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Dune
120m - 120m
2 - 5 Players
Ages 14+
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price.
Auction/Bidding
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
46.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
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antooki
rules took some learning and understanding, as for every rule it feels like there is an exception. Still a solid game with lots to enjoy.
Andr0ss
A grail game of mine and thanks to GF9 I was finally able to play. Remarkably it didn't disappoint. Even with all the hype and years of anticipation it still met my expectations. My most well deserved and easiest earned 10/10
ajewo
Dune by GF9 (and the designers of Cosmic Encounter) is a reprint of an old area control game with rules tweaks and clarifications. Dune is basically a negotiation game with area control and interdependent factions. It should be played with the right group of 6 people. [b]Pros:[/b] + Artwork. + Setting (Dune book). + Very thematic, asymmetric, interdependent factions that balance each other. + Tense, unique combat with hidden card play, unit, and spice management. + Hand management: cards provide opportunities for treachery, backstabbing, and counter-effects. Timing can be crucial. + Temporary alliances (nexus) and open negotiations / brides. + Resource management: spice! + Deep game with a lot of strategies and options. + The game does not overload players with masses of miniatures, tokens, cards, or dice. + Moving desert storm that effects all player in an area secretly controlled by a certain player. + Beginner ruleset for learning the game. + Quick start guide. + Very compact game box. [b]Neutrals:[/b] # Language dependent: ability text on cards and events. # Luck of the draw. # Rather long playing time. # Rather mean due to cards and back-stabbing. # Bidding for unknown, face-down cards. # No multi-used cards (except for Karama): treachery cards can only be used in certain situations. # Karama card effects are quite complex (timing, exceptions). # A lot of different house rules are in existence. I like the rules provided by GF9. [b]Cons:[/b] - Requires 6 players (at least 5). - Random elements may be annoying for some players: spice blow / nexus, luck of the draw (e. g., worthless cards). - Hard for beginners: Some factions require experienced players to play well. Beginners can quickly maneuver themselves into a dead end. A beginner's game usually ends after the second or third round. - Combat can be unforgiving (win or lose everything). - Small force tokens are a bit fiddly. - Playing time is rather unpredictable. Can be a long >4 h game (stalemate). [b]Similar games:[/b] * Rex: Final Days of an Empire (some rule changes that make the game feel similar but still differently, less fitting theme from Twilight Imperium) * Circadians: Chaos Order: asymmetric factions, money exchanged between players, no alliances, less tight economy, less luck elements, no negotiation * A Game of Thrones: The Board Game 2nd Edition (long game, requires 6 people unless you have the Mother of Dragon expansion, hidden unit deployment, negotiation) * Warrior Knights: negotiation game with area control. * Twilight Imperium: negotiation, area control, more game mechanics for economy management.