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Review - Is Dune the Second Coming?
- hotseatgames
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- Jackwraith
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The only one I thought was vaguely useful was the phase marker for introducing new players to the progression of the turn.
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- Michael Barnes
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- Michael Barnes
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But part of the genius of Dune is that it makes room for all of that. You get the rise of a Messiah. You get religious factions meddling in political affairs. You get the critique of colonial, imperial mercantilism. You have all of the ecological themes embodied in the reactions of the planet itself. It’s not really as much of a wargame as it seems, definitely not as much as many other DoaMs. It’s an economic game focused on opportunity, investment costs, and capitalization. It’s a highly diplomatic game of course, and in the alliances you can see some of the broader themes emerge. There’s a lot going on beyond the combat.
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Michael Barnes wrote: I almost feel like those minis are GF9/EON straight up trolling...they are pure garbage. Pretty much useless. It’s almost like they just threw them out there as a Kickstarter-like FOMO joke.
The starbase plastic minis for ascendancy are flat out complete garbage too so there's precedent.
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Gary Sax wrote: The starbase plastic minis for ascendancy are flat out complete garbage too so there's precedent.
Aren't those resin? Because they were an exception to the model design for the rest of the game, which is excellent. The best thing about the Borg expansion, in fact, are the models. I kept reading bad reports about the starbases, so I never bothered to pick them up. Plus, they're also all gray (i.e. not in the faction colors), which means that it would end up being confusing when looking at the table. Those are pretty much the only things that I don't have for ST:A (yes, I went in for the extra ships and even the dice for all the factions; I really love that game.) I wonder if they're going to have dice for the Vulcans and Andorians...?
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- san il defanso
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I think Joel makes mention of the new game needing a set time when spice can change hands. I've actually played this way before, where any spice given in deals is placed in front of a screen, and then it gets put behind the screen at the end of the turn. The idea was that it wanted to prevent the guild or the emperor from torpedoing the whole thing right in the middle of the turn. I'm not sure if that cuts into the designed openness of the experience or not, but I thought it played pretty well.
I know that WBC plays to 10 turns instead of 15, which is a bit more sane. But I do like the possibility of every spice-producing territory eventually getting a spice blow. I also think that a longer setup does allow someone (like the Harkkonen) to claw their way back into the game at a later point after they've been sitting out of the action for a while.
Still an amazing game. I've not played in years now, mostly because I've moved so much. But it's one of my favorites.
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san il defanso wrote: I've not had eyes on the new edition yet, but one of the big changes I hope they made is to sand away the distinction between "advanced rules" and "optional rules" that made the original release so confusing. All of the optional rules should be in the game full stop, though I've never played the advanced rules at all.
In this edition you either play the Basic Game (which corresponds to the Basic Game of the original, barring the turn length change and other minor adjustments, or the Advanced Game (which corresponds to the Optional *plus* Advanced rules of the original).
Nothing would stop you from cherry-picking which parts you do and don't want to include, but going strictly by their book, if you want the faction-specific advantages that came from original Optional rules (XV. Additional Character Advantages) you will necessarily be playing the Advanced game, i.e. advanced combat with spice-supported troops.
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