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User Rating Comment Status
J. Drake
United States
Plano
Texas
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10
Nov 2012
Dungeon Command scratches so many gaming itches
2012-11-02
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Janis Grunte
Latvia
Riga
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9
Apr 2013
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Josh Edwards
United States
Philadelphia
Pennsylvania
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8.5
Sep 2012
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Jason Cline
United States
South Whitley
Indiana
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8
Dec 2012
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Hugo
United States
Seattle
Washington
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8
Jul 2012
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Rafał Kimla
Poland
Tychy
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8
Oct 2012
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Robert Ehlers
United States
Mesa
Arizona
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8
Nov 2012
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Minel Ungureanu
Romania
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8
May 2013
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JS
Germany
North Germany
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7.5
Mar 2013
Rulebook is a mess! Product quality is just a miserable piece of *you know what I mean*. Miniatures are not painted but badly blotted. I cannot imagine why and how WOTC did such a ridiculous job of production.
The game itself is a tactical gem, good and exciting; and... best of all... diceless.
2013-03-29
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7.5
Jan 2015
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Sean McQ
United States
Mechanicsburg
Pennsylvania
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I don't want happiness by halves, nor is half of sorrow what I want. Yet there's a pillow I would share, where gently pressed against a cheek like a helpless star, a falling star, a ring glimmers on the finger of a hand.
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7
Nov 2012
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Aaron Morgan
United States
Sacramento
California
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7
Jun 2013
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Marc-Andre Blanchet
Canada
Sherbrooke
Quebec
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7
Dec 2012
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United States
Delaware
Ohio
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7
Oct 2012
Acquired as much for the painted minis for the D&D Box games as for the game play itself. May prove interesting with my son as time goes on.
2012-10-28
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Sam
Australia
Dickson
ACT
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And when you gaze long into Ducky Momo, Ducky Momo also gazes into you.
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7
Jun 2014
Excellent tactical miniatures game with smooth, unusual rules. On a player's turn they activate all of their creatures one at a time; creatures get one move, one "standard action" and any number of "minor actions". Other than certain basic standard actions (e.g. attack), most actions come in the form of order cards, one of the two collectible/deck-construction elements of the game. Combat is diceless, but certain abilities and order cards ("Immediate") can be played in response to attacks, allowing for the same sort of hail-mary saves that you might get with dice. It works very well.

A player can have in play creatures with levels totalling their leadership score, which increases each round. This works astonishingly well: not only does it give the game a satisfying arc (more and better creatures come out as the game progresses), it adds a strong strategic dimension because killing off weak units isn't a no-brainer. Removing units from the table frees up leadership points to be used for more reinforcements.

The trick is that a player loses when morale reaches zero, and morale goes down by 1 point per level of each dead creature, so it isn't necessary to wipe the enemy out completely to defeat them.

Other features I haven't seen in a skirmish game are the rules for LOS and dodging, which sound clunky but work very well, and the ability of creatures to "cower" -- avoid damage in exchange for morale.

The biggest problem with the game is that it is, in theory, collectible: with some restrictions, players can build their own warband and their own decks of order cards. The result is one of the best CCGs of all time (...with miniatures), if not for the fact that it is expensive, impractical and largely unthematic to actually do so.

The flipside of collectible potential is always that starter decks/sets suffer in ways that correctly constructed decks do not, such as lack of consistency. In Sting of Lolth, for example, the Wisdom orders like Lolth's Blessing are valuable if and only if you draw the single Drow Priestess. This luck would normally be mitigated in competitive play by creating a more consistent deck (e.g. with multiple copies of critical cards), but the expense of the boxed faction format makes that extremely expensive. Worse, in order to provide more variety in the sets, each warband has undesirable and unthematic variety (why do the dark elves have an allied Umber Hulk?). As I have no interest in the customization, this is an irritation that will never go away.

It's a superb system, but for me the experience falls annoyingly short. It's so close to being great.
2014-06-09
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Jon Ben
Canada
Vancouver
British Columbia
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Of course I've been up all night! Not because of caffeine, it was insomnia. I couldn't stop thinking about coffee.
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7
Dec 2013
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Jae Hak Lee
South Korea
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7
Aug 2013
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Andras Nagylaki
Hungary
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7
Sep 2013
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Matt Loter
United States
New Haven
Connecticut
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7
Feb 2013
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Kae Hutchens
United States
Scurry
Texas
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7
Feb 2015
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Alexander
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7
Jun 2014
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Marania
Germany
North Germany
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7
Mar 2015
Owned
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Grant Rodiek
United States
Redwood City
CA
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6.5
Feb 2013
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Charles Hasegawa
United States
Gilbert
Arizona
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6.5
Sep 2013
Descent little skirmish game. If the intent was that you could customize your own army ala Magic or something, then they went at this the wrong way. Each set retails at $40 and there are no individual or partial sets for purchase.

