We review Adventure Tactics: Domianne’s Tower, published by Lietman Games. Adventure Tactics: Domianne’s Tower is a campaign-style dungeon crawler that will have players fighting evil bosses and leveling up their heroes.
The new hotness, as I type this and look at my shelves, is Oathsworn: Into the Deepwood. A huge box (or three) that contains a choose-your-own adventure story punctuated with a boss battle. There’s a reprint campaign for it as I type this and from my first two plays it’s a great game.
But wait, you’re probably thinking, isn’t this a review for Adventure Tactics: Domianne’s Tower?
Yes, yes it is. And that’s where I’m going to say that these games are similar in scope. So if waiting for the Deepwood or reading the story has you depressed, may I suggest taking a look at a vibrant alternative?
The story portions of Adventure Tactics are much shorter than Oathsworn with significantly less world building. And the combat engines are different. But they both use cards, have boss decks, are intimidating to sort, and have semi-colons in their names so they’re practically twins.
Adventure Tactics is a game for one or more players playing three to five characters in this campaign based tactical skirmish game.
Each character starts with one of the five starting classes: Archer, Cleric, Fighter, Rogue, or Wizard with each one having a unique class feature card and a deck constructed of several unique cards, and some basic movement and basic attack cards.
Each section of the game has some story and usually one or more choices to make that lead you to an encounter. The book even annotates if one of these is more difficult which is appreciated by someone who prefers a Care Bear-esque gaming life.
The campaign book
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