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Topics - Chariot Rider

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General Discussion / Armello Themed Hidden Role/Social Deduction Game
« on: December 21, 2017, 01:12:10 AM »
Hello fellow armellians

As you all know Armello is based on tabletop games.  In my opinion Armello succeeds in this, however I also think that the world of Armello could support other styles of tabletop games.  Hidden Role games like Werewolf or Secret Hitler would be a perfect genre for the cast of backstabbing and treacherous characters of Armello.  I liked this idea so much that I developed an Armello themed Hidden Role game.  The game is still in early development.  I have only playtestested the game once so there is still a lot of tweaking I need to do to finish the game but I figured I might as well post this here for anyone who was interested and would like to playtest it and give feedback.  The game is available as a mod available for Tabletop Simulator if you would like to help me playtest the game.  Keep in mind it is still very rough, but hopefully it will get smoother out through playtests.  Here is the link to the steam workshop page.  The rules are listed there as well.

Here is a super brief description of the game

The game takes place before the events of Armello, during the formation of the kingdoms of Armello.  The players play as the kings advisors, suggesting declarations for the king to enact.  In order to win, the loyalists need to improve relations with each of the 4 clans.  When relations are good enough they join the kingdom, providing a bonus ability.  There are a couple of ways the traitors can win.  If the king gets corrupted the traitors win.  They also win if the revolution track gets to 5. 
Progress is made towards the goal by enacting declarations.  A declaration card has 2 effects, one of which helps the loyalists and the other hurts them.  Each player gives a declaration to the scribe selects 2 declarations from that group that players vote on.
Players can also take special actions at the cost of strengthening the conspiracy.  In order to take an action players must put a conspiracy card into the conspiracy deck.  At the end of the round the prestige leader draws the top 2 cards and reveals one of them.  Unfortunately any card revealed from the conspiracy deck only resolves its negative effect so if the person drawing those cards wants to screw over the loyalists that is a good way to do it.

General Discussion / Randomness in Game Design
« on: November 27, 2017, 03:07:52 PM »
Hello fellow Armellians

So I run a very small YouTube channel that talks about game design and I have finally gotten around to talking about Armello, specifically the randomness.  If you have been on the forums for awhile you might remember a post I made defending Armello’s randomness from a lot of the criticism saying it was too random.  My video has a lot of the same ideas, though I elaborate on a lot of other stuff and take a couple tangents to talk about a few other tabletop games like chess and King of Tokyo.  Anyway here is the link.

General Discussion / Armello's Development Evolution
« on: October 30, 2017, 02:02:17 PM »
Hello fellow Armellians!

So I watch a lot of GDC (game developers  conference) videos and as it turns out Trent Kusters from the LoG team had given a talk about the development of Armello.  The talk was great, but I noticed that at several points in the talk Trent showed screenshots throughout several points of Armello's 5 year development, all of which were incredibly cool and I thought I would post them here for everyone on the forums to see.  These pictures are a little bit fuzzy and some of the stuff might be a bit hard to make out but we will see what we can see.  Without further ado lets take a look at these screenshots.

Let's start off by looking at something that isn't a screenshot.  As far as I am aware, Armello began development as a physical board game.  Already in this version a lot of the elements in the modern game are already in place, such as the custom dice and the item cards.  The placeholder character models are quite interesting, though this picture doesn't have much resolution so it is hard to make out specifics (sorry about the resolution, it's a screenshot of a projected picture taken from a camera on a youtube video, so yah resolution isn't the greatest). 

Here is a picture that might give us more insight to the mechanics of the tabletop game, though this isn't from the GDC presentation but its cool so I'm putting it here anyway.  This is a rulesheet from the 2011 version of Armello, which may or may not be the same as the above picture so I cannot say for sure.  There are lots of differences from the current version found in this ruslesheet that are quite cool.  Swamps dont damage you, but they take 2 AP and make you lose defense.  Deserts are the swamps of this version of the game.  Mountains don't slow movement but still gives a defense.  Players can build settlements and castle upgrades, though it is hard to tell what exactly these do.  Players can earn EXP cards, though I am not sure how these work.  There is a fierce keyword which allows rerolls.  Flight allows you to ignore movement penalty.  Fast allows you to move through tiles without entering combat.  Armies and fortifications are also mentioned in this version.  I am sure that there are other differences, but I don't have time to find everything.

Now it's time for the first digital screenshot.  As far as I am aware, this is one of the earliest screenshots of Armello's digital form.  The models are super basic at this phase, but this is to be expected.   You don't want to spend your time polishing somethings model, only to throw it out halfway through development.  At this phase stone circles are only 1 pillar but could be in many different kinds of tiles (I think).  Note the pillars, which I am assuming are a stone circle equivalent, spawn id forests, grassland, and deserts, which are still present in this version.  There is not a castle which strikes me as odd because that was even present in the tabletop version.  Settlements also seem to be much more common, and like the stone circles also appear in different kinds of tiles.  Also there are lakes, which I have no idea what they do, however I doubt they are for looks because at this stage in development the devs aren't pushing looks yet.

This next screenshot shows the beginnings of Armello’s AI.  The first interesting thing about this picture is the cards, which at this point don’t have names, instead using placeholders like card 01.  I am not even sure if there are many different kinds of cards, because the art on them appears to be the same.  It is possible that these are just many copies of the same card, or this might just be a placeholder art, however since the cards don’t have text I think these are just placeholders used to see if the UI will work.  It’s also interesting that these cards have 2 symbols, the one in the bottom is the wyld symbol, but the symbol on the top is a symbol that I haven’t ever seen in Armello and honestly I have no idea what it is.  There is also a early version of the stats sheet.  It is interesting to note that the very first entry is a humanoid.  I don’t think this refers to any humans in the game, instead refers to the player because the second entry is AIoid, which I think is the name for computer AI controlled character.  The second 2 are Fredoid and Iod.  The stats are indicated by letters, some of which I think I know but others I have no idea what they represent.  I am fairly certain this was just made to test the UI, since there aren’t any characters and this is the first time the game has an AI.  Again there still is not a castle.  It is also interesting to note that this map has no settlements or stone circles.

There isn’t much to this next screenshot.  I think this screenshot was taken to show the implementation of the castle, since this is the first time the Castle has appeared in the screenshots.  This also is the first time that we see a version of the stone circles that resembles their final form in the modern version.

