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heli
Like the new factions, but wish the leader skills had been left out. They seem too clunky to use, putting them in front of the shield, then taking them back, then putting them out again, and so on. Wish they had been just an "always on" feature that you could set it and forget it. Plus, some of them don't seem very thematic, such as a sword master, which would be an always on skill, not a one-time thing and for a particular battle only. Stuff like adding +3 is kind of boring as well. The genius of the game are its qualitative abilities. These quantitative ones are too boring. Plus, battle plans are complicated enough already. They should have ditched the wheels and just done everything with cards, actually.
RVG_
Adds two new factions, dealing with money and technology. These two are less interesting as their core concepts are already explored by other factions, but are good nonetheless.
BradJacobs
Another expansion to the great Dune. This is the better expansion compared to Ixians and Tleilaxu. I would add it if asked, but I don't really feel the need to add either expansion to the base game, which in my opinion has content for.. well, forever. First of all - it includes corrections to some of the cards added in Ixians&Tleilaxu. Cards that, as I mentioned elsewhere, were mostly egregious - now they've been corrected. Ok. Still would not play with them. But this shouldn't affect the score since they don't belong here in the first place. Seems like with every expansion they release a new FAQ, and every time they do they still somehow include contradictions to what they've already published. I feel like every time I read these, the effort I've put into learning and archiving this game in my head is kicked by Jackie Chan and Chuck Norris simultaneously, to the point it causes my enthusiasm for the game to wane. I have grown to completely ignore what they say save for a few exceptions. But, with regards to the content of the expansion itself - this is great. The Richese faction and Choam play differently, are not too complex, provide new great angles for playing, and are competitive. The Richese in particular are one of the best - the arsenal of tools at their disposal can work against them as you fight more money and all of their cards are exciting one way or another. Choam is another "play rich and stall" faction but it can be played against and it's very weak at the beginning. It's fun even if it can get stupidly powerful at the end of the game as money won't be a problem for them, and they can revive a lot of troops very, very fast. The leader abilities - it's fun, but overall ok. Better than the tech tokens, at least, and give more personality and some more choices when battling. Some of the abilities are way better than others, but at least some of them are creative and fun to pull off. I like them, but I would never use them with people playing for the first time. I've played with all the expansions in an advanced 6p game. Call me masochist. When everyone understands what is going on and the game flows fast, despite having millions of optional abilities and crazy swings, Dune is still fun and mind boggling. I would remove the sandtrout, and some of the extremely powerful cards of Ix&Tleilaxu. If I'm not going to be teaching this beast of exceptions and side ideas, I'd play gladly anytime