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Thread: Dune:: Variants:: Best Way to Nerf the Harkonnen Karama Power

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by Drewkas

If you wanted to weaken Harkonnen's Karama power which allows them to swap cards somewhat, what do you think would be the best way to do it? Some propositions I've come across here in the forums have been (1) to require the power to be used only at the very beginning of the battle round, (2) to limit the number of cards stolen to 2, (3) to randomly select some new traitors (I forgot how many).

Thread: Dune:: Variants:: Print & Play Games variant. Best 7th player?

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by Torix

We are going to play our first game of dune in just a few days, but will likely have seven people. I am using a Print & Play Games copy of dune so we have the four variant factions that came with it.

Any suggestions on which faction we should give player number 7?

Thread: Dune:: Variants:: Best Way To Nerf Atreides Karama Power

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by TheDuneDude

OK, so we have gone at length at how to weaken Harkonnen's Karama power, but what about strengthening Atreides Karama power? It is my contention that with good card tracking, the ability to see an opponent's entire battle plan is pretty much useless. No doubt Atreides would use their Karama for something more beneficial like voiding Sardaukar or Fedaykin in battle, or shipping at Guild rate, but they deserve to have a decent Karama Power. So what does everyone think? Can Atreides use a Karama card to determine if their leader is the opponent's traitor? Would that even be helpful seeing as they have the KH?

Thread: Dune:: Variants:: Optional Karama Powers for Each Faction

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by GLENN239

I see a discussion on a new Atreides Karama power because the current one isn't so hot. Want to try Dune with yet another special Karama power for each faction? Here's what I came up with a couple years back and then just ignored. In cases where there are two it's because I thought they both might be of interest, not that they both should be used at the same time.

Atreides (For) - If you played the Kwisatz Haderach your leader value still counts to your battle total even if they were killed.

Atreides (Against) - Prevents the play of the Kwisatz Haderach in one battle.

BG - (For) - You may delay your co-existence declaration in one territory until the battle round. Your tokens are treated as coexisting in the meantime. You may declare non-coexistence even if it violates occupancy rules.

BG (Against) - To prevent the BG declaring co-existence in one territory.

Emperor (For) - You may switch starred tokens from your reserves 1 for 1 with regular tokens in one territory. The displaced regular tokens return to your reserves.

Emperor (For) - You may cause the current bidding round to be any number of treachery cards from 1-6.

Emperor (Against)- . If the Emperor's ally wins the current treachery card up for bid, their payment goes to the spice bank, not the Emperor. Play after the Emperor's ally bids for the first time on the treachery card.

Fremen (For) - You may use a karama card to make your on planet move whenever you want, and even in defiance to the Guild's wishes. You must always ship in player order.

Fremen (Against) - The Fremen may only move their token group 1 territory, not 2.

Guild (For) - Your cross-planet shipment is treated as your token movement instead.

Guild (For) - Permenently switch the Player dots of any two players. Movement or battle continues in storm order in the new order until all have moved or fought.

Guild
(Against) - The payment just made for shipping goes to the spice bank, not to you.

Harkonnen (For) - Name the leader your opponent must play against you in battle.

Harkonnen
(For) - Name a leader, even one just revealed against you in battle. They are killed immediately and you collect their water value, even if you lost the battle.

Harkonnen (Against) - The Harkonnen may not attempt a hand swap against the faction you name this turn. Must be played prior to the Harkonnen action occurring.



Thread: Dune:: Variants:: Another house rules thread, Duel and Harvest.

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by Desarius

Been thinking of how to implement both The Harvest and The Duel in the game without not totally breaking it and was thinking if someone wanted to give some input.

Advanced rules are used.

Basic house rules used for the main game:
Max 2 factions in an alliance.
4 strongholds needed in an alliance to win.
Harkonnen can only trade 2 cards with Opportunistic and a A Subtle Poison can not grab the main leader.
Playing with leaders but with value 8 (not 10 and you do not lose if they die).
Fremen does not need to spend spice to support in non-stronghold areas
and they give this ability to their ally as well.