This final screenshot is close to the final release.  The character and map models look pretty similar to the final release.  However the end turn and action point symbols are different from the current symbols.  Also the cards have 2 costs listed on them, one for the gold and one for the rot.  This makes me wonder if in fact at some point there were cards that cost both gold and rot, but at some point in development the devs removed these cards, probably to remove some of the complexity of the game.  Also the rot symbol on the cards is the peril symbol.  Were perils even in the game at this point?  Also, is the symbol even supposed to represent the rot cost of the card?  The rot symbol exists, you can see it in Sana’s stats.  Why wasn’t it used for rot cost on the cards?  While the screenshot is the most similar, the differences raise some really interesting questions.  Also the top card called adventurer’s armor had it’s name changed to battle armor for the current version of the game, or at least it’s art was used for the battle armor card.

This last one is a bit of speculation on my end, but I thought this was neat.  This Kickstarter image shows a page in the Armello art book.  The heading might be hard to read, but it says “Building Heroes”.  On the page, concept art shows a Rabbit clan hero, which as far as I am aware has not been seen in game yet.  This might eventually be released as DLC, or it was cut during development, or perhaps it was used on a card, or an upcoming card.  I just thought this was very interesting. 

So these were all the development screenshots that were shown in the GDC talk.  I am a super nerd for game development stuff that not many people care about so I hope you found this at least a little interesting, or at the very least gave you a bit of an insight into the what it’s like developing a game.  Either way, I thought this was super cool to see the game's evolution over half a decade.  Have a good day.

General Discussion / Armello Beta
« on: October 12, 2017, 01:21:01 PM »
LOG announced the beta for the iphone and ipad versions of Armello.  If you are reading this chances are you are at least somewhat interested in Armello and would be the ideal playtesters for the first version of the mobile app.   I'm sure the devs would appreciate your input.

Here is the application for the beta if you are interested.

Feedback & Suggestions / Poison Dagger fix
« on: September 21, 2017, 02:20:59 AM »
I think it is no secret that the poisoned dagger is below par when compared to other equipment, and I would agree.  The dagger need to be fed in order to even have a chance at utility, and even if it is active the effect can be a little underwhelming when compared to other cards available to the player.  The card is also particularly annoying for players trying to remain pure as they don't want to gain the rot but burning the daggers reduce the number of dice rolled in combat or perils.  Often times this leads to the daggers clogging a players hand with a dead card for at least a couple turns, which is not very interesting in terms of gameplay.  Awhile ago, I suggested a new keyword for cards, the ember keyword, and I believe the daggers are a prime candidate for the ember keyword.  For those who didn't see my original post about it here is the link.

Poisoned Daggers
Symbol: Rot
Cost: 1 rot
Effect:  In Battle, Burn a Rot to make all rolled swords poisoned.
Ember:  when burned all attacks with pierce gain poison

The suggested ember ability helps to mitegate some of the most annoying parts without completely changing the card.  Because players now have a reason to burn the card it will spend less time clogging their hand helping players get to the better cards faster.  The ability itself is quite interesting because it would make the daggers the most reliable way to poison someone besides the poisoned gift because a piercing sword is guaranteed to hit.  Pierce is rare enough in my opinion for this to be overpowered, because in most cases you will be losing a dice to trigger it.  So this is my suggestion, though it would require the devs to add the ember keyword so I have no idea how likely it is that this suggestion is going to make it into the game.  Any thoughts?  Rebuttals?  Suggestions for other cards that might be improved with the ember keyword?

Feedback & Suggestions / Follower Idea: Librarian
« on: September 14, 2017, 11:55:50 AM »
With all of the archiving I have been doing  lately I began spinning around ideas for a librarian for Armello.  This is what I currently have.

Type: Follower
Symbol: Moon
Cost: 0
Ability:  Once per turn when drawing cards you may chose to discard a card you drew and draw another card.
Alternate ability: When drawing a card from the item deck, you have a small chance of drawing a treasure
Image:  a picture of an older mole wearing glasses, reading a dusty anchoring tome.
Quote:  Perhaps the wisdom you seek is hidden away in our archives.

Feedback & Suggestions / The Grand Archive of Lost Heroes
« on: September 10, 2017, 03:03:25 PM »
Citizens of Armello

In light of the recent increase of activity by the troublesome shamble of thieves and brigands calling themselves "Bandit Clan", our wise king has hereby decreed that I venture forth into far and distant lands in search of long forgotten heroes of olde.  During the duration of my quest , I have recorded for the official records any being of noteworthy rank which our King shall invite into the service of his court.  This here is the record of my journey, penned by Chariot Rider, the librarian of the royal archives resoponsible for the kings record of lost and forgotten rings, items, and treasures, who accompanied me on the Kings errand.  Throughout our journey both me and Chariot Rider encountered many foreign tongues, which had to be translated by Chariot Rider, as his knowledge of the languages of distant kingdoms far exceeds my own, though his knowledge is limited as well and some of the legends required edits and guesswork to record them into our archives.  If anyone has any information as to the whereabouts of any of the characters archived in this tome, please inform the King of  their location so he can offer as glorious invitation worthy of a loyal hero.  On the King's honor, we will make any information leading to the locations of these legends worth your time.  Here ends the quest of Algar, spymaster of our great King's court.

Enchidna Hero: -1 health to anyone who attacks you

Turtle Hero:  -1AP, +1 or 2 shields in combat


Bear Warcaster
Body: 5 / Fight: 5 / Wits: 2 / Spirit: 3
Big, brutal, and infused with magical energy. He's not only hard to kill, he hits like a truck. However, his extremely low wits make him an easy target for Perils and his smaller hand size give him fewer options
Ability: In combat, burning a Spell card will guarantee him a Shield, in addition to whatever symbol it normally bestows. (IE: burning Cursed Lands obliterates one of your dice, but gives you a guaranteed Shield symbol)

Rabbit Sapper
Body: 5 / Fight: 3 / Wits: 5 / Spirit: 2
Mechanically gifted and a more than a little bit nutty. Overall, a very intelligent character, he relies mostly on his wits and inventions to get by. However, his logical mind makes it difficult for him to tap into such nonsense as 'magic'...
Ability: During his turn, he may spend 1 AP to lay down a unique peril in his location: Mechanical  Trap. It has Peril 2 and does 1 damage to anyone who fails it.

