The spices must flow
This is an epic asymmetric war strategy, based on Frank Herbert`s cult science fiction novel "Dune". Players will begin a fierce struggle for control over the desert planet Arrakis - the only source of spices in the Empire. Houses Atreides and Harkonnen, their leaders and allies will meet in a great war. The game has modes for two and three or four players, as well as a solo mode.
To win, you will have to make wise strategic decisions, skillfully use the abilities of unique leaders, maintain a balance between defending your own settlements and attacking the enemy, control the conquered territories and deprive the opponent of resources. If you`re a fan of Frank Herbert`s work, PlayTale also recommends checking out "Dune - Imperium" and "Dune - House Secrets".
Great Houses
- Harkonnens. At the start of the game, the Harkonnens control the main populated areas of Arrakis. They must seek out and destroy the Freemen`s hideout (their sich). Also, the Harkonnens will spend resources on gathering as many spices as possible. Relations with the main forces of the Empire depend on the amount of collected spices. The Emperor secretly supports and provides the Harkonnens with additional military aid and his fanatical soldiers - the Sardaukar.
- The Atreides. The Atreides are trying to put an end to the Harkonnens` brutal rule. The Atreides managed to survive the first devastating Harkonnen attack. Now they become a symbol of heroism and resistance. They wage a merciless guerrilla war against the invaders, making an alliance with the local population - the Freemen. Knowing all about the destructive forces of nature on Arrakis, Atreida and the Freemen carry out combat missions.
Leaders
Among the 129 luxurious highly detailed figures in the box, you will find the following leaders:
- Harkonnen Leaders. Baron Harkonnen, Beast Rabban, Feyd-Rauta, Zufir Havat.
- Corrino`s Allies. Shaddam IV, Guy Elena Mogiam, Captain Aramsham, six Bashar leaders.
- Leaders of the Atreides. Paul Atreid, Lady Jessica, Reverend Mother Jessica, Gurney Halleck, Alia.
- Freemen allies. Paul Muad`Dib, Stilgar, Chani, the Wild Maker, twelve Naib Leaders.
Game flow
- Round Start. Draw 2 planning cards: 1 from each deck. Reveal 3 prediction cards.
- Transport placement (Harkonnens). Depending on the position of the lowest Empire marker. Place 1 action die in the cell of the active row and above. Place the specified amount of transport on the field.
- Actions. Roll the action dice and place them on the player tablets. Starting with the Harkonnens, place 1 Bene Gesserit token on the player boards (optional). Starting with the Atreides and ending with the Harkonnens, players take turns performing 1 action until all dice are used.
- Desert Perils (Atrides). Place 1 Wormmark token in all desert zones with Harkonnen Legion or Harvester. Turn these tokens over. After placing the sandworm in the area with the harvester, remove the harvester. To rescue the harvester, remove the transporter from the associated airspace. After placing a sandworm in a zone with a Harkonnen legion, the legion must retreat or play a sandworm attack.
- Gathering Spices (Harkonnens). Reset all active penalties (except if the corresponding marker is on the bottom row of the field). Remove all harvesters from the field and get spice points. If the marker on the dominance track is on a division of 5 or lower, you can spend 3 spice points and move the dominance marker up 1 division.
- End of round. In the end-of-round phase, the Atreides player receives face-up divination cards if he fulfills the conditions on them. If the secret objective card requirements are met, the Atreides player wins the game. Otherwise, the game continues. Remove all ornithopters and transporters from the field. Starting with the Harkonnens, you can replace all named leaders on the field with regular ones. Update all used leaderboards. Discard planning cards up to 6. The Atreides player removes any face-up divination cards of his choice from play. Then shuffle all the cards.