The Harvest: Players only keep 1/2 or 1/3 (not decided on) of the spice from harvest (at end of harvest mini game) to not totally break the spice economy

The Duel: No war of assassins and every player get 2 or 3 Kanly markers that can be used to call a kanly duel (you will lose them even if no duel happens, like when you threaten someone and then do not do the thing you threaten Kanly for).

What is your thoughts on this? I have played the base game quite lot during the years but not Harvest and Duel and like the idea of adding them (I know there is a lightweight Duel version around but aim to use the original).

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Thread: Dune:: Variants:: Best Way To Buff Atreides Karama Power

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by TheDuneDude

OK, so we have gone at length at how to weaken Harkonnen's Karama power, but what about strengthening Atreides Karama power? It is my contention that with good card tracking, the ability to see an opponent's entire battle plan is pretty much useless. No doubt Atreides would use their Karama for something more beneficial like voiding Sardaukar or Fedaykin in battle, or shipping at Guild rate, but they deserve to have a decent Karama Power. So what does everyone think? Can Atreides use a Karama card to determine if their leader is the opponent's traitor? Would that even be helpful seeing as they have the KH?

Thread: Dune:: Variants:: Drafting Treachery Cards

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by gorkel

Drafting treachery cards replaces the Blind bidding in a game of dune. This will greatly reduce the amount of time needed to play a game of dune. This is aimed at players who want a Dune experience but who feel the current game length is simply to long.

Edit - If a player attempts to play a treachery card that they cannot afford to play and the Emperor doesn't wish to pay for the treachery card to be played then the card must be returned to that players hand. If the card was played as part of a battle plan and is a red or blue card then that card is discarded to the deck instead.




Rules


Cards





Thread: Dune:: Variants:: Expansion Factions PNP Ilya Style

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by gorkel

All images for the PNP of Dune factions as requested.

Both the Smuggler and Bene Tleilax have been tested quite a lot and work rather well. The Ixian and Ordos faction have been tested the least.

What prompted me to uploading the PNP files was due to a great 7 player game i had recently with the Smugglers.

What happened was this. The Smugglers have an ability that alters the way the Smuggler Bonus works. Smugglers control Tuek's Sietch and so get the bonus. They get 1 Spice and then choose either the owner of carthag or arakeen to get 1 spice. Smugglers ask for 3 spice and return either Arakeen or Carthag get spice from Bonus. Harkonnen offer 3 Spice. Next turn Emperor offers to not bid on any treachery cards the Harkonnen bid on and to offer first chance at Alliance to Harkonnen in exchange for 1 spice per turn. Harkonnen agree. Then the Emperor offers to pay 1 spice per turn to the Atreides in return for the Atreides announcing any Karama or good cards that appear in the bidding thus allowing Emperor to inflate prices. This all went well until the Guild took over Tuek's Sietch which broke the harkonnen 1 spice agreement, Atreides agreed to break the agreement with Emperor but the Emperor refused to let the Harkonnen stop paying the agreed Spice. Nexus came and Harkonnen refused first offer of Alliance with Emperor due to the poor showing by the Emperor. In the end Emperor and Atreides won an Alliance victory.

[o]
[/o]


Thread: Dune:: Variants:: Redesigning Spice harvest

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by gorkel

This is a community attempt at redesigning the Spice Harvest expansion. The aim of this redesign is to better integrate it into a game of Dune having it play out during the game as opposed to before the game. Due to this certain aspects of Spice Harvest have been altered or redesigned.

The Spice Harvest aspect of the game is trigged by a new Spice card type similarly to a Nexus round.

This is completely open for debate and testing, any good ideas or thoughts on changes are welcome. Here is what i has been designed so far.







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Thread: Dune:: Variants:: Combat Cards For PNP

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Thread: Dune:: Variants:: Re-tooling the Spice Harvest

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by Slev

Hi all,

Many of you may have seen my revised Duelling system. It was quite well received.

Well, I’ve been at it again, this time with Spice Harvest.

I went through SH, and came up with what it promised to add to the game: Variation in game start conditions, & voting/diplomacy.

I then looked at what we could do with these ideas without adding a tonne of game time or massively upsetting the game balance.


