With a cost of $39.99, the cost to entry is extremely small. The box set provides players with an additional set of materials, which begin with the rulebook and continue with sets of creature and order cards. Other inclusions – tokens for . The plastic miniatures are rendered with extreme care, establishing considerable variation between the competing forces. I believe that players that have played other miniature titles will be able to pick up Dungeon Command with incredible ease, while there is not a too-high learning curve for those new to the genre.
The game itself is oriented into four distinct phases – Refresh, Activate, Deploy, and Cleanup. The different terrains benefit or bog down forces – there are markers for both difficult and hazardous terrains. The different commanders (2 in each set) that players can choose provide their forces with a specific power (Aliszandra Malistros provides a buff to the speed of spiders and Drow). The commanders also vary in terms of the amount of creatures that they control and orders that they can provide (those in the player’s hand). The creatures and order cards provide interesting twists and turns to the overall tenor of the game. Dungeon Command runs with a faster clip than other miniatures efforts; I feel that the design of the cards allows for a cat and mouse style without being unnecessarily bogged down with verbose explanations or contradictory rules.
There are two other releases that will round out the 2012 Dungeon Command releases; keep an eye out for Tyranny of Goblins (releasing in late August) and Curse of Undeath (November). Dungeon Command would be an excellent gift for birthdays or holidays for teens and up, or for those younger players that are adept.
Dungeons and Dragons: Dungeon Command: Sting of Lolth and Heart of Cormyr / 2012 Wizards of the Coast / http://www.wizards.com