Fur Coat can make a map look much safer than it really is. The marked rooms are the attraction, but the lines connecting them decide what you can collect. A mark on the other side of a fork is not a reward already in your pocket.
What the extra mark changes
The v0.110 beta patch raised Fur Coat's marked-combat count from seven to eight. Its defining effect makes enemies in the marked rooms start with one HP. The later v0.111 notes do not replace that change.
The Fur Coat database page contains the main-branch reference as well. A seven-room description there belongs to that baseline, not the current beta count.
The patch increases the number of marked opportunities. It does not promise that all eight sit on a single reachable path, or that a particular encounter you want to avoid will be marked.
Trace complete routes
Start from your current position and follow the legal connections. Count the marks you can actually visit on each candidate route, not every mark visible on the screen.
Then add the rest of the route back into the decision. Where are the useful shops and rest sites? Which unmarked fights lie between the marks? Does a branch force a dangerous encounter before you can recover or improve the deck?
For example, imagine one reachable branch offers three marks but no useful shop, while another offers two marks and a shop you can afford. Those are hypothetical map shapes, not a claim about a particular seed. The third mark is only better if its likely reward matters more than the purchase or removal available on the other route.
One HP still requires a valid turn
Low enemy HP is not the same as an automatic room clear. Check your opening hand, targeting requirements, and the current enemy effects. You still need a legal way to deal the necessary damage.
Do not build the entire route around drawing one specific card unless access is reliable. A hand with only setup and defense can waste time even in an easy room. Keep broadly useful damage available while improving the deck for harder encounters.
The map-pathing guide covers the wider tradeoff between reward density and the fights your deck can currently handle.
Spend the breathing room on the deck's weakness
A cheap combat is useful because it can leave more HP available for later decisions. It does not, by itself, fix weak damage, poor draw, or missing defense.
Take rewards according to the next meaningful obstacle. Passing an unnecessary card can preserve consistency. A relevant upgrade or removal may matter more than adding another speculative package simply because the recent rooms were easy.
If a shop is on the route, use the shop guide to identify the purchase that changes the next hard fight rather than spending because the run feels comfortable.
Recheck after each important reward
A strong reward can make an unmarked branch safer. A bad draw or unexpected damage can make recovery more important. Revisit the plan when those facts change.
Before the boss, assess the deck as though Fur Coat will not solve that encounter unless the actual game clearly shows otherwise. The boss preparation checklist is a better final test than the number of marked rooms you have already cleared.
