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Why do you say it is miserable? It is one of the better tutorials designed for a digital version of a board game. I applaud the developers for creating it, and hope the add the improvements that have been suggested.
Sure, the tutorial has a puzzly aspect to it, but it's trying to teach you specific things and wants you to find a way to accomplish them. The game opens up greatly once you get your team together.
It will never be a full blown RPG. It's a board game that will have a massive campaign. You level up your dudes (get more cards and actions), find and equip loot, and a few other things. But, that's the game. It's not a puzzle game. It's a very tactical turn-based combat oriented game. There are always many ways to win fights and succeed, but the tutorial does have some specific puzzles to accomplish.
If they fail to solve the puzzle, they don't really understand the nature of the beast and need to reread and try again.
It IS an RPG game. it just uses puzzles to teach you the basics. ;) It's certainly NOT an easy game for people to pick up and play, expecially if they haven't played the board game first.
But, I do think they should also have an option to skip all the introductory tutorial stuff, and let players have the option to skip all that and just start the game with their full guild and get started exploring in the main game.
That would be the best of both worlds. Give an option to skip the tutorial if someone wants to.
There really needs to be a gap between teaching one the UI and basics in order to play, and the 'you have two turns to do pretty much the exact moves you need to to pass' puzzle tutorials. Yes, the latter does teach you things, but what you really need is an experimental phase (say, have all cards available to beat up two enemies, the goal is to win by whatever means one likes) to bridge the gap between 'here's the basics to play' and 'here's some specific mechanics, such as retaliate, disadvantaged attacks).
Honestly, some of these puzzles could be replaced with a far more open scenario with just tutorial messages on some basics of how a card works when played. You learn chess not by doing puzzles, but by going against an weak opponent / friend who is pretty much letting you win, and telling you the validity of moves as you play them.
Just to let them know that the game will open up a bit after the tutorial.
On the tutorial: I would have really REALLY liked a quick reload/redo for the mission. (I understand that it replays in case you missed the clue given) but it was frustrating if you mistakenly clicked the wrong action and then had to do the entire thing over.
Devs! You are doing an amazing job please keep up the good work!
I think the other posters make good points but as a completely new player, I'd prefer the approach you outline. Lots of theory with rigid solutions isn't much fun for me. Spot-on with the chess analogy.
Seriously, skip the tutorial once you can move around and select cards and rest. The game is a fun turn based strategy, but you don't need to understand every detail. Turn it on easy, and play until you're comfortable. Outside the tutorial, losing isn't even losing as you keep the things you picked up during the level (gold, items, etc) and consumables don't get consumed... all you lose is the time you put in (if things are going badly in a dungeon, you can abandon the main objective and just grab all the loot about as damage limitation).
After several hours, you may want to revisit that tutorial to see if it teaches you anything at that stage, but I still firmly believe that there should be a tutorial gap between teaching you the UI and basic gameplay vs the little nuances (modifer decks, etc).
Your biggest challenge during the first few games will be 'stamina' management. To which the advice of 'avoid using burn cards during combat unless really needed' is the best piece of beginner advise I can give.
Its all really badly thought out and likely killing sales of this game - especially given the posts in this forum asking for refund due to bad tutorial.