

Invisibility allows for some really fun/creative game play too. For the strength of the ability it's a bargain at 20 gold base. You'll be shocked (if you don't have the boots, and even sometimes with the boots, but less so) how often you are 1-2 tiles short of a key tile to either hit the enemy or apply some effect you were counting on or just take an important position to help minimize the damage taken by you/the party.īonus - Invisibility cloak - very strong chest slot item, can work on any class.


Stamina pots - try to use them when you have an odd number of cards in your hands, it essentially gives you one more turn in this case.īoots of Striding - they come off as kinda boring, but they will come in handy quite a bit (unless your class has great movement anyway, like scoundrel). Your deck is your stamina and it will drain overtime, no need to accelerate that unless it’s an emergency.Īs a follow up - items are important, which ones depends on the class, but some universal items that are key: Those are “in case of emergency break glass” type of abilities, not abilities to be used on normal mobs in the first room you enter, for the most part. Try to minimize your use of one time use /burn card abilities. The rules encourage you to not outright say what you’re doing before revealing your cards on a given turn, but either way you play, communicate once cards and initiatives are revealed. If it doesn’t say they will attack, they won’t attack that round.Ĭommunicate with your teammates on intention. If it doesn’t have a move symbol and number on them, they won’t move that round. A more efficient playstyle is by minimizing being hit by the enemy as much as possible (via stunning/ immobilizing/ disarming/ LoSing/muddling / cursing/ out ranging/ board positioning/ etc.) than by healing outright.īe cognizant of what enemy action cards say. Healing is not something you should focus on for the most part, it has its uses, but a dead enemy can do no damage that requires healing. They can be swishy but also have high damage and great board control.Ī spell weaver/cragheart/scoundrel is a strong starting group - can substitute brute for cragheart and mindthief for scoundrel also.ĭamage > Healing in the vast majority of cases. Mindthief is a personal favorite of mine. Scoundrel is a little easier than mindthief but both of those classes are incredibly strong characters once you get a good understanding of how they play and the general game rules. But overall cragheart is better than brute imo (and more enjoyable/ complex). Brute synergies better with mindtheif and scoundrel (Cragheart does a lot of splash aoe damage that can hurt melee allies). I would make sure at least one of you uses a tanky class (brute or cragheart) regardless of group size.

One character can be daunting enough while learning all of the rules. I don’t suggest running more than 1 character per person until you understand the rules.
