品番 | 397530000 |
---|---|
プレイヤー数 | 2 |
電池使用 | いいえ |
電池付属 | いいえ |
主な素材 | プラスチック |
対象性別 | ユニセックス |
発売日 | 2012/7/24 |
商品モデル番号 | 397530000 |
製品サイズ | 29.21 x 23.5 x 8.26 cm; 694.59 g |
ASIN | 0786960175 |
D&Dミニチュア ダンジョン・コマンド スティング・オブ・ロルス ミニチュア12体入り 【日本語ルール付属】
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おすすめ度 |
5つ星のうち3.9 |
---|---|
Amazon 売れ筋ランキング | - 617,471位おもちゃ (おもちゃの売れ筋ランキングを見る) - 13,275位ボードゲーム |
Amazon.co.jp での取り扱い開始日 | 2012/6/1 |
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商品の説明
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 Sting of Lolth pack introduces the Drow faction. The game pack includes 12 nonrandomized prepainted plastic miniatures tied closely to the drow theme, as well as corresponding creature cards and 4 double-sided interlocking card stock terrain tiles used for building skirmish battlegrounds.
In addition, the Sting of Lolth 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 (3 Large, 9 Medium) tied to the drow 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
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On the surface, the game appears to be much more complicated than it truly is. A quick flip through the rulebook (10+ pages including diagrams, side bars and bold print vocab words) may incite panicked flash backs to your high school chemistry book. However, if you just buckle down for a few minutes, the gameplay truly only takes about 10-15 minutes to get cozy with. By the end of your first game, you'll be dungeon delving like a pro!
Gameplay: This is a very fun hybrid trading card game/strategy board game using creatures and denizens of the famous Dungeons and Dragons fantasy world. This particular faction pack includes followers of the evil spider queen Lolth (drow, spiders and beasts of the Underdark). You will battle your creatures against your opponents using each creature's unique abilities (as printed on their card) and bolster your offenses/defenses using your hand of "order" cards. There's very little luck involved, since you won't be rolling dice and you will quickly gain access to your entire arsenal of creatures. However, you will need to bank on drawing useful order cards from your deck.
One of the things that I like about this game is that it is very easy to set up, tear down and re-setup if need be. My boyfriend and I sometimes only get an hour or so to play and we'll need to start and stop a single game a few times before someone wins. That being said, the producer claims a game can last anywhere from 45-120 minutes. We have yet to have a game last under 2 hours, however, we are strategy game veterans and tend to take these matches very seriously. (We even have a scoreboard in our living room for bragging and nagging rights.)
Altogether, the game play seems nicely balanced between factions. The Drown are rather powerful (high hit points, high damage abilities) however they lack healing capabilities and don't have particularly strong ranged attack power. So, you'll need to get close to your enemy, hit fast and hard, and then get out of the way.
One minor complaint I have regarding this faction pack in particular is the fact that I have several order cards in my deck that appear to not be useable by any of my creatures. For example: I have a level 1 INT card that allows spider creatures to cast web on an opponent, limiting their movement. However, this pack doesn't contain any spider creatures that have INT. I'm not sure if the designers did this having intended to allow players customize their own "decks" of creatures, but even still, you should be able to use all of the cards in the deck that comes with the set. My boyfriend's Heart of Cormyr set has similar cards with limitations.
Despite these quirks, the game itself is great fun and really lends itself to modifications, add-ons and customization. We have already been talking about including traps and special loot items on the board and possibly writing in scenarios for wandering monsters and random encounters. It can easily be merged with the adventure game systems that Wizards of the Coast has released. The best thing about it: you can make it as simple or as complicated as you want.
Quality/Components: The faction pack contains miniatures from previous D&D miniature releases (with the exception of the newest Blood of Gruumsh pack, which has all new miniatures). They are pre-painted and very handsomely detailed. The miniatures are excellent quality and very attractive.
You will also receive two "large" dungeon tiles and two "small" dungeon tiles, one of which will contain your starting zone. All of the tiles are double-sided, displaying outdoor terrain on one side and an indoor dungeon floor on the opposite side. They can be arranged in a couple of different ways for variations and/or strategy purposes. Our dungeon tiles were a bit warped and won't lie flat when we put them out on the table to create a game board (see pictures). This has been pretty annoying so far and we are trying to find a way to "flatten" them back out.
You will also receive game cards for the adventure system, allowing you to integrate your creatures into the other current Wizards of the Coast Dungeons and Dragons games. Since I already own the Legend of Drizzt game, this was a nice bonus for me.
Overall: Dungeon Command should appeal to anyone who enjoys or more of the following:
- Trading Card Games (Pokemon, Magic, WoW TCG, etc...)
- Dungeons and Dragons Tabletop RPG (or Pathfinder)
- Strategy Games (Analog or Digital)
- Hero Cliks and other similar miniature-based games
This is a great game for fantasy gurus and people who like the idea of trading card games like Magic, but love having a board with pieces to move. If you happen to be a fan of D&D and the lore of the realms, then this is a must-play game for you. A+


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.

Dungeon Command: Heart of Cormyr: A Dungeons & Dragons Expansion Pack (D&D Miniatures Product)
As with that game, Dungeon Command: Sting of Lolth can be played stand-alone or with Cormyr for a much broader set of play options.
Minis: Sculpts are great and its very nice to have the large Umberhulk figure. I'm pleased that Wizards included this iconic figure in the set. Compared to Cormyr, I found the choice of humanoid sculpts to be a bit less varied and interesting, the paints to be less dramatic and perhaps a notch down in quality. Even then, they are better than most of the random packs that I've purchased.
Gameplay: The Order and Creature cards provide a unique and varied play experience compared to the Cormyr game. Cormyr includes creature abilities that tend to allow you to shield or heal other creatures. By contrast, Lloth relies more on Order cards to interrupt attacks. In Magic the Gathering terms, this plays a bit more like a Blue Interrupt deck compared to Cormyr's White Blocking and Healing deck. They balance each other well, straight out of the box. In my first game with my daughter, she won with 1 morale left after the tide turned three times during the game (bring in the reinforcements!).
A correction to the product description - there are two Commander cards in the game box.
Once again, the minis and tiles are compatible with the Adventure Series board games.
I've purchased both Cormyr and Lloth and am so happy with them that I've now pre-ordered the next two batches. 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 (<$30) - 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.
