Keep track of what's in the Turn Deck. If you can predict where the cards will fall, you have an advantage, especially when Dire Enemies come into play.
The Coast is one of the most important regions because it allows you to instantly teleport you or another Defender to a different location for 1 Action Point.
The "All Defenders" card is a great way for each player to set up, reposition, or quickly secure a region. It's also a good opportunity for characters with low HP to retreat to the Capital City.
One side of the Desert allows you to "bury" cards (take them out of the Turn deck for that round). But you have to evaluate which cards are left, because you don't want to bury a Defender card.
Know where Dire Enemies are going to attack and cover those bases to stop them. If you let them through once, don't let them through twice. Plus blocking them gains you artifacts. Try to get each Defender equipped with one or two. Letting a region get hit so you can defend from a Dire Enemy is a good idea.
Don't ignore "destroyed" regions. The fact that they were destroyed means there are plenty of that region in the Turn deck. If not defended, the Capital City will quickly gain threat levels.
Be efficient with killing the Epic Foe. Defeating it in 1-2 turns is ideal. This means making the most of player abilities. This is a good point to use the Sacrifice action to gain extra Action Points.