Wolf Ranger
Body: 4 / Fight: 3 / Wits: 4 / Spirit: 4
Worldly, wise, and more than capable of taking care of herself. A well-rounded character who can excel in any field she puts her efforts towards. Unlike many wolves, she prefers being alone and enjoys the beauty of nature.
Ability: Any turn she begins on a Forest tile, she either regains 1 health (day) or 1 magic (night).

Rat Assassin (eventually became Zosha)
Body: 3 / Fight: 4 / Wits: 4 / Spirit: 4
Agile and dangerous to herself and others.  Her relatively high stats mean she is quite adept almost everywhere, but must be exceedingly careful not to let herself be exposed.
Ability: Always gain Stealth at night.

Had kind of an interesting idea for the Bear Clan the other day.

Althena, the Elder
Appears as a wizened old polar bear adorned in wyld tribal jewelry. Long, braided hair frames her face. Althena's 'weapon' is a heavy magical tome.

Body: 4
Fight: 2
Lore: 6
Spirit: 3
Talent: Spiritualist
Althena gains 2 Shields and recovers full HP when she steps onto a Stone Circle.

The Observer

*A dark wizard type character, low fight, low body, high wits, high spirit.
*A spellsword type character, med fight, med body, low wits, high spirit.

Suggested ring/hero abilities:
*Swamps do not do any damage.
*Gain 2 rot instead of 1 from death by, or slaying banes.
*Take no damage from infection at dawn.
*Banes will not initiate combat with hero. If a bane spawns on the same hex as a bird hero, the hero will retreat, but the bane will not attack.
*Play rot cards safely, without gaining rot. (Too powerful?)
*When playing rot cards, 50% chance to gain an additional point of rot.
*When slaying another hero, that hero will gain 1 point of rot as if they were killed by a bane.

*The first moon card burned in combat adds a shield die.
*Spell costs are reduced by 1 at nighttime.
*Gain scouting at nighttime.
*Perils placed on empty hexes by this player have their difficulty increased by one rot/moon symbol.
*When encountering a peril that has a moon or rot symbol on it, up to one of such symbols are removed, with rot first, then moon.

Lunar Spellsword

Stats: 5/3/3/4
Ability: Lunar Shield - the first two moon cards burned in combat also count as shields.


Stats: 2/3/5/5
Ability: Rotten Soul - Gain no rot from playing rot cards, but gain 2 rot from killing, or being killed by banes.  When corrupted, will drain corruption, but not health from banes killed by spells cast from this player.


Stats: 3/4/5/3
Ability: Fleet Footed - Gain 1 extra AP during the day. Perils which drain AP, such as crooks, mercenaries or wake the trees do not cause AP loss.


Stats: 4/4/5/2
Ability: Tit for Tat - If a card that causes damage is played directly to this hero by another player, the hero who played the card takes half the damage caused, rounded up. For example, a lightning strike played against this player directly would inflict 2 damage on the caster; using crooks on this player when he/she has no gold would inflict 1 damage on the player who played the card.


Stats: 3/4/5/3
Ability: Distil - Potion and food item cards have double their effect. (Wyldsap, moon juice, brazenberry ale, hot rot wine, poisoned gift, etc)


Inspired by Loki pasive[]
Hero power

Gain +1 fight if attacking from the back three tiles from the direction the enemy last traveled

Trap setter
Hero power or item

Gain extra dice when ambushing

Head start
Hero power

Gain +1 AP when leaving clan grounds and/or +1 AP for first (2 or 3?) turns of the game.


Cat Fencer
Description:  I spy with my little eye... a cat, with orange fur like puss in boots... maybe a close cousin of the King... A tiger? A Leopard? A Female Lioness (The Queen?! The Princess here to see what her Father is up to?!) I like the idea of a faction of cats... they are related to the king, so they are all royals and in line for the throne. Maybe one of their rings is a Royal signet ring that gives them +1 prestige to start with or some other prestige style play like gaining an additional prestige for clearing bounties...

I see in the hands of the feline hero two blades... one in each hand... 2 rapiers? 2 Scimitars? Or are they actually 2 claws? hmmm the future is so hard to see... so much is in flux ...

This cat is very deceptive... Stats might look like this:
3 Fight 4 Body 5 Wit 3 Spirit...

And ironically she will be hard to fight... because this feline is a fencer... I see three possible abilities for her:
1. Opportunistic Riposte: Each miss from an opponent's die turns into both a Sword and a Shield for her.
2. Comeback Strike: Each time an opponent's die explodes she gains an extra die roll.
3. Predator Instincts: For each health missing on the enemy, she gains an extra die roll.

Or she might look like this:

5 fight 3 Body 4 Wit 3 Spirit (yes, Zosha's stats... I really think Zosha has very balanced and nice stats for an aggressive character archetype, and I think a fencing cat would likely have a similar stat build given the following abilities below).

Possible abilities for this stat build for an aggressive cat fencer:
1.  Vengeful Nature: For each health missing on herself, she gains an extra dice.
2. One Better: Each time an opponent burns a card, she gets the same shield/sword effect added to her.
3. Finest Steel...  (or you could call it what I really wanted to call this ability: "Not Today...": Gains one shield for each enemy miss.

Finally I'm offering a more cat flavor set of stats and possible abilities:
4 Fight 4 Body 4 Wit 3 Spirit

1. Cat and Mouse: If enemy is evading, all of her shield rolls become swords. (Very flavored towards a cat chasing and stalking prey)
2. Ready to Pounce: If combat was initiated from stealth, she is not affected by the ambush and can burn cards like normal. (I was picturing a cat waiting patiently outside a mouse hole, or just a hunched over cat shaking it's butt and tail in full alert, ready to spring into action the second the cat detects motion)
3. Play and Prey: After combat, if the cat is still alive and the enemy is still alive, deal one extra guaranteed damage outside of combat. (I realize River has the first strike ability with her arrow.. but a cat likes to play with their prey first before finishing them off...

Feedback & Suggestions / Amber hero redesign
« on: September 01, 2017, 12:47:40 PM »
I think it is no secret on the forum the Amber might need a bit of a buff.  Her power is a bit vague and is not any guarantee, so here is my suggestion.

