jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
edited February 2011
I like the house rule that one dude I talked to presented as part of the standard rules: 3 strongholds to win alone, 4 to win for a 2-player alliance and 5 for 3-player alliances. Maybe 4-player alliances can form, but need to break up again to win.
I'm all for restarting after this turn, regardless of what house rules we end up deciding on.
And I'll send in my battle plan in a bit, when I have figured it out. This combat system is weird.
I can see infinity from here. My battle plan has been calculated and sent. Death to the witches. Drugs for drug the god! Spice for the fish bowl of Edric!
admanbunionize your workplaceSeattle, WARegistered Userregular
edited February 2011
Glancing through some of the games on BGG I noticed a lot of out-of-alliance deals being made based on faction abilities, so I decided to make a cheat sheet for it. Here it is.
The core of it is are the numbered abilities which can be used to help other players in some way. The rest is just general quick-ref of the factions' special abilities. Note a very important aspect of potential deals: public agreements are binding. So if the Guild posts publicly:
The Guild agrees to refund half (rounded up) of Atreides shipping costs this turn in the following collection phase so long as Atreides ships no less than four and no more than eight tokens to Tuek Sietch.
and Atreides publicly agrees, this agreement becomes Rules.
Can't find what phyphor wanted me to look for, so to make it faster I'll just make an agreement with him to check whatever card he wants to see in order to speed things up.
Ah, well the leader doesn't matter as he'll either die or he won't and you will have picked one strong enough to beat me if he doesn't. And I already know what your dial is. So, that leaves only weapon or defense. My coin toss picked weapon
The Fremen keep their 2 spice and gain 5 as the traitor is tanked. All Guild troops are also tanked, and La la la is discarded.
Note that had the Guild won, since they dialled all 10, they still would have lost all their troops and Tuek's Sietch would be left empty with neither alliance holding 3 strongholds. As it is, it seems the "underdog" alliance is now going to be victorious.
Collection phase: Guild: +10 collected from the board Fremen: +1 for Tuek's Sietch Bene Gesserit: +2 for Arrakeen Harkonnen: +2 for Carthag
Posts
Oh, also more like venturing out and find the castle full of corpses. Also, totally leaving the cleaning to you, enjoy the castle.
Oh yeah, and 2 man alliance with more difficulty win conditions seem like a good idea to me.
I'm all for restarting after this turn, regardless of what house rules we end up deciding on.
And I'll send in my battle plan in a bit, when I have figured it out. This combat system is weird.
So are you, you spice-sniffing mutant!
I can see infinity from here. My battle plan has been calculated and sent. Death to the witches. Drugs for drug the god! Spice for the fish bowl of Edric!
Any prescience?
The core of it is are the numbered abilities which can be used to help other players in some way. The rest is just general quick-ref of the factions' special abilities. Note a very important aspect of potential deals: public agreements are binding. So if the Guild posts publicly:
and Atreides publicly agrees, this agreement becomes Rules.
I noticed it! I am so perceptive and awesome.
But uh yeah it is pretty cool that they thought to have rules for stuff like this.
Yeah. I know. I wanted to highlight that rule as it's fundamental to a lot of the asymmetric player interactions.
Are you sure?
La La La, because the witches told me to.
Guild plan:
Dial: 10
Leader: 5 - Staban Tuek
Weapon: La la la
Spice: 10
Fremen plan:
Dial: 3.5
Leader: 3 - Shadout Mapes
Spice: 2
TREACHERY! Staban Tuek is a traitor!
The Fremen keep their 2 spice and gain 5 as the traitor is tanked. All Guild troops are also tanked, and La la la is discarded.
Note that had the Guild won, since they dialled all 10, they still would have lost all their troops and Tuek's Sietch would be left empty with neither alliance holding 3 strongholds. As it is, it seems the "underdog" alliance is now going to be victorious.
Collection phase:
Guild: +10 collected from the board
Fremen: +1 for Tuek's Sietch
Bene Gesserit: +2 for Arrakeen
Harkonnen: +2 for Carthag
VICTORY for the BG/Atreides/Fremen alliance!
I would like to play Bene Gesserit again, if no one minds.
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