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General Tabletop Discussion
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Dungeon Command are Card hands & combat cards visible to all players?
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<blockquote data-quote="Fire Brand" data-source="post: 6951394" data-attributes="member: 6687957"><p>I suppose They designed the unbalanced commanders to add variety but mostly to challenge players to build war bands that work in spite of the commanders low values(?)</p><p></p><p>good to know about single FP's. I played with BoG first and it was fun and balanced primarily because orcs are orcs so it was like a scrimmage game ; no INT in the box lol</p><p></p><p>I also got CoU because of the theme. I got both to use primarily with the D&D Adventure System games so didn't want a a lot of duplicates. It seemed ToG had the most.</p><p></p><p>interesting about SoL being a tourney designed WB. Makes sense they would plan that way considering original D&D Minis. I guess they got away form that idea. but its nice the line lasted for enough FP's and they can be used with the ASBG's</p><p></p><p>I played a little bit of CoU vs CoU to get a feel for them this way you can play most of the cards.</p><p></p><p>I have to play CoU vs BoG and a combo or two.</p><p></p><p></p><p>one thing I did to familiarize myself with the game and may put it in a vid was to separate the cards by abilities to see how many there were of each and the synergy.</p><p></p><p>its easy enough to figure out but they should have called Order card types Standard Attack (which is more like Standard Attack Damage) Immediate Defense (Immediate Interrupt Damage Reduction Defense lol) and minor what WotC calls quick action I'd add 'utilities' to follow the 4e D&D design.</p></blockquote><p></p>
[QUOTE="Fire Brand, post: 6951394, member: 6687957"] I suppose They designed the unbalanced commanders to add variety but mostly to challenge players to build war bands that work in spite of the commanders low values(?) good to know about single FP's. I played with BoG first and it was fun and balanced primarily because orcs are orcs so it was like a scrimmage game ; no INT in the box lol I also got CoU because of the theme. I got both to use primarily with the D&D Adventure System games so didn't want a a lot of duplicates. It seemed ToG had the most. interesting about SoL being a tourney designed WB. Makes sense they would plan that way considering original D&D Minis. I guess they got away form that idea. but its nice the line lasted for enough FP's and they can be used with the ASBG's I played a little bit of CoU vs CoU to get a feel for them this way you can play most of the cards. I have to play CoU vs BoG and a combo or two. one thing I did to familiarize myself with the game and may put it in a vid was to separate the cards by abilities to see how many there were of each and the synergy. its easy enough to figure out but they should have called Order card types Standard Attack (which is more like Standard Attack Damage) Immediate Defense (Immediate Interrupt Damage Reduction Defense lol) and minor what WotC calls quick action I'd add 'utilities' to follow the 4e D&D design. [/QUOTE]
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