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Current Turn/Phase: Turn 1 Battle Phase! Wait, no that's not right... WELCOME TO DUNE: The Board Game After some chats in the dune thread, I've decided to run an LP of the Dune board game. Mostly in the hope of getting people to see this amazing game, and recapturing some of the glory of the long lost Twilight Struggle LP from 6 years ago. The Rules, or Plans within plans Dune is a strategic game for 6 players and in my opinion only 6 players. It involves a struggle for control of the planet Arrakis. The game is divided into 9 (really 6) phases, which I will go into depth in the second post. The winner must control 3 of the 5 strongholds on the surface of Dune, which are in clockwise order: Carthag, Arrakeen, Tuek's Sietch, Habbanya Sietch and Sietch Tabr. If an alliance is formed, the alliance must control 4 of the 5 strongholds instead. The Map looks like so: Game Phases and brief description: 1. Storm Phase - In this phase, the Fremen player will reveal the storm's movement (a number between 1 and 6) and move the storm that far. Any units not on Rock are destroyed by the storms passing, and units cannot be shipped into an area covered by the storm. 2. Spice Blow/Nexus - The top of the spice deck is revealed, and spice is dropped in that tile. If the card is Shai-Halud, a Worm appears, and devours the top card of the discard deck, destroying all spice and killing all units. A Nexus phase then begins, where players may form or break alliances. 3. CHOAM Charity - Any player with 0 or 1 spice will be given 2 spice by CHOAM Charity. The Bene Gesserit always collect this. 4. Bidding Phase - 5 Treachery cards are laid face down, and an auction begins on each card in sequence. The Atriedes Player can look at the card and may reveal what it is or charge players for the privilege. All payments are made to the Emperor. Once all 5 cards are bid on, we move to... 5. Revival - Players receive their free revival, and may pay to revive up to 3 units in total. 6. Shipment and Movement - Starting with the first player counterclockwise of the Storm, and proceeding counterclockwise, each player ships units to Dune and then moves them one by one. 7. Battle Phase - Starting again with the first player counterclockwise of the storm, each player resolves all their battles. They may choose in what order. 8. Collection Phase - Players collect spice off the game board. They may take a maximum of 2 spice per troop, or 3 if they control Carthag or Arrakeen. Carthag & Arrakeen give 2 spice to their controller, and Tuek's Sietch gives 1. 9. Mentat Phase - Check for a winner, and if there is no winner, have an ice cold Saphoo Root brew and kick back. The 6 factions are: House Atredies The noble House of Atriedes, ruled by Duke Leto Atriedes of Caladan, is the family and faction of Paul, the protagonist of the book. The atriedes have decent leadership, and the power of limited prescience. They will be able to see Strategy cards in the bidding phase, whilst others bid blindly. The Atriedes also know where the next Spice Blow will happen, and can force an opponent to reveal a single part of their battle plan publicly. There is also a rumor that they might have the Kwizatz Haderach, but this is impossible as it is a full generation too early. The Bene Gesserit Sisterhood The sisterhood of the Bene Gesserit are omnipresent advisors, spies, spiritualists and generally schemey women. They have mastered superhuman abilities over thousands of years, and are now flaunting them in the battle for Arrakis. The Bene Gesserit arrive as a noncombatant spiritual advisor with other forces when they are shipped to Dune, and can flip into combatants at the start of any movement phase in any of the zones they occupy. They will automatically do this if the faction they were coexisting with leaves the territory. In addition, during a combat, the Bene Gesserit can use the Voice to force an opponent to modify their battle plan. The Bene Gesserit can also predict a winner and a turn, and if that player wins on that turn, the BG player will win instead lol. The Emperor of the known Universe (House Corrino) The Padishah Emperor's have ruled for 10,000 years, and Shaddam Corrino is intent to go on ruling. The Emperor maintains an elite, nearly unstoppable army known as the Sardaukar who are twice as strong as other factions units. In addition, during the strategy phase, all of the spice paid by other factions is paid to the Emperor, not the bank, leaving the Emperor fabulously wealthy almost all game. As a downside, the Emperor starts with all forces in reserve, with no holdings on Dune... The Fremen The Fremen are descendants of the Zensunni settlers on Arrakis generations ago, and have adapted their society, culture, physiology and fighting style to Dune itself. The Fremen's key advantage is that as the controllers of the vast desert of Arrakis, they don't need to pay the Guild to move onto the planet. In addition, they