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Armello - QuickStart Guide
By Alvorn and 2 collaborators
This is a quick start guide to help new players understand the basis of the game and get up and running as quickly as possible.

The below guide was created by two of the games Alpha testers (Alvorn and 8BitProxy) and is based upon a version that Trent from LoG originally created at the beginning of the Alpha Testing. We have updated it so its in alignment with the current rules of game, added a bunch of screen shots and expanded a couple of sections. We have also added a section regarding Multiplayer.

2/Sept/15 - Updating to 1.0. Each section that has been updated will beging with 1.0 Update.
8/April/15 - Updated based upon Build 0.3.2 changes. This is mostly around how Quests now work.
23/Feb/15 - Added a section on "Bounty" which was introduced in Build 0.3.1
8/Feb/15 - Information added on Rot Victory condition.
23/Jan/15 - The guide and its screen shots have been updated to Early Release version (Build 0.3.0).
Quick Start
1.0 Update. Please note the presence of the phrase 1.0 update to reflect when a section has been refined for post-Beta play.

LoG has put a lot of effort into the Single player prologue. This will carefully introduce the mechanics of motion, card play, the Prestige declarations, Combat, the Rot, Spirit Stones, and the Palace. After trying the Prologue, you can try the Single player game they throw you into, or save your game and come back and explore the rest of the Guide to learn some of the finer details of this amazing world.
Don’t forget that LoG have built in an extensive Tool Tip System, so just roll your mouse over items to learn more about them. There's also a nicely illustrated in game help under the pause menu.

The Unofficial Game Guide
1.0 Update.

8BitProxy and Alvorn created an Unofficial Game Guide PDF which covers all aspects of the game and some of the Lore of Armello. Some of its content has been used in the creation of this Guide as well as the other Guides up here on Steam.

The Guide is currently based upon the Beta builds of the game, but we are working hard to have it updated as quickly as possible so that its accurate for the Early Release version.

There is a lot more in the full guide so we would encourage you to check it out !

Armello - The Unofficial Game Guide[]

Since this PDF has not yet reached 1.0, make sure to check things you read against the in game help systems if something doesn't seem right.
The Bug Button
1.0 Update.

You can use the Report Bug button to send messages directly to our tech guys from in-game. If you find something that appears to be broken, please help us out and send us some details. The Bug Button only appears then the Pause menu is open in 1.0. Note that while Single Player games pause, Multiplayer do not, so you may want to delay writing a bug report until after you finish a turn.

Bugs can (and should) be classified as Typos (for text issues), Design (for when you see the AI doing something no human would ever do), and Bug (for when the game freezes, or a Mechanic doesn't seem to be working as advertized.) Note the Bug sender can't work if Steam/Your Internet is offline. In the event a Bug happens offline, or prevents you from reaching the bug button, the same log file the bug tool sends can be found at
C:\Users\...\AppData\LocalLow\League of Geeks\Armello\logs
Or Whatever the Apple/Unix equivelant is. You can zip the file to post to their official forum or Email their QA department directly.

Files are cut off whenever the game closes or the bug tool is hit so the team will expect the problem to happen near the end.
Starting A Game
1.0 Update- Screenshots need updating, disregard them.

Launch Armello and head on to the title screen. You have a few options here, such as reporting bugs or linking straight to the forums, however for now you’ll want click on Singleplayer (assuming you've finished the Prologue)

On the Select Character screen, click on a character to choose it. Each character has different statistics. If you’re curious about what each statistic does, use the tool-tips by centering the mouse cursor over an icon. Individual Hero talents are what set the heroes apart beyond their starting stats.

Once you’re happy with your selection, hit Select and head onto the Ring Selection screen. You can choose 1x Ring, each with a different in-game bonus effect, noted in Tooltips. Rings are Animal Clan specific and vary wildly in effect.

After that you can select an Amulet. Just like Rings, you can select one to customize your hero, but all amulets are the same for everyone.

To begin with there is only one Ring per Clan and four amulets available for selection. You can unlock the others by playing the game. Each Ring and Amulet has its own conditions under which it will be unlocked, such as Playing with a Clan's Heroes a certain number of times or Winning in a specific way.

