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Dungeon Command: Sting of Lolth» Forums » General

Subject: Question on turn duration rss

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Leander Leitner
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Wels
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Hi!

This game doesn't use dice. How fluent is the game? I have Dungeon Twister and every player needs really long to think about his strategy and each turn. Isn't this the case in Dungeon Command, too? That you bother about the best move each turn and it takes forever? Counting squares you can move to, going through different possibilities and calculating the best out of them etc.?
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Nut
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You do have to do some counting and decision-making, but usually there isn't an overwhelming number of choices. I would estimate that a typical game with new players takes about an hour, with at least 6-8 turns per player in that time. Faster for experienced players.
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Roger McKay
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Bedford
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The order cards effectively 'randomize' combat enough to keep the game from being chess.
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Leander Leitner
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Thanks for your replies. But you deal x damage per monster and could calculate whom you should attack...looking at all monsters of the other player and their health...
 
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Niko
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LeanderLeitner wrote:
Thanks for your replies. But you deal x damage per monster and could calculate whom you should attack...looking at all monsters of the other player and their health...

Of course there is an infinite number of thinks you could do, just like in any other game.
There really aren't that many monsters on the map at a time though and checking their health is easy due to the damage tokens.

It really depends on the players and how experienced they are. The game itself is pretty average regarding the number of decisions you have to make on your turn. Of course, if you have a player that already suffers from analysis paralysis then dungeon command, like any game, will take a while.

Also, you can start thinking about what you are going to do on your opponents turn.

EDIT: I agree which Roger regarding the cards adding enough randomness to make dice unnecessary.
 
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