Dark Domains cover
2019BGG rank #4,774

Dark Domains

by William Baldwin (I), Jeff Horger, Carla Horger, Joseph Roush · Laboratory H

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Players2–5
Time120m
ComplexityMedium-Light
Age14+

About the game

What is Dark Domains?

In Dark Domains each player takes on the role of a city leader attempting to expand the frontier of Harrows into the hinterland. Unbeknownst to the powers in Harrows some of those leaders, namely the players, are secretly evil to the core and in the thrall of the Necromancer. Once away from the bustling city and the oversight of the courts, these overlords create domains that outwardly appear to be beacons of light and hope. Eventually however, their true colors will come through and those upstanding pillars of the community will retreat to their lairs as the masquerade ends and their lands begin to decay into wastelands overrun by foul monsters and nefarious henchmen. But all is not peaches and cream in the lands of darkness. Harrows is home to the famous Torin Company and its never-ending supply of heroes and adventurers. Once the word reaches Harrows that darkness is afoot in the Domains, it is only a matter of time before these nosy adventurers begin to seek out the dens of horror to stop the evil. Dark Domains is a worker placement game where 2-5 players attempt to create a Domain that provides them the most evil, depicted in the game by skulls. Players must use Minions, Henchmen, Monsters & Magic to stamp out the good, repel the Torin Company and cover their land in darkness. Tarot cards are used in the game as events to live up each turn and to regulate the phases of the game.

How it plays

Mechanics

Dice RollingWorker Placement

On the shelf

Categories

Card GameCity BuildingFantasyFighting

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Dark Domains?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?