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Dune: Imperium
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- Sagrilarus
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- D20
- Pull the Goalie
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Looks pretty fun I think. Not sure I need to buy it (especially because it uses a weird dummy player 2p and seems like it wouldn't be great that way), but I'd certainly be interested in trying it out.
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Edit: looks like $50 for the game, and there's a $55 upgrade pack to replace all the wooden player pieces with minis for some reason.
www.direwolfdigital.com/news/dune-imperium-pre-order-10-29/
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- Jackwraith
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- Ninja
- Maim! Kill! Burn!
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A deckbuilder with only 10 rounds is a bit of a concern, in that you'll only see those really cool cards that you purchased a couple times/game, unless you're able to set up an engine that lets you draw more on a regular basis. The flip side of that complaint is that 10 rounds means a game that moves swiftly and doesn't drag on too long. The counter-counterpoint is that my favorite game of this style, Tyrants of the Underdark, has never had that problem and I'm not one that's usually concerned about long games, either.
I'm not in a position to be spending more on games and I've never been as much of a Dune fan as most gamer-types (although I do own two copies of the original game for some reason), so I'm not necessarily the target audience for this. And, again, coming back to the visual design... ugh. Everything is just a bit too plain, I think.
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Dune: Imperium is 8.2
the GaleForce Nine edition of original Dune is 8.2
the original Dune is 7.6
Rex is 7.1
I guess BGGers are easily impressed when a game recycles the old worker placement and deckbuilder mechanics.
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- Jackwraith
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1. It's a great game.
2. The board is somewhere between pedestrian and awful.
Point #2 was my reaction, as well. I can't say that I've been totally sold by reviews and gameplay I've seen, but I have similar games (Tyrants of the Underdark, etc.), no money, and am not a Dune fanatic. I've also never played Clank!, so I don't have any attachment to Dire Wolf's output, to date. But it certainly seems like a well-designed package.
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