Beginner doctrine

Ex Sanguis Beginner Guide: Your First Winning Turn

Updated September 10, 20268 minEarly Access field guide
For a reliable first turn, identify the next dangerous enemy action, use timeline or positioning control before damage, keep an Ability Point reserve, and end with the squad protected from the following activation.

Ex Sanguis looks like a game about selecting attacks, but its real question is who gets to act, from where, and under what conditions. Damage matters only after that question is settled. The timeline shows the coming sequence; skills can accelerate allies, delay enemies, or swap positions in that order. Movement and forced facing change which attacks are safe. The arena adds explosives, fire and sight lines. Ability Points connect the entire sequence because the same resource that improves the current turn may be needed to adapt later.

This guide focuses on a repeatable decision loop. It deliberately avoids fixed damage numbers and “best skill” claims because the game is in Early Access and official playtest notes already show substantial balance changes.

Official Ex Sanguis combat screenshot showing Stillae, enemies, grid positions and the timeline
Begin with the entire board. Read the next actors, exposed tiles and target relationships before choosing a skill.Official press release ↗

1. Start with the next dangerous action

Do not begin by asking which ability deals the largest number. Read the timeline and find the first enemy activation that can meaningfully damage, disable or trap a Stilla. That activation is your problem statement.

Then ask three questions:

  • Can the enemy be defeated before it acts?
  • Can its activation be delayed until your team has moved?
  • Can position, facing, cover or line of sight make the action harmless?

If one answer is clearly cheaper than the others, it becomes the spine of the turn. This keeps you from spending several skills on unrelated targets and discovering that the original threat still acts next.

2. Apply control before damage

Control has compounding value when it comes early. A delay that moves an enemy behind two allied turns can create time for setup and a finishing strike. A knockback can place the same target beside a hazard while also opening a flank. Forced facing can protect one character and create a better attack angle for another.

This does not mean every turn needs an elaborate combo. It means the order should make sense. If an attack gains value from a target being exposed, displaced or delayed, create that condition first. If a target must die immediately, do not add decorative setup that costs more than it returns.

3. Treat Ability Points as flexibility

Ability Points, or AP, are more than fuel for a stronger action. They are permission to change the plan. Spending the last available point may be correct when it removes the only major threat or finishes a mission objective. It is dangerous when the payoff is merely extra damage on a target that was already controlled.

Before committing AP, name the benefit in a complete sentence: “This point prevents the next enemy activation,” “This point secures the environmental chain,” or “This point turns Burst Mode into a clean finish.” If you cannot describe a concrete change to the battle state, keep the point.

4. Use the arena as part of the squad

The official store description confirms explosive objects, ignitable elements and line-of-sight interactions. Read the floor before selecting a skill. A target beside an explosive is not just an enemy; it is an opportunity to turn one action into area pressure. A narrow angle can protect a wounded character. A knockback lane can be more important than raw range.

Environmental plans fail when players trigger the payoff before arranging targets. First align the enemy, then verify your own characters are clear, and only then ignite or detonate. If the chain leaves the squad exposed to the next timeline entry, it was not a complete plan.

5. End the turn by checking the next one

A turn is not finished when your actions are gone. It is finished when you understand what happens next. Scan the timeline again. Check the closest threats, facing and sight lines. Confirm whether a displaced enemy now threatens someone new. If you used Burst Mode, inspect what flexibility you traded for the extra sequence.

The best beginner habit is a ten-second end check: next actor, likely target, available cover, remaining AP, escape route. This catches more losses than memorizing an unstable tier list.

Common beginner mistakes

The first is attacking the nearest enemy instead of the next meaningful threat. The second is spending AP because the interface allows it, not because the battle state demands it. The third is using timeline control after damage, when the control could have enabled every action before it. The fourth is moving for a single flank while ignoring what the move exposes. The fifth is treating Burst Mode as a default damage button instead of a commitment tool.

When a turn collapses, reconstruct it in reverse. Which enemy action caused the problem? What condition allowed it? Which earlier AP spend or movement removed your answer? That review turns a failed run into a reusable rule.

What to learn next

Use the Turn Planner when a fight presents too many options. Read timeline control if enemies keep acting before your setup, or the Ability Points and Burst Mode guide if strong openings leave you helpless afterward.

Version note. Core systems here are confirmed by the official Steam store and developer updates. Exact skill costs, damage values and class balance can change during Early Access, so this page teaches a decision process rather than frozen numbers.