Amber:  When Amber rolls a bane in a dungeon, she deals it 3 damage before engaging.

Hopefully this would reduce the risk of exploring a dungeon, though in a different way than she does now.  Instead of a smaller chance of encountering a bane, she instead can handle the encounter much better, which in my opinion is better.  This was just a off the wall thought I had but I thought you all might find this interesting.

Feedback & Suggestions / The Grand Amulet and Ring Archive
« on: August 24, 2017, 07:49:47 AM »
Hello fellow Armellians

In my previous thread attempting to archive every single card suggestion in Armello Wesswolf brought up a thread dedicated to discussing ideas for new rings.  This prompted me to go back through the forum and gather every ring and amulet suggestion on the forum in a similar vein to my original post.  Again suggestions are sorted by the original suggester.  I have made a couple of formatting edits but aside from that nothing has been changed.

The Grand Card Suggestion Archive:

Wolf Successor
Ring - Thane
Effect:  Attack symbols granted by equip cards gain the piercing effect.
Champion's Crest
Amulet - Thane
Effect: Recover 1 HP after winning a fight.
Forestwalker's Ring
Ring - River
Effect: Gain Stealth on Forest tiles during the day.
Amulet of the Hunt
Amulet - River
Effect: An enemy that survives a battle with you loses 1 AP on their next turn.
Unbroken Line
Ring - Magna
Effect: Defend symbols granted by equip cards gain the counter effect.
Guardian Phalanx
Amulet - Magna
Effect: If you are attacked at night you gain 2 defense.
Living Wyld
Ring - Gale
Effect:  Start the match with a Spirit Stone and you are immune to Rot from Banes.
Wyld Howl
Amulet - Gale
Effect: Recover +1 additional Health from Stone Circles.
Undead Clan rings
n/a Gain +1 Magic for any Kill in Battle.      After 2 games
n/a   Gain +1 rot for any Kill in Battle.         After 5 games
n/a Instead of taking damage from Swamps it heals.         After 10 games
Malachite: Gain 1 Piercing Dice when standing on a plains (probably Rabbits or Wolves)
Gold: Gold may never be stolen from you. (probably Rabbits or Bandits)
Hematite: +1 Gold when exploring a Stone Circle (probably Bear or Bandit)
Silver: First Moon roll at night gains piercing (probably Rat or Wolves)
Carnelian: When Defending, Sun and Moon attacks become Defense instead. (Bear Clan)
Bone Ring: (Bandits or Rat Clan) Gain 1 Rot when releasing a Bane from a Dungeon.
Bloodstone: Gain Scout on enemies you have damaged in combat.


Sardonyx (Wolf Clan) - Prevents ambushes (...may or may not be only once per turn)
Bismuth (Rabbit Clan) - When attacked on a settlement, settlements grant +1 reflect shield
Lodestone (Rat Clan) - When gaining prestige, also gain +1 gold
Maw Sit Sit (Bear Clan) - Stepping on a swamp does not harm you
Rubellite: Gain +1 Fight when damaged, when at half health, and when at 1 Health


Bloodstone: Grants scout on heroes with 2HP or less
Damage dealt to other heroes grants scout on them for 1 turn.

Feedback & Suggestions / The Grand Card Suggestion Archive
« on: August 10, 2017, 03:48:10 PM »
Greetings my fair Armellians

A great few years have passed since the first release of Armello and the forums have always been populated by people making suggestions to make Armello a even better game.  My favorite ones were always the card discussion threads, because you never knew what to expect when someone threw out a new card.   The spectrum of creativity always amazed me that such variety could be wrung out of such a simple base system.  Eventually I realized that an archive of all previous card would be beneficial.  We could see the earliest, craziest, and unique ideas all in one thread, and fueling our further creativity off the ideas of the previous explorers of the game design universe.  Plus it just gave me a kick reading through all of these.

A couple housekeeping notes, I have searched through all forum posts on the general discussion and feedback and suggestions sections of the forum.  It is possible that I missed one so feel free to add any other ideas I missed.  All suggestions are in their original forms, with the exception of the occasional formatting change to make the card fit in better with the rest.  Cards are organized under the original poster.  Feel free to add your own ideas to this thread, or if a card idea gets missed post it here and give original poster credit.  Also, wall of text alert.

Grand Ring and Amulet Suggestion Archive:

Note: The purpose of this post is to be an archive, so feel free to create separate threads to critique and suggest specific cards, as long as the final version of the card makes it to this thread.  Please keep discussion of cards off this thread (not that it was a problem, I just like to plan for all possibilities),


Mantle of the Worm
Cost: 2 Rot
Effect: In battle gain 1 Shield, if Corrupted you can enter Stone Circles.

Dark Shadow
Cost: 1 Rot, 4 Gold
Effect: If not corrupted Rot Dice Explode and Wylds are misses, if corrupted Wylds count at Rot.

Celestial Reflection:
Play to Hero
Cost: all Magic
Effect: set your rot to Zero

Moon Flare
Enflame for Moons.

Wyldstar Amulet
Cost: 0
After a battle heal 1 life if you survive, if you become corrupted lose all life, discard Wyldfire Amulet, Rot becomes 0

Spirit Shard
Cost: 0
Effect: If you are in a stone circle when night comes gain a Spirit Stone, can only trigger once per stone circle.


Meditation Incense:
Item, 1 Gold cost, +1 Spirit until end of your next turn, -1 Fight until end of your next turn.

Forbidden Tome:
Item, 1 Gold cost, +1 Wits until end of your next turn, -1 Body until end of your next turn.

Spirit Vessel:
Item, 1 Gold cost, +1 Spirit until end of your next turn, -1 Body until end of your next turn.

Chariot Rider

Tournament Lance
Cost: 2 Gold
Get +Attack.If you have more prestige than your opponent get +1 Pierce.  If you win the combat gain +1 prestige.

Cost: 1 Magic
Play to hero, Creature
Heal +1 damage, heal +3 instead if target target has no rot.

Rondel Dagger
Cost: 3 gold
In battle +1 attack.  Trickeries cost 1 less to play.

Spirit Swap
Cost: 6 Magic
Cast to hero or creature
Trade places with the caster of this card (palace restricted).

