|
a
variable in controlled areas each turn; if your men are
unfortunate enough to be caught up in one its curtains for them.
Combat
is enjoined in areas where two factions have troops, and is
simplicity itself. Each player picks up a "Battle
Wheel" that allows the player to choose a number of his
troops present in the area, up to the entire number, as well as
to hide a Leader counter and up to two Treachery cards
representing a Weapon (offensive card) and a Shield (defensive
card). These "Battle Plans" are revealed
simultaneously, with the player having the higher total, after
determining Leader casualties, if any, winning the battle.
Leaders are killed if the enemy plays a Weapon for which they
don't have an appropriate Shield. In cases of ties the first
player (called the "Aggressor") wins. The winner loses
the number of troops he dialed in for combat; the loser loses
all of his troops regardless of the number he dialed. If your
opponent had the misfortune to use a Leader that you had marked
as a Traitor, he immediately loses the battle and you lose
nothing.
What
elevates this out of the ordinary is the asymmetry I mentioned
earlier: each faction has special characteristics and powers
that modifies one or more of the above conventions. For example,
the Atreides player, reflecting Paul Muad'dib's prescience, can
during the bidding round for Treachery cards examine each card
before it goes up for bid by other players (who must bid on the
card face-down). This power alone can be a game-breaker. If this
were not enough, he can also look at the top card of the Spice
deck before it is turned over, and in combat force his opponent
to reveal one of the four elements of his Battle Plan. The Bene
Gesserit witch ... er ... player, writes down at the beginning
of the game the game turn he thinks the game will be won in (a
normal game of Dune lasts up to 15 turns, though in practice
most games are decided before turns 8 or 9) and the faction he
thinks will win; if his prediction is true then he, and not the
'winner', wins the game. The BG player can also ship for free
one troop chit, as a "religious advisor," when any
other faction ships troops down to the planet surface. Unlike
troops of any other faction, which must battle with opposing
troops in the same area during the Battle Round of the game turn
sequence of play, the BG troop token can "coexist" in
the area peacefully, gradually building up power over a series
of turns until he determines that it is time to stop coexisting
and declare war. The BG player can also "Voice" his
opponent into doing as he wishes with regard to one aspect of
his battle plan. The Emperor player gets a cut on all financial
deals, represented by the fact that when any other player pays
Spice for a Treachery card, to revive dead troops out of the
Tleilaxu Tanks (i.e. reinforcements), or to ship troops to
Arrakis, the Spice tokens go into the Emperor's account, and not
the bank's. The Emperor player also has elite Sardaukar troops,
which count double in combat as opposed to any other players.
When players ally with each other, many of these special powers
can be made to intercede for your ally as well. Suffice it to
say, each faction's special powers are appropriate to that
faction, and represent potentially game-winning strategies. The
special powers also ensure that no two games of Dune are ever
the same, and that cunning, deceit, treachery, skill, and luck
all will play a part in an unfolding game.
To
show just how dramatic the interplay of all these elements can
be I'll recap a recent game that my group, the GLG Gamers,
played. We played a 4-player game with the Emperor, Fremen
(yours truly), Bene Gesserit, and Harkonnen factions. We played
with the following house rules: no alliances until turn 4 (to
give all a chance to build up some strength), and alliances only
last until the next Worm card appears, at which point new
alliances can be made (but not with your old partner until yet
another Worm appears).
The
Harkonnen player managed to use his in-built treachery to come
within a whisker's of a 3 territory win right off the bat, only
to have everyone gang up on him and keep the game open.
Meanwhile the Emperor culled in the cash (i.e. Spice) as
everyone else bid like crazy to build up their hands of
Treachery cards. The BG player was very coy, coexisting
everywhere and basically only sending in his witches, er ...
tokens, for free (so he had correspondingly few tokens on
board). As the Fremen player I had significant luck in having
the Spice Blows land near my troops, but didn't make much
headway in terms of converting Sietches.
