SHARPEN YOUR SWORDS. READY YOUR SPELLS. GATHER YOUR ALLIES.
The ruthless Queen Domianne rules the kingdom of Astelia with an iron fist, but an ancient prophecy has emerged which threatens her reign. The adventure starts in your humble village and eventually leads to the seat of Domianne's power, the peerless and ancient Tower of Greylock.
Adventure Tactics: Domianne's Tower is an encounter-based, campaign-driven, cooperative tactical combat game. Begin your journey as one of 5 Basic Classes and battle your way through a branching campaign where you choose your own path in an attempt to overthrow the evil Queen Domianne. With each encounter, you will level up and unlock over 15 Elite Classes, adding new actions, equipment, and abilities.
Will your team find the right combination of Classes and powers in time to stop Queen Domianne? Let the adventure begin!
—description from the publisher
- Engaging campaign progression with loot and destiny flavor
- Diverse class lineup enabling multiple playstyles (barbarian, necromancer, ranger, assassin, paladin)
- Tactical depth through initiative, cover, and dynamic enemy behavior
- Narrative hooks such as decrypted notes, visions, and house Griffin intrigue
- Rule complexity and occasional ambiguity about class features or timing
- The boss encounter (Ventus) is stat-heavy and demanding, which may be challenging for new players
- heroic fantasy quest with loot acquisition and destiny-driven narrative
- Fantasy campaign road trip to a capital city with dungeon-delving, political intrigue and faction houses
- campaign-driven, with loot, decryptable notes, visions, and boss encounters
- Final Fantasy V (as an analogue for the job-system style progression)
Mechanics (from transcript analysis)
- Combat: Dice — Each hero rolls a number of dice equal to total levels in all classes; results influence damage and success
- Cover and terrain — Terrain provides cover and influences damage, positioning and movement during combat
- Dice-based combat — Each hero rolls a number of dice equal to total levels in all classes; results influence damage and success
- Events — Encounter cards are drawn from a deck to trigger events and modifiers during travel or exploration
- initiative order — Combat uses an initiative sequence; enemies typically act first, shaping the round flow
- Loot and equipment — Loot draws grant items (weapons, armor) and perks that alter combat capabilities and survivability
- perks and class abilities — Character classes have unique abilities; some require actions or conditions to activate
- random encounters — Encounter cards are drawn from a deck to trigger events and modifiers during travel or exploration
Video topics + discussion points
Quotes (from this video)
- the blistering sun beats down on you as you travel the main road to barenyon the capital city
- arriving at the capital bareneon is a bustling metropolis where the streets are crowded
- we're character level three
- the decrypted note we can show lord ventus the note
- this one's going to be difficult i think but that is what we are doing
References (from this video)
- Provides tense, cinematic battles with high stakes
- Narrative progress via decrypted notes and story beats
- Distinct enemy types (e.g., wraiths) create varied threats
- Rule clarity can be challenging in a live narration
- High luck factor from dice can swing outcomes dramatically
- Complex systems may overwhelm newcomers
- Heroic cooperative dungeon crawl with decrypting clues and a narrative focus on the child bearer
- Fantasy kingdom under siege; rescue the child bearer amid goblin threats and a dark ritual
- Story-driven with decrypting notes, encrypted items, and a branching encounter progression
Mechanics (from transcript analysis)
- Area of effect and multi-target effects — Spells or abilities can affect multiple figures within a zone, influencing tactics
- Combat: Dice — Combat uses red, blue, and black dice to resolve attacks, damage, and special effects
- Deck/hand management — Players draw and manage a hand of actions and basic moves to perform in each turn
- Dice combat — Combat uses red, blue, and black dice to resolve attacks, damage, and special effects
- Escort/child bearer mechanic — A designated child bearer token must be protected or moved strategically to influence victory conditions
- hand management — Players draw and manage a hand of actions and basic moves to perform in each turn
- Initiative ordering — Rounds proceed according to an initiative order that determines who acts when
- Status effects and modifiers — Conditions like slow, net, and knockback alter movement and actions
Video topics + discussion points
Quotes (from this video)
- that was blooming ridiculous
- oh my god look at that
- it's getting tense
- beacon of light take the wraith that is first away from the child bearer and place it adjacent to the child bearer
- this is a big map actually