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Since an average (10 card) class has about 25 active rounds to get everything done (and less whenever you voluntarily discard to avoid damage or use a powerful ability) looting is part of your resource management, every move or loot action is part of your decision making as to how close you are going to come to failing the scenario.
As for moving to other rooms, mercenaries can move through doors on their turn, but some of the walls that have a door drawn in them represent the entrance you came in to the scenario from or are just scenery. Doors which lead to a faded outline of a room are real, typically scenarios see you having to explore every room and kill every enemy within.
This screenshot shows how unexplored rooms look. Just enter doors to areas that look like this to continue a scenario:
https://steamcommunity.com/sharedfiles/filedetails/?id=2634552332
You will sometimes need to choose between spending your limited time looting treasure and advancing.
Have you done the tutorial? It covers both looting and going through doors.
But even if I play in an (for me) optimal way, I die from exhaustion by the 3rd room of the 1st dungeon. WTF
the issue is, even if I never trade damage to burning cards, due to the mechanism alone
- you are FORCED to pull 2 cards at your beginning of the round, even if you only want to move or loot or rest
- the cards get discarded and in order to re-get them by a short or long rest, you are FORCED to burn a card
- only due to this, my Spellweaver and Tinkerer are exhausted by round 12-14 or so which makes room #3 impossible to win
This is no fun.
You need to exhaust your hand thoroughly before you rest. Go through all your cards before thinking to "re-get them".
Tinkerer has like 12 cards in hand, should last until round 6. Then you rest and burn 1, you retrieve 11 cards. There another 5 turns, you are at turn 11 with 1 card burn. How do you exhaust at turn 12?
Try playing like that and you'll finish missions with large hand size. When you get a better feel, consider burning 1 card per rest cycle.
Without burning (or restoring) cards Tinkerer can last for 36 rounds plus up to 11 long rest rounds before exhaustion.
with the Tinkerer it is easier now, but still if I take 3 allies the sheer amount of enemies in the starter dungeon is too much at room 3.
thanks, this is a little help, maybe I had to burn one or two cards before without knowing this.
Do you mean the Brute and Spellweaver, on normal difficulty?
To be fair, though, the first mission is notoriously challenging.