can move twice as far once on the game board. When a Worm appears, if it appears in a territory in which the Fremen are, they can ride the worm to any other territory. Additionally, they know how far the storm will move around the game board and when caught by it only lose half of their men. Finally, the Fremen have their own small group of Fedaykin, who are double strength troops. In fact, the Emperor's sardaukar don't offer any advantage against the hardened Fremen! The Spacing Guild The Guild have a complete monopoly on Interstellar Travel, and jealously guard it. For this reason, anyone moving to Arrakis who isn't the Fremen, has to pay the guild 1 spice per unit. The Guild itself, pays half price to the bank. The Guild can also move from any territory to any other territory essentially, or back into their reserves. Lastly, they can move at any point during the movement turn, regardless of the turn order. House Harkonnen Lead by the vain and devious Baron Vladimir Harkonnen, this house is known for one thing: Treachery. At the start of the game, when players choose their traitors, The Harkonnen player will keep all of their traitors. In addition, any cards they win by bidding will be supplemented with a card from the deck. They can also capture leaders. Signup PLEASE HAVE PM's ENABLED Please register below by replying in a post with WORMSIGN. Please also put your favourite 3 factions in the post as I'll hand them out based on earlier post vs ranking. Player List Atriedes - Aces High Bene Gesserit - Joe Chill Emperor - The Merry Marauder Fremen - Pheldagrif Guild - Sebmojo Harkonnen - ProfFrink ADVANCED RULES We're playing with all but one as they are cool and good. They are: Karama Cards - A pain for the GM tbh, but these cards are hilarious. Their entire list of effects requires its own card. Increased Spice Flow - There are two spice blows, one after the other. Advanced rules on factions - I covered most of these above. House Rules Alliances are limited to 2 people. Conditional Orders - For Example, If someone has a Karama card and wants to block Bene Gesserit using the voice during a combat, you can pre-load this by PM to me. Deadlines There is a lot of downtime in Dune, so I would like to keep the game moving. I'd like to have a 48 hour turnaround on any action, with 24 hours for Karama/faction powers in response. Turn 1 Game Start/Turn 1 Storm/Bidding Turn 1 Movement Phase! Turn 1 Movement Phase! Links: Rulebook - https://www.gf9games.com/dune/wp-content/uploads/Dune-Rulebook-.pdf FAQ - https://www.gf9games.com/dune/wp-content/uploads/Dune-FAQ.pdf Horsebanger fucked around with this message at 14:32 on Feb 13, 2020 |
# ? Jan 31, 2020 09:34 |
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# ? Jun 8, 2024 09:41 |
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DUNE RULES POST Obligatory Quick start Link: https://www.gf9games.com/dune/wp-content/uploads/DUNE-Quick-start-Guide.pdf Full Rules Link: https://www.gf9games.com/dune/wp-content/uploads/Dune-Rulebook-.pdf Dune is a complex game, so I think it is best to explain the rules phase by phase: 1. The Storm Phase Arrakis is devastated nonstop by sandstorms. These storms are represented in the game by a marker which moves on the 18 pie slices on the map. When it passes over a sand territory, it destroys all spice and units in that territory. When it stops over a rock territory, it locks movement into and out of that territory. The storm also determines the first player, which is the player icon that is counter clockwise of the storm. If the storm is on top of a marker, the first player is the next player counter clockwise, and the one under the marker is last. Initially, the storm movement is determined by the first and last player. Both players will take a battle wheel and dial it between 0-20. The storm will then move that many times, and the game will begin. In subsequent turns, the storm will move between 1 and 6 zones using a deck of 6 cards. Each storm phase, the Fremen player will reveal the top card and move the storm that many times, then shuffle the deck. Once movement has been resolved, the Fremen player will look at the card, and know how far the storm will move next turn. 2. Spice Blow On the Spice Blow phase, the first card of the spice deck is revealed and resolved. It will usually place a pre-determined amount of spice in a province, or reveal a worm card. When a Worm is revealed, a Nexus occurs. During this phase, players can form and break alliances. Once the nexus is over, another card is flipped. Subsequent worm card's are discarded, but the Fremen player will cause a worm to strike 3. CHOAM CHARITY If a player has 0-1 Spice, CHOAM Charity will give them 2 spice. The Bene Gesserit always collect this. I will always enforce CHOAM Charity, as there is no downside to having extra spice. 