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Don't rush the kills. You want to kill ennemies when the breach is at level 1 or 2. When it is at level 2 and you have the choice to kill it or not, I suggest you to kill it only if there will be 2 or less person alive next turn if you don't kill it or if it will be too high in health.
== 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, split the damage by going to the same peril as a teammate. That make his attack be rounded down and make the armor of all players in the highest peril be utlised.
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.


Upgrades - consider carefully which sheet you want to upgrade, and at which time. First sheet increases HP pool. Second sheet increases Armor. Third sheet increases XP gain for killing monsters. You usually want to upgrade your third sheet once early (level 1 or 2) because it increase the gain of xp per kill from 1 to 2. If you didn't upgraded it, you have the possibility to never upgrade it the whole game.
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: armor is usually not good. It's positive don't get me wrong, but you don't usually upgrade a card for it's armor (check one exception right below). But against some enemies (gain hp equal to damage dealt & reduce healing by half), this is absolutely great.
Armor alone isn't worth upgrading a card for. Upgrading health or armor can be used to survive a round.  


Hp: upgrading hp and armor can be used to survive the following round. This require concentration each turn but can be really powerful.
== 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.




'''Stargazer:'''


This character is the hardest to play. You want to upgrade it levels 3-2-2 (or 2-2-1).
''''' <u>Lancer</u> '''''


Sun give you more damage, moon give you support.
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.


The 4 dice is the most powerful by far. It let you give experience to others. Upgrade it first and spam the sun of it. For that reason, you don't want to goes to moon early.
* 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.)<br />


You usually want to stay sun to be able to deal damage if needed. Exception being at the start of a fight where being able to play a 2 early can reduce the attack of an ennemy by 2 which is great.
''''' <u>Medic</u> '''''


Upgrading the second sheet let you be able to heal others. In rare cases, that can be great.
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.)<br />


'''Death strider:'''
''''' <u>Sensei</u> '''''


This is the second hardest character.
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.


The most powerful ability is the 6 maxed. It let you do 3 damage to yourself and deal 6 damage to the opponent. The problem is that it require ton of xp, and in many games you can't rush it.
* 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.)<br />
''''' <u>Blood Mage</u> '''''


Alternatively, you can upgrade the 1 ability which is the main utility since he deal ton of damage.
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.


When you got heal, try to stay at a number of wounds equal to the 1 ability.
* 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.)<br />


The 4 ability is meh, but again some ennemies make it great.
''''' <u>Hunter</u> '''''


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.


'''Commander:'''
* 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.)<br />


This character add complexity to the whole team.
''''' <u>Death Strider</u> '''''


His 6 let you use the 6 ability of others, which increase the value for the other player to upgrade their own 6.
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.)


'''Hunter:'''


The best character. His most powerful ability is the 4 which increase the breach. Upgrading it once is great.
'''''<u>Commander</u> '''''


Then if you get 12 more xp you can upgrade it two more to instead of making it gain 1 attack will make him lose 1 attack. But in my opinion, it's usually bad. If you roll that 4, you will get more turns to kill the ennemy, which mean you are already in a good shape. On the other hand, if you don't roll 4, you will be in a pretty bad shape, especially if the team spent ressources to upgrade that 4.
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.)<br />


'''Medic:'''
''''' <u>Stargazer</u> '''''


Medic work pretty well with low and high experience.
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.


With low experience, you got access to a debuff with 2, and an aoe (area of effect) heal with 4.
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.


With high experience, you got a 6 which can heal for 4 which is great, and a stronger debuff with 2.
* 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.)<br />
''''' <u>Automaton</u> '''''


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.   


'''Sensei:'''
* 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.)
The second best character. He gives experience to everyone.
* 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.)
Level up first and third sheet to gain the most experience and be able to level the whole team.
 
It's often a good idea to give him experience early to make him be able to give that experience back faster.
 
 
'''Lancer:'''
 
The lancer is good all around and simple to learn. Recommended for your first game.
 
He doesn't have targeted healing or much support, but he can spar (4) to give experience where it's needed. Remember to look at your allies' dice, sheet levels, and experience to see if they might benefit from having extra experience to level up before their action.
 
He has more armor than just about any other character, so don't be afraid to get in the front line to keep your squishier allies alive (especially if you have a medic or blood mage).
 
He has high damage at the cost of not having fancy things to do alongside the damage. It might be the boring option to upgrade, but more damage is more damage.
 
 
 
'''Blood mage:'''
 
Soon.

Latest revision as of 22:02, 29 December 2025

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.)