Shatter Shield
Cost: 2
Play to hero or settlement
Target discards all Shield cards in their hand

Heavy Mail
Symbol: Defense
Cost: 4
Get +2 dice when in combat and -1 dice in perils

Marsh Staff
3 cost
Moving onto a marsh does not consume AP.  You take an additional damage when moving onto a marsh.

[Note: these next 3 cards used the special “Ember” keyword I came up with.  Essentially it is a special effect when burning the card.  IMO these are really cool (winks at Darcy)]

Cloak and Dagger
1 cost
+1 sword in combat
Ember: gain +1 gold after combat

Magic Missile
2 mana
Deal 2 damage to target
Ember: -1 mana and deal 1 damage to opponent after battle

3 gold
Play to settlement
Gain Scout on the settlement.  Gain +1 gold for every hero within 1 tile around the city.
Ember: The first dice that misses explodes


Silver Compass
Item (Unique) (also not an equipment!!!)
Cost: 6 gold
Symbol: Moon
Play to Self.
Effect: Guarantee a random treasure on a dungeon roll.

Wyld's Ward
Spell (uncommon)
Cost: 2 Magic
Symbol: Shield (or Wyld)
Play to: Settlement
Effect: Protects settlement from being terrorized by Banes once. (Effect cancelled if Settlement is taken by another Hero.)

Trickery (uncommon)
Cost: 3 or 4 gold.
Symbol: Sword (or Sun)
Play to: Settlement
Effect: Destroys fortifications from a settlement. (Includes Palisade Walls, Elyssia's fortifications, and the above Wyld's Ward)
Alternate Effect (if played to Mountain): Removes 1 movement cost from mountains (for 1 turn?)

Trickery (Unique)
Cost: 6 Gold (or 3 Prestige)
Symbol: Sun
Play to: Self on Settlement
Effect: Draw one random follower card.


Fulminous Edge
Symbol: Sword
Cost: 2 magic
Effect: Turn all cards in target's hand into the Sword Symbol.

Symbol: Moon
Cost: 1 Prestige
Play to Hero
Effect: Next turn, draw 4 additional cards

Queen's Handmirror
Equipment/Treasure: 4 gold (yes, expensive. This is a powerful effect)
Ability: Once per round, negate the effect of one spell or trickery card played directly to your hero. This effect refreshes at Dusk/Dawn.


Power of the Clan
Cost: All you gold and spirit
Effect: Gain the abilities of your Hero's clanmates for the next 4 turns.

Eye of Ra
Cost: 4 Mana
Range: 7 tiles
Effect: During the day - Strikes an enemy for 2 Health for every Rot.  You gain no Prestige if they die.
During the night - Grants Scout to all nearby Forest and  Mountain tiles.

Cost: 3 Mana
Effect: Gain the appearance and stats of another Hero in the match until the end of your next turn.  During your turns your Hero will appear to you as they normally are.

Cost: 6 Mana
Range: 1 Tile
Effect: You can seize control of another Hero but you use your own AP to move with them.

Concealed Dagger
Regular Item
Symbol: Moon
Cost: 5 gold
Effect: +2 swords with pierce if attacking while cloaked.

Blade of Storms
Symbol: Wyld
Cost: -3 Prestige
Effect: Gain +3 Shield symbols in next fight after failing a Peril.  Gain +3 Sword symbols in next fight after escaping a Peril.  Either one will be cleared after the next fight or the next Peril.

Moon Mirror
Symbol: Moon
Cost: -3 Gold
Effect: Moon symbols burned at night in battle count as defense, explode, and gain Reflect.

Sun Gem
Symbol: Sun
Cost: -3 Mana
Effect: Sun symbols burned during the day in battle explode and gain Pierce.

Hired Magister
Symbol: Wyld
Cost: 3 Mana
Effect: Mana cost for spell cards is changed to Gold cost instead and 1 point is added.

Treasure Guard
Cost: 6 Gold
Symbol: Shield
Effect: Opponents cannot steal an equipped treasure.

Caravan Guard
Cost: 7 Gold
Symbol: Shield (during the day), Sword (at night)
Effect: Opponents gain +1 Gold instead when they would otherwise steal Gold from you.

Corrupted Living Statue
Cost: +2 Rot
Symbol: Rot
Effect: +2 Swords and Shields if user is Corrupted.

Shield of the Phalanx
Symbol: Shield
Cost: 6 Gold
Effect: During battle, 1 card your opponent has equipped that affects battle is randomly selected and negated until the battle is over.  With the exception of the King's treasures.

Blind Seer
Companion - Wyld Symbol
Cost: 4 Mana
Effect: Perils within a 3 tile radius will be revealed when you hover over them.  Revealing them shows the Peril's card and how many symbols it has.  This effect does not work on Castle Perils.

Symbol: Attack
Cost: 7 Gold
Effect: Allows Equip cards to be placed in Companion card slots at double their normal equipment price.

Simple Stone Sword
Symbol: Attack
Cost: 1 Gold
Effect: Adds one Attack during your next 3 battles.  After that it disappears.

Simple Wooden Shield
Symbol: Defend
Cost: 1 Gold
Effect: Same as Simple Stone Sword except with Defend.

Magic Bag of Holding
Symbol: Wyld
Cost: 9 Gold
Effect: Instantly raises your Wits stat to 10 and if you have any AP left at the end of your turn will activate an ability similar to the Temple Ruins tile without a chance for Rot or a Bane.

Cursed Bag of Rot
Symbol: Rot
Cost: 9 Gold
Effect: Nearly identical to Magic Bag of Holding, when it's AP effect is activated you instantly gain +1 Rot and lose -1 Health.  It also has double the chance of summoning a Bane as a Temple Ruins tile.  While not equipped it appears identical to the Magic Bag of Holding save for the fact that it's symbol shows.


The Leprechaun
cost : 4 gold
get a feee 'dungeon roll' every morning. Note - this is a FULL dungeon roll, complete with risk of Banes hitting you up.

cost - 2 gold
 Every evening you get a 'gold roll'. You could receive 1, 2 or 3 gold. Or lose them.


Cleans the target's Rot and causes -1 Health for every Rot point the target lost.

Wyld Fire
Causes -1 Health to target for every Wyld-type card in your hand.