4. Bidding Players declare how many Treachery Cards they have. This is public information. One Treachery Card will be turned face down for each person able to bid. You can bid as long as you are below your hand limit (4 for all players, except Harkonnen who have 8.) The Atriedes player can see the current card to be bid on. He can sell access to this information, and may take notes on the card and who gets it. The first card is then bid on, starting with the first player counterclockwise of the storm. A player may pass, but this does not exclude them from future bidding. A player who wishes to bid must bid at least 1 more spice than the previous bid. Once a player has bid and all other players have passed, they win the card, and pay their bid to the Emperor, unless someone blocks it with a Karama card. If blocked, or if the Emperor wins the bid, that spice is paid to the bank. Players with maximum hand size always pass, they may not bid. Players may not bid more spice than they have. To keep the game moving, there will be a 24 hour time limit before an auto-pass occurs on a bid. Once all bidding is completed players should do a final count of hand size. 4. Revival Phase Units and leaders destroyed are sent to the Tleilaxu Vats. During Revival, each player gets a free revival(s), and can pay 2 spice to revive each additional force, to a total limit of 3. This means if the Fremen have 3 free revives, they can't and don't pay anything to get their maximum of 3 force revivals, where as the Emperor gets 1 free and may pay for up to 2 more forces. If all 5 of a players leaders are in the bank, they may pay for 1 leader to return per turn. That player pays a spice cost equivalent to that leaders value. 5. Shipping & Movement Starting with the first player and moving counterclockwise, players may ship units to Dune, then move them. A player may move a unit from their reserves to any territory on the map at a rate of 1 spice per troop to a stronghold, or 2 to anywhere else. This cost is paid to the Guild. The Guild pay half price to the bank to ship units, rounded up. Players may not ship units to their reserves, except the Guild. All factions apart from the Bene Gesserit are accompanied by a Bene Gesserit Adviser, which will coexist with them. When shipping or moving to an area with several sectors, such as False Wall South or Cielago North, a player must identify which sector they are placing units in. Movement occurs after all shipping. Every unit on the board, including ones just shipped, may move once, at a range of 1 territory. No player may enter a territory with two players already inside it. Bene Gesserit advisers do not count to this. ORNITHOPTERS - A player who starts a turn with a force in Carthag or Arrakeen may move it via Ornithopter. The forces within that stronghold can move up to 3 territories that turn. Storm - The storm prevents movement through it. No force may move through, around into or out of the Storm. Sectors don't inhibit movement however, so it is possible to land in Cielago North if only one part of it is uncovered by the storm. 6. Battles Starting with the first player, players resolve all their battles for the turn. They may resolve them in any order they like. Players may not battle if separated by a sector in a storm. Players NEVER battle in the Polar Sink, it is a safe space for all people. When two players are fighting, they will form a Battle Plan. A Battle Plan consists of: Number - This is the number of troops the player will commit to the battle. If they win, they will lose this many troops. This number cannot be higher than the troops they have in the battle. Leader The player must select, if able, a leader card and send them into battle. Leaders may not fight in several territories during the same turn. -A cheap hero card can be used. Offensive treachery card - Either a poison or projectile weapon, or the Lasgun. This will kill the other person's leader unless they play the correct Defensive Treachery Card - Either a Poison or Projectile defense. A useless Treachery card may be used in either position, however you can only play one card in each "slot" so to speak. Battle Resolution First an example from the quick start rules First, players reveal their battle plan. At this time, a player may reveal their TRAITOR card. If this happens, the losing player loses all units and cards, and the winning player loses nothing. The traitor leader is killed and sent to the tanks, and the winner gets spice equal to the leader's value. If two traitors are revealed, both players lose everything, and neither gets any spice. Offensive Cards take a shot at the opposing leader. If they aren't defended against with the corresponding defense card, the enemy leader is killed and send to the tanks. Their combat value doesn't count. If a Lasgun and a shield are revealed, the entire territory is nuked, and every force/leader/item is discarded. A player has a combat value, which is the value of their leader + the number of committed troops. The higher number wins. If there is a tie, the aggressor will win. If their leader is killed, the number they dialed is all that is left. The winner collects spice equal to the value of leaders killed, including their own.They lose their committed troops to the tanks. The loser loses all forces in that territory. 