So this corner baffles me a bit, and we've played four games with it now.
The Highlands is a good place to go when you start the game or need some Gold, The City is where you go to spend Gold, The Dungeon is where you go to boost your Strength/Craft once you can trounce the monsters, or go early and reap rewards even sooner at a bit of a risk.
Now the Woodlands....
Dark Fate is a fun PVP element added to the game, but I don't use it much as I would like to. I find using Light Fate still works to my advantage more. If I have a high Fate character I try and hold onto one Dark Fate, for the same reason I try and hold onto one Light Fate: The Reaper or an "I'm screwed" moment, usually consisting of an opponent landing on the wrong Place or Stranger. But I still find myself using Light Fate more, mainly to edge out fights where i'm behind in Strength or Craft by one or two. Once in a while I use it for movement, etc.
Dark Fate I don't find to be as pro-active. Yeah it effects the same exact rolls, but who cares if you make your opponent lose a battle, or re-roll his or her movement? It has circumstantial times where it's useful, but I find the same circumstances to be more beneficial when i'm using Light Fate to tweak my own rolls.
YMMV, would love to hear some opinions on this.
Okay the Destiny cards is what it's about and man are they powerful. I suppose in a way they are supposed to emulate the advanced classes of an older edition (sorry for the lack of correct lingo here I did not get a shot at playing the older editions) Pay close attention to The Wealthy, as I got this one game and I realized it has one particular advantage over the others. One NASTY advantage.
The characters are all good. The Spider Queen takes about half a game to get the hang of and deserves it's own thread. After you play her a bit you can start to see why she is good. I really want to like the Totem Warrior, after all he's a shirf off shield and axe berserker dude, but I feel like he's Alchemist lyte.
Now here is where I am lost.
The Woodlands Board, and the Deck.
Just stick a fork in my eye. You must be nuts to try and walk into this place. The Woodlands deck is full of nasty monsters and most of them Craft and Fatebound effects are enough that Death and his furball pal will want to stay away from faries. The board is also a bit punishing.
Then you have the Path mechanic.
Easy path? No Destiny reward. Hard path? Take a Destiny.
The trick here is to leave/re-enter until you get a path catered for you character, if one of the three options is not good enough.
Fatebound effects.... Heh. Well, let's just say going Lightbound, Darkbound, Unbound or Fateless makes no real difference. You will spend or lose fate and change that status every few turns even if you don't want to and more so in The Woodlands, between the spaces and card effects, so it's futile to try. Though it does bring up a bit of a boogyman aspect of gameplay while you try and decide if you want to change your status by spending your Fate. It also does not matter because the cards you draw are pretty random and so are the Fatebound effects that come with them. Never will you enjoy your Prophetess, Sage, Vampire Hunter or similar characters more, than in this region. Orb of Prophesy rules here.
Of special note is Mab's Lair. This controversial spot is asking for trouble. Strength 10, Craft 10 Boss. Add three to either one if you have a Destiny. The good news is she's near the bottom of the board, so you have to drudge through the punishing Woodlands deck and Region to get to her. But uhhh.....kill her and get a Destiny? Smash Mab before you Meet with Destiny every time (If you can) Leave the Woodlands with two destinies. If you can smash he twice in a row, why not? Three Destiny cards?....good luck running out of Fate with +3 Fate and 3 ways to gain it.
The items in the woodlands deck are great, down right amazing, like Oberon's Bow. Except...Fatebound effects make em' kind of frustrating to use.
So here is (Sadly) what my strategy has become with this Region: Avoid most of it
Find a way to get on hand teleportation. (Leprechaun, Kill Eagle King and get Arnkell, Magic Carpet, Teleport Spell) Teleport to Mab's Lair(If you can kill her) or Meeting with Destiny and pick up a Destiny, then get out. If you used Arnkell, there is a good chance it's waiting for you and you can rinse/repeat. (You may have to cycle some Paths to do this.)
I like this expansion quite a bit, but I'm not sure what the gains are for traversing the board.
What is your strategies with this expansion?