Spirit Bolt
Consumes all your Spirit and causes -1 Health to target for evety Spirit lost this way.


3 Mana
Cast on target hero, instant. Adds 1 AP this turn. Until the end of the next turn target can move over tiles, ignoring movement penalties, perils and other characters. Target doesn't stop in skipped tiles to explore, gather crystal stones or quest, however.

Local Guides
1 gold
Cast on tile, instant. Until the end of your next turn you ignore all movement penalties on the target tile and adjacent ones.

Kitsu Aeryn

Night Owl
$2 to equip.
-1 AP gained at dawn. +1 AP gained a dusk.


Fighting instinct
Gain one sword/fight for every missing health below 5 (4 health=1 sword, 1 health=3 swords)

Survival instinct
Hero power or item
Below 2 health gain +2 swords and shields

Battle prowess
Hero power or item
gain +1 fight for every enemy hero within one tile radius.

Item (could be a power but may be to strong without some kind of risk)
gain +1 sword/fight for each enemy(Just hero or all?) killed up to 5, card is reset(or destroyed) upon death. (might have a high price to make it a really risky choice)

Flaming shield
Hero power or item
gain +1 sword for every 2(or 3?) shields

Sickening curse
all healing is reduced by one until the end of target's next turn. (or prevented entirely, but that may be too strong)

Trap setter
Hero power or item
Gain extra dice when ambushing


Play to Creature
Cost: 1 Gold
Symbol: Shield
+1 health and prevents or removes one negative debuff. Negative debuff would be like -1 AP or poison.

Potion of Empowerment
Play to Hero
Cost: 4
Symbol: Fight
+1 fight and +1 body until the end of your next turn.

Book of the Wyld
Play to Self
Cost: 2
Symbol: Sun
+1 Spirit and -1 Wits until the end of your next turn.

Book of the Wise
Play to Self
Cost: 2 gold
Symbol: Moon
+1 Wits and -1 Spirit until the end of your next turn.

Potion of Darkness
Play to Hero
Cost: 1 Rot
Symbol rot
+1 fight, +1 spirit, +1 body, and +1 Wits until the end of your next turn.

Play to Forest
Cost: 1 gold
Symbol: Sun
Range: 1
Creates a Campfire at target location. Grants scout to all hexes around it and gives you +2 health if you start your turn if you begin your turn on or adjacent  to the camp fire. Lasts for two turns.

Play to Tile
Cost: 2 gold
Symbol: Shield
Range: 1
Creates a smokescreen in target hex which grants you stealth if you are in the tile with the smokescreen or adjacent to it. Last one turn.

Play to Self
Cost: 2 gold
Symbol: Shield
Range: 1
Ignores mountain and swamp penalties until the end of your turn..

Play to Creature
Cost: 3 Mana
Symbol: Shield
Spirit Range X
In battle +2 shields, -1 AP, and prevents piercing until the end of your turn.

Rot Mastery:
Play to creature:
Cost: 1 Rot
Symbol Rot
Range: 1
Until the end of your turn of your next turn enemies that attack you are poisoned.

Wyld Barrier:
Play to Creature
Cost: 3 mana
Symbol: Wyld
Spirit Range X
Prevents the first incoming source of damage you would get from a spell or peril until the end of your next turn.

Play to Self
Cost: 3 mana
Symbol: Wyld
Spirit Range X
Lets the user reroll and try a peril again if they failed it the first time.

Play to Hero
Cost: 4 gold
Symbol: Shield
Range 1
Take one item of your choice in the target's inventory  and switch it with one of your items of your choice in your inventory.

Bottomless Pit:
Play to Forest, Swamp
Cost: 3 gold
Symbol: Moon
Peril Rating 3
-1 AP and the target randomly loses one equipmentment.

Play to Settlement, Forest
Cost:  4 gold
Symbol: Moon
Peril Rating 3
Target is forced to move into an adjacent hex and losses one follower if they have more than one.

Play to Self
Cost: 3 gold
Symbol: Shield
In your next battle it is considered a standoff. Note: Basically no one deals damage to anyone.

Play to  Hero
Cost: 3 gold
Symbol: Moon
Causes one random equipments on target hero to be disabled until the end of their turn.

Play to Hero
Cost: 1 Prestige
Symbol: Rot
Causes the targets quest to get reassigned somewhere else on the map.

King’s Dungeon
Play to Settlement
Cost: 1 Rot
Symbol: Rot
Cause the target to lose all their AP and they get a bounty. If they had one AP when entering the Dungeon they lost 2 gold.

Tax Collector:
Play to Settlement
Cost: 2 gold
Symbol: Shield
Cause target settlement to not generate any gold for two turns.

Dark Chant:
Play to Dungeon
Cost: 1 rot
Symbol: Rot
Causes a bane to spawn during the dungeon roll if the target fails the peril

Cost: 5 gold
Symbol: Moon
Grants the ability to see the top card of each deck.

The Jester
Cost: 3 gold
Symbol: Sun
Enemies that fight you in battle get -1 Wits until the end of their next turn.

Cost: 3 gold
Symbol: Shield
+1 Wits and +2 dice in perils.

Cost: 3
Symbol Rot
In battle +2 swords when ambushing.

Cost: 3
Symbol: Sun
Grants you scout and reduces the chances of spawning banes in dungeons.

Cost: 2 Rot
Symbol: Rot
You ignore penalties from swamps, gain +2 shields in swamps  and In battle Wyld Cards are changed to Rot.

The Wyld Sword
Cost: 4 Gold
Symbol: Wyld
+1 Spirit, +1 fight, and if you kill a corrupted creature you get -1 Rot.

Guardian Shield
Cost: 4 gold
Symbol: Moon
Spells deal one reduce damage to you and in battle you get +1 shield. Spells can never deal 0 damage to you.

Bugs! / Games Don't Begin
« on: May 06, 2017, 03:05:17 PM »
So I am not sure if you are experiencing this problem but I am not able to start a game.  When I try to join a game I can enter the match the camera just focuses on the king forever.  It will not progress  on to the game and everyone leaves.  I haven't been able to play the game reliable for a few days because of this bug/glitch.  Do you experience this problem and if so is there a fix?

