Categories
1 Threat Management (details)
This includes the initial threat level as set on the threat dial. The management usually represents reducing threat but in cooperative games it can include keeping one of the player’s threat high in order to protect others.
2 Willpower Strength (details)
There are exceptions to everything but accumulating willpower is usually a good thing in the game; and that means through heroes, allies, attachments or events.
3 Attack Strength (details)
As above, save for the attack values.
4 Defence Strength (details)
As above, save for the defence values.
5 Longevity, Healing and Safety (details)
This usually represents the number of hit points on your characters; increasing them through some rare means is one way to keep them safe as healing doesn’t always work; preventing characters from being damaged is also part of this.
6 Resource Acceleration and Management (details)
Not only providing more resources but their distribution also.
7 Card Draw and Player Deck Management (details)
This includes searching for cards and managing the order of the player’s deck.
8 Retrieval and Recycling (details)
Bringing cards back from the discard pile or using them repeatedly through other means.
9 Scouting and Encounter Deck Management (details)
Finding out what’s coming, and at its best preventing the worst of it from happening. Categories 10 to 15 are practically subcategories to this one, with some specific functions.
10 When Revealed Cancellation (details)
This hard to obtain luxury of preventing evil plots.
11 Shadow Cancellation (details)
Similar to the above, restricted to Combat.
12 Location Control (details)
Exploring locations out of the ordinary pattern.
13 Staging Area Attack (details)
A finesse of targeting enemies in their sanctuary.
14 Enemy Attack Prevention (details)
Keeping characters safe by not letting enemies strike.
15 Direct Damage (details)
Destroying enemies without the need of attacking them.
16 Action Advantage (details)
Keeping your characters ready to perform several actions, this includes default ability of some of them.
*17 Theme (details)
A slightly more subjective and not strategic category, though working with the theme can build beneficial strategic synergies.
This includes the initial threat level as set on the threat dial. The management usually represents reducing threat but in cooperative games it can include keeping one of the player’s threat high in order to protect others.
2 Willpower Strength (details)
There are exceptions to everything but accumulating willpower is usually a good thing in the game; and that means through heroes, allies, attachments or events.
3 Attack Strength (details)
As above, save for the attack values.
4 Defence Strength (details)
As above, save for the defence values.
5 Longevity, Healing and Safety (details)
This usually represents the number of hit points on your characters; increasing them through some rare means is one way to keep them safe as healing doesn’t always work; preventing characters from being damaged is also part of this.
6 Resource Acceleration and Management (details)
Not only providing more resources but their distribution also.
7 Card Draw and Player Deck Management (details)
This includes searching for cards and managing the order of the player’s deck.
8 Retrieval and Recycling (details)
Bringing cards back from the discard pile or using them repeatedly through other means.
9 Scouting and Encounter Deck Management (details)
Finding out what’s coming, and at its best preventing the worst of it from happening. Categories 10 to 15 are practically subcategories to this one, with some specific functions.
10 When Revealed Cancellation (details)
This hard to obtain luxury of preventing evil plots.
11 Shadow Cancellation (details)
Similar to the above, restricted to Combat.
12 Location Control (details)
Exploring locations out of the ordinary pattern.
13 Staging Area Attack (details)
A finesse of targeting enemies in their sanctuary.
14 Enemy Attack Prevention (details)
Keeping characters safe by not letting enemies strike.
15 Direct Damage (details)
Destroying enemies without the need of attacking them.
16 Action Advantage (details)
Keeping your characters ready to perform several actions, this includes default ability of some of them.
*17 Theme (details)
A slightly more subjective and not strategic category, though working with the theme can build beneficial strategic synergies.