Over the weekend my two teen daughters (18 and 15) played our first Act II quest--Monsters Hoard, which they had chosen by virtue of (barely) winning the interlude. They desperately wanted Trueshot.
In encounter I, they made a horrific decision of trying to turtle around Frederick to protect him while my golems and merroids just battered them. In the end, they lost and their heroes were in bad shape.
We started encounter II and within 2 rounds they were going nowhere and feeling frustrated. So we restarted (I would prefer a good game to an easy win) and gave them back all of their health. They got the first two close search tokens rather fast (no luck on Trueshot) while their two fighter heroes rode the drop-stand-drop-stand merry-go-round with a couple spiders and an elemental while Jain tried to reach the far search token (Trueshot) only to be dropped by two spiders and a goblin archer reinforcement. Since they lost encounter I, they couldn't use the transports, so that made trucking reinforcements over there easy. All of this happened in about 3 rounds and the outlook was bleak.
While I am competitive and want to win, the reality is that I have been playing board games, war games, D&D for 35+ years and they are relatively new, so I want to hook them not discourage them. Given that, should I have restarted the quest back at the first encounter and let them learn from that mistake? Any advice?--because I want them to enjoy the game because I long to spend all of my discretionary money on expansions!
The epilogue to all of this is that we played out encounter II, they lost Trueshot but, realizing they could not get it in time, they snagged the remaining two search tokens and got an Act II card from one and the money they used to buy a "grinding ax" that they both drooled over. So, in the end, I was trying to show them how they actually fared quite well considering the early devastating choice...but that didn't liven them up much.