The exact implications and combinations of these rings and amulets will become apparent as you gain more experience in Armello. You won't have a "choice" of rings until you've played a bit, but once you've unlocked more it's good to experiment. New players should probably try a Fight or Body increasing Amulet until they get used to the Card Draw/Burn, Magic, and Victory systems.
Playing Armello
1.0 Update.
After watching the small introductory sequence, you’re ready to play. When the game starts, the camera will be focused on the Palace and a “Dawn Sequence” will occur. Every Dawn the King slowly dies, i.e. he loses 1 health. You receive +1 Gold from all Settlements you own and the Prestige Leader Board is shown (more on this below).

You will then be presented with a choice of three different Quests (more on this below) and then finally move over to show you at your starting position.

You’ll start in your Clan Ground corner - this is where you’ll come back to if you die, and you’re safe while you’re in there too. But cannot play any cards that don't target yourself.
Your Turn
1.0 Update.
During your turn you’ll be presented with a number of decisions, such as which tile to move to or what cards to play. You may also be fighting in combat, or adventuring in Quests or Perils.

You have Action Points (AP) that determine how far you can move (top left under your Hero portrait).
Tiles that you are able to reach in your current turn are highlighted, with a dashed red and black line surrounding them all so that you can easily see what your options are.

Each time you click on an illuminated tile next your Hero, you’ll move to that tile and will use one of your AP.

Start to move your Hero by clicking on an adjacent illuminated tile. There are a number of different tiles used on the map, each with their own specific game effect - learning the use of each tile is pivotal to mastering Armello;
  • Plains – These have no effect, other than if you are wearing one of the Rabbit Clan's rings.
  • Forests: A Hero enters stealth mode on a forest tile at night, and disappears from the map and other player’s screens. Anyone moving onto that tile is considered ambushed, and loses the ability to burn cards in combat (see Combat below). Other players can’t play cards on a Hero that is stealthed unless the card is playable as a Tile Peril.
  • Swamp: A Hero takes 1 damage when moving onto a swamp
  • Mountains: It costs 2 AP to move onto a mountain tile. If attacked, you’ll gain +1 Shield in combat for having high ground.
  • Settlement: A Hero who moves onto a settlement takes possession of it. At dawn, a player will receive +1 Gold per settlement owned. You can lose possession of a settlement when another player or Bane moves onto it. Settlements that are on fire are "Terrorized", and also reward 1 Prestige to the Hero that "Saves" them.
  • Dungeon: The Hero will automatically explore a dungeon when moved onto "During their turn", and either gain a reward (gold, prestige, Follower, Treasure, or magic), be teleported to another dungeon randomely, or unleash a terrible monster called a Bane who attacks unless your character entered from/retreated to a hex that grants stealth like a forest at night.
  • Stone Circle: Heal 1 health if you are not Corrupted. You are safe from Bane attacks when in a Stone Circle. Banes and Corrupted players are killed INSTANTLY if they Enter. Occasionally at night a Spirit Stone may appear there. Even Corrupted players can pick this up before their death, but Kings guards will break any Stone they find.

Ending Your Turn

When you’ve used all AP and have played any cards you wish to you can end your turn by clicking the End Turn button in the bottom right of the screen. At this point you’ll see your opponents take their own turns.

A special feature of Armello is that you have the ability to play cards in certain circumstances in other opponent’s turns. You can drop them to the board as Perils (more on this below), or play some directly to Heroes on the board. So don’t rest too much during your opponent’s turn! You cannot target the player actively taking their turn, but the ground in front of them is fair game. If you finished a quest, you'll be given the choice of your new quest between your turns as well.

You can also take the opportunity to equip cards on yourself and review your opponents current stats and equipment in the Hero Shelf (more on this below)
1.0 Update.
So where to first? The most obvious and easiest way to progress is to head towards your first Quest. By questing, you’ll gain bonus gold, prestige, followers and abilities, which will strengthen your capability to take on the King. Your first quest will have been shown to you during the first Dawn Sequence. You can always identify your next quest point by looking for the glowing light and circle on the tile with your Clan Crest. Pressing Q will also focus your camera on the Quest Goal.

