Dungeons & Dragons - Dungeon Command: Tyranny of Goblins
Dungeon Command features themed miniature factions designed to play as unified war bands, in a game eliminating luck-driven mechanics in favor of player-driven skill, creativity, and quick thinking.
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Reviews
mostly positive, 72% of all reviews are favorable
Playtime
90 minutes
Published
2012
Age
12+
Publisher
Wizards of the Coast
Players
2 to 4 players
Designers
Chris Dupuis, Peter Lee, Kevin Tatroe, and Rodney Thompson
Playstyle
Involved
Game's Categories
Fantasy, Card Game, Miniatures, Hand Management, Action Points, Wizards of the Coast, and Area Movement
Description
Dungeon Command features themed miniature factions designed to play as unified war bands, in a game eliminating luck-driven mechanics in favor of player-driven skill, creativity, and quick thinking.
Each Dungeon Command faction comes in its own box, containing twelve miniatures (plus the cards, tiles, and rules for the game). In addition to their use in Dungeon Command, these miniatures can also be used in the D&D RPG, with their cards further usable with D&D Adventure System board games (Castle Ravenloft, Wrath of Ashardalon, and The Legend of Drizzt). While each faction is meant to be played by a single player, quick-start rules allow two players to engage in a shortened version of the game using only one box.
Each Dungeon Command faction comes in its own box, containing twelve miniatures (plus the cards, tiles, and rules for the game). In addition to their use in Dungeon Command, these miniatures can also be used in the D&D RPG, with their cards further usable with D&D Adventure System board games (Castle Ravenloft, Wrath of Ashardalon, and The Legend of Drizzt). While each faction is meant to be played by a single player, quick-start rules allow two players to engage in a shortened version of the game using only one box.
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