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Armello Combat Guide — Your Hand Beats Your Dice

Armello Combat Guide — Your Hand Beats Your Dice

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Fights are decided in the burn phase, not the roll. You may burn unlimited cards to lock dice to specific symbols, so a full hand converts a coin flip into arithmetic and an empty hand leaves you to chance. Count your opponent's cards before attacking, never attack into a fresh hand, and remember that ambushed heroes cannot burn at all. For corrupted characters Worm and Wyld swap, so corruption rewrites the dice rather than just adding risk.

Summary

Armello looks like a dice game and is mostly a card game. Before any dice are thrown you may burn as many cards from your hand as you want, and each burn forces one die to show the symbol printed on that card. So the player with cards decides the fight and the player without one rolls. On top of that, corruption inverts two of the six symbols, which means a corrupted hero is not weaker — their dice mean different things.

Who This Is For: Armello players losing fights they expected to win Intermediate

Key Points

Key Points

1

The burn phase has no card limit — every card burned locks one die to the symbol in its top-right corner.

2

Ambushed heroes cannot burn cards at all, which is what makes ambush decisive.

3

Base dice count comes from Fight, or from Wits when you are Evading.

4

Suns hit in the day and miss at night. Moons hit at night and miss in the day.

5

For corrupted characters, Worm and Wyld invert: Worms explode and Wyld symbols miss.

Armello presents combat as dice. Two animals face off, a handful of dice tumble out, somebody loses health. New players lose a fight, shrug, and blame the roll.

The roll is the last step, and by then the fight is usually over.

Before any dice are thrown you may burn as many cards from your hand as you like, and each burned card forces one die to show the symbol printed on it. There is no limit. A hero holding five cards can lock five dice; a hero holding none rolls and hopes.

The order of a fight

  1. 1

    Dice are tallied

    Your Fight stat sets the base number. Time of day, items, effects and Rot bonuses adjust it. If you are Evading instead of attacking, your Wits stat sets the number rather than Fight.

  2. 2

    Automatic effects apply

    Some cards grant bonus swords or shields outright, and standing on mountain terrain grants one bonus shield. These sit outside the dice entirely — they neither influence rolls nor are influenced by them.

  3. 3

    The burn phase

    Heroes burn as many cards as they want, each locking one die to that card's top-right symbol. This is the decision. Everything before it was setup and everything after it is resolution.

  4. 4

    The roll

    Whatever dice you did not lock are thrown.

  5. 5

    Resolve

    Each side's shields are subtracted from the other side's hits. If shields meet or exceed hits, that combatant walks away untouched.

Ambushed heroes may not burn cards. That is the whole reason ambush is feared. It does not increase damage — it removes your opponent's ability to convert their hand into certainty, and drops them back to raw probability while you keep your locks.

What the symbols do

Symbol Effect Notes
Sword Always a hit The only unconditional offence
Shield Prevents one incoming hit Stacks against hits, not against dice
Sun Hits in the **day**, misses at night Half your dice are dead at the wrong hour
Moon Hits at **night**, misses in the day Same, inverted
Worm **Always misses** Dead result — unless you are corrupted
Wyld **Always explodes** — hits and grants a bonus die The best result — unless you are corrupted

Corruption inverts two of the six

For a corrupted character, Worm and Wyld swap roles. The Worm explodes; the Wyld misses.

This is not a penalty, and reading it as one is a common mistake. A corrupted hero has exactly the same dice, with two faces trading places. What changes is everything you had learned about which results to hope for, and which cards are worth burning.

Because burning locks a specific symbol, corruption also changes which cards are worth burning. A card with a Wyld corner is your best burn when clean and a wasted one when corrupted, and a Worm corner is the reverse. Check your Rot before you decide what to feed the fire.

Practical rules

Rule Why What to do
**Count their hand** Cards are the real weapon Attack the player who just spent their hand, not the one who just drew
**Never attack into a full hand** They can lock more dice than you Wait a turn, or force them to spend cards elsewhere first
**Fight sets dice, burns set faces** Stats are the smaller half A 4 Fight hero with cards beats a 5 Fight hero without
**Time of day is half your dice** Suns and Moons are conditional Fight in your own affinity's hours whenever you can choose
**Mountains give a free shield** It sits outside the dice Defend on high ground; it costs nothing and cannot be rolled away
**Evading uses Wits** Not Fight A high-Wits hero can survive fights they could never win

Killing heroes pays

A hero who slays another hero or a Bane gains one point of Prestige. Given that two of the four victory conditions hand the game to the Prestige leader, combat is not only a way to remove obstacles — it is one of the steadier ways to climb.

Mutual death is the exception worth remembering: when both sides fall, Prestige stays exactly as it was for both. Trading yourself for a rival gains you nothing at all.

Common mistakes

  • Blaming the dice. The dice were the last step and the smallest one.
  • Attacking into a fresh hand. You are attacking their certainty, not their stats.
  • Ignoring the hour. Suns and Moons make half your pool conditional.
  • Burning Wyld cards while corrupted. The symbol you are locking now misses.
  • Fighting off the mountain. A free shield is better than a die.

Which heroes turn these rules into a win is in the hero tier list, and why the fight you should usually avoid is the one with the King is in the victory conditions guide. New players should start with the beginner guide, and the honest review covers how well this holds up over many games.

FAQ

FAQ

Dice are tallied from your Fight stat, modified by time of day, items and Rot. Automatic effects apply next — a mountain tile grants a bonus shield, some equipment grants bonus swords or shields. Then comes the burn phase, where heroes may burn any number of cards to force dice onto specific symbols. Only then are the remaining dice rolled, and shields are subtracted from hits on both sides.
It guarantees that one of your dice shows the symbol printed in the top-right corner of that card. There is no limit on how many you burn within the time allowed, which is why a full hand effectively converts combat from chance into arithmetic. It is also why hoarding cards matters more in Armello than in most board games.
Almost always because your opponent had more cards to burn. Fight only sets the number of dice; burns set what those dice show. A hero with 4 Fight and five cards in hand beats a hero with 5 Fight and an empty hand more often than the stat line suggests.
Swords always hit. Shields each prevent one incoming hit. Suns hit during the day and miss at night; Moons hit at night and miss during the day. Worms always miss and Wyld symbols always explode, hitting and granting a bonus die. The last two invert for corrupted characters.
It swaps Worm and Wyld. Normally Worm is a dead result and Wyld is the best one, exploding into a hit plus an extra die. Corrupted, the Worm explodes and the Wyld misses. Your dice are not worse, they are inverted, which means every reading you had built up now runs backwards.
Because ambushed heroes cannot burn cards. That removes the entire decision layer from the fight and leaves the victim rolling raw dice against an opponent who can still lock symbols. Ambush does not add damage; it deletes your opponent's ability to play the game.

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