Once you reach a quest you’ll be presented with a description and two option cards (rarely a 3rd option). The option cards present different ways to succeed at the quest. Each Option will grant you a Stat boost and a Prestige Point. However you could select the Riskier Option and gain a reward, such as a rare magic item, Spirit Stone, or a follower (you can role over the name of the item to see its effects before deciding). However if you fail you will face a penalty shown below the risky reward.

With a Specific piece of Treasure (not regular item) or Follower equipped, a secret third option for each quest becomes available. The Wiki at keeps a list as the community discovers them. They may involve the Warlock or Conjurer helping resolve a magical issue, or using the Winged Boots to fly over what was an environmental hazard. The Third option is safe, and rewards drawing the top card of 1 of the 3 normal decks. You get to preview this draw just like the Risky reward, so if you dont like what it's going to draw you can just choose the safe path.

Once an option card is selected, you’ll be presented with the conclusion to the quest and any rewards or penalties received for your choice. Likewise the Quest log will create a narrative based on the outcome.
1.0 Update.
Players can have a Bounty of 3 Gold and 1 Prestige (on of the declarations raises this reward) placed on their head for the following reasons:
  • Attacking a King’s Guard
  • Playing negative cards onto King’s Guards
  • Entering the Palace
  • Having ‘Bounty’ played onto you.
  • Certain King’s Declarations

When you have a Bounty on your head both King’s Guards and enemy Heroes will want your head.

If an enemy Hero kills you in Battle, they will claim your Bounty and gain 3 Gold and 1 additional Prestige!

If you die through any other means, your Bounty will be cleared.

King's guards normally only move 1 space despite owning 2 AP, but if you are wanted and within 2 spaces of them, they'll thump their chest and use all their AP to attack you once.
1.0 Update.
Some tiles are marked with a Skull flag. These tiles have had a Peril played to them (you can play Perils too by using your cards - see Card Play!).

When you move onto a Peril (and go to the Peril Screen shown below) you’ll need to defeat it by rolling dice and matching the symbols shown under the Peril. If you fail to match all the symbols, you’ll suffer a penalty as indicated by the Peril card description. The Dice you have available depends on your Wit stat for Trickery (red) cards, and Spirit for Magic (green) cards. Equipment and followers can boost your available Peril dice further. The card "Agent of Misfortune" played on the Peril will cause you to loose Peril Dice. Normal Perils will disappear once they are encountered, win or lose.

Also see Card Burning, below, for a good way of guaranteeing dice results, and surviving Perils. If the Peril is mostly harmless to you, or the chances of escaping seem extremely low, you can deliberately burn cards you don't want to play, even if they don't match the Peril symbols.

The Palace walls have special Perils with smaller flags showing the Wit or Spirit Symbols to reflect which stat beats them. Palace perils persist until they are beaten, but then remain beaten the rest of the game. Palace Perils can be removed by certain King Declarations, and reaching your character's 5th quest allows you to nullify the peril closest to your clan ground.
1.0 Updated.

When you move onto a tile occupied by another Hero you’ll enter combat. Combat is a contest between the two Hero’s Battle Dice.

Each Hero rolls a number of dice equal to their Fight (plus any buffs or debuffs they may have), trying to roll hits, which damage your opponent's health. Evading defenders use their Wits stats instead of Fight to determine Dice, and Sana fighting Corrupted Targets uses her Spirit Stat for Dice. A hit is either a sword, wyld or sun/moon symbol (depending on the time being day or night). A shield result will protect you from a hit.

Once the tally of hits and shields have been counted, combat ends and the results are applied on the screen. Heroes that are defeated but not killed, retreat backwards (To origin if attacker, if defender loses, straight back first, to the back sides if blocked). Currently if a retreating Hero has no place to retreat (full squares, castle walls, or map edge, they are killed via "Being Routed". If a Hero is killed they are returned to their Clan Ground tile. Defenders with Evade will always retreat from the battle, but will retreat "Forward and to the side" instead if those squares are open.
Also see Card Burning, below, for a good way of guaranteeing dice results, and surviving Combat.