Turn
4 arrives and the negotiating came out fast and furious. The
Fremen and Harkonnen allied; they only needed one more
Stronghold for a knockout win. This forced the Emperor into the
hands of the BG, which, as you will see, proved fateful in the
end. Unfortunately for the Hark/Fremen alliance, the Emperor
went first, and to forestall the auto win with four Strongholds
he sent in massive troops into Carthag. Using his partner's
Voice ability, he found out the offensive weakness of the
Harkonnen player (no poison), and managed to defend himself and
kill the Harkonnen leader. With that went Carthag, and the Hark/Fremen
alliance blitz strategy went out the door. Still feeling our
oats, however, and the superior ability of the Fremen to
resupply out of the Tleilaxu Tanks, I sent in the bulk of my
truppen into the Habbanya Ridge Sietch, while closely contending
Teuk's Sietch, both of which were filled with the Emperor's
troops. As the aggressor I chose the big battle first, hoping
that the Emperor would choose his second best Leader (he had
lost his first to the Harkonnen on turn 3), as I had that leader
as a Traitor. Sure enough, he did ... battle over, and Habbanya
Ridge was ours. Then on to Tuek's Sietch, which I also won,
killing the Emperor's Leader. Now we were back to needing only
one more Stronghold for a victory. To top things off, the Baron
had the Family Atomics Treachery card, and blew the Shield Wall
down, exposing the Emperor's troops in Carthag to the
approaching storm.
|
So
naturally then this wonderful game produced a catch just when it
was needed (at least as far as the long-faces of the Emp/BG
alliance were concerned), and a Worm appeared on the Spice Blow.
Bingo: alliances over, and a new strategy needed to be worked
out. The Baron decided to ally with the chief Witch, but by this
time the Emperor was so poor, having funded the BG's need for
spice to buy Treachery cards, and had so many troops in the
Tanks that it made little sense for me to ally with him.
It
was now turn 7, and the BG/Hark alliance had two Strongholds,
the Fremen had two, and one (Tuek's Sietch) was open. The BG
player landed in Sietch Tabr, which heretofore had gone
uncontested (I had 5 troops in the Territory the entire game),
while the Baron landed one single troop in Tuek's Sietch. The
Emperor went next, and landed his one token in Tuek's Sietch as
well. The Emperor wasn't allied with me, but he was going to
give the BG/Hark alliance a run for their money anyway.
To
make a long story short, the BG player used Voice once again to
cancel out my Weapons card, and managed to pull off a tie with
me ... but he won as he was the aggressor. So it all came down
to the one-token battle in Tuek's Sietch. Finally the BG player
Voiced (for his Harkonnen partner) the Emperor into not using
his only weapon, and the Harkonnen player scored a win. Voila:
the BG/Hark. alliance now had victory!
Or
did it ...? Just as the Baron was congratulating himself on his
dastardly deeds, the BG player announced a Harkonnen victory on
turn 7 ... to win it all for himself!! Yikes! What a great game!
If
for no other reason than simply getting this incredible game
back on the market Jeux Descartes should be congratulated, but
the game, in my opinion, represents outstanding value for the
money. Even if you never play with the expansions, the decks
included with those gamettes include extra Treachery cards that
add, if you will pardon the pun, "spice" to the
regular game's Treachery deck. The components that Descartes
includes are typical for a Euro game as well: outstanding
artwork and quality components. There is a minor error in the
map (the sector line which bisects Arrakeen should not bisect
that Stronghold), but that is easily referenced with the English
rules that accompany the game which provide a copy of the
original and correct AH map. The rules also have a minor piece
of errata: the Atreides player gets a Free Revival of two troop
tokens.
There
is plenty of online support for this game, too. For a cornucopia
of variant rules and scenarios check out Rick Heli's site, Colin's
DUNE page , and, oh yes, that three-player variant. What more
can I say? If you can only buy one game this year, buy this
game!
Dave
Richtmyer is a veteran gamer whose background goes back to some
of the original AH classics: DISPATCHER, U-BOAT, VERDICT II,
etc. He enjoys both German games and wargames. His greatest
gaming joy was teaching his 10 year old son to play AMBUSH! and
then UP FRONT.
I hope you've enjoyed this
edition of GAME NOTES. As always, your comments, suggestions,
and complaints are tolerated. -- Jim

Back
to Game Notes Main Page
|