Our friends at Wizards of the Coast were kind enough to supply me with two faction packs from their upcoming Dungeon Command miniatures skirmish game, and since I love unboxing new things, I thought I’d share this moment with you. I received both Sting of Lolth and Heart of Corymyr, but since I have a weak spot for spiders, drow elves and other creepy crawlies I jumped on the Lolth pack first. Maybe I’ll upload an unboxing video for the Cormyr faction next.
In any case, Dungeon Command is a skirmish fighting game, which means that its miniatures combat focusing on small, manageable battles of just a handful of characters, as compared to the full-out warfare depicted in games like Warhammer 40K. Dungeon Command is designed for two players, and both must have one of the faction packs (There are, however, ways to play quick battles with just one faction pack). The rules are extremely similar to those of the D&D adventure boardgames (Wrath of Ashardalon, etc.) and there’s a reason for that: they’re designed to seamlessly integrate. It’s added value, and a way to keep both lines fresh. Actions like attacks are resolved via “tapping” cards like Magic: The Gathering, and just like 4th Edition Dungeons & Dragons (the engine of both this and the adventure board games), there are moves, shifts and minor actions.
Play is fast-paced, and takes place on tiles that can be rearranged in new patters for extended play value. The components of the game are well-made and attractive, especially the dozen miniatures in the pack. While the faction sets are a little pricey at just under $40 (and really, both players need one), this could be a great gaming fix for people who don’t have time or the inclination to play a full session of D&D.