Thane's Hero power, the Longbow, or Hand Cannon equipment can cause Sword dice to become "Piercing". Piercing dice glow blue, they'll both do damage AND remove 1 opponent block when processed. So if you attacked with 2 Piercing Dice and 1 regular, you'd always deal 2 damage, dealing the 3rd damage if you opponent had less than 3 shields. Piercing damage is thus devastating to those stacked in armor, or Evading.

The symbol for Wyld (or Wyrm if you are corrupted) will not only log a hit in battle, but will also explode, causing a new die to be made and rolled for you. This explosion allows you to potentially deal more damage than you have fight dice, or increasing your potential block rolls while still dealing damage. Burning Wyld symbol cards is thus very valuable in Combat. Certain cards can cause other symbols to explode, or temporary prevent the explosion effect.

In Additional to Using Wits instead of Fight, and always retreating, and Evading hero files both Hits and Blocks as Blocks. This makes them incapable of dealing melee damage, but also gives them a high shield volume (4/6 dice) usually preventing melee damage unless they are being attacked with Piercing. Out of Battle damage like River's Arrows and Poppet's Curse still occur as normal.
Card Burning
1.0 Update

The first thing you’ll want to do when entering a Peril or Combat is decide if you want to burn cards. Burn a card by dragging it from your hand from the left onto the burning circle in the middle of the screen. You have a limited time to make this decision; when the burning circle in the middle of the screen runs down, your chance is lost.

Burning cards is important as it will guarantee one of your dice matches the symbol on the card that you burned. If you look at the top right corner of a card you’ll see the symbol you’ll gain. If you burn a card, it’s lost from your hand. If you find the Peril "harmless" (takes a resource you already lack or don't care about) or "inescapable" (because you only have 2-3 dice you are confident you'll never succeed) you'll find value in burning cards who's symbols do NOT match the Peril as a way of discarding cards without costing magic, gold, or rot. Bears with the Ametheyst Ring can use this for a free magic boost.
Card Play
1.0 Update.

Cards are drawn at the start of your turn; you can draw an amount of cards up to you Wits ability. You can draw from three card types; Items, Spells and Trickery. In addition, Treasure and Follower cards can be found from quests and dungeons.

There is a cost to play a card as indicated on the card. Gold is the cost for most items, Followers, and trickery, however some will cause you to gaining rot or lose prestige instead of costing anything. Spells cards all use your magic resource except for a few spells that cause Rot Gain. Treasures never cost gold but sometimes cause Rot Gain.

Cards have a variety of uses;

Equipped - weapons, treasures, and equipment can be dragged to the Hero Shelf. If you drag an item card towards the Hero Shelf on the right it will pop open, allow you to put the card into an item slot (left column). Equipped cards bestow a game bonus. You can equip 3 Item or Treasure cards.

Consumables - some item cards are consumables, and are played to the map or Hero and are instantly used up.

Perils - cards can be played directly to the board at any time (including your own turn) as Perils - traps for anyone walking onto the tile. Dragging the card over the map will allow you to play the Peril to a specific tile (or Hero, if the card allows - some only play to specific places as indicated by their descriptions). When the Peril is played to a tile a Skull flag falls onto the tile to indicate that it has a peril on it. Peril cards played directly on players/player occupied spaces act like consumable cards, working instantly with no chance of evasion.

Follower - followers are equipped in the same manner as items - dragged onto the Hero shelf. They slot into the blue Followers column. You can collect three followers.

Burned - this is a special use for a card in combat and perils. On the top right corner of each card you’ll find an Armello symbol - indicating what dice symbol you’ll gain if the card is burned in combat or perils (See Burning Cards).

Since holding cards in your hand prevents you from drawing new cards, it is generally good practice to use or burn as many cards as possible each turn. Exceptions exist for saving buffs for quests or predicted combats, saving AP gain cards for the final palace run, or saving damage cards for finishing off weakened opponents.
Winning Armello
1.0 Update

The King loses health every dawn and gains rot every dusk. When the King’s health is gone, the game will end (usuallly 16 turns). The Kings health can be extended by a certain King's declaration on the 8th Dawn, also anyone the King kills who didn't injure him increase his life by one as well. There are a few ways to win a game of Armello;

Prestige Victory

If the King dies naturally (health is zero at dawn) or a Kingslayer died in his attempt, the Hero with the highest Prestige score wins. You gain prestige via Heroic deeds such as succeeding quests, saving towns that are on fire (Terrorized), or defeating opponents and banes. Certain items, Treasures, and Trickeries raise your prestige as well.

