"Wow, these are tiny!"
That was my first thought upon opening the D&D miniatures entry box.
Actually, my first thought, is "Where the heck are the minis?". The "Wow, these are tiny!" remark was after I found them (they were at the very bottom on the box - they come in little plastic bags, not plastic containers like Mage Knight, so I was momentarily baffled).
Each box has 16 minis: 10 common, 5 uncommon, and 1 rare. The ones I got were:
Azer Raider
Hyena
Gnome Recruit
Human Commoner
Crested Felldrake
Elf Archer
Halfling Veteran
Ghoul
Wolf Skeleton
Hell Hound
Elf Ranger
Zombie
Orc Warrior
Drow Fighter
Werewolf (Hybrid Form)
Mind Flayer
(Besides the minis and their stat cards, you get a large paper map with 1 inch squares on one side, 8 dungeon terrain tiles, also with 1 inch squares, a d20, a small sheet of counters, a 40 page rulebook - about the same size and quality as old manuals from SSI computer games, and a very thin 1 page rules summary)
I am not a big miniatures fan. I had some when I was a little kid, but as I have no talent for painting, I never bought many. (I also became very allergic to metal - I can't even wear a watch). However, they are very handy for role-playing, especially D&D, so when the concept of prepainted minis was introduced by WizKids, I was intrigued. After a trade for a bunch of Mage Knight figures fell through, I eventually bought a couple of starters, and ended up hooked.
I was somewhat into Mage Knight (MK) for a while. I probably have around 200 figures, and maybe 35 Heroclix. I played it somewhat, but gave up because I didn't like the changes to the dial system (you now need a little ring to turn the clicky base, which I really really didn't like)
Actually, after comparing a MK mini with a D&D mini, the difference in size isn't that great, but the clicky dial is a lot bigger than the D&D base, and the MK are made of a heavier plastic. The MK figures also came in a plastic holder, the D&D minis come in little tiny sealed plastic bag, which is why I couldn't see them at first when I opened the box, they were on the bottom.
The real thing is, that most of the minis I got were of small things. Gnome. Halfling. And the ones that were normal sized, like the Human Commoner, were scrunched over like Marty Feldman in Young Frankenstein (BTW, am I alone in wanting Mel Brooks-Clix?)
Also, the paint jobs on the D&D minis are a lot better than much of my MK figures. For instance, the Gnome Recruit has a tiny little head that is painted, and it actually has painted eyes where eyes should be. It's not uncommon to find eyes or the entire face painted onto the shoulders of a MK figure (though that was more common with the early figures).
And as I look at the detail of the halfling, I am also impressed. The figure is about the width of a dime and about as tall as a dime. I have to squint to see the details of what has been painted on it. One heck of a lot better than I could ever manage (though my manual dexterity sucks, as a kid, I got so frustrated trying to paint minis I ended up just dipping them into the can of paint like easter eggs. camouflage, I called it.)
Some of the minis though are pretty silly. The Hell Hound looks like a dog with a dinosaur fin on it. More funny than scary. The Felldrake bears a striking resemblance to Baby Godzilla (albeit less bipedal). The werewolf has a white belly, making it look more like a were-skunk (it also has a detach-able tail, for reasons beyond my comprehension).
The Mind Flayer is pretty cool, but other than the purplish color to it, it reminds me a bit of Dr. Zoidberg. (While I wouldn't want Futurama-Clix, I think Dr. Zoidberg should get a spin-off - he was the only really funny character. But I digress)
Probably the coolest looking is the Zombie. If a bit creepy. It actually looks like the skin is off, and you can see the bones of the top, but the inside, where the sternum stops, you can see the guts. It also has a full head of hair, which is quite disquieting, he must have been a dead 80's rock singer. The teeth are also painted (one of those things I have to squint to notice).
Also neat (kind of), the Wolf Skeleton has a detachable metal collar and chain. So you could transform any other figure into a punk rocker. Poor wolf though.
So to sum up, the level of detail is better than Mage Knight, as is the paint job. So I am actually very impressed with the minis themselves (other than their small-ish size).
The other stuff with the set are of varying quality.
Unfortunately, folding out the "battle mat" the first time, I managed to tear it. This probably is related to the reason I can't paint minis very well, but it's also fairly light paper.
The small cardboard bits are for "terrain" and are actually fairly sturdy. They are "dungeon" terrain, mostly rooms. 1 statue room, 1 abattoir (too bad no dancing queen figure), 1 rubble room, 1 treasure room, 1 corridor, and 2 assembly tiles (these are tiles that go in the corner, and are placed first). Basically you just place them on the larger paper map.