8. Spice Collection In territories with spice, players collect 2 of the available spice for every troop they have in that territory. If they own the strongholds at Carthag or Arrakeen since the start of the turn, they have Carryalls and harvesters that increases the rate to 3 spice per turn. 9. Mentat Pause Phase Smoke some space weed. Check for game end. There will be an "end of turn" post with the game state. Turn 10, if reached, will have a breakdown of the winner. By default, the Fremen will win on turn 10 if they meet conditions. If they do not, the Guild is the default winner as they have prevented any one faction from controlling Dune.
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# ? Jan 31, 2020 09:35 |
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WORMSIGN Spacing guild, harkonnen, emperor
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# ? Jan 31, 2020 09:51 |
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I'll observe from my throne made of AI dildos on planet IX.
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# ? Jan 31, 2020 11:03 |
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BeanpolePeckerwood posted:I'll observe from my throne made of AI dildos on planet IX. Many new machines on Ix
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# ? Jan 31, 2020 11:09 |
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Don't have time to actually play but will observe like an Arrakis desert hawk.
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# ? Jan 31, 2020 13:24 |
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Drat! I don't have PMs. I may have to contribute to the Lowtax spine fund.
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# ? Jan 31, 2020 14:43 |
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If it weren't for the fact I'm playing this IRL on Sunday and Thursday, I'd be in.
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# ? Jan 31, 2020 15:01 |
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I'm very much looking forward to watching this. If you want to see the game in action I very strongly recommend this quality four hour video. That's four hours after editing. They've made a second and third video as well which are slightly shorter since they don't need to explain the rules as much. Oh and here's a review of it.
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# ? Jan 31, 2020 19:49 |
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WORMSIGN Atreides, Emperor, Fremen
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# ? Jan 31, 2020 22:25 |
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We have WORMSIGN the likes of which God has never seen. Harks, Guild, Fremen
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# ? Jan 31, 2020 22:38 |
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Watching with interest ; Think it's better that someone more skilled (with more time) will play, rather than me. Aside, Horsebanger posted:the Kwizatz Haderach quote:House Atredies
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# ? Jan 31, 2020 23:29 |
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Gun Jam posted:
Those are fan-made designs, so who knows
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# ? Jan 31, 2020 23:46 |
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This might make bidding faster, how about everyone bids at once via pm? Ties can be broken by some agreed measure and if the bid is still tied then biding starts again with a raised minimum. WORMSIGN Bene Gesserit Fremen Harkonnen
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# ? Feb 1, 2020 00:17 |
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Joe Chill posted:This might make bidding faster, how about everyone bids at once via pm? Ties can be broken by some agreed measure and if the bid is still tied then biding starts again with a raised minimum. I'm hesitant to do this as the bidding being public ads information to what people think the card is, especially with Atriedes and their "allies" knowing what it is. I must admit I like the ideas I saw in this guys BGG forum post: quote:The GM announces the number of Treachery cards each faction holds. Speeding it up is good, but bidding is as much a part of the game as movement/combat and I think silent auctions ruin it a bit. 4 of the 6 players are taken, We need a Horsebanger fucked around with this message at 04:56 on Feb 1, 2020 |
# ? Feb 1, 2020 01:28 |
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Horsebanger posted:4 of the 6 players are taken, We need a Fremen player and an Emperor. Heck yeah I'll WORMSIGN for Fremen. Only played this once, as the Spacing Guild. Won by default in the last round. Looking forward to seeing how this game will go!
