Read the whole turn
Each of the three champions normally moves once before the Astrals act. Moving automatically attacks at the destination. Plan the three moves together, because passing through units swaps their positions.
Plan a turn, manage enemy targets, spend scrolls and choose upgrades that support repeatable actions.

Each of the three champions normally moves once before the Astrals act. Moving automatically attacks at the destination. Plan the three moves together, because passing through units swaps their positions.
Astrals normally attack the nearest champion at the end of the turn, with unlimited range. Inspect exceptions such as Ghost before using distance as protection. Shift enemies and allies to direct attacks toward a champion who can survive them.
Minions arrive at the start of a turn and support the Astrals. Defeating every Astral wins the battle. Clear minions when they interfere with your plan; do not let optional cleanup delay a decisive Astral kill.
Champions fully heal between battles in camp. Battle performance awards experience; filling the experience bar grants a level and new abilities. Claim camp rewards to move on. Pick passives that support actions your team can repeat.
Scrolls cast map-wide spells; preview their effects before using them. The final battle of a region rewards a Zodiac, an alternate move available once per battle. One champion receives it at random.
The hourglass in the top right resets the current turn once per battle. Use it after discovering an interaction that changes the entire turn, then revise the move sequence instead of repeating the same line.