ConTrail 2010, part 4: Dune deserves it’s own write-up
What follows is a chronological collection, for the record, of some email back-and-forth on “that Dune session” - perhaps henceforth to be known as the “infamous Dune session of twenty-ten”.
Thanks most especially to Brad, who kicked things off here:
Brad, Tue June 8:
Dune requires its own special write up.
Dune, the greatest game ever, apparently, according to some.
6 players were either dragooned or volunteered to play.
As Alex would only play the game under the basic rule set (no optional or advanced rules at all), Richard & Ed, in appeasing Al & wanting to get their Dune fix, agreed. This brought about their cries of anguish & disbelief every 5 minutes for the lost optional / advanced rules, to which Al stoicly replied, “is it in the basic rules? No, so we’re not playing it.”
Personally, I think Dune lacks spice so to speak without some of the optional rules, after all, who is the Kwisatz Haderach? In the basic rules, it would seem no one is.
Anyway, with the first Shai Hulud card, alliances were formed, Neil “Sugar Daddy Emperor” & Steve “Guild Rent Boy” kept wads of cash between them. The Vickary Bros created the unholy alliance between Richard Atreides & Ed Harkonen while the only natural alliance being Alex Fremen & myself BG.
The game trundled on, with no alliance being in a position to get & keep 4 red sites, because as soon as someone was, the other 2 alliances were always powerful enough to ensure that it never came off.
So that was then pretty much 7 turns of the same thing, over & over for 3 hours, ad nauseum, Alex & I beating our collective heads & looking longingly at other games, such as Samurai & other Knizia bastard children.
A Turn 8 Shai Hulud saw a change in the alliances with the Emperor divorcing his Guild Rent Boy & the sides were now evenly split down the middle. The new sides were the Emperor, Fremen & BG against the Atreides, Harkonen & Guild. The former alliance almost pulled off the victory on Turn 8 (which was the turn that the BG had predicted an Emperor victory).
It was then another 7 turns after that of inevitability, plodding to the Turn 15 auto win for the Guild. At Turn 9, Al & I were happily prepared to concede this. However Richard & Ed were convinced they could manufacture a win before then.
3 hours later & 7 turns later, it was proven they couldn’t.
Turn 15 came, the Guild won by default.
In essence then, Dune really does need the optional & advanced rules as the game is just too evenly balanced for 6 players with the basic rules only. And it took 6 hours of my life to prove that. The optional & advanced rules upset the balance of power allowing concentration of force at certain points so someone can actually force the win rather than put everyone through 6 hours of grinding out to Turn 15.
Because it’s Dune, because it’s one of the best themed games ever, I’d play again (after a period of therapy), but only with certain optional & advanced rules added but not all of them. Thus the debate begins as to which rules to include & which rules to exclude…..
Cheers
Brad
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Don’t like my attitude? Call 1-800-Get-A-Dog
(Dream like you’ll live forever, live like you’ll die today)
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Pat, Tue June 8:
All I know is that everytime I looked over, the folded arms to unfolded arms ratio was way up there :-)
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Alex, Tue June 8:
lol,
well ‘Dune’ is like a lover you know is going to make you hurt (and not in a good way). I have to say I liked the basic game a lot more than the advanced, and most of the rules left out were just chrome (even if i missed some of it myself). If anything the kwizats haderach should be Freman… i mean, have you read the books ?;D. All in all advanced is just a hooker version of your little black dress number (too much make-up, keep the lights low and part with the readies). Probably as richard said it’s a better 4 player (but you only really wanted to ditch the bene and guild which were long play focused), which really means 2 player team. I’m not sure I can resist her allure again, but I’ll hate myself in the morning.
Alex.
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Andrew, Tue June 8:
Alex is clearly making a late play for Richard’s “most extended analogy” award!
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Richard, Wed June 9:
Alex Filewood wrote:
> I have to say I liked the basic game a lot more than the
> advanced, and most of the rules left out were just chrome
First let me correct Brad’s record. We played TWO games of Dune.
One won by the Atreides in turn 1 (modesty forbids me to mention…)
The other an interesting, but over-long, tactical grind to a Guild victory - precipitated by an unexpected nexus due to Alex’s mis-counting, leading to Steve “the Evil Bastard” back-stabbing his way to solo victory, based ultimately on the back of on an alliance set-up by Brad “the Puppet Master” seven turns earlier which forced Alex and Neil together so that Brad’s prediction could go off.
The basic game vs optional/advanced is fine, I’ll take my Dune in any position, but the problem is the game generally requires some house rules.
I play that the stronghold player limit is 3 rather than 2 for 5+ players. This would have prevented some dodgy blocking and surely seen an earlier win in game two.
I think a 4 player game is optimal and should run 1-3 hours. Leaving out the Bene Gesserit and Guild is easy because in the basic game, it is a long time before either faction becomes a major player.
But fellow sand-dwellers, remember what the Fremen say….
“al-raqs quddam alumi majhudan la yura amal-u”
- dancing in front of the blind is an effort that goes unseen
`r
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Brad, Wed June 9:
If it is 3 units allowed to biff it out for a Stronghold fight, then yes, we would have reached a decisive result long before I believe rather than the grind to default conclusion we all have to endure (which may not in itself necessarily be a strategically incorrect thing, a Guild player can legitimately say that that was what his goal was.)
The first “game” was surely a reminder of the rules & refresher for those who haven’t played in sometime? hehe
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Neil M, Thu June 10:
I enjoyed Dune (even if it did take a big chunk of game time, at least
one game I play at Contrail seems to).
Yep, if you play with 3 players allowed to contest a stronghold, then
the game probably won’t go to Turn 15 (is that an optional rule :)
Thanks to all for good gaming, Paul for organising venue, Brian for
Sunday breakfast and lunch, Euhan and Richard for transport.
Cheers
Neil Mack
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Alex, Thu June 10:
One last comment on that. Why have a limit at all? I mean if you are going to extending to three… to make it less pus-able, making 3 teams more likely… why not extend it to greater number and stop the pus-able option completely (after all it is only pus-able if non-allied allies work together to stop a mutual enemy winning, which is pretty daft “or a feature”) thus allowing even solitary players a chance to win (woo hoo). working on the “last word” award as well :)
Alex.
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Steve, Thu June 10:
Can’t we just wait for FFG to release the expansion for their upcoming re-themed Dune which fixes all the broken rules?
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Neil M, Thu June 10:
Could be waiting some time for FFG.
I guess the 3 allowed in a stronghold allows for some blocking but not to the extent we saw in Saturday’s game (trying to get the last word in :)
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Pat, Thu June 10:
> Could be waiting some time for FFG.
They’re still working out how to fit it into the Battlelore system.
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Neil M, Thu June 10:
Or Battle Star Galactica.
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Brad, Thu June 10:
I don’t think there was enough counters in the last FFG release, so they’ve gone back to the drawing board to try & complicate things with more counters.
Cheers
Brad
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Alex, Sun June 13:
*sigh
Alex.
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PM: Alex, I think neither a sigh, nor signing your name counts as the last word. Sorry.
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