Chapter I is simply a body to potentially fuel Chapter II, though a player might sacrifice a Rat or other tiny creature to tutor for a game-ending threat, which is the optimal move
Thank you for checking this list out, and I hope theres more than a 50/50 chance I see you in the next one
Hopefully, you'll have something much better to do on your turn, but if you're in a desperate spot, you might be able to use the chump blocker and the bonus card it provides to find a way out
Second WInd is a powerful opportunity to continue challenging or questing for lore
Condition markers are functionally very similar to damage counters
Cards that take too much damage are banished, though any damage sustained during a challenge remains until a card effect removes it