


Using this to your advantage can really hurt your opponents.

Having the most prestige at the end of a turn will land you in the King's favor, allowing you to decide what peril he places upon the land. Doing so will net you a bonus, be it a follower, new weaponry, or additional prestige. You can choose the easy way out or a challenge that requires dice rolls and luck to overcome. Most games will end on the Prestige status, as the King has only so many turns to live and attempting a different victory could cost you the game, but it is thrilling to see someone go for one of the other three options.ĭuring the game, you draw cards which could be equipment to increase your overall statistics, spells to help you or hinder opponents, or perils to place on board spaces that challenge anyone who crosses them. This can be done one of several ways: overthrowing the King by brute force, finding mystical orbs that cleanse the King of evil, absorbing the evil yourself and becoming even more powerful than the King, or having the most Prestige when the King inevitably succumbs to the Rot and dies. Your goal: to become King or Queen and end the current king's tyranny. Prior to a game you pick a Hero from one of the clans. Armello imagines a board game of the future with cards that animate and leap off the page, combat that dances around the screen, and bursts of color, light, and power at every possible instance. There are animated cutscenes to introduce the game that are amazingly beautiful. Armello sits in a sweet spot, looking like a traditionally animated Zootopia.
