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1.
Move fighters around the game board on different levels
to allow more movement options.
2.
Have more than one fighter in play in case a fate has to
be applied. Do not risk moving a fighter on a roll of five
that cannot afford a fate of doom.
3.
Advance your fighters to upgraded starting positions to
avoid having to start over at the beginning if defeated
in battle. This will give the fighter a better position
when put back into play.
4.
Stop opposing fighters from reaching upgraded starting positions.
5.
Use fighters with long-ranged weapons to start battles out
of the range of opposing fighters that have short-ranged
weapons. The opposing fighters will likely miss a lot during
the battle.
6.
Be careful not to weaken the castle enough for an opponent
to defeat it and win the game.
7.
Put fighters in play into a starting position blocking opponent
fighters from reaching their stairway up to the inner square
if possible.
8.
Fighters with long ranged weapons or spells can shoot up
stairways at fighters within the inner square. This strategy
could be used to attempt to stop opposing fighters from
reaching Sanctuary.
9.
Be careful using a captured fighter because the fighter
may escape or be rescued by its original player.
10.
Use special skills such as Transport and Predatory Stalking
to advance your fighters further around the board.
11.
Attack weak characters with low health points remaining to gain easy upgrades. Characters with only one or two health points remaining after a battle are known as walking upgrades.
12."Leap
Frog" whenever your fighters are lined up to gain extra
movement. "Leap Frog" is a strategic move where
two or more fighters on the same team line up next to each
other and advance as a group. The fighter in the back jumps
over the entire group to a position in the front. This continues
for each movement of the die roll. Fighters that leap frog
cannot use their extra movement points and cannot make any
castle jumps on levels 2 and 3.
13.
Never give up. The fates can change the game around at any
time.
Advanced
Tips & Strategies
Ambush:
Pick a character that is slow, but has many hit points and
a character with a ranged attack. Get them both out after
your primary character, but hopefully before any other player's
character gets close to your starting position. Move both
of them down and around the first corner and up the first
flight of stairs. Place both characters near the top of
the first flight of stairs. Any time another player's character
moves into this area - and they will have to no matter which
path they choose - move your slow, high hp character in
to melee and use the ranged attack of your other character
(as appropriate) to slow them down or kill them. If either
character dies, they are very near the position they need
to be in to set up the next ambush and hopefully at least
one of the two characters will always be in position.
Rush:
Select one fast character and one medium speed character.
The other two characters do not really matter. Start with
the fastest character and move it along the first level.
Next get out one of your two final pick characters and get
it up to the third level. Next launch your medium character
and get it up to the second level. If you get a chance,
launch your fourth character and keep it near the starting
point for fate cards. Try to move all three characters around
the board together. This gives you three options for movement
for every roll. This should enable you to move all three
characters pretty evenly around the board. Even if two of
your characters get killed, you still have one more pushing
ahead. It should be quite difficult to stop all three characters.
If you want, you can move your fourth character into an
Ambush (see above) position to slow opponents.
Sprint:
Pick one extremely fast character. Stats do not matter other
than movement bonuses. Start that character at the beginning,
move them up to the second or third level immediately. When
moving, always seek to avoid other characters and to get
to the next quadrant. Launch another character when the
opportunity presents itself, but do not move them. Keep
them active only for fate cards.
Last
Stand: Keep one character with ranged attacks
near your starting point. If another player gets a character
onto the inner castle wall, harass them as much as possible
to keep them from entering. The downside to this is that
when you get your character up on that wall, all of the
other characters may be in position to do the same to you.
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