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# ? Feb 1, 2020 02:54 |
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WORMSIGN House Atreides Bene Gesserit Fremen I remember the last time this game was LPed here, that was a good time
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# ? Feb 1, 2020 04:59 |
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Horsebanger posted:and recapturing some of the glory of the long lost Twilight Struggle LP from 6 years ago. I don't think I can commit to playing a game like this long-term, but this does seem really cool and I'll be following it.
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# ? Feb 1, 2020 06:19 |
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So that's 6! I've randomly determined order from the storm. Our players will be, in order from Storm Start: Bene Gesserit - Joe Chill The Emperor - The Merry Marauder House Harkonnen - ProfFrink The Guild - Sebmojo Fremen - Phelddagrif House Atriedes - Aces High I will send a PM with setup, which is static for some (Emperor) and variable for some (Fremen). Joe Chill & Aces High will also both be asked to dial a battle wheel number for storm initial movement! I'm definitely going to standardize using Scott's dune as the icons for the game, However I'll be throwing in some gifs and images from the movie's/games where appropriate. Horsebanger fucked around with this message at 07:03 on Feb 1, 2020 |
# ? Feb 1, 2020 06:32 |
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Sent PM's requesting starting info from people, its non conflicting so I'll set a long deadline of Tuesday, or whenever Here's a Map sneak peak (with mandatory starts lol) Horsebanger fucked around with this message at 13:21 on Feb 1, 2020 |
# ? Feb 1, 2020 12:57 |
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BeanpolePeckerwood posted:I'll observe from my throne made of AI dildos on planet IX. I'll bring a chairdog and whisper portently
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# ? Feb 1, 2020 15:07 |
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Just waiting on ProfFrink and SebMojo to acknowledge the start and select traitors. As for traitors, do players want to me to auto-resolve traitors if a leader used against them is one?
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# ? Feb 3, 2020 01:33 |
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Done. I'm fine with automatic traitor reveals.
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# ? Feb 3, 2020 02:00 |
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Automatic Traitors sounds ok, it'll help keep things moving. Just sent my confirmation as well.
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# ? Feb 3, 2020 02:05 |
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Following this, this game always looks like an hoot. Although, could someone explain why Alia is a Bene Gesserit leader? In the books, the BG consider people like her abominations to be killed on sight. Oh, well, who cares, it doesn't really matter and allowances are to be made for a game, pedantic nitpick over. I do think it's a nice touch is that lady Jessica is also a 5 strength, since she's a BG too.
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# ? Feb 3, 2020 02:29 |
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Omobono posted:Although, could someone explain why Alia is a Bene Gesserit leader?. Loyalty to the sisterhood above all. THE STORM IS MOVING AND THE GAME IS STARTING my image is 7000x7000 pixels so I'm scaling it down lol.
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# ? Feb 3, 2020 02:43 |
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Auto-resolve traitors sounds good to me.
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# ? Feb 3, 2020 03:31 |
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Is this the same Dune Boardgame that just got re-released recently? My mate brought it for our boardgame nights and keeps trying to get us to play it but I took one look at the rules and veto'd
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# ? Feb 3, 2020 03:35 |
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Yep, it's a classic.
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# ? Feb 3, 2020 03:43 |
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YA HYA CHOUHADA
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# ? Feb 3, 2020 03:48 |
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# ? Feb 3, 2020 05:09 |
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Gridlocked posted:Is this the same Dune Boardgame that just got re-released recently? It's definitely a game from the 70s, but it's very very good at what it's intended to do (which is being a game from the 70s).
