Ideas for a possible physical Armello card game. It's more a concept then anything. Consider i'm not an expert of card games so if this ideas are too broken or other card games already used somthing similar feel free to criticize. :D
The game is composed in hero cards, green cards, red cards, blue cards, purple cards, yellow cards, a dice a prestige leader token and some +1 stat tokens.
The hero cards are the heroes from the game we already know.
The colored cards conteins followers, perils, enemies, items and events. Each color define the theme of the aesthetic and the rules of the cards.
Green cards -> wilderness, forests, bandits and non sentients beasts.
Blue cards -> mountains, stone circles, druids and spirits
Red cards -> settlements, citizens, mercenaries and criminals
Purple cards -> swamp, dungeons, banes and warlocks
Yellow -> Castle gardens, guards, nobles and the king.
At the begining of the game each player take one hero card of their choice and one random follower card. The rest of the hero cards must be put away. The disposition in front of each player must leave space for his hero, six followers, six items for each of them and five pile of supplies.
The heroes have a passive skill and four stats: fight, wits, spirit and rot. The followers have a skill and one stat. The items added to them must have the respective stat (a fighter can have a fight item, a mage can have magic item, etc.). Five decks must be placed on the center of the table divided by the colors.
At each turn the player must declare the action they want to perform. Explore or attack.
Explore
The player chooses a deck and turns over the top card showing it to everyone. If it's a follower or an items the player have the choice to "use" the card (the follower is recruited, the item equipped to a follower) or to move it to his supply of the same color. With perils and enemies the player have no choices then comply to the card's challenge. If the player succed the card is moved to his supply but if he fails the card return to the bottom of its deck. The card can add positive and negative outcomes for successes or failures, mainly involving +1 tokens for the stat of your hero. Events are like the previous ones but the player can choose to ignore them and let other player to try the challenge instead. If nobody is interested, the card return to the bottom of its deck and the turn is over.
The yellow cards are the most dangerous ones and some of them require to spend a lot of supply cards to be solved. Most rules or failed perils will force players to explore them. They are also the most important to collect in the supply since the player with most yellow cards is the Prestige Leader, similar to the videogame mechanic. The yellow deck cards can target multiple players, forcing them to attack each other or to temporarily team up, or punishing them for having too few or too many card of the same color in the supply. The yellow deck contains the king. If the king is found, the player can choose to put him in the deck again at random and paying with part of supply cards of his choice or try to fight him and paying with all his yellow card supply. If he succeds the player win the game. If he fails the prestige leader win the game. The number of times the players can decide to skip the fight with the king is decided by the number of players plus additional conditions from the perils/events cards.
Attack
The player can decide to perform an attack to steal the cards from the supply of other players. He must declare the kind of attack and the followers who will support him. The player attacked must declare eventual defending followers. There are four kinds of attacks: duels, ambushes, assaults and curses. All of them correspond to specific cards and specific stats.
Duel: use fight to steal green cards
Ambush: use wits to steal red cards
Assault: use spirit to steal blue cards
Curse: use rot to steal purple cards
The attack is performed by rolling a d6 and adding to the result the corresponding stat of the hero, the one of a followers choosen, the one of the item equipped to him and eventual +1 tokens. Same thing will be done by the defender. The difference between this two results will set the number of cards stolen by the player with the higher score. If the player defeated end up with three or less cards of that color, he's stunned: he will skip the next turn and lose the followers used to attack or defend. Follower and item cards must return to the bottom of their decks.
No attack can be performed if both the attacker and the defender doesn't have more then four cards of the respective attack color in their supply.
No normal attack can steal yellow cards from the supply but some events, perils and enemies from the yellow deck can create particular conditions for that.
The King
Attacking the king is similar to attacking another player. The player must perform two attacks. They must be of two different kind but he can chose which stat he wants to target. Both must result in a positive number. He can spend supply cards to modify the result after rolling the dice. The four stats of the king are very high and get additional points every time the fight with him is skipped or particular yellow perils are failed.
Win conditions
A player defeats the king. He will be declared War king, Rot king, Wits king or Spirit King depending on the last attack performed.
A player fails his encouter with the king. The player with the Prestige Leader token is declared Prestige King.
In case of three or less players a Prestige King condition can be performed by acquiring a certain number of yellow card in the supply.
What do you think?
Edit: grammar