Kingslayer Victory

Killing the King in combat (and living) wins the game. To reach the King, move onto one of the Palace Tiles (you’ll be warned - breaching the palace is traitorous and will cause you to receive Bounty).
Each of the tiles around the palace is a Peril that will challenge a Hero ability (2 are Spirit and 2 are Wits). Failing a Peril on one of the palace tiles will cause the Hero to lose health (equal to the symbols he failed to clear) and be pushed back out.

Once a Palace Peril is cleared, you'll lose all AP, but next turn (or after raising your AP) the King can be attacked. Clicking on the King will instigate combat.

Attacking the King causes your Prestige to be reduced to 0.

The King has two notable special powers from gear. First is that Wylds, instead of missing, become shields for him. This gives him more reliable defense, usually meriting at least 3 attacks to injure him. The second, more critical one is that any dice you roll that misses becomes his to roll. Therefore, burning dice into attack symbols with cards can be just as essential to your survival as burning shields.

If you and the King both die, the Hero with the highest Prestige remaining will be declared the winner.

Spirit Stone Victory

You can collect spirit stones by finding them in dungeons, earning them as quest rewards, encountering druids in Stone Circles at night, or picking them up from circles where they Crystallized. If you have four of these stones, you can banish the King by passing a Palace Peril, and then clicking on the King. Instead of the normal combat, the power of stones banishes the King.

Rot Victory
Rot Victories occur when someone manages to kill the King when they have more levels of Rot than the King currently has (so that you receive his Rot value in bonus battle dice. The community term for this is "Rotlording".
Have a look at the Rot and Corruption Guide to find out exactly what Rot is and how it effects the game.
1.0 Update. Text is correct pictures are wrong.

Multiplayer games follow all of the same rules as above but have some additional elements to help keep the game moving along at a nice pace.

You have a time limit to selecting your character.

You have a time limit to select your ring and amulet.

You have 2 minutes to complete your turn. A count down timer will appear at the top of the screen when there is 30 seconds to go. If time runs out your turn will end even if you still have Action Points left.

You have 10 seconds to select cards when refilling your hand else random cards will be selected for you.

In-Game messaging is available. You can access this by clicking on the small speech bubble icon on the left of the Status Feed. From there you can select a variety of options to send chat messages to other players.

Go Forth
That should be enough to get you started. When your ready check out the Unofficial Game Guide for full details of the game ( including information on Banes, Prestige, Kings Guards and Multiplayer or jump on over to the forums ( and join in on the dicussion.
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ElectroJunkie Jul 10, 2018 @ 2:52pm 
please update the link to the Unofficial Game Guide :) I would love to look at it but it appears to be missing in that dropbox location. thanks :)
stef Feb 26, 2018 @ 1:07pm 
Thank you for the guide! This game has me very confused, but your guide has helped a bit :)
Kletian999  [author] Sep 17, 2015 @ 9:41am 
Logitech controllers are not recognized yet, only PS4/Xbox, but the devs intend to program support for them soon.
jojo Sep 8, 2015 @ 5:19am 
Having some trouble getting my controller to work. its set up and ready to go but its like the game doesn't recognize it. Anyone able to help me out? Thanks
Alvorn  [author] Feb 8, 2015 @ 3:37am 
Hey Leminiscate,

Thanks for the feedback. Im glad you liked the guide. I have added a smalls section the Rot victory condition.

ChumIsFum Jan 31, 2015 @ 12:21pm 
Great Guide! I noticed you didn't mention the rot vicotry path though.
Nek Jan 14, 2015 @ 10:41pm 
Thanks for this guide, I was curious about the dice symbols and win conditions and you answered both. Awesome guide!
8BitProxy  [author] Jan 14, 2015 @ 9:22pm 
Wooh! Its great to see this up and apart of steam, Thanks to everyone for reading it and supporting us with grammar fixes and new content :) Cant wait to play with all of you and have a hell of a fun time!