Spice Harvest Redux works in three ways:

1). Before the game starts, there’s a draft of “Access” special power cards. You draft a hand of Access cards, pick one to keep, then discard the others. The drafting and the fact that everybody gets one should keep things interesting and balanced.

2) At the end of each Collections Round, a Harvest card is turned face up, which will give bonuses to one player, and everyone votes on who gets it.

3)At the end of each Nexus, there’s a Share card, that works in a similar way as the Harvest cards.

The voting system is inspired by BSG. There’s a Vote Deck, each card featuring a different faction. You don’t start with any cards that allow you to vote for yourself. Everyone puts in one vote face-down, and two votes are added blind from the deck. This should mean that the vote tends to go to those who are less of a (perceived) threat, leading to a lot of interesting play options. Also, the Emperor gets to break ties, because of course he does!

I’ve put together a playtest deck that you can access (pun intended) here:
https://www.dropbox.com/sh/47d24cot8wuv4hi/AAA7adFBIYSdmVs24...

There are the Access, Harvest, and Share decks, plus a couple of Deceit cards (more on those later). I also added my tweaked version of the re-tooled Dune version of the Betrayal cards from Rex, and since there’s space in a standard double-deck!

Thread: Dune:: Variants:: How to make Nexus more consistent?

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by Merrickbr

In the past few games we've by chance had to wait for 4-5 turns to get to the first Nexus or wait a long time between Nexus rounds. Has anyone experimented with a way to make the Nexus a bit more consistent. It often feels like people are just waiting around in a stalemate--maybe more consistent Nexus would help with that? One thought is what Pandemic does with epidemic cards: shuffling 1 Shai-Hulud into some number of Spice blow a cards.

For context, we are all fairly new to the game (each player has < 6 games under their belt) so maybe it is a local meta/inexperienced player thing. Also we are playing with no troop support + single spice blow + advanced powers.

Thanks for any insight!

Thread: Dune:: Variants:: GF9 Advanced Rules without paying spice for combat

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by GrahamWills

I find the rules for paying spice to fight pretty cumbersome and not something I'm excited about playing with. However the advanced powers do seem fun. So I'd like to play without the GF9 double spice blow + pay for combat rules but with the advanced faction rules.

The biggest issue here is that the Fremen power (not having to pay for combat) becomes useless, and that seems excessively unfair, so I am looking for ways to counter that.

Currently my thought is to invert the situation: The Fremen get spice for fighting, rather than not losing it. My suggestion is that the Fremen get spice equal to ½ the number of forces they dial in the fight (rounding down). This should encourage them to fight and give them some income.

I'd be strongly interested in people's thoughts

Thread: Dune:: Variants:: Reviving the Ghola: Redux - BT faction and Deceit Cards

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by Slev

Hi all,

Many of you may have seen my revised versions of The Duel and Spice Harvest.

Well, I’ve been at it again, this time with the Tleilaxu rules. Again, I wanted to keep the theme, but with better mechanics.

I started with Boycat’s excellent variant, and updated the wording. We’ve playtested this quite a lot. We found the BT needed a little extra, so with gave them more access to the second bit of the expansion…

This expansion also introduces a new optional card deck, “Deceit”, making it useful even if the BT are not your thing.

Deceit cards are the ‘gotcha’ cards in Dune, that, with the right timing, can turn your opponent’s plans on their head. This allows a variety of more specific abilities to enter the game without diluting the treachery deck.

I had built a Treachery Deck that included all the weird & wonderful fan cards, but found the deck was far too diluted and streaky that way.

All the less-powerful and/or over-specific cards & concepts are in here, along with several concepts from the original expansions.

Several allow you to influence battles you’re not involved with, keeping people involved throughout the Battle Round.

The presence of this deck mean that NOTHING is certain, as someone may just have the card that ruins your carefully laid plans!

I also threw in some new Treachery cards, bringing the expansion to a standard 54-card deck size.

Hope you enjoy!


https://www.dropbox.com/sh/qid4h9j1xhkw38v/AADWQRrRPub9HkQR4...

Thread: Dune:: Variants:: Ixian Jihad Redux - Ix faction plus Tactics and simplified Advanced Combat

