The Final Battle of Adventure Tactics: Domianne’s Tower
Experience the exciting conclusion to the Adventure Tactics: Domianne’s Tower campaign from the top floor with the heroes.
This was it! I had a number of excellent scenario victories to build off of as I set my sights on the final confrontation in Adventure Tactics: Domianne’s Tower. My heroes had fully leveled up a few battles before, which gave me a chance to figure out their very specific strengths. But there was no time to think… Queen Domianne herself was just ahead!
This post contains the end of the campaign, along with some spoilers about the final ending. In particular, look away in regards to scenarios 40 and 42! Or don’t pay too much attention to the very last photo with a little epilogue text.
Game Name: Adventure Tactics: Domianne’s Tower
Publication Year: 2020
Designer: Nicholas Yu
Artists: A. Bereza, M. Cofer, D. Cowals, J. Croft, and 5 More
Publisher: Letiman Games
Solo Mode: Included in the Base Game (Cooperative)
There she was. A notoriously terrible foe with 80 HP and a lot of tricks up her sleeve. I really liked this scenario page because her information was enormous and easy to read! I had no questions about what Queen Domianne could do. All I needed to do was to start whittling her health down!
December 25, 2020
January 3, 2021
54" x 32"
A Puzzling Setup
The only thing that I was unsure of was this scenario map. What in the world are these supposed to be?! I assumed they were the columns from the story…
Yet I had no way to mark them on the map. They were all over the place, too, beyond just what’s shown here.
I ended up ignoring them entirely, though I believe I still played as if they were around to block movement and the line of sight. Strange to include them in the setup, though.
There was even mention of 1×1 obstacles or walls… Just not enough were included with the game to use them at all.
At the Queen’s Feet
What a nightmare! This was the final battle, and Queen Domianne didn’t let me forget it. Her attacks were brutal, often inciting the heroes to actually attack each other!
I got off to a great start with 28 damage in the first round. Of course, that was about it. She was just biding her time.
Everyone needed to work together, yet it wasn’t easy to avoid those friendly attacks. Quill and Roberta were supposed to stick together, though that backfired a bit.
Elwyn was all on his own with nonstop fireballs. But then he faltered and couldn’t quite keep himself afloat…
Marked for Death
Throughout the earlier scenarios, I picked up a few marks of death. These didn’t look too promising, and any knocked out heroes added to the count.
Naturally, Elwyn was knocked out for the first time in many scenarios. The revive potion worked, thankfully!
Yet another one of these marks made its way into the party supply. I didn’t think that was going to do any good.
Onward the heroes raced. The damage to Queen Domianne was painfully little and far between. She was winning and I had to adjust my strategy as soon as possible.
On the Verge of Defeat
Although I could afford to use another revive potion, the continuously added marks of death made me nervous.
Roberta had a whopping 2 health left. She started at 46 HP, just to provide some scope of what was going on. The healing powers of Quill just weren’t coming through.
So I made sure to leave the heroes with few ways to damage their companions each turn. Additionally, I spread them all far apart to reduce any damage.
Ranged attacks came in handy, and I was just thankful that Roberta could be effective from so far away!
Elwyn and the Fireball
Despite being knocked out previously, Elwyn didn’t want the queen to forget that he was a war mage. With a crackle and pop (but no snap this time) the fire surged!
Queen Domianne crumpled beneath the terrible blast as the final damage hit home. Success! The party did it!
Alright. At the risk of sounding over-confident, I had to give myself some credit. This was an exciting way to reach the conclusion and take out the final enemy.
And I did it by achieving the bonus objective! I kept those marks of death down to a minimum. Hurray!
A Not-So-Tiny Twist
As I turned the page to celebrate my victorious end to the campaign and start planning how to clean up… There was a stir from Queen Domianne. Wait just a moment!
Apparently, she wasn’t done yet and I had another battle ahead. Only this time, she was a little stronger.
I had a nice laugh over this bonus objective. Well then! If I could defeat her, technically that could count as an extra success. Just needed to keep everyone alive long enough!
This was going to be much more difficult, though. And I had already faltered a little bit. Could I survive?
The New Domianne
Hello, there! Those wings were going to be rather dangerous. Now the heroes were pushed further to the edges of the map tiles at the end of each enemy turn.
The trouble with that? Leaving the board knocked out the hero, thereby requiring the use of a revive potion.