Feedback & Suggestions / New Keyword: Ember
« on: May 04, 2017, 01:38:23 AM »
A fair amount of Armello's cards involve some sort of keyword that change slightly how the card works.  For instance pact cards work slightly differently than normal cards.  Some cards grant scout and so on.  So I was trying to think of some new keywords for Armello and I wanted to post what I came up with. 

I propose the ember keyword.  A card with ember would have a normal cost and and ability however there would also be a special ember ability.  The ember ability can only be activated by burning the card (hence the name ember) giving you the cards symbol and some other benefit.  You might be a bit confused because I am not super good at explaining so here are some examples.

cloak and dagger
1 cost
+1 sword in combat
Ember: gain +1 gold after combat

Magic Missile
2 mana
Deal 2 damage to target
Ember: -1 mana and deal 1 damage to opponent after battle

3 gold
Play to settlement
Gain Scout on the settlement.  Gain +1 gold for every hero within 1 tile around the city.
Ember: The first dice that misses explodes

Hopefully this is an interesting concept.  I could see this leading to even more interesting play around burning and give it another layer of depth and strategy.

Armello Randomness

The other day I was talking to a friend and I mentioned Armello and told him to look it up.  Letter that day he texted me and said it looked interesting but he felt it was too random.  Later I talked with him to try convince him otherwise, and I felt like posting my thoughts here because I feel this might make for an interesting discussion.  Also disclaimer I am not a game developer (at least not yet), but I have been throwing together some prototypes and I generally like to think I know at least slightly what I am talking about.  Anyway without further ado let's get into this.

Map Layout
Map layout in any game is one of the most important parts in any game, so getting it right is important but before I jump in with Armello's map I want to ask a question.  If a developer could make a symmetrical map to ensure balance, why would you give that up?  I believe there are many reasons why but the reason I believe Armello went down this path was to create a reliance on knowing the mechanics, as opposed to memorizing layouts. 

In a game like Overwatch the maps will always be the same.  Because of this players can analyze and pinpoint strategic locations that might be well defended by one character or well attacked by another.  There is no improvisation here.  Players develop a plan and know what to expect before the game even starts, however this is not true in games with random elements, such as Armello.  In Armello the random layout ensures that instead of studying a predetermined layout, players instead use their knowledge of the games mechanics tied to the board to make educated decisions about what your optimal should be.  In essence it is putting improvisation over planning.  And this isn't to say that planning games are bad.  Some of my favorite games are games were the maps are predetermined.  Mario, Zelda, Overwatch, Portal, and many other games all use predetermined level design.  In fact most games do.  As far as I am aware a majority of games with random maps are either sandbox games, or Rogue likes.

So in short because Armello is a randomly generated board players need to figure the relationship between the tiles, and the tiles design lends themselves well to this.  There are many tiles that make themselves an annoyance to the player.  Mountains will sap you of AP, marshes hurt you, many tiles have perils, and dungeons might spawn a bane on top of you.  These tiles force you to make decisions and weigh the risks on the board.  Is it worth it for you to finish your quest this turn and go over the marshes leaving you vulnerable to an attack from the player next to the tile.  Other tiles have positive effects that will also make you want to spend your AP and go off your planned path and make even more decisions.  You might want to waste some AP healing at a stone circle, claiming a settlement, or milling around for treasure in a dungeon.  The way the tiles are set up requires players to make tough choices about the optimal play for a given scenario and a random setup can allow the game to constantly be giving you fresh boards to mull over.

However the board is not fully random.  You will never have a board were all of the marshes are on one side of the board, and all the stone circles on the other.  While having no control over the end result of the board, you need to set parameters to refine your results to ensure that the board is not wildly out of order.  With a bit of care a random board can add variability to a game, hopefully making it more interesting in the long run.

One of the major sources of randomness is drawing cards.  In any game with cards developers need to deal with the fact that not every card in a players deck is going to be useful to them, fortunately there are lots of card management options available to developers.  Of all the hand management mechanics I have seen Armello has some of the most interesting solutions to address the fact that you don't know what you are going to get from the deck.  The first of which is the fact that they literally have a hero that can avoid this entirely and always know what they are going to get.  But even if you aren't playing Sargon there are still other mechanics Armello that deal with deck randomness. 

One of the methods they employ is the 3 draw decks.  Depending on their board positions, playstyle, and character certain card types will be more appealing than others.  Because the deck is split into 3 parts a player searching for an item doesn't need to wade through a sea of treacheries and magic cards that are useless to them.  They might not get exactly the item they need but they might still be able to use it.  This also adds more depth to the game.  Now you need to choose what kind of card will be the most useful to you. 

On top of this mechanic players also have another mechanic to deal with random card draws.  Burning.  Even if the effect of the card is useless to you you can still find a use for the card.  Using a bad draw to defeat an opponent or escape a peril is a great design decision to keep cards cycling through your hand so the game can remain fluid. 

Of course there is the mechanic of hand size.  Armello doesn't use the typical card drawing mechanic of drawing one card a turn, instead opting for a system were you fill your hand with cards at the start of every turn, the number of cards you can hold is reliant on your wits.  This encourages players to play as many cards as possible, and to burn the cards they cannot play. 

With the combination of burning and hand filling the developers can minimize the effects of luck on card drawing by allowing good players to dump cards as fast as possible, and then quickly dump them if they are not useful to them.  Because the players overall will be drawing more cards and therefore allowing the players more chances for useful cards.

In my opinion one of the most fascinating tiles is the dungeon and I believe most people would agree.  Why is it so interesting?  Because it uses a random element, but there is a bit more to it than that.  Because of the design of the dungeon a majority of the results will be positive.  Players will usually get a little gold or magic, if they are lucky they will find an item or follower.  However as you know the dungeons are not all good for the player.  Banes or the stranger have a chance of spawning meaning that there is some risk involved with the dungeon.  This is where the genius is.  Because the majority of the time players will be receiving good things from the dungeon they are going to be more likely to enter them.  Most players will not waste action points trying to avoid a dungeon and most of the time they will be rewarded for it.  But every now and then it will not pay off and the player will find themselves in a exciting and interesting position.  Imagine if it was reversed.  If most of the time players received nasty things from dungeons, but they had a small chance to get a treasure or follower I do not think players would use the dungeons at all, unless they are going for a rot victory and want to die to banes. 

