![]() You also have cards that can deliver positive, negative, or value-neutral effects to other players or yourself. The way you move, and what your optimal moves could be, is based on your faction and character. The board is hex-based and your moves are limited by the number of action points you have. ![]() To get to any of these victory conditions, one needs to race other players who are trying to accomplish their own (opaque to you) goals. One can wait for the king to die and ascend to the throne based on political prestige. One could fight the king and take the throne. The king is infected with The Rot, a fantasy disease that makes one both decay and go mad, and there are several win conditions that are dependent on the king, his Rot, and the players themselves. The general conceit of the game is that the various animals and their factions are competing to usurp the dying king of the realm. Sadly-and I literally mean that it makes me sad, that it hurts my feelings to have to say this-that strong core concept of animal factions with characters who do things just does not gel with the rest of the digital board game that is Armello. It’s a beautifully complete conceptual package from design to implementation, and it forms the core of a very complex board game that spirals out from that point. The rats are sneaky! The wolves are warriors! The bears are strong! The rabbits… rabbits. There are wolves, rats, bears, and rabbits, and each of those species is a particular manifestation of the different qualities that those animals can represent in the weird, wild world of symbology. It presents a medieval, animal world with various factions with different powers and relations to their lush world. Armello is one of the most visually charming games I’ve ever seen.
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