Armello Wiki
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Example of how the board layout can vary between games (click for animation)

Navigable terrain and locations are divided up into hexes  (sometimes referred to as tiles). For all hexes except for mountains, all characters need to spend one action point to enter an adjacent hex. Different hex types can affect combat and exploration in a variety of different ways. Some cards can only target one type of hex. Maps are procedurally generated before the game begins on the basis of a computer algorithm. Due to this randomization, it is unlikely that you will ever have all hexes in the exact same position more than once.

Terrain hexes[]

  • Plains hexes have no effect on combat or stealth. The two hexes adjacent to each Clan Grounds are always guaranteed to be plains.
  • Swamp hexes inflict one wound to any character attempting to enter them. Banes and King's Guard are not affected.
  • Forest  hexes grant stealth to characters at night.
  • Mountain hexes are Fortified: they grant one bonus shield in combat to any character standing on them, but they require 2 action points to traverse.

Location and destination hexes[]

  • Clan Grounds hexes are the starting points for each of the four players. Players will also respawn here when slain. Heroes may not be targeted by any effect of any kind nor be engaged in combat while standing in their Clan Ground (although they can attack any character adjacent to them). Other heroes cannot enter Clan Grounds that are not their own.
  • Dungeon hexes can be explored for loot, resources or followers. Heroes will automatically explore a dungeon when they move onto the hex. Rewards are not guaranteed, and banes will sometimes spawn from dungeons when explored, and they will also spawn spontaneously from dungeons at night.
  • Settlement hexes can be claimed for a hero's clan. Held settlements will provide gold income at dawn or dusk, and can provide healing when heroes remain in them. They can be taken over by other clans if left unguarded. Banes can terrorize settlements and immediately remove their affiliation. King's Guards will not change a settlement's loyalty.
  • Stone Circle hexes heal one wound when heroes enter them, and have Stone Wards, which are deadly to Corrupted characters.
  • Palace Gardens hexes, adjacent to the Palace, begin the game housing deadly Palace Perils. Players will encounter a menu warning when first attempting to move onto one of these hexes. The northern garden challenges one's Fight stat, the southern garden challenges the Body stat, the eastern garden challenges the Spirit stat and the western garden challenges the Wits stat. King's Guards are not affected by Palace Perils and can freely move (and spawn) on these hexes, and banes cannot move onto these hexes.
  • The King's Palace hex is where the King of Armello resides. If a hero is able to take this hex, they will claim victory and the throne.

Hex Names[]

Dungeons[]

  • Adventure's Tomb
  • Bane's Deep
  • Blackspire
  • Bloodcarin Depths
  • Castle Belaerian
  • Felbear Keep
  • Raven's Barrow
  • Shadowfell
  • The Labyrinth
  • The Witching Pits
  • Worms Maw

Forests[]

  • Acrdale Woods
  • Arrowstorm Field
  • Black Oak Grove
  • Burrows Cap Tundra
  • Capybara Range
  • Coward's Valley
  • Crimson Moor
  • Crooked Creek Prairie
  • Danemarch Plains
  • Deadpass Thicket
  • Felbarrow Valley
  • Felden Grove
  • Flatacre Paddocks
  • Fleefoot Hills
  • Golden Grassland
  • Greenshade Plains
  • Life's Blanket
  • Moonlight Moor
  • Moss Medow
  • Quickborn Valley
  • Rabbit River Run
  • Redhorn Meadow
  • Shamrock Fields
  • Skystead Plains
  • Springs Steppe
  • Staghorn Pines
  • Strangers Lawn
  • Summer Fields
  • The Jade Spires
  • The Lost Woods
  • Thumperfoot Fields
  • Thunderfoot Prairie
  • Windy Acres
  • Winterblossom Woods
  • Wyldflower Pastures

Plains[]

  • Acrdale Woods
  • Arrowstorm Field
  • Burrows Cap Tundra
  • Capybara Range
  • Coward's Valley
  • Crimson Moor
  • Crooked Creek Prairie
  • Danemarch Plains
  • Fellbarrow Valley
  • Flatacre Paddocks
  • Fleefoot Hills
  • Golden Grassland
  • Greenshade Plains
  • Life's Blanket
  • Moonlight Moor
  • Moss Medow
  • Quickborn Valley
  • Rabbit River Run
  • Redhorn Meadow
  • Shamrock Fields
  • Sky Kiss Plains
  • Skystead Plains
  • Spring's Steppe
  • Stranger's Lawn
  • Summer Fields
  • The Lost Woods
  • Thumperfoot Fields
  • Thunderfoot Prairie
  • Windy Acres
  • Wyldflower Pastures

Mountains[]

  • Beggar's Bluff
  • Blackrock Peaks
  • Cloudbreak Reach
  • Grayvale Ranges
  • Hollow Rangers
  • Iron Needles
  • Kingsmount Heights
  • Mount Greymane
  • Steephoof Flats
  • Talon Peak
  • Winters Bane

Settlements[]

  • Brunswick
  • Blueberry Town
  • Darkmire
  • Dawn's Call
  • Duncastle
  • Esterdale
  • Greenguard
  • Greywind
  • Houndsmouth
  • Lions Pride
  • Ravenbrooke
  • Rivercrest
  • Sailor's Hideout
  • Southbank
  • Stag's Landing

Swamps[]

  • Blightmore
  • Bogmire
  • Fangbrook Swamp
  • Graverot Marshlands
  • Lowland Mire
  • Mangrove Glades
  • Rots Bog
  • Rotting Flats
  • Shadow's Quagmire
  • Splitwood Bog
  • Swamp of Souls

Stone Circles[]

  • Druids Song
  • Enchanted Grove
  • Seer's Rest
  • Silent Grove
  • Starfall Stones
  • The Ancients
  • The Exiles
  • The Whisperers
  • Wyldkeepers

Palace Gardens[]

  • Fool's Fountain
  • Mother's Maze
  • The Tricking Paths
  • The Unseen Death

Hex Types[]

Fortified[]

Mountain hexes have this property by default, and Settlements can be given this property in certain circumstances. Creatures on such hexes get +1 Shield in combat when defending, but entering these tiles costs 2 AP.

Stone Wards[]

Stone Circle hexes have this property by default, and Settlements can be given this property by the card Stone Wards. Hexes with this property deal damage to Corrupted characters equal to their Rot when they enter.

Photos
Plains

Plains

Swamp

Swamp

Forest

Forest

Mountains

Mountains

Clanground

Clan Grounds (South)

Dungeon

Dungeon

Settlement

Settlement

Stonecircle

Stone Circle

Palacegardens-fight

Palace Gardens (North)

Palacecourt

King's Court

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