CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
Dungeons and Dragons Command Heart of Comyr Board Game
|Price:||$56.71 & FREE Shipping. Details|
Fulfillment by Amazon (FBA) is a service we offer sellers that lets them store their products in Amazon's fulfillment centers, and we directly pack, ship, and provide customer service for these products. Something we hope you'll especially enjoy: FBA items qualify for FREE Shipping and .
If you're a seller, Fulfillment by Amazon can help you increase your sales. We invite you to learn more about Fulfillment by Amazon .
- Enter your model number to make sure this fits.
- D&D Board game
- Play time: 45+ minutes
- Manufacturer: Wizards of the Coast
Frequently bought together
Customers who bought this item also bought
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 Heart of Cormyr pack introduces the Heroes faction. The game pack includes 12 nonrandomized prepainted plastic miniatures tied closely to the undead theme, as well as corresponding creature cards and 4 double-sided interlocking card stock terrain tiles used for building skirmish battlegrounds.
In addition, the Heart of Cormyr 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.
- Tuck box with tray
- 16-page rulebook
- 12 non-random pre-painted plastic miniatures (1 Large, 11 Medium) tied to the heroic 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
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. The Heart of Cormyr pack introduces the Heroes faction. The game pack includes 12 nonrandomized prepainted plastic miniatures tied closely to the undead theme, as well as corresponding creature cards and 4 double-sided interlocking card stock terrain tiles used for building skirmish battlegrounds.
Top Customer Reviews
My initial thought upon pulling Sting of Lolth and Heart of Cormyr from the shipping box was that the game boxes themselves are nowhere near as cheap as they've been made out to be. While the quality of the storage box isn't as high as say Castle Ravenloft, it's still of a very sturdy make and will not be as easily destroyed as I had feared. Not only is the box good, but so is the actual storage system which holds the game components. Everything has its place, and once sorted and closed everything remains where it's placed.
Anyone who's played or collected D&D miniatures before will see some familiar faces, albeit with new makeovers. If you happen to own the D&D Adventure System Games you'll definitely see some old friends return in the Sting of Lolth and Heart of Cormyr, but boy howdy they've never looked better. While some of the miniatures I received with the D&D Adventure System Games are slightly bent or warped, the Sting of Lolth and Heart of Cormyr miniatures are in perfect form thanks to the storage tray. Not one miniature has a bent sword, staff, or arching base. I'm saddened that new sculpts aren't a part of Dungeon Command, but I'm willing to give the recycled miniatures a pass simply because they look good and are of nice quality. Veterans and newcomers alike should be pleased.
The rulebook included is attractive but not on a par with the quality found in the D&D Adventure System Game entries, this one being made of a thick non glossy stock. It is, however, simple to follow and proved more than easy to read through while playing our family's first game. Setup is a simple matter of connecting the dungeon tiles, picking out a commander card, shuffling two decks of cards (Creature deck and Order deck), and deploying starting creatures. From there, every turn, players go through the same four sequences (remeber: untap your characters before ending your turn!) until one player runs out of morale or ends a turn with no characters on the board. After getting through our first game and becoming more familiar with the various cards of the two factions, our playtime *averages* about 35 minutes.
The one thing you'll hear again and again is that the gameplay mechanics are the offspring of a DUNGEONS & DRAGONS and Magic: The Gathering union. This is without question the one aspect of the game that will cast you as either a supporter or a dissenter. While, yes, they've abandoned the d20 in favor of cards, the game's spirit has remained true to the original. Removing dice rolls from a DUNGEONS & DRAGONS product might seem sacrilegious to the Church of Gygax (hallowed be thy name), but it appears that the decision to rely on the use of cards instead of dice has shaken up the gameplay as it has drastically changed its nature by putting more focus on skill rather than luck. True, there is fortune involved with the draw of cards but having the `best card' is pointless if your execution is flawed -- dice can no longer serve as your scapegoat for a failed game!
In an attempt to rejuvenate the D&D Miniatures Game Wizards of the Coast shows a willingness to be innovative by removing or drastically altering basic foundations of previous entries. This may alienate veterans, though it may also prove refreshing. My fears of seeing a new D&D Miniatures Game may have been founded in the ghost of gaming past, but I would have to admit that Dungeon Command isn't the monster I feared.
Even with the single Cormyr set we found the game to be engaging and varied. Adding the Lloth set increases the options, but is by no means necessary. We got a lot of enjoyment out of the single boxed set.
Mini paints are better than most of the random packs that I purchased back in the day.
Gameplay has a lot of variety afforded by:
- the unique powers of each creature/mini
- the "special action" order cards that you draw and play, MtG style (complete with an Interrupt mechanic)
- the different capabilities and overarching focus of the Commanders (two per game box)
- the ability to set the puzzle tile board up in a few different ways (with both wilderness and dungeon printed on opposite sides of the tiles)
- a minor random element of treasure placement
For those who have purchased the Adventure Series board games, the minis and tiles are compatible. Special cards and punch out tokens are provided to serve as a supplement to those games.
As for value, you get triple service:
A stand-alone MtG-style Skirmish Game that can also serve as...
D&D accessories: A dozen minis and a handful of tiles
Adventure Series Expansion: see above, plus the proper related cards and punch out tokens
The only improvement that I'd recommend is that the rules could be a bit clearer. Specifically, they would have benefited from a more detailed turn sequence and a more comprehensive example of play. After a couple of play-throughs and some web searches to clarify a few secondary rules points, we've had no problem and certainly no issues that detracted from enjoying the game.
I've purchased both Cormyr and Lloth and am so happy with them that I've pre-ordered the next batch. So far, I'm very satisfied with these games and am looking forward to more and more. Here's hoping that Hasbro/Wizards will maintain pricing along the lines of the original introductory offers - this approachable price point was a big player in my decision to give it a try and is certainly a big player in how many of the expansions I'll ultimately buy.