![]() Speaking about favors: Collect them! Almost every hero will benefit from burning 1-2 bad cards (done outside of battle) and having some to spare for a timely sabotage, block or card draw will save you more then once. A room with a favor in it or a lvl 3 monster you’re strong against is much more valuable to place at this point. do nothing more than guide your hero’s movement. If you’ve capped your treasure income for a level (which you do fast in the early game) candles etc. This trumps the advice above meaning it’s better to place a level 2 monster you’re strong against than a level 3 monster you might die against even when your hero is level 3 or 4. If your only options are monsters your hero struggle against, simply don’t place one. my Ranger generally sucks against spell casters). Learn which monsters your hero is strong against (e.g. If you’re knocked down to 0 HP a heal card will still trigger even though it’s technically played after you were killed and thus revive you.Īim to fight one lvl 1 monster then one lvl 2 and then just lvl 3s as lvl 3 loot is much stronger. Your hero moves 2 tiles per round but will stop if encountering an unexplored tile (fog), a monster or something to pick up. Also the card a single “+1” in an attribute will add is pretty crappy so take this into account when picking loot, especially late in a dungeon. “Fire” for spell casters) rather than getting as many attribute points as possible overall. The higher level ones are much stronger so focus on maxing out a few attributes that synergize well with your hero (e.g. “Fire” or “Blade”) adds one unique card to your deck up to level 4 in that ability. ![]() One exception to this could be if you know the monster’s next attack may otherwise discard your quick attack and it’s the most powerful card in your hand… but this also depends on how the fight is going overall (see playing at an advantage/disadvantage further up).Įach level in an attribute (e.g. Save your quick attacks until the finishing blow if you don’t have a very good reason to do otherwise. So (almost) never pick loot that will give you cards that don’t synergize with your hero. Remember the first rule of deck building: The fewer cards you have in your deck, the quicker you’ll get to your deck’s game changing cards. The more your cards and abilities feed off each other the more powerful your character generally is. Related to that: Always focus on synergy. blocking with the Bruiser or heavy physical attacks with the Ranger) is generally more powerful than trying to adapt to a certain enemy’s weakness. Picking loot that synergizes with your hero’s preferred play style (e.g. More cards in hand also mean you’re less affected by “Stupidity” which may affect your choice of loot. The more cards you can to pick from the better you can mitigate bad luck and the better you can plan ahead.
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