Previews Archive | 6/11/2012
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Dungeon Command Preview 1
Peter Lee

D&D Game Day takes place later this summer, on July 21. This year, the event celebrates Dungeon Command. Designed for two or more players, this head-to-head skirmish game will have strategists assembling war bands, taking to the battlefield of their choice, and attempting to crush the enemy!

In today’s preview article, Peter Lee—one of the designers behind this latest tactical miniatures game for Dungeons & Dragons—takes us through the workings of the game.


To the Playtesters

Over the next couple of weeks, I’ll show you what you’ll find in the first two factions released in July: Heart of Cormyr and Sting of Lolth. Each of these packs contains a faction for the game: heroes or drow. (I’m pretty sure you’ll be able to guess which faction is in which pack…)

For today’s article, I’ll give you a brief overview of the game as well as a preview of the tiles. But before I go farther, I’d like to take this opportunity to thank everyone involved with the Dungeon Command playtest we conducted last year. Your feedback was fantastic!

An Overview of the Game

In Dungeon Command, you’re the commander of a warband of creatures—you deploy your creatures onto the battlefield and give them orders to combat your opponent’s creatures. You win the game when you break your opponent’s morale, finally driving his or her creatures from the field.

During gameplay, you and your opponent alternate taking turns. On your turn, you activate all of your creatures.

When activated, creatures move and take actions. An action might be to attack, to gather treasure, or you can give a creature a specific order by playing an action card.

At the end of your turn, you can deploy additional creatures.

If you want to dig deeper into the game, we’ve recently posted the rulebook. Download it now (if you haven’t already) and take a look!

(14 Mbs PDF)

A Closer Look at the Tiles

Dungeon Command features tiles with interlocking puzzle-piece edges, similar to the D&D Adventure System games like Castle Ravenloft. Each set contains 2 large tiles (approximately 8 inches by 8 inches) and 2 small tiles (approximately 8 inches by 4 inches.) The tiles are double-sized: one side features an underground complex, the other side features an outdoor valley. Each large tile has three puzzle-piece edges, and each small tile has a single puzzle-piece edge.

To construct the battlefield, each side brings their tiles (two large and two small) to the table. The four large tiles are used to make a central square. The small tiles connect to the edges of this square. Note that each player has one small tile which includes an area for deploying their creatures.

The tiles also feature specific terrain that help or hinder your opponents. Take a look inside the rulebook for more specifics on elements like difficult terrain, treasure squares, and so forth. And for a closer look at the tiles themselves, we’ve provided a look at the underground versions:

Next week, I’ll show off the creature cards.

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