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Thanks for the answer, I guess its just happened that no one really ever did it in my 115 hours of play, but decided to do it every single ones of my last 4 games.
In any case, is this a feature people actually like? It seems like such an obnoxious way of ending the game.
A bit of a rude way of expressing your preference. I just think its a questionable game design decision on their part. But alright, at least now I'll know to expect it.
I just had a Zosha play the last turn this way:
- Finds a stone somehow (Must have been a spell or through a dungeon drop since there were none on the map).
- Enters the palace.
- Cleans the king with newly aquired 4th stone.
This was all done while in stealth, just to amplify how anti-climatic it was to see it happen out of no where.
Our reaction was: "Okay then.."
Managed to get inside the palace -> banished/spirit strike-d/sharpshooter-ed -> return to clan ground -> rinse and repeat if the opponents are good in card cycling.
Thanks to HRW & Strategist, we can avoid being trapped in such situation.
there is 3 hot rot wine and 1 strategist in the decks, you cn get it stolen from you by glamour or wandering circus, Twiss, discarded by wake of the trees (the most common of the perils) and the Royal declarations
using an hot rot wine isn't a guaranted victory as you giving the king an additional die if you not corrupted and you lose one hp, and if you fail you will be stuck with that rot point for the next fight with him
strategist is the ultimate version of it, but it's unique in a huge deck, and the gold cost make it so you can use it on commend without a little bit of a setup
i win and lose to those cards all the time and never felt bad about it, it doesn't mean you can't kill the king and win without it, you just have to survive a turn in the castle for an entire turn without it, not a big deal ima right ?
thats what is so fun about Armello, even if you are getting trashed all the game and can't even complete your quest, you might draw all the good symbols to break a pallace peril and use one of those cards to attempt to win, a game is never lost until the very end
But thanks for the detailed info @Larc1n, I'll keep those in mind for future games.
sometime you hold onto one and get it stolen, you can alway steal it back, did it more than once
You make it sound appealing, but honnestly, I play Armello casually. I don't know how many of which cards are in a deck. I don't know the "meta" and the details of the RNG.
And with that in mind, all of this explanation sounds a little too Armello-elite for me. This is a frustrating feature to me and my friend, from the point of view of "noobs" who feel like the feature augments RNG / favors people who count cards.
In any case, to each our own, but you haven't really sold it to me. Game's still fun though.
Hot Rot Wine and Strategist avoid this point of impossible comebacks. They do this by acting as the Great Equaliser. See that River who has been wandering about getting her arse kicked around by Fang while having poor equipment? She still stands a good chance at making her comeback if any of the 2 cards falls into her hands. These AP cards give a fighting chance to players who are in other words, being left in the dirt. Sure, they can confirm the victory of the leading player, but they can also be used to steal the victory right under his nose by the unassuming player.
Sure, but to me it feels like a poor catch up mechanic. The game will be frustrating to some players due to random dice and card draw making them feel like they are being dragged in the mud... But another luck of the draw isn't exactly the best way to compensate. Not that the devs seem to see frustrating RNG as a bad thing, since the game embraces it almost as much say, Bloodbowl. Not for the easily angered.
When I wrote this post, I had just lost to a Zosha, at night (Thus invisible) who had 3 spirit stones when she was last visible. So yeah having thenight turn start, only to see that Zosha was now in the castle with 4 stones, able to beat the king with absolutely no way to interfere or predict it was a little anti-climatic for everyone.
Does seem to me like if you manage to get all 4 stones and all your quests, and then randomly draw a strategist or a Wine card, you almost certainly just won the game.
In any case, I don't expect this to be changed, and I'm not asking for it to be changed, since all the old school players seem to be in love with it. I guess I just don't get the design choice there. it just feels to me like thse two cards, which are already quite powerful and interesting on their own, just become uniquely powerful simply due to the way that they add an action AFTER you've paid for other actions (in a way that haste wouldn't help with).
To me it just feels like a mistake they decided to keep in, but that still feels like a mistake.
Eh.
haha, i know i know, but the Stranger is my love, i remembre being mad when i got her when i started playing Armello, thinking it was majoritarly bad luck, like many, now i'm just happy when i get her for many reasons:
- yes, when you are corrupted and your spawn is surrended by 4 stone circle it's a totally new experiance but, i found it pretty fun, and stupidly satisfaying when you manage to dodge the bullet by possitioning yourself between 2 of them knowing you have 2/3 chance to not die at the start of the next turn
- she can of course walk in the wrong direction, but she also can push you in the good direction, sometime even on top of a mountain for 2 free AP, and an automatic free AP when you respawn at your clan ground
- she protect you from bribery and beheaded, and that alone, THAT, is a great thing
- with it you can do 4 dungeon in 2 turns if you want to
don't blame the events my friends, be like watah
https://www.youtube.com/watch?v=cJMwBwFj5nQ
Someone who really cares about card games would actually notice that I imagine, that's why I don't get the point of these threads.