Verdict Games Verdict Games
Armello Beginner Guide — Do Not Charge the King

Armello Beginner Guide — Do Not Charge the King

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Default to Prestige and treat the other three routes as departures from it, because attacking the King strips almost all your Prestige and the Prestige leader wins both when the King dies of the Rot and when a rival kills him but dies doing it. Win fights by holding cards rather than by having high Fight, since the burn phase lets you lock any number of dice. And fight in your own hours, because Sun and Moon symbols are dead half the time.

Summary

Armello looks like a board game about killing a king and is mostly a game about not needing to. First games usually go wrong in the same two places — charging the palace, and losing fights you thought your stats would win. Here is the opening in order: which victory to default to, how combat is actually decided, and what the clock is doing while you decide.

Who This Is For: New Armello players in their first few games Beginner-friendly

Key Points

Key Points

1

Attacking the King strips almost all of your Prestige, so it is the most expensive action on the board.

2

The Prestige leader wins if the King dies of the Rot, and also if a rival kills him and dies too.

3

Combat is decided in the burn phase — each card burned locks one die to a chosen symbol, with no limit.

4

Every hero distributes exactly sixteen stat points, so no hero is simply stronger than another.

5

Suns hit only in the day and Moons only at night, so half your dice depend on the clock.

Armello hands you a hero, a hex map, a deck of cards and a dying king, and tells you there are four ways to take the throne. First games almost always break in the same two places: you charge the palace, and you lose fights your stat line said you should win.

Both are fixed once you know two rules the game does not emphasise.

What to do first, in order

Priority Do this Why it ranks here Common mistake
1 Build Prestige and stay away from the King Prestige collects when the King dies of the Rot **and** when a rival kills him but dies too. It is the only route that needs nothing from you but position Heading for the palace because killing the King looks like the goal
2 Keep cards in hand Fights are decided in the burn phase, where each card locks a die. Fight only sets the dice count Spending your hand on map effects, then attacking with nothing to burn
3 Fight in your own hours Suns hit by day, Moons by night, and affinity grants a bonus die in your own half Attacking whenever the opportunity appears, with half your pool dead
4 Take quests and settlements Both feed Prestige and Gold, and Gold becomes cards Treating the map as travel rather than as income
5 Watch who can afford to attack the King Whoever is behind on Prestige loses nothing by trying Assuming the hero nearest the palace is the threat

If you remember one line, it is the first. Attacking the King strips almost all of your Prestige, which makes it the most expensive action available to you.

The two rules that decide first games

Rule What it means What to do about it
**Attacking the King costs your Prestige** The aggressive route spends the claim you already held on two of the four endings Only take the shot when you are behind, or when you can definitely survive it
**Burning cards locks dice** Any number of cards, each forcing one die to a chosen symbol Attack players who just spent their hand. Never attack into a fresh one

If you kill the King and die in the same battle, you do not win — the Prestige leader does. This one interaction explains most of what experienced players do. They hover, they build, and they wait for somebody else to spend everything on the palace.

How a fight is actually resolved

  1. 1

    Dice are counted from Fight

    Modified by time of day, items, effects and Rot. If you are Evading rather than attacking, your Wits stat sets the number instead.

  2. 2

    Automatic effects apply

    Some equipment grants flat bonus swords or shields, and fighting while standing on mountain terrain grants one free shield. These sit outside the dice entirely.

  3. 3

    Both sides burn cards

    Each card burned forces one die to show that card's top-right symbol, and there is no limit. This is where the fight is decided. Ambushed heroes cannot burn at all.

  4. 4

    The rest is rolled and resolved

    Swords always hit, shields each cancel one incoming hit, Suns hit only by day and Moons only by night. Worms always miss and Wyld symbols explode into a hit plus a bonus die — unless you are corrupted, in which case those two swap.

The four routes, briefly

Victory How it works For a first game
**Prestige** Be the Prestige leader when the King dies of the Rot, or when a rival kills him and falls **Default to this.** It needs no journey and no risk
**Kingslayer** Kill the King in battle and survive Only when you are behind, since it strips your Prestige
**Spirit Stone** Collect 4 stones, banish the King with no battle Clean when it lands, but four stones dies to one Rot card
**Rot** Slay the King with your Rot higher than his Narrowest route. Commit early or not at all

Heroes are not a power ranking. Every hero distributes exactly sixteen points across Fight, Body, Wits and Spirit, so a high Fight is always paid for elsewhere. The real differences sit outside that budget — starting Gold runs from 3 to 8, and day or night affinity is fixed.

Five ways to lose a first game

  • Charging the palace. It costs your Prestige before the dice are even rolled.
  • Attacking with an empty hand. Your opponent locks dice and you roll.
  • Fighting out of hours. Half your symbols are dead at the wrong time of day.
  • Racing a stone collector. One Rot card on a four-stone hero kills them outright.
  • Trading yourself for a rival. Mutual death leaves both sides' Prestige unchanged.

Once the basics land, why the four routes are not equals is in the victory conditions guide, the burn phase in full is in the combat guide, and who to actually pick is in the hero tier list. If you have not bought it yet, start with the honest review.

FAQ

FAQ

Build Prestige and stay away from the palace. Prestige is the only victory condition that does not require reaching the King, and it collects twice — when the King finally dies of the Rot, and when another player kills him but dies in the battle. Attacking the King strips almost all of your Prestige, so the aggressive-looking route is also the one that throws away the claim you already had.
By holding cards, not by having high Fight. Before any dice are rolled there is a burn phase where you may burn as many cards as you like, and each one forces a die to show that card's symbol. Fight only sets how many dice you get. A hero with 4 Fight and a full hand reliably beats one with 5 Fight and nothing to burn.
Brun. Body 6 and Fight 4 make him hard to remove, and Scarcaster gives him +1 Fight whenever he casts a spell. Nothing about his plan requires reading the other three players correctly, which is the skill you do not have yet. Sana is stronger overall but her Fight of 2 punishes mistakes against ordinary heroes.
Because they are conditional on the time of day. Suns hit during the day and miss at night; Moons do the opposite. Your hero also has an affinity that grants a bonus die in its own hours. Picking fights during your own half of the cycle is free power and costs only patience.
It opens a fourth victory condition and rewrites your dice. Normally Worm symbols always miss and Wyld symbols always explode into a hit plus a bonus die. For a corrupted character those two swap. So corruption is a commitment rather than a penalty, and being halfway corrupted is the worst state to sit in.
They are the cleanest win when they work — four stones banishes the King with no battle at all. The catch is that corrupting a hero who holds four stones spends those stones cleansing them, which kills them outright. So four stones is simultaneously the strongest board position and the one that dies to a single card.

Our editorial policy is honest, no-spin reviews. We separate facts from opinion and back every rating with reasoning. View Editorial Policy

Related

Related Articles