Staying too close to this new form of Domianne was going to be problematic, too. That attack wasn’t so nice. And she had access to wraiths, archers, and BLOBS. So much!
This was going to be a messy sort of battle. I split up the heroes in the starting areas, though. Good idea?
Cornered and Lost
This was a nightmarish battle! Wraiths showed up alongside Domianne as she did extreme damage. Some turns, I was looking at 10+ damage to each hero. Ouch!
Elwyn suffered the most. He was pretty low in HP, so he turned into the prime target most of the time. I revived him once… Then twice. This wasn’t looking good!
Meanwhile, Roberta struggled to do her usual damage as the blobs kept her stuck. She, too, was knocked out.
So there I was, on the literal precipice of defeat on the edge. It all came down to Quill to take her final turn!
Despite all the struggles, I still managed to get Domianne down to a mere 8 HP from her starting value of 100 HP.
Roberta’s prior turn wasn’t so fruitful. A slightly better roll would have guaranteed victory! Alas, not today.
But I was still confident in Quill. She had held onto her divine flames for some time, since Domianne dealt extra damage in retaliation. This was it, though. Roll away!
I blinked as my jaw slumped open. 7 damage. Was this it? I was destined to lose to Domianne with her at 1 HP?! It was a very hard way to lose, but I had to accept it. Wait…
I scoured every card at my disposal. Was there something in Elwyn’s or Roberta’s hands that could help? Nope.
This looked like the end, and then I had one of those amazing moments. I forgot all about Quill’s own dice ability with divine favor: She could roll a white die!
And there it was! The perfect ending to this final battle. With no revive potions and right on the edge of defeat, Quill went back to her bishop training for the final blow.
I still can’t express how exciting this turn was. I went from defeat to victory just like that. I really did it this time!
Play Number: 11 and 12
Expansion: Adventure Tactics Hero Pack 1
Solo Mode: Included in the Base Game (Cooperative)
Play Details: Scenarios 40, 42 with Elwyn, Quill & Roberta
Outcome: 2 Wins
I even ended up with the best possible ending! And there was a clear hint about a continuation of this storyline. I even wondered if Domianne might not have been so fully evil after all… Who knows? This campaign was so much fun, especially as I learned more about the heroes and made use of their decks. An awesome experience!
Price & Value
Challenges & Mechanics
Design & Theme
Components & Rules
Achievement & Enjoyment
Distinctness & Randomness
+ Pros (Positives)
- There may be elements of luck with the dice, but the game feels very balanced and fair in terms of difficulty.
- Each hero can be leveled up in so many ways with the classes, yet the cap at 10 levels makes decisions important.
- None of the scenarios feel the same, nor even very similar, with the way the boss decks introduce unique actions.
- With so many classes and combinations, playing through the campaign a few times definitely seems worth it.
- Several options exist to increase the difficulty level, including alternate scenarios with tougher bosses.
- All of the standees are excellent, yet it’s also nice to have the option to use the hero and summons miniatures.
– Cons (Negatives)
- The component issues with the warped boards and bland tiles are very noticeable and affect the table presence.
- Small text and poor contrast within the campaign book can make several scenarios unnecessarily hard to read.
- Managing 3 heroes in the solo game isn’t too complicated, but the amount of table space is rather immense.
- All of the cards must be sorted after a campaign and the storage system is a little too small to make this easy.
Complete the Scenario
- Overall Goal Progress 42% 42%
- Campaign Progress 100% 100%
Goals and Milestones
Complete scenario 1 with the bonus objective.
Complete scenario 33 with the bonus objective.
Complete scenario 36 with the bonus objective.
Complete scenario 40 with the bonus objective.
Complete scenario 42 with the bonus objective.
Complete scenario 5 with the bonus objective.
Complete scenario 10 with the bonus objective.
Complete scenario 17 with the bonus objective.
Complete scenario 18 with the bonus objective.
Complete scenario 24 with the bonus objective.
Complete scenario 26 with the bonus objective.
Complete scenario 29 with the bonus objective.
Continue the Conversation
Did you complete the campaign for Adventure Tactics: Domianne’s Tower? What was your favorite part? I had plenty of low moments when I lost consistently and couldn’t make the heroes work. But in the end, I learned a lot and made the party into a cohesive unit that worked together. Domianne was defeated! And I certainly plan to play again someday!