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Weekly Trash - Dune
- Dr. Mabuse
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I've never played Dune, (but desperately want... no NEED to.) but these seem like great guides for novice players.
His session reports are excellent reads as well.
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Pug has actually joined our online Dune group. We play via messageboards, with one player (on a rotating basis) serving as a non-playing moderator. We're on our 10th game, and pretty close to starting a new one. It's worked out much better than I thought it would.
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- Dr. Mabuse
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We started out with live bidding, and we used IM programs for that (AIM, Gabbly, Meebo, that sort of thing). Lately, we've just sent in written bidding orders, but some players would like to try the live thing again.
And that's about it. Nothing too fancy, but we've got it refined to where all the players get the information they need and the game keeps moving forward without too many stalls.
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I played 6-players and was the Harkonnen. On turn 5, I allied with the Emperor who "donated" money to my cause. This cause being the invasion of the guild sietch with 8 units. In combat I came out just on top with one unit remaining in the space, and since no one else had pursued any other combat, the Emperor and the Harkonnen win with a totaled three sietches, yes? Seems a bit anticlimactic... one combat to end the game very quickly. How should the other players have prevented this? Isn't this going to be easy in the early game, to have two players gang up on one other non-aligned player, grab their sietch and win?
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If that's the case, there's a few things that could be done differently for your next game, two of which are fairly common:
1. Use rule XVIII to increase the victory condition from three strongholds to four;
2. Tell your opponents to pay better attention.
I'm not trying to be too much of a penis with that last one; it's a valid point. Dune is a game that requires all players, allied or not, to pay attention and anticipate what might happen in the next turn or two, especially if one faction or alliance is within one stronghold of victory. For instance, depending on the turn order, anyone else at your table could have stopped you from even shipping to your winning sietch simply by dropping a single token there as a blocking move (Rule IX-C-1-C). It's arguably the most common move there is in Dune.
On the other hand, maybe it was just a short game. Dune, for all its built-in crunchy goodness, is an odd beast, and short games can and will happen. I played two over the summer that ended on Turn 3 or before.
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- Dr. Mabuse
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1) Where do I find the rule about the storm NOT effecting Carthag and Arrakis 2) When a storm moves does it always remove tokens and spice from EVERY sector it passes over?
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Okay finally picked up a copy and i have a couple of questions.
1) Where do I find the rule about the storm NOT effecting Carthag and Arrakis 2) When a storm moves does it always remove tokens and spice from EVERY sector it passes over?
The storm is not affecting Carthag and Arrakeen because they are Strongholds and the storm affects only sand terriories (except Imperial Basin). These territories are affected only after the blowing of Shield Wall by Family Atomics (as the other other strongholds are Sieches - underground complexes - while Carthag and Arrakeen are just cities). And the storm removes tokens and spice from every sand territory in every sector it passes over.
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- Dr. Mabuse
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drmabuse00 wrote:
Okay finally picked up a copy and i have a couple of questions.
1) Where do I find the rule about the storm NOT effecting Carthag and Arrakis 2) When a storm moves does it always remove tokens and spice from EVERY sector it passes over?
The storm is not affecting Carthag and Arrakeen because they are Strongholds and the storm affects only sand terriories (except Imperial Basin). These territories are affected only after the blowing of Shield Wall by Family Atomics (as the other other strongholds are Sieches - underground complexes - while Carthag and Arrakeen are just cities).
that makes sense thematically but where in the rulebook does it make the distinction between Strongholds and Sietches?
Cool. thanks sydoAnd the storm removes tokens and spice from every sand territory in every sector it passes over.
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that makes sense thematically but where in the rulebook does it make the distinction between Strongholds and Sietches?
I don't see that the rules make that distinction anywhere, and it isn't needed anyway. The sietches and cities are all strongholds by virtue of being red territories on the board.
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Questions:
Does it play well with 3? If we start it with 5 or 6, that practically guarantees a 7th person will show up. I'd rather start it with 3 or 4 and leave the other folks to play something less complex/less trashy if they wish.
How long will a 3 player game take? Can we finish in 3-4 hours?
Anybody got a suggested player aid? TOS is down
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This guy is a Dune fanatic, he has a nice cleaned-up version of the rules and Player Aid pads. He's pretty uncompromising about which rules he plays with, so his stuff might only help to the degree that you agree with him about how the game should be played.
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drmabuse00 wrote:
that makes sense thematically but where in the rulebook does it make the distinction between Strongholds and Sietches?
I don't see that the rules make that distinction anywhere, and it isn't needed anyway. The sietches and cities are all strongholds by virtue of being red territories on the board.
Yes, the rules don't make a difference between a sietch and a stronghold but it fits well thematically: Family atomics states that after using it, Imperial Basin and both Arrakeen and Carthag are vulnerable to storm (because it was the Shield wall that protected them from its deadly effects).
Tom, I tried to play Dune with 3 or 4 but it just isn't Dune. I believe you need all factions in play for the game to be balanced as every faction has its own duties to perform (for example, the Guild is excellent in preventing others from an early win with its ability to launch a massive force anywhere). We tried it with 5 and it was playable but there was definitely something missing.
www.starbasejeff.com is awesome! And I really recommend the way he is playing - max 2 player alliances, no advanced rules, all optional rules. And just the basic treachery cards with maybe Residual Poison thrown in for some bluffing.
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