Quick winning principles
- Threat 49 = loss—keep below 40 when possible.
- Sphere balance: each sphere handles different encounter types.
- Quest stage racing: advance before threat spikes.
- Solo spirit for willpower, tactics for combat.
Ideal strategy
- 1
Threat curve: threat grows 1-2 per turn; at 40+, one bad encounter ends game. Thwart/location control threat.
- 2
Sphere balancing: Leadership for resources; Lore for draw; Spirit for willpower; Tactics for combat—mono-sphere fails.
- 3
Quest stage racing: advance quest when threat <35; waiting for perfect board state costs stages.
- 4
Willpower commitment: commit only enough willpower to advance—excess willpower wastes characters.
- 5
Encounter deck forecasting: count encounter cards; when 5 remain, threat spike likely—thwart before final 5.
- 6
Hero pairing: Eowyn (spirit willpower) + Legolas (tactics combat) covers quest + combat.