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Not sure what you are talking about. I have been playing with the tinkerer ALOT in two and four character games (all the way up to level 9) and haven't noticed that at all.
I need to traverse certain hallways insanely fast before I become exhausted.
There are "potions of stamina" which will give you back a discarded card - amazingly useful.
"Wound" effects are _great_ in this game. Doing DOTs is almost the most powerful thing it seems in the game.
There is a cloak (armor) of +4 movement called a blink coat you can get later in the game. It is very useful as well to skip movement by using the cloak initially and then giving you alternative methods of choice.
The importance of the use of items can not be overstated.
Re: resting, I don't think I've ever used Long Rest after my first dungeon. Pretty rare that you have the luxury of doing absolutely nothing during at turn.
Don't forget that even if you "die" of exhaustion, if your team wins, you keep your xp and goods.
I don’t think you are reading that card correctly. It’s to recover lost cards not discarded cards. So you can use those burn cards twice unlike any other class. If used correctly, play that card when you are down to 2 cards left, then you get all of your cards from the lost pile. It’s the reason spellweaver has low stamina.
I played Spellweaver on the board game and I HATED having to time my turns to where I would have a no-attack or useless turn just to burn the card. However, as someone else said, I started on Scoundrel (still my fav character) so anyone besides these two seem easy as far as card management.
I had one map load as a star, with the starting room in the center then 3 paths off of it. So every room cleared meant more backtracking. I just don't think the way the card burning mechanics work in this game that your card pool can tolerate backtracking.
I feel that there is a massive difference between any linearly generated map and any map with branching paths. One I generally complete with tons of cards left and no chance that I could lose, the other I'm scrambling to get enough move distance to just traverse before my card pool is nearly empty.
if you have 11 cards, you burn 1 for an action and 1 to recover, you know have 9, and lost 5 tourns where you would have had 10 cards, it hast to be somthing really worth it to burn 5 turns aerly on. If you have 8 cards and burn a card, that leaves you at 6 after recovery, you only lost 3 turns were you would have had 7 cards to play. Burning late hurts your longevity less and gives you powerfull options for the last scenario rooms were is now do or die. Hope it helps! (one exception to the rule is the spellwaver since she can recover all her lost cards once, she can burn cards more freely if they would do lots of damage early on, i usually burn 2 cards before the first recovery in partys of 3 characters).
Long resting seems more useful to me the later I am into a game. At this point a long rest is 2 points of healing from the rest, 2 points of virtual healing from bringing the shield back, an extra wound from bringing the sword back and 2 extra move from bringing the boots back. 2 move, 4 healing and inflict wound isn't a bad turn ;) At the start of the game where there are no items to refresh and there's no chance rerolling a bad short rest will blow up your level nine card the difference seemed less pronounced, but late game long rests are ace. The extra turn doesn't count against your limit for winning the level since you don't go through cards on the missed turn, but it is an extra turn for all enemies on the map to poke you - the trick is to time your long rests so you're taking them towards the end of a room when there's only a couple of monsters left vs taking them at the start of one where you'll suck up much more damage than the bonus healing.
Spellweaver is my favorite class. She and Mind Thief are amazing and have quite a bit of synergy to keep ice up. Mind Thief stuns everything, and Spellweaver (+ her ally) blows them up. SW can also stun as well once you get cold fire.
I love that I can use good cards and get them all back once (including cards I had to burn to rest). The recover card is great. It took me a while to get used to it, but now I love how it works, and I think figuring out the element effects along with using items wisely helped me understand the game better.
Some PRO tips:
-Look for guides for board game on how to play classes you have (most of them written by legendary author Gripeaway). This will give you basic understanding of what cards are good and what is trash.
-You will find that majority of actions you want to do are non-burn. My usual playstyle is: start by playing 1-2 cards that are active (like summons and buffs), then try to use non-burn cards only in first two rooms and finally dump all the strong burn actions in last room which is usually the room with most enemies. Spellweaver is an exception to this obviously.
-It might seem against common sense, but burning a card early is VERY DIFFERENT from burning it late. Basic approximation is that when you burn a card (this includes things like summons and most buffs), you lose X/2 turns of longevity where X is number of cards in your hand + discarded cards.
-Some classes/compositions are stronger than others. Four men squad is easier than two men if you have the right tools and AOE.
-You might want to try Spellweaver+Elementalist+Cragheart+Tinkerer. I tried this yesterday and finished the scenario with about half of the cards remaining. This combination seemed very OP. But it was kinda hard to coordinate as elementalist needs special care in terms of planning the elements for current/next turn.
-Try to avoid healing in combat. The way this game is designed, doing damage early have similar effect to healing. When you kill enemy before its turn, there is no one to hurt you.
-When opening new rooms, I personally dont have problem to waste turn or two just for the party to gather at doors and be fully prepared for explosive entrance. Long rest is your friend in those situations.
-When playing AOE characters like spellweaver, good trick is usually jump into the middle of action on late initiative and then start next turn with low initiative. This basically gives you two AOE spells in a row with minimal chance of enemy catching you in between.
-Similar with invisibility, timing is also important. You use it on early initiative and second turn you play with high initiative. This way you get immune for two turns. Yes, invisibility here = immunity since unlike other games, you cant attack when invisible and it wont get cancelled. And there isnt many ways for monsters to reveal/harm you either when invisible.
-The keyword SUFFER goes through block. Which is handy against high armored units. Cragheart has lots of those attacks.
-From items, goggles and +X move boots are staple. But I might even consider getting no items and start enhancing cards right from start.
Tinkerer and the mage can generally run out and die halfway through, even in the first dungeon, though you keep your XP if you 'die', and they become quite powerful later on.
I'm not sure how it works in this game, but in the board game you get XP for using certain skills, and you get to keep them, so you can just keep grinding scenarios and accumulating it till suddenly you're not getting exhausted quite as fast :D
I'm also wondering if this will eventually mimic the board game where you can just randomly generate quests and dungeons forever if you want, outside of the main campaign