In Forgotten Souls when is the best time to activate the next room?

By Rodiger17, in Descent: Journeys in the Dark

When I have been playing, I have been trying to activate the next room as fast as possible, which usually ends up being the last activated hero opening the door with their first or second action. I have been wondering if this is the best strategy or not. The bonus of this is you do not draw a Peril Card and you don’t Advance Fate. The downside to this is usually the monsters in the room activate when it is drawn (depending on room), then that action counts as your turn so if there is a timer you advance it one then the monsters have a go again.

Another option would be to wait till the next turn to activate the room. The bonus of waiting till the next turn is that you can use any remaining actions to rest, or heal, or something beneficial to the team. Then on your next turn when you enter all your Heroes can use their actions and have a full go at the room before you advance the time by one. The downside is you have to draw a Peril Card and Advance Fate.

The Third option is half way though your Heroes turn, this would give you some attempt at having ago at the next room and avoid the Peril Card and Advancing Fate, but timing this I have found to be incredibly hard.

What do people think?

Assuming that Fate and Doom are not next to each other, and perhaps the Peril card that advances Doom has already been drawn, we typically allow Fate to drop and perform a peril card for the privilege of getting all of the party next to/near the door, as fully healthy as possible, and having rested to get back all fatigue.

In other words, we usually "waste" a turn to position ourselves appropriately, heal as much as possible, and recover fatigue.

Edited by any2cards

I didn't care so much about recovering fatigue until I got 2 or 3 rooms IN A ROW of "heroes cannot recover wound or fatigue except by standup and revive actions" or something like that.

I didn't care so much about recovering fatigue until I got 2 or 3 rooms IN A ROW of "heroes cannot recover wound or fatigue except by standup and revive actions" or something like that.

This is PRECISELY why we started making sure (assuming it was possible) that we were as healthy as was reasonable, and that we had the majority if not all of our fatigue before we opened a new door.

Nothing sucks more than getting a couple of rooms in a row where you can't do this, and then get to a main room where you absolutely need all of your fatigue to add to your movement to get to where you need to get.

I tend to move through rooms as quickly as possible trying not to get overwhelmed with monsters. Then its just a judgement call, but typically every 2 or 3 rooms I heal/ rest and take the fate hit depending on were the dial is

I think any2cards has the right idea, when it is not going to be that detrimental take the opportunity for a rest and heal and take the hit on the Peril Card and Fate, that Advance Doom by 1 Card is a killer. I find the biggest problem is not having enough Fatigue to use half of the abilities, and not enough actions to use one on a rest.

Played through with 4 Heroes last night with 'rest' turns and I managed to complete it. I definitely think this is the best strategy now.