Your party, one to four characters, against a group of creatures on a board. Play any of the characters yourself, let the AI play the rest. Flanking, dying and healing, spells and the creatures' own tricks, a turn order and labelled tokens.
Each character is a ready-made one (a fighter, a cloistered cleric with its healing font, a rogue, a wizard; each a usual build with spells prepared for its level), the one on Character plan now, or one you saved there. Several rows can be the same character. Level: each at its own (a ready-made one is level 5), or all at one level (an imported character keeps its own ranks only at its own level).
On a character you play: tap a token, or a name in the turn order, to pick the target; the action bar shows what you can do to it (Strikes, Trip, Feint, a spell, Administer First Aid on a dying ally), the ones you cannot take greyed with the reason on hover. A burst spell is aimed where the coach would; tap an intersection to move it, then Go. Tap any square you can reach to see the route, and again to move. Your reactions are asked when they trigger. The coach plays sample fights from here for each choice and counts the party's wins: a guide, not a promise.
These two sides, fought many times by the computer: how often the party wins, who drops, which creature does the damage, and the threat beside it.