The offerings aren't bad, but I don't really get why they went away from Heroscape. They could have stuck with Heroscape and started including the cards like they did. Rather than the map tiles, they could have just made the sets use the Heroscape set and gotten much better sales and broader appeal.
2013-09-24
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Peter Jackson
United Kingdom
Oxford
Oxfordshire
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6
Nov 2013
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Matt Morgan
United States
Old Bridge
New Jersey
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6
Dec 2012
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Chris Burns
United States
Maineville
Ohio
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6
Feb 2014
Trade: Medium - Unopened
2013-01-07
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Trynant

Charleston
South Carolina
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6
Jan 2013
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Kuba
Poland
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6
Oct 2012
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Jason Cookingham
United States
Poughkeepsie
New York
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6
May 2013
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Joel Eddy
United States
Coeur d'Alene
ID
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6
Oct 2012
This game is "OK", but is really surpassed by Mage Wars in every respect. It would be much more fun if you could easily build custom armies as well. It's just no feasible.
2012-10-22
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Erik Tengblad
Sweden
Uppsala
Uppsala
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6
Nov 2013
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Luís Henrique Teixeira
Brazil
Olinda
Pernambuco
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6
Jul 2013
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Nicolás Tobón
Colombia
Sopó
Cundinamarca
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6
May 2014
There is a friend always willing to play this faction. The fastest one but maybe the weakest in terms of damage and hit points.
2014-10-16
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Jason Cyrenne
Canada
Saskatoon
Saskatchewan
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6
Jul 2013
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Rob Fish
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6
Mar 2015
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Martin Turcotte
Canada
Ste-Therese
Québec
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6
Jan 2015
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R Frisk
United States
Lansing
Michigan
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6
Sep 2014
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Jonathan Beach
United States
Minneapolis
MN
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6
Dec 2014
Rating based on playing both sides solo.
2014-12-17
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Ryan Metzler
United States
Round Lake Beach
Illinois
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"Are you pondering what I'm pondering Pinky?"
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"Wuhhh... I think so, Brain, but if a ham can operate a radio, why can't a pig set a VCR?"
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5.5
Oct 2012
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Erik Isch
United States
chandler
Arizona
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5
Jan 2014
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Bartosz Popow
Poland
Gdynia
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5
Feb 2013
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Mark Sautman
United States
Evans
Georgia
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5
Oct 2013
I had high hopes for this, but found the combat a bit meh. The abilities of the creatures were blah, the order cards were nothing special, and the guaranteed hits and damage made this too predictable.
2013-10-29
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Juan Carlos Goyes
Colombia
Bogota
Cundinamarca
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It’s true hard work never killed anyone, but I figure, why take the chance? - Ronald Reagan
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4.5
May 2014
2013-02-25

Initial Rating: 6.0 (February 2013)

I just realized the game has no dice, and that is very attractive for me, however as this game was compared to Mage Wars and Summoner Wars I had huge hopes for it but I was disappointed. I need to give Dungeon Command another chance, as my only game was rushed.

In my game, I felt I didn’t have a lot of control, the choices were easy in general (low tension), I dislike the treasure as it adds uncontrollable luck, the cards are low quality (sleeve ASAP), the Rulebook is also of low quality (I feel like reading a newspaper) and (most important for me) the game is not as deep as I have hoped for (I wish to be wrong about this). Also I didn’t feel the theme at all, as I know about the D&D world I could imagine it but Mage Wars has more theme IMO. The miniatures are gorgeous though.

So far, the only advantage it has over Mage Wars and Summoner Wars is that this game has actual miniatures.

For now, I will play again and see what happen, if I like the game, I will later comment on the Sting of Loth Army.

Current Rating: 6.0


2014-05-19

After the success of Mage Wars, desire to play Dungeon Command is very low. I have to rate it accordingly. Also I believe (but I’m not 100% sure) that the game was canceled. It is a shame because the D&D world has lots of potential

Current Rating: 4.5

2014-05-19
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Juan Carlos Goyes
Colombia
Bogota
Cundinamarca
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It’s true hard work never killed anyone, but I figure, why take the chance? - Ronald Reagan
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4.5
Jan 2015
Already commented on the other entry.
2015-01-06
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Juan Carlos Goyes
Colombia
Bogota
Cundinamarca
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It’s true hard work never killed anyone, but I figure, why take the chance? - Ronald Reagan
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4.5
May 2015
Already commented on the other entry.
2015-05-15
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Matt Thrower
United Kingdom
Bath
Somerset
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4
Aug 2013
2 / 5 - Fair

Some good ideas here, especially around mix & matching sets and the maneuver aspects. However the game is spoiled by its reliance on order cards to generate excitement and tension - combat is 100% predictable without them and they tend to run out quite fast. Monsters are good as expansion to Legend of Drizzt though. Review: http://www.nohighscores.com/2012/09/21/dungeon-command-revie...
2013-08-02
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Chuck Durfee
United States
Thornton
Colorado
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4
Sep 2014
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Richard Jackson
United States
Indianapolis
Indiana
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N/A
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Jason O
United States
Austin
Texas
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N/A
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