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Dungeon Command
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- hotseatgames
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- D12
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But for a pre-painted skirmish game with no dice, I don't know how you'd beat it.
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- Matt Thrower
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- Shiny Balls
- Number Of Fence
I also found most of the sets just didn't offer many options for interesting maneuver or tactical play. However much was made of the modular nature of the game, the different card sets didn't mix and match well.
One exception was the Goblin set which was far more fun to play than all the others because it gave players lots of cool ways to play around with movement and maneuver. Sadly, you needed two sets to make a game.
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hotseatgames wrote:
But for a pre-painted skirmish game with no dice, I don't know how you'd beat it.
haha, nicely done, if intentional
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- SuperflyPete
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- Salty AF
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hotseatgames wrote: I love Dungeon Command and have all of the sets. I haven't played it in a while. Each faction has something fun about it, and the card art is fantastic. My one real criticism is that games take a while to get going because the first few rounds are always people sending units to gather treasures. It's a bit annoying.
But for a pre-painted skirmish game with no dice, I don't know how you'd beat it.
You play Summoner Wars and have fun instead, or pick the models and cards out of the box and put them in your DDAS (Ravenloft et al) stuff and have fun with it.
Dungeon Command is the Adrian Paul of skirmish games. Not even the Kevin Sorbo.
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