Incognito wrote: Finally, teamwork and tactics is often crucial. There have been plenty of tokened out players who have been devoured because they couldn't work together or adapt to a monster's strategy. And there have been lots of players with relatively few tokens who have succeeded because they exceled in this area.
I second this. Tactics aren't something you really need to worry about in the main dungeon, where everyone is wailing on one combat board... but in Grind, tactics are a significant part of the game.
This starts in the Coaching room - Do you actually assemble a good mix of classes? Do you have enough Healers, do you have a good Tank, do you have some guys who can deal out DPS? Are there builds specializing in Ranged, and builds for Melee? Do you have someone with a really good To-Hit (preferably equipped with a Cestus of Sundering)?
Once you get into the Grind room, and face multiple combat tables, do you foolishly put all the healers on one side of the room and all the fighters on the other? Because that's just asking for trouble if a chasm opens up in the room, splitting the party.
When facing monsters with special powers or defenses, do you bring the right players to the right tables to attack them? Having the cleric with a blunt weapon trying to bash in the Plant monster, and the Rapier-wielding Fighter attacking the Skeletons, is a poor choice.. but I've seen that sort of thing happen. Communication is important, so the party plays to its strengths.
Having access to a variety of consumables is also important. Grind is a TD anomaly in that we actually encourage players to take their bags into the dungeon. We're all in one room, so you can take your backpack in, and set it in the corner for an hour. We've usually got a table specifically set aside for players to lay out binders & token organizers. And, if you *remember* you've got a token to deal with a specific problem (Paralysis? Petrification? Curses? Disease?) you can grab it - and then make sure you use it on the *right* player, or the one with the best chance of helping others return to the fight.
Oh, and protect your Bard. Monsters have been known to target the Bard, to remove the +2/+4 bonus. Or remove the Instrument. Or the limbs which are playing it. Grind monsters are nasty that way.