
Armello Official FAQ
This will be updated from time to time so may not be the most current or complete resource. If what you are looking for is not listed here we suggest you check the Armello Board Game Geek Forum
Question:
A rules question about the "Proclamation" victory condition: In order to win via this method, the rules state "A player who starts the End Phase of their turn while at or above the Proclamation Threshold wins the game."
The timing for completing a Quest is that it happens *during* the first step of the End Phase of your turn. Is it the correct interpretation that, if completing a Quest puts you to/above 70 Prestige, because the *start* of the End Phase of your turn has passed, you have to go an entire additional turn cycle around the table to be able to skip through your Main Phase, start the End Phase of your turn, and lock in your Proclamation win at that point?
Answer:
Yes, that's true!
Proclamation victories aren't as risky as winning the game by Regicide. So the dynamic we wanted is that if someone is about to win the game by Proclamation, everyone else can take the chance to 'shoot the moon' by fighting the King, and if you win by Regicide, you win immediately. Fighting the King doesn't get any easier after other heroes have tried and failed, but it gives everyone a chance to steal the victory before the Proclamation succeeds.
Question:
On the "Parry" card (starter card present in at least Sana and Amber's starter decks) it states something along the lines of "Commit another card to play this card." (Don't have the card in front of me for the exact wording.) Is this meant to imply that it simply requires you're committing 2+ cards for it to be legal to have played it? Or, if you're trying to play it with another non-bonus card, does it allow/force you to commit a third? If it's the latter interpretation, do you still get the effect of that card? Or is it effectively instructing you to discard a battle card in order to play it? Perhaps I'm dense, but the wording seems unclear.
Answer:
You're right, this could have been clearer. The Parry card, and other cards like it, simply can't be played alone. You have to play at least one other Combat card with them.
Question:
With the Brilliant Fool reward card it states that you "Ignore Terrain Effects". In the rules, the section on claiming a Settlement is under the "Terrain Effects" explanation of Settlements. Additionally, healing from Stone Circles is explained under that section. Also, above it, in the section explaining the movement rules is this step: "If you remain on the tile, resolve its terrain effect, if any (including picking up a Spirit Stone token if present)." Is this line meant to imply that collecting a Spirit Stone from a Stone Circle is actually a Terrain Effect of the Stone Circle tile?
I ask about all of this because, if all of the above *is* the case, does that mean playing the Brilliant Fool reward card prevents you from being able to claim settlements, heal from Stone Circles, or claim Spirit Stones for the rest of the turn? Does it also mean you can't choose to explore Dungeons?
Answer:
Hahah! That's right. If you want to get positive benefits from terrain, try to do that before you play the Brilliant Fool, because it prevents positive terrain effects as well as negative ones. If that seems awkward, remember that the character's name is the Brilliant *Fool*!
Question:
Not sure where the best place to ask about rules clarifications is, but I had a question about playing Action Cards. The rules don't state anything about the timing on playing them (so far as I could find.) So, if playing as Amber, she has an Action card that allows her to change one of her unspent Power Dice to a face of her choice. Can you choose to step on a Peril/Palace tile and see what the peril is asking if you, *then* play the card to change one of your Power Dice to contribute towards it, before resolving the Peril? Or can Action cards only be played when you could otherwise opt to use a point of movement to move on the board? Or some other third interpretation?
Answer:
The answer is yes, you can play an Action card when you like, and this is a great way of getting around a Peril or a Palace tile!