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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
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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AntKampino
It is just too asymmetrical. There are very strong factions, like Atreides and Bene Gesserit. If they join forces it is hard to beat. Have too strong abilities. When it comes to how it reflects the novel it is a masterpiece. I had fun playing in 6 and 4 people but asymmetry killed it for me.
35tango
The game is classic, and the updated rules really help to make the experience better than the original. There isn't much more to say. This is an incredible long game for a table of friends to play. The game can be rough to teach, and if your play group is unwilling to be cut-throat. This brings me to the most important point. If your play group is willing to be combative, and backstab, then this game is one of the best social and gaming experiences that money can buy. If your play group is timid and unwilling to engage in politics, then the overall experience can result in hurt feelings, and really suck the air out of the room.
Astroking112
This game constantly impresses me, especially considering that it was originally designed in 1979. It is such a tense, brutal, and paranoia-inducing experience where you might make friends with people just to stab them in the back or destroy opponents with a subtle sentence. You have to constantly evaluate how you're planning on winning, what you plan to do if your ally stabs you in the back, and how you plan to betray your ally, and pick the course that has the best chances of success. Making too many enemies will draw the ire of the table, though, so calculated moves become key. It's not a perfect game: in particular, the rules are absolutely terribly written and there are misleading typos on several cards (and a highly confusing FAQ that revises some rules that players might end up choosing to individually include or exclude), and the game has a tendency to drag on once players learn the strategies of blocking strongholds. We've played several games with the only 5 Strongholds in the base game, and it works great for 4 players, but with 5-6 you really run the risk of some unfun Spacing Guild strategies. I highly recommend introducing something else into the game to keep it from reaching that point, such as the WBC Stronghold Shield Wall rule or the Tleilaxu & Ixians expansion's Tech Tokens. That all said, I doubt that I will ever turn down an event for this game if we have the players in the right cutthroat mindset, and it's one of two games that have produced unforgettable peaks of boardgaming at our table. If your group is okay with wrangling some rules, then I'd highly recommend giving this experience a try.