Armello
Armello
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Armello

Armello is a 2015 digital role-playing strategy board game developed by League of Geeks. Announced as an iPad title in September 2012, the game has been in development since mid-2011, with music by composers Lisa Gerrard and Michael Allen. Between April and May 2014, a successful Kickstarter campaign was started to help fund a port to Microsoft Windows as well as stretch goals to bring the game to Android and Windows tablets. The game was chosen to receive additional support from governmental funding agencies Screen Australia and Film Victoria.

Set in a fantasy world with anthropomorphic animals, up to four players assume the role of a hero chosen among their clan to take part in a campaign to become the next king or queen. The game features turn-based board-game mechanics that revolve around the use of dice and cards that are drawn from a deck, with each player's actions influencing the outcome.

Armello is a digital simulation of a traditional fantasy tabletop role-playing game utilizing virtual dice and cards which allow the player to carry out specific actions. Up to four players assume the role of a Hero character that represents a specific animal clan, each with their own unique strengths, with the ultimate goal to storm the castle and become the new king or queen of the kingdom. The playing board area is divided into hexagon-shaped tiles that contain randomly generated features such as dungeons to explore, quests to complete, rival heroes to battle, or settlements to capture. As the game progresses, players can acquire currency to purchase additional abilities for their hero using a talent tree system specific to each character.

The game uses a turn-based system where players are allowed to perform actions such as equip items and purchase talents during another player's turn to reduce downtime. Cards and dice are used to directly interact with the game world, and form the basis for the game's combat system. Players use cards they draw from a deck to cast spells, recruit followers, heal wounds, or use items that grant special abilities. Cards may also be played as "Perils" which can be laid on specific tiles to act as traps for other heroes or used immediately in combat, and other cards may be used to forge temporary alliances. Armello also features a day/night cycle where certain heroes gain advantages based on the time of day, and certain groups of enemies only appear in either the darkness or light.

There are four alternative paths to victory and every hero is best suited for reaching a particular one, but every victory condition can be reached with every hero.

The game takes place in the "dark fairy tale" Kingdom of Armello, a world filled with anthropomorphic animals separated into numerous clans. When the current king becomes corrupted by a dark force called the Rot, representatives from these factions rise up to embark on a journey to become the new king or queen in his stead. Although players can, in theory, immediately attack the King, they generally have better chances if they first undertake some quests, which involve travelling around the board and are each associated with a short narrative.

The base game includes 8 playable heroes, divided into 4 clans; Thane and River (wolf), Amber and Barnaby (rabbit), Mercurio and Zosha (rat), and Sana and Brun (bear). Additional heroes, including two more clans, were added in paid DLC expansions. A fully expanded game has 24 playable characters.

Armello was announced in September 2012 as the debut title from Australian independent game studio League of Geeks, originally as an iPad-exclusive title to be released the following year before experiencing delays. The 15-person development includes four directors: Ty Carey, Trent Kusters, Blake Mizzi, and Jacek Tuschewski, whose total experience in the game industry includes 40 years and 50 released projects. Kusters stated that he was inspired to create the game after hearing about the success Greg Kasavin had in producing Bastion with such a small team. League of Geeks began work on the game after eight months of prototypes on paper, with an additional 18 months of work to arrive at the pre-alpha build. An early version of the game was showcased at the Game Developers Conference in April 2013, and later at the inaugural PAX Australia the following July.

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