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You can either go really slow and count everything meticulously (hidden corruption meters especially encourage you to use pen and paper to avoid getting blindsided), go fast and quit to menu/reset battle if you miscount, or just accept the losses as a part of the gameplay.
It will reset current fight
When I fight against the Astrea triples, haha, no way. I have no freaking idea what is going to happen, in what order.
I have no doubt it is doable. One could even plot it out using a notebook or a spreadsheet, but heck no, I am not going to do that, and I lack the capacity to perform the same task mentally.
So my approach, horribly suboptimal, is to effectively ignore what the enemy is going to do unless I have die which can change enemy die to a face of my choice. Instead, I just focus on generic defence tactics. This means, for examples, favouring Barrier, favouring Barrier first on my champion, and then on sentinels (playing Hev) and then on the enemies.
Negatory, there is no preview of any kind.
Also, in contrast to Monster Train, Astrea battles have a lot of randomness. For examples, many units have die faces which apply corruption to a random target (friendly or enemy) and one Boss has a Reality Dysfunction which fires X times prior to its turn, hitting random targets (friendlies or enemies) each time. Given these, there is no way to predict the end-turn result reliably. Any preview system would have to do something like exclude the random elements OR show a mean result or something, and hence be partial at best.
Astrea has a number of ways to get those, but arguably less than Legends of Runeterra, and its prediction feature is a life-saver.
Main problem is that its a very complicated feature to implement.
Chose a strategy and try to build for it. I don't have many hours into the game yet (i played quite a bit the demo and only now i noticed the full game has been released), but for example with Hevelius i just did a run where i focused on keeping my sentinels alive and stacking auto-turret effect on them and light shield on me. It was EXTREMELY easy to win with this build.
With Sothis i went with building Relief and Affliction synergies. I focused mostly on getting dices that worked with this mechanic like the Searing Calamity++ (which i got 3) and Cleansing Conflagration+ which helped dealing damage. It was also a very easy run.
Don't fill your deck with dices that are not useful for your current strategy. Many dices may seem good, but depending on your current build adding more dices is just conter productive.
Also you should trim your deck by destroying most/all of the initial dices. Unless they fit really well into your strategy you should destroy them every time you have a chance. Those Inicial dices that have low purification values and a single 3 corruption side should be always deleted cause they are garbage.
This has been my experience - I ended up grabbing this (after I posted the above question) and it's been an absolute joy so far, and it's difficulty is spot on for me - I like games that can be "beat" on the first run without having to unlock any meta-goodies to stand a chance, and this is that in spades. It feels very doable even up to the act 2 boss, so almost every run is satisfying and you get to really explore a build before you lose (or win), and the more I play and the more I learn the systems and pitfalls, and ways to mitigate RNG, the more fun I have.
I like you can unlock more difficulties, because I'm comfortable on the default for now just making my way through the characters and unlocking stuff.