So in short the developers made the tiles have more good than bad in order to encourage the player to take risks.  Because the risk doesn't pay off every time the player is caught in unexpected scenarios and once again is forced to improvise or plan around the new presented difficulty.

This is the big one.  This is where people will point when they talk about the randomness in Armello.  Let's start by breaking down the dice and expand from there.  The way Armello dice are set up is quite interesting.   There are swords that are always going to be attacks and shields that will always count as defense.  The sun and moons will either be an attack or not be useful at all.  But the most controversial face will either be the wyld or rot face, depending on whether you are corrupt.  The exploding faces will either miss or be an attack AND give you another dice.  With all of these factors in place we can see that in Armello 50% of the time an attack will be rolled and only a 16% chance  a defense will be rolled, and a 33% chance a miss will be rolled.  So why does this matter?  This makes Armello a much more aggressive game.  Players cannot just huddle up and hope to roll enough shields to survive an attack, but also an attacker must be careful as well.  The same odds are on the defense dice so they will also be dealing massive amounts of damage to the attacker.  With this being said let's talk about the exploding dice.  What does this add to the game?  Because of the exploding dice players usually cannot determine the outcome of a battle completely before they attack.  Even if a player gets 6 defense from items they can still lose.  If dice didn't explode players with less than 6 dice couldn't ever hope to deal damage to the massive tank coming their way, but with exploding dice there will always be a chance that they will still be able to damage their opponent no matter how bad their gear is, and no matter how few dice they have.  This raises tension and makes every battle much riskier, more tense, and more exciting.

But that is only half of Armello's combat system.  If this was all the combat system had to offer I probably wouldn't be here talking about how great it is.  The real strength of Armello's combat system lies in the deterministic mechanics the developers have made.  Let's start with items.  A majority of Armello's items will give the players 100% reliable benefits that will always be able to be used.  Players will be able to build a strategy around their equipment.  They need to choose what items will be better for them, how, and why.  This is truly what makes random elements in games work.  You do not want pure randomness, instead you need mechanics that let you work around the randomness.  It doesn't need to be deterministic, it just needs to be some way to shape the odds in their favor.  Obviously some systems are better than other.  For instance in Risk, you can improve your odds somewhat.  By having more people on a space you can handle more bad luck but you cannot actually change the odds themselves, and in my opinion that is not as fun as actually changing the odds of a victory. 

Of course equipment is not the only mechanic available to players to control the outcome of a fight.  Burning cards can also gives you guaranteed dice results.  If you really need to you can ditch your shield cards to make sure you survive.  However burning has a few other interesting parts to it that make it work.  Burning doesn't give you a free dice, instead it just flips one of your dice to the face burned.  I believe the reasoning behind it is this.  Burning cards doesn't make you more powerful like items do, instead they let you shape the odds to fit your current position. 

The last aspect of the combat equation is the fight stat.  The stat system also gives the player more control over the random elements.  As a player you can improve your fight to get more dice, and more dice means more chances to get the results you need. 

Of course there is one other aspect I need to address.  That is rot.  Once again rot is another way you can control randomness and the odds.  If you have more rot than your opponent with rot you get their dice.  This is one more mechanics that gives you another way to control your odds. 

So in short, for combat, stats, rot, and items increase your power while burning allows you to guarantee results and channel your power.

Of course this is only part of the discussion.  We can also look at what happens when things do not go your way in a battle.  Either 1 of 2 things happen.  You will lose the fight but not die in which case you are pushed back, you might lose a settlement or be pushed away from a quest which can be highly annoying but not a death sentence by any means.  The other result will be your death.  And honestly the consequences of dying are not super brutal compared to other games. Yes you lose your position and need to return to your clan ground and you lose a prestige and your opponent gains prestige but a good player will be able to get right back into the action.  Granted it is not good being killed but you can live with it.  My point is that because the game is based on random elements the punishments for losing are not harsh.  If the game had super harsh punishments for dying then the game would feel much more unfair, however I feel the developers have hit the sweet spot between mild and crushing punishments that still makes death a setback, but not a game breaker.  So if you are designing a game with random elements maybe consider not making punishments for a bad roll so bad.

So in short what have we learned here?  Random elements in games can raise stakes of moves, make tough decisions, or allow any play to in theory pull a victory from defeat.  However if you include a random element you need to also include mechanics that allow players to change the odds and to control the odds.  The more mechanics the players have to tilt the odds, the better.  In fact almost every mechanic in Armello is giving the player control over random effects.  Cards effects, burning, tile effects, rot, prestige, various paths to victory, items, character abilities.  All of these are giving the player more control over the wild and chaotic world around them. 

In the end I think I have a fairly good way to judge if a game uses randomness well or not.  If a good player is faced against a bad player, can the good player win a majority of their games.  If yes then the game has mechanics to control luck making the game a strategic battle of wits instead of simply chucking dice.

Also no super brutal punishments for bad luck.

I believe that about sums it up.  There are some other things I could talk about like the 4 victory paths or character abilities but I think I will leave it for now since I have been writing this for a few days and I want to publish it.  Again, I am not a game developer, just a person who thinks about game design a bit so if I am wrong feel free to point out errors in my logic.

Feedback & Suggestions / Watch amulet suggestion
« on: February 17, 2017, 05:58:50 AM »
Of all of the amulets in the game, one of the amulets I have never used is the watch amulet.  I just don't like this amulet for a few reasons.  I would much rather gain a stat bonus or one of the other amulets than a automatic perilatch.  If I get an extra dice from my stats it essentially is the same thing, and I get it for combat or spells.  With this being said I think it could be slightly better.  Perhaps you could apply the effects of the tile before you need to encounter the peril.  This allows you to complete any quests, capture a settlement, explore the dungeon, or get health before you resolve the peril.  This makes perils much less risky when they are on an objective.  What do you think?  Does this fix Watch?

General Discussion / Scarlet Merry Thief
« on: February 13, 2017, 11:09:00 AM »
So I was looking through the cards the other day and I noticed something interesting.  On the merry thieves card there is a fox who looks similar in appearance to Scarlet from the bandit clan.  I wasn't positive though.  The clothing was slightly different and the fox on the card uses a bow, not a sword like Scarlet.  This being said it would make sense if it was Scarlet because she is a thief.  What are your opinions about this?  Am I just seeing things?

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