridge between the island named on the card and any adjacent island provided that the connection hasn't been used already. If a player lays a bridge such that they have the absolute majority of all possible bridges on an island. Once that happens, the player marks the island with one of their markers and removes all of the opponent's bridges from the island. This is the nasty bit that really makes the game work. One exception to this is that a player cannot lay a bridge between two islands they already control, so you have to choose wisely when to grab for an island.

Bridges may also be removed. In this case, the player plays two cards both of which are an endpoint to the bridge they wish to remove (for example, if I wish to remove my opponent's bridge between Arabana and Garanig, I can play two Arabana cards two Garanig cards or one of each). If after removing the bridge, the other player does not control both islands, then the player can lay one of their own bridges in the now vacant spot.

This all rattles along until the last card is drawn. Play then stops and the number of islands that each player controls is determined. Whoever controls more islands scores the difference between the totals. The game then continues along in this manner through two more scorings. After the third scoring round, the player with the most points wins.

Arabana-Ikibiti is a fairly simple game mechanically, but I've had great fun in playing it due to the choices throughout. Since you can play as many cards as you like, you can choose to hold out and then have one massive turn grabbing a whole slew of islands at once or you can grab a corner and try to methodically work your way across the map. Since some of the draw cards are face up, you can also play chicken with your opponent with who draws which card and where they plan to use it. Do you snag a card you know they want to keep them from using it or let them have it (only to occupy the spot they were going to use it for and throwing them off the island).

As I said above, the game can go back and forth with islands changing hands as each player struggles to get the upper hand. Each of the games I've played has been pretty close right down to the wire as well. The designers have also done up a seafaring version (the new vogue), but I haven't tried it. If it works as well as the basic game, though, then it will be a treat.



The Game Report Online - Editor: Peter Sarrett (editor@gamereport.com)