Ask one thing before taking a reward
Can this team use this card when the target that matters shows up? In Montabi, cards and position belong to the same decision. A modest card that keeps everyone moving is often better than a huge hit from the wrong square.


What the reward should do
- Get someone into range or open a safe lane.
- Keep the Trainer alive when the hand is awkward.
- Turn a good position into damage.
- Set up a card in another Montabi's hand.
A quick reward test
- Can the current team play this card from its usual squares?
- Does it solve a problem the deck already has?
- Does it make another card or teammate more consistent?
- Would taking it make the hand harder to use next fight?
The range-and-movement trap
Player feedback at launch repeatedly points to range, movement and positioning as the learning curve. Treat that as a deckbuilding problem, not merely an execution problem. If your best turns require perfect spacing but your cards cannot create that spacing, add access before adding more payoff.
Keep the team readable
Early on, skip effects that pull the team in a new direction. Give each Montabi a job and keep rewards that support it. You will see much faster why a run is failing.
When you are not sure
Choose the option that leaves the most playable next turn: a safer lane, a reachable target, a protected Trainer or a card that makes the existing plan more consistent. The spectacular reward can wait until the rest of the run can support it.