General
Don't rush. Kill monsters when their breach is at 1 or 2. If 2 and you have the choice, only kill it if it will incapacitate 2 or more guards next turn.
When possible, choose an action with the same Peril as a teammate to split the damage. If the monster's attack is rounded down, that makes the best use of armor.
Plan which card to upgrade and when. The first card increases health. The second card increases armor. The third increases XP gained. It's usually best to increase your XP reward early, but only once.
Armor alone isn't worth upgrading a card for. Upgrading health or armor can be used to survive a round.
Guard Classes
The different Guards that players can select will excel in different scenarios and complement one another. Their different actions and attributes influence how players will contribute, so the following descriptions can help players choose which Guard best fits their play style. These Guards are roughly organized by increasing complexity, though all are strong. New players may wish to begin with Guards earlier in the list, while experienced players may appreciate the added complexity of later ones.
Lancer
The daring Lancer is eager to dive into any fray and never misses an opportunity to train. Deliver high and consistent Damage to monsters and improve your allies’ capabilities. With high armor and strong attack, this is a great character for beginners. His best action to upgrade is Spar, which gives other players XP. Examine your teammates to figure out which of their actions are the best to upgrade. This character is best when used to protect allies with low defense, like the Medic, Blood Mage, and Death Strider.
- 9/10/11/12 health, 0/1/1/2 armor, 2/3/4/5 experience
- 1: Spear (Deal 2/3/5/7 damage. 3 peril. 2/4/7 to upgrade.)
- 2: Charge (Deal 4/6/8/10 damage. 4 peril. 2/4/7 to upgrade.)
- 3: Treat Wounds (Heal 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)
- 4: Spar (You/You/You/Any player gain 1/1/1/2 experience. Another player gains 1/1/2/2 experience. 2 peril. 2/4/7 to upgrade.)
- 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
- 6: Jab (Deal 1/1/2/4 damage. 1 peril. 3/5/7 to upgrade.)
Medic
The collected Medic lifts any who fall injured in the chaos of battle. Tend to the Wounds of your allies, but don’t underestimate your ability to permanently weaken monsters. This is the white mage--low attack and defense but able to debuff monsters and heal teammates. It's a good all-around character to play, whether upgraded or not.
- 6/7/9/10 health, 0/0/1/1 armor, 2/3/4/5 experience
- 1: Acid Vial (Deal 1/3/4/6 damage. 2 peril. 2/4/7 to upgrade.)
- 2: Spray Poison (Deal 1/2/2/3 damage. Reduce its attack by 1/1/1/2. 2 peril. 2/4/7 to upgrade.)
- 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)
- 4: Distribute Bandages (All players heal 1/2/2/3 wounds. 1 peril. 2/4/7 to upgrade.)
- 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
- 6: Triage (A player heals 1/1/2/4 wounds. 1 peril. 3/5/7 to upgrade.)
Sensei
The wizened Sensei finds strength through enlightenment. Gain Experience as you unravel monsters’ strategies, then pass it on to your allies and weave illusions to trick monsters. He gives other players XP with Feint and Instruct. Both these actions should be upgraded first to get the most value.
- 6/7/9/10 health, 1/1/2/2 armor, 2/3/4/5 experience
- 1: Fists (Deal 2/3/4/6 damage. 3 peril. 2/4/7 to upgrade.)
- 2: Feint (Deal 1/2/2/3 damage and gain 1/1/2/2 experience. 2 peril. 2/4/7 to upgrade.)
- 3: Treat Wounds (Heal 4/5/6/6 wounds. 0 peril. 2/4/7 to upgrade.)
- 4: Create Illusion (Divide its attack as if there are 2 players/+1 player/+1 player/+2 players at each attacked peril this round. 1 peril. 2/4/7 to upgrade.)
- 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
- 6: Instruct (1/1/2/All other players gains 1 experience. 1 peril. 3/5/7 to upgrade.)
Blood Mage
The unnatural Blood Mage manipulates the essence of life within all creatures. Use your massive Health to absorb Wounds from your allies, then heal yourself by draining the monsters.
- 9/12/15/18 health, 0/0/0/0 armor, 2/3/4/5 experience
- 1: Knife (Deal 1/3/5/7 damage. 2 peril. 2/4/7 to upgrade.)
- 2: Drain Life (Deal 1/2/3/4 damage. Heal 1/2/3/4 wounds. 3 peril. 2/4/7 to upgrade.)
- 3: Treat Wounds (Heal 7/9/12/14 wounds. 0 peril. 2/4/7 to upgrade.)
- 4: Sacrifice (Take up to 3/6/9/12 wounds from the other players. Gain 0/1/1/1 experience per 4 wounds taken. 1 peril. 2/4/7 to upgrade.)
- 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
- 6: Transfuse (Take up to 2/2/3/5 wounds from another player. Heal 0/0/0/2 wounds. 1 peril. 3/5/7 to upgrade.)
Hunter
The wild Hunter outmaneuvers and subdues any beast. Enrage monsters to slow their advance and weaken them with snares and venom. This character's most powerful ability is Provoke, which lowers the monster's breach but increases their attack strength (although other actions can reduce it). Upgrading Provoke fully can remove that attack increase.
