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.
Classes
Automaton
The mechanical Automaton follows its directive to protect its allies at any cost. It's a simple character with only three actions, making it ideal for younger players or those still learning the game. But it loses advantages from the bonus six-action or triple dice.
Blood Mage
The unnatural Blood Mage manipulates the essence of life within all creatures. This character manipulates the health of others to support or attack. With massive health, it's a nice complement to the Death Strider.
Commander
The stalwart Commander leads the Guards with rallying battle cries and durable armor.
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.
Death Strider
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.
This is the second hardest character to play.
Hunter
The wild Hunter outmaneuvers and subdues any beast. It's a basic damage-dealer, like the Lancer.
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.
Lancer
The daring Lancer is eager to dive into any fray and never misses an opportunity to train. 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.
Medic
The collected Medic lifts any who fall injured in the chaos of battle. 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.
Sensei
The wizened Sensei finds strength through enlightenment. He gives other players XP with Feint and Instruct. Both these actions should be upgraded first to get the most value.
This is the second easiest character to play.
Stargazer
The Stargazer’s actions change depending on their current Light source. 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.
Always keep the first card upgraded ahead of the second or third card.
