Scouting reveals what is in the next room. Surprise rounds from scouting win fights before they start.
Why this matters
An ambush wrecks a party before it acts. Scouting is the cheapest insurance in the game.
Step-by-step
- Always scout before entering a room.
- Check the party’s scouting chance before moving.
- Bring heroes or trinkets that boost scouting.
- Use surprise rounds to kill one enemy free.
- Retreat from rooms with too many enemies.
- Scout even when the party is healthy.
- Treat every unscoutable room as dangerous.
Tips
- Scout every room, every run
- Surprise rounds are free kills
- Low light raises ambush risk
- Retreat from bad rooms — loot is not worth a wipe
Common mistakes
- Walking into rooms blind
- Ignoring scouting chance
- Fighting every ambush instead of retreating
- Skipping scouts when the party feels strong
Practical notes
Scout to reveal the room and gain the first turn, so invest in a scout hero or a torch. Surprise wins the opener. Act first with a stun or a guard. A read room turns the ambush around. Invest in a scout or high torch for the first turn.
Scout to reveal the room and gain the first turn, because the opener often decides the fight. Invest in a scout hero or keep torch high enough to reveal enemy positions before you commit. Act first with a stun or a guard so the enemy never lands its intended opening hit. A read room turns a potential ambush into an attack you chose to make.