Each figure also has a matching stat card. The card has D&D mini game stats on one side, and D&D stats on the other. They are about as sturdy as baseball cards - okay, but not great. I was hoping they'd be more like playing cards or CCG cards, coated with something.
The figures are also divided up into 4 factions, based on alignment. Lawful Good, Lawful Evil, Chaotic Evil, Chaotic Good. There are also multi-faction figures which are the neutrals.
The counter sheet has 10 punch out tokens for 5 points of damage, 3 for 25 points, 2 "x"s, presumably used to mark off spells cast, and 2 "+1"s, 2 "+2"s, and 1 "+4", presumably used for spell effects. (As I didn't get any spell-casters, I'm not really sure)
How does it play?
Well, quite frankly, it's a lot like D&D. A whole lot like D&D. That's probably a good thing, considering the name of the game and the intended audience. Or it would be, except in many ways, it's more complicated than it really needs to be.
Each side gets 100 points in which to construct a "warband". The most powerful critter in the first set appears to be the Large Fire Elemental, which has a point value of 50. Most figures tend to be much lower than that, around 3-4 for a weakest. Interestingly, the figures are also rated by levels, like in D&D. There are only broad correlations. My toughest figure, the Mind Flayer is level 8 and 35 points. The elemental, while 50 points, is also apparently 8th level. A Drow Cleric of Lloth is 6th level but 42 points. Level is really only important because it is used as the saving throw modifier (in lieu of "Reflex, Will, Fortitude", found in D&D)
Combat is like D&D 3E, you roll a d20 and add your attack bonus. If the final result is greater than the Armor Class, you hit. Damage is a bit simplified, instead of rolling damage, you do a set amount (a multiple of 5).
Most other D&D 3E combat rules apply - attacks of opportunities, cover modifiers, "full attack" vs. attack and move, charging, flanking, etc.
Besides making damage a fixed amount, as opposed to random, there are some other simplifications. Rather than having 3 different saving throw modifiers, you simply add the figures level to the roll. Otherwise it works the same way.
The big difference is that per turn, you can only move 2 figures. (This seems directly taken from Mage Knight, though that is one more per 100 points of figures)
There are quite a few complications. The first one is "Command". Figures have to be within 6 squares or in line of sight of a "Commander" figure, otherwise they are "out of command", and move slowly. An added complication is that many figures are "Difficult". This is a rating that makes them uncontrollable by certain commanders.
Secondly, morale. When figures reach half their hit point total, they must make a morale saving throw or flee, screaming and running away like, well, you better fill in your own joke.
If they are in "command" they can make a saving throw on later turns to rally , and return to acting like normal.
Frankly, these two rules are more a pain than anything else. You're dealing with at most 12 figures per side, probably closer to 5 or so, so it's skirmish level. Do skirmish level games really need morale or command? I really don't think so.
So, I think it's a pretty poor miniatures game. The complexity is more or less the same level as D&D 3E, so why not play that instead? While I play d20 a lot, I found myself constantly looking things up in the mini rule book.
Related to that last problem I had, was that many (most?) the special abilities are described in the glossary. The glossary! Whose bright idea was that? So that caused quite a bit of confusing on the first (and only) attempt to play the game. (If you're going to copy Mage Knight, why not copy the special abilities on a cardboard reference sheet, too? You do get a "rules summary" sheet, but it's very thing paper and very bare bones)
Secondly, there is no plot or background involved in the game at all. No back story, no plot, nada. So the net result is that it is a rather bland game.
Thirdly, you need more than an "Entry Pack" to actually play the game as described in the rules. The 16 figures I had had a total point value of 160, while for a 2 player game you need 100 points per side. Yes, it's easy to just have 80 points per side, but I think you should be able to play the game as the rules state with what you get in an "Entry" pack. I also had to ignore the faction rules. (In Mage Knight, they have factions, but allow any mix. Factions just get some small perks).
So, the two games (in about 3 1/2 hours, total) I played of this, will probably be the last two games I play of it. Was it horrible? No. Was it fun? No.
I used to think this game was aimed at the Mage Knight market, but other than the collectible aspect, there is little similarity. It's not particularly quick playing, not much fun (IMHO), there doesn't seem to be any sort of organized tournaments or scenarios.
So, bottom line, get this for the minis. While I was a bit turned off by their small size, they really aren't bad upon closer inspection, and they generally are pretty well done.
The miniature game might get better with the Miniature's Handbook, but that's $35. Right now, I can't even afford to buy more minis. Be warned that this is a potentially expensive game to play at it's full potential. Maybe not as pricey as GW games (which can literally costs $1000s), but not cheap, either.
Call it a B for the miniatures themselves and a D for the game