- 7/9/10/12 health, 0/0/1/1 armor, 2/3/4/5 experience
- 1: Bow (Deal 2/3/5/6 damage. 2 peril. 2/4/7 to upgrade.)
- 2: Envenom (Deal 1/2/3/4 damage and reduce its attack by 1/2/3/4 this round. 3 peril. 2/4/7 to upgrade.)
- 3: Treat Wounds (Heal 4/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)
- 4: Provoke (Increase breach by 1 and its attack by 2/1/1/1. 4 peril. 2/4/7 to upgrade.)
- 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
- 6: Ensnare (Reduce its attack by 1/2/2/4 this round. 1 peril. 3/5/7 to upgrade.)
Death Strider
The tormented Death Strider walks the line between life and death, channeling pain into great power. Grow stronger offensively and defensively as you accumulate Wounds, but beware pushing yourself too far. Like a Dark Knight, this character gains strength the more damage it takes. But too much damage means it will be incapacitated and lose a turn. Its most powerful action is Share Wounds. At max level, it does 3 damage to yourself and 6 to the monster. Alternatively, upgrade Scythe which is a nice basic attack. Embrace Pain is mediocre against some monsters, but extremely effective against others.
- 8/10/12/14 health, 0/1/1/2 armor, 2/3/4/5 experience
- 1: Scythe (Deal 2/3/5/7 damage. 2 peril. 2/4/7 to upgrade.)
- 2: Reciprocate (Deal damage equal to your number of wounds, to a maximum of 3/5/8/10. 3 peril. 2/4/7 to upgrade.)
- 3: Treat Wounds (Heal up to 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)
- 4: Embrace Pain (This round your armor is equal to your number of wounds, to a maximum of 3/5/8/10. 4 peril. 2/4/7 to upgrade.)
- 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
- 6: Share Wounds (Gain up to 2/2/3/3 wounds and deal 1/1/1/2 times the number of wounds taken. 1 peril. 3/5/7 to upgrade.)
Commander
The stalwart Commander leads the Guards with rallying battle cries and durable armor. Carefully consider the positions of your allies for the greatest effect, then order them to act during your turn. The "...Now!" action lets you invoke the six-action of another Guard at the same Peril level (or more, if upgraded). This is most effective when other players upgrade their six-action. Consider where your teammates are in the Peril track, then choose which action to invoke appropriately.
- 7/8/9/10 health, 1/2/2/3 armor, 2/3/4/5 experience
- 1: Sword (Deal 1/3/4/6 damage. 3 peril. 2/4/7 to upgrade.)
- 2: "For Glory!" (After all other actions, choose your peril. Deal 1/2/3/4 damage per other player with that peril. 2/4/7 to upgrade.)
- 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)
- 4: "Form Ranks!" (After all other actions, choose your peril. All other players with that peril gain 1/1/2/2 armor this round. 2/4/7 to upgrade.)
- 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
- 6: "... Now!" (After all other actions, choose another player with a difference of at most 0/0/1/4 peril. They take a 6 action. 1 peril. 3/5/7 to upgrade.)
Stargazer
The mysterious Stargazer draws upon the light of the cosmos to harm and illuminate. Switch between burning Solar (Yellow Sun) Light and soothing Lunar (Purple Moon) Light to overcome any challenge.
The Stargazer’s actions change depending on their current Light source. Track your current Light source (beginning with Solar) using the Light token. The sun grants higher attack damage. The moon grants more support. Staying in the sun most of the time is best, except at the start of a fight when you can reduce the enemy's attack by 2 with the lunar Flare. It's the most difficult character to play. The Illuminate action is the most powerful. The solar side lets you give XP to others. The lunar side lets you heal other players. It should be the first to be upgraded and used frequently.
- 7/8/10/11 health, 0/0/1/1 armor, 2/3/4/5 experience
- 1: Scepter (Deal 2/3/4/6 damage. 2 peril. 2/4/7 to upgrade.)
- 2: Flare (Deal 4/6/7/9 damage and gain 1/1/2/2 wounds if solar. Reduce monster's attack by 1/1/2/2 if lunar. 3 peril. 2/4/7 to upgrade.)
- 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)
- 4: Illuminate (One player gain 1/2/2/3 experience and 1/2/2/3 wounds if solar. Heal 3/5/7/9 wounds from a player if lunar. 2 peril. 2/4/7 to upgrade.)
- 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
- 6: Eclipse (Deal 1/1/2/3 damage if solar. A player gain 1/1/2/3 armor this round if lunar. Change light source. 1 peril. 3/5/7 to upgrade.)
Automaton
The mechanical Automaton follows its directive to protect its allies at any cost. This Guard is a greatly simplified character with only three actions, and it loses advantages from the bonus six-action or triple dice, making it only useful for younger players, those still learning the game, those who want an easier time making decisions, or those seeking an extreme challenge.
- 7/8/10/11 health, 0/1/2/3 armor, 2/3/4/5 experience
- 1-2: Crossbow (Deal 2/4/5/7 damage. 2 peril. 2/4/7 to upgrade.)
- 3-4: Repair (Heal 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)
- 5-6: Upgrade (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)
