A boxed set of the Dungeons & Dragons Dungeon Command: Heart of Cormyr miniatures game.

Dungeon Command

Dungeon Command

Dungeon Command is a board game first published in 2012 by Wizards of the Coast, created by Rodney Thompson. The game is set in the Underdark region of the Forgotten Realms and is designed for two to four players.

Why is Dungeon Command Popular?

Dungeon Command is a competitive miniatures game with a tactical aspect handled by a card system. It offers a fast-paced and constantly changing gameplay experience, which has been praised for its fun and satisfaction. The game allows players to explore the world of D&D in a new way, zooming in and out to varying degrees. It has been well-received by fans of the D&D universe and has been praised for its replayability and immersive gameplay.

Game Components of Dungeon Command

  • Leaders: Each player selects a leader, which provides character cards, order cards, a starting leadership value, morale, and a special ability.
  • Character Cards: Represent the forces players can deploy on the battlefield.
  • Order Cards: Used to execute various actions such as moving, attacking, or activating abilities.
  • Minis: Dungeons and Dragons miniatures are used to represent the forces on the battlefield.
  • Faction Packs: Players can use pre-built faction packs or customize their own armies.

    How To Setup Dungeon Command

    To set up the game, each player chooses a leader, which determines their starting character cards, order cards, leadership value, morale, and special ability. Players then deploy their starting forces based on their leader’s leadership value. The game board, though not explicitly mentioned, involves a relatively small arena where the two factions face off.

    Gameplay Mechanics and Game Objective

  • Turn Structure: Each turn, players can activate each of their units once to move, attack, play an order, or activate an ability.
  • Order Cards: Players can play any number of minor orders on a minion each turn.
  • Combat: Damage is dealt directly to the targeted creature without die rolling; destroying a creature reduces the opponent’s morale.
  • Cowering: Defending characters can choose to cower, losing morale equal to the damage divided by ten.
  • Leadership Value: Increases by one at the end of each turn, allowing players to deploy more forces.
  • Objective: Reduce the opponent’s morale to zero or be the last player with troops on the board.

    Player Experience

    Dungeon Command offers a strategic and customizable gaming experience. Players can deeply engage in army building and tactical planning, as the game allows for significant customization of forces and orders. The absence of die rolling for combat adds a layer of predictability, making it more about strategy and resource management.

    Pros

  • Customization: Players can heavily customize their armies and orders.
  • Strategic Depth: The game requires careful planning and resource management.
  • No Random Rolls: Combat outcomes are determined by card play and unit abilities, reducing randomness.
  • Replayability: High replayability due to the various combinations of characters and orders.

    Cons

  • Cost: Requires a significant initial investment, especially to fully customize and expand the game.
  • Complexity: Can be overwhelming for new players due to the number of cards and rules.
  • Limited Player Count: Designed exclusively for two players.

    Personal Thoughts on Dungeon Command

    Dungeon Command is ideal for fans of tactical skirmish games and those who enjoy deep strategy and customization. It is particularly suited for players who appreciate the Dungeons and Dragons universe and are looking for a game that allows them to build and manage their own armies. However, it may not be the best fit for those looking for a casual or quick game due to its complexity and the significant time and money investment required to fully appreciate its depth.

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