My favorite strategy board game is Armis. There are many reasons why I like Armis best, but it's important to acknowledge some games that have paved to way to Armis. I started with checkers, and chess, then played games like Stratego and Risk, also played non strategy games in strategic ways like Monopoly, it wasn't until I play warri (mancala) that I realized that the rules of the game wasn't the end all, ceiling, or fence, instead was the 'don't touch tree', so instead of being guided by what not to do I focused on what I could do then suddenly all of the same games became much more fun, now I could experience "wow factor" moves, and get into "you-can't-do-that" arguments just because certain tactics were not previously seen Armis plays like Chess, Checkers, Risk and Stratego all at the same time, it's designed to be a FAST thinkers game, not a slow thinkers game. There is so much complexity built into the game it take a while for most people to learn the game -- steep learning curve. There are literally about 2.5 million ways to properly setup, the game board is asymmetric so even though the opposing teams set up exactly the same (not mirror), the Easter sea is a major consideration for setup acceptance. The game has three basic spaces -- land, air, and sea. The sea spaces are coastal and deep. The Coast Guard, Aircraft Carrier and Submarine must be towed by the Mover from land to coastal waters, from there they move on their own, the bigger ships to deep waters. The AC can accept the Jet and Helicopter as individual passengers. Pieces have different duties, powers, and movement abilities for example the Army could only move 2 spaces at a time and is unable to capture the Diplomat, the Diplomat is able to move 3 spaces but could only capture the Nuke, the Nuke could only travel 1 space at a time but could theoritically capture about 20 pieces in a single action. If the President is assassinated the VP becomes Pres where he stands, which essentially extends the previous reach of the VP which is often incorporated into some really cool tactics. The game goes fast because there are so many options, the more experienced players learn to use their non-offensive pieces as effectively as their offensive pieces, for example if the Jet is about to capture a Marine, you could place your Media at the proposed landing area to prevent the move from taking place. Only two pieces (child and marines) can climb, one can dive (sub) 2 can fly (heli and jet) most can zig zag but all can go straight -- well the Reserve is the only piece that must remain standing at attention until all of his friendly military has made an initial move or no longer in play, this is mainly because he acts as an automatic shield for the Flag as long as they are next to each other. (only exception is Nuke. There's even some moral consequences built into it, if you activate your Nuke you lose your own Diplomat, and if you take your opponent's Child you lose your Diplomat and Religion one of which could be protecting a more valued piece. I can't wait for the 4 person game to come out. I put a link to the strategy missions page so you can see the pieces in purposeful action.