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# ? Feb 3, 2020 05:59 |
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Game Setup / Turn 1 A beginning is the time for taking the most delicate care that the balances are correct. This every sister of the Bene Gesserit knows. - Princess Irulan, Manual of Muad'dib Setup: The Bene Gesserit player makes a Prediction! Traitor cards are chosen! Harkonnen keep all 4. Fremen choose to start with 1 Fedaykin, 4 Forces in Sietch Tabr, 2 Fedaykin, 3 Forces in False Wall South The Treachery Deck is shuffled. Each player receives a Treachery Card Harkonnen player receives extra treachery card First Turn Storm Phase! The first storm movement is entirely different to the rest, representing a random start to the storm. The player before and after the storm marker set battle dials and reveal them. The storm will move the sum total of that many sectors. Ben Gesserit reveal 9 Atriedes reveal 10 Storm moves 19 Sectors! As there are 18 sectors, this is a net movement of one in reality. It would sweep the entire map and kill anything not on rock First player is now Emperor Fremen player sent information on storm movement for Turn 2. Spice Blow - Turn 1 First Blow: 8 Spice added to the Broken Land SHAI-HULUD! Normally, this card would devour the dumped spice and cause a Nexus phase, however on turn 1, the rules for Shai-Hulud are to set it aside, draw another card and shuffle it back into the deck. 6 Spice added to the funeral plain! Shai-Hulud Card shuffled into Spice Deck. Map after Spice Blow I've left the Spice Icons in the spice bank, so that all players can see what they look like as a reference. Bidding Phase! Handsize Limit check! All players are at 1/4 Cards Harkonnen are at 2/8 Cards All players may bid! Bene Gesserit automatically connect CHOAM Charity! (+2 Spice) 6 Cards set aside for bidding. First card information sent to Atredies Bidding will open on the first card! A note on bidding: It will be open bidding on each card for 48 hours. In 24 Hours I will send information to Atredies on the second card and open it for bidding so they overlap. After 48 hours I will announce the winner of the card and open the 3rd, and so on until all card bidding is completed. Next Card reveal tomorrow at 6AM UTC. Bidding for first card will end on the Wednesday, 4th February at 6AM UTC.
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# ? Feb 3, 2020 06:11 |
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Yeah I'm all for keeping the game moving. edit: hello update! Phelddagrif fucked around with this message at 06:19 on Feb 3, 2020 |
# ? Feb 3, 2020 06:12 |
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I'm all good on auto-resolve for Traitors too
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# ? Feb 3, 2020 06:44 |
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how do we do negotiations - behind the scenes, then one party announces the agreement? they're binding so I presume they have to be noted somewhere.
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# ? Feb 3, 2020 08:02 |
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Negotiations for a bribe or alliances? I can't really stop and don't intend to stop players pm'ing each other if they want to sneakily agree to things, but bribes/alliances/all game actions are noted in the thread. If you give another player spice or show them something it is definitely public knowledge that you have exchanged spice and knowledge. The Rules for Bribery: Players who are not members of the same Alliance can make any kind of verbal deals or bribes between one another. Once made, these deals and bribes must be stated aloud and must be honored. A player cannot renege on a deal or bribe. Spice can be part of the bribe or deal. A deal or bribe cannot involve the transfer or gift of Treachery Cards, leaders, forces, or faction advantages. This leaves secret information, future actions, and, of course, spice. A player cannot make a deal or bribe that would contravene the rules or the player’s faction powers. These are the only limitations. I was actually wrong about this before... I thought you can share faction advantage information, but this can only be done to your ally apparently.
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# ? Feb 3, 2020 09:38 |
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1st card: 1 spice bid
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# ? Feb 3, 2020 09:57 |
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1st card: 2 spice bid
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# ? Feb 3, 2020 14:26 |
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# ? Jun 8, 2024 09:41 |
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Horsebanger posted:I was actually wrong about this before... I thought you can share faction advantage information, but this can only be done to your ally apparently. Nah, you can (and should!) absolutely sell/trade information. That rule means you can't share other faction advantages (so I, for instance, can't offer storm damage reduction as part of a deal).
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# ? Feb 3, 2020 15:26 |