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  • Dungeon Command: Tyranny of Goblins: A Dungeons & Dragons Expansion Pack
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Dungeon Command: Tyranny of Goblins: A Dungeons & Dragons Expansion Pack


List Price: $39.99
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  • Card based game
  • No dice required
  • Tabletop game
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Frequently Bought Together

Dungeon Command: Tyranny of Goblins: A Dungeons & Dragons Expansion Pack + Dungeon Command: Blood of Gruumsh: A Dungeons & Dragons Expansion Pack + Dungeon Command: Heart of Cormyr: A Dungeons & Dragons Expansion Pack
Price for all three: $91.52

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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Details

  • Product Dimensions: 9.2 x 3 x 11.4 inches ; 1.6 pounds
  • Shipping Weight: 1.6 pounds (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • Origin: China
  • ASIN: 0786960442
  • Item model number: 398710000
  • Manufacturer recommended age: 13 - 15 years
  • Amazon Best Sellers Rank: #65,865 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (27 customer reviews)
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Product Description

From the Manufacturer

Dungeon Command is a fun, fast, competitive DUNGEONS & DRAGONS tabletop game experience in which players assemble their miniatures war bands, build battlegrounds, and pit their war bands against one another for ultimate victory. This card-based, dice less D&D game emphasizes player skill and creativity over luck.

Product Description

Dungeon Command is a fun, fast, competitive DUNGEONS & DRAGONS tabletop game experience in which players assemble their miniatures warbands, build battlegrounds, and pit their warbands against one another for ultimate victory. This card-based, diceless D&D game emphasizes player skill and creativity over luck.

The Tyranny of Goblins pack introduces the Goblin faction. The game pack includes 12 nonrandomized prepainted plastic miniatures tied closely to the goblin theme, as well as corresponding creature cards and 4 double-sided interlocking card stock terrain tiles used for building skirmish battlegrounds.

In addition, the Tyranny of Goblins pack includes 12 Monster cards designed exclusively for use with D&D Adventure System cooperative games such as Castle Ravenloft, Wrath of Ashardalon, and The Legend of Drizzt.

Components:
- Tuck box with tray
- 16-page rulebook
- 12 non-random pre-painted plastic miniatures (2 Large, 10 Medium) tied to the goblin faction, along with 1 Creature card per miniature
- 1 Commander card and 36 Order cards
- 4 interlocking, die-cut, card stock terrain tiles
- 12 Monster cards designed for use in D&D Adventure System cooperative games

Customer Questions & Answers

Customer Reviews

4.6 out of 5 stars
5 star
18
4 star
7
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See all 27 customer reviews
I'm very pleased with the quality of the minis.
Jason Fasciolo
While it may not be fancy, this set makes an excellent goblin warband for Dungeon Command, Adventure System, or the role-playing game.
Michael J. Tresca
I like this idea; it keeps the game's ontogeny vital and fresh as new factions are released.
roblyon

Most Helpful Customer Reviews

16 of 16 people found the following review helpful By Michael J. Tresca VINE VOICE on October 18, 2012
Format: Game
I've reviewed previous editions of Dungeon Command. Here's the short summary: it uses cards instead of dice to resolve combat, it's compatible with both the D&D Adventure System series of board games (including The Legend of Drizzt) and tabletop Dungeons & Dragons, and it comes with a series of prepainted plastic miniatures recycled from the cancelled Dungeons & Dragons Miniatures game. I'm less interested in this latest iteration of the miniatures game as I am in its compatibility with other D&D games.

The title should give away what you can expect to find here: goblins. Or rather, goblinoids and the creatures who love them. The set comes with a goblin archer, two goblin cutters, and a goblin champion. These three miniatures can be found (unpainted) in The Legend of Drizzt game. It should be pointed out the tiles that come with the set do not perfectly match the underground tiles of The Legend of Drizzt, so while they are physically compatible they don't merge quite perfectly with the Adventure System sets.

With the basics established, the set continues with a wolf and a goblin wolf rider. Apparently Wizards of the Coast has moved away from the term "worg" which in turn was drawn from "warg," the evil wolves named by Tolkien as being in league with goblins. But the affiliation still stands, which explains their inclusion here.

There are also two hobgoblins soldiers, a bugbear berserker, and a hobgoblin sorcerer. The sorcerer does more than sorcery - he summons a horned devil, which is the only explanation for why this figure is in the set. The horned devil is one of two large figures along with the feral troll, who will be right at home in The Legend of Drizzt.
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9 of 9 people found the following review helpful By roblyon on October 20, 2012
Format: Game
Dungeon Command: Tyranny of Goblins is the third product release in the Dungeon Command game system. Given the blueprint for this refreshing skirmish game system, each pack is ready to go right out of the gate. No need to track down an earlier released Base Game. Each faction pack has everything you need to play, including 12 handsomely pre-painted minis, great looking cards and tokens to take on your buddy with his own faction pack. In other words it is just like a real skirmish. Each player brings his homies and it's game on. I like this idea; it keeps the game's ontogeny vital and fresh as new factions are released.

Interestingly, I spoke with a friend in Germany just the other night, asking him about the seminal D&D miniature skirmish game that Dungeon Command evolved from. He said they didn't play it anymore, that his friends had picked up the DC system and were quite engaged with it. There are several likely reasons for that. While DC retains the cool minis, it takes the skirmish and gives it an easy to grasp depth and nuance. Not only do you push around some lovely plastic but it brings storm clouds of strategic and tactical brainstorming, which is what gamers are really after. Games are quick, engaging, and ultimately satisfying, providing the feeling that whether you won or lost, there is a game system here that you can sink your front teeth into.

Order cards introduce a variety of options and counter options for players and their minions. Deployment creates an ebb and flow of battle as each commander's strength of command determines the number of creatures deployed. And what I like, it doesn't always have to be one on one; creatures can assist each other with a particular attack when they band together.
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3 of 3 people found the following review helpful By leslie on October 28, 2012
Format: Game
This game is not a substitution for D&D roleplaying, but is great fun! Simple and enjoyable, these faction packs have been a very worthwhile purchase for me and my pre-teen sons. It's nice to be able to sit down and play a quick fantasy miniatures game when we have a spare hour and all three of us love it. The box is good quality, there's a lot of re-playability with different maps as well as the ability to combine packs into new factions. We highly recommend Dungeon Command and are looking forward to upcoming releases.
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1 of 1 people found the following review helpful By Grimcleaver on December 28, 2012
Format: Game
Got this for the kids this Christmas and they were thrilled. It's much like playing a D&D adventure, combined with Magic: the Gathering, as a wargame. Each set contains two leaders (in this case a goblin and a hobgoblin) that function as your "character" and are repesented by a full color card. If you are playing someone with another set you can choose either one, or if you're playing out of a single box, you can play them against each other (all the miniatures and cards are marked with a silver or gold icon in case you want to do a game this way). There's no dice in this game, no collecting the best miniatures out of randomized boxes--everything in this game is skill and tactics between two balanced sets of units, which I appreciate. A deck of cards takes the place of dice, and is used much as it is in Magic: the Gathering--when one miniature is used to attack another, either player can play cards to strengthen, reduce or negate the attack. Other cards in the game add other interesting tactical edges, like allowing a unit to hide in shadows and appear somewhere else on the boards, or access to special weapons or equipment that affect their abilities.

Very smart, elegant game that merges a lot of the best elements of modern wargames and collectible card games into a thinking person's boardgame. I really love it--and more importantly, so do my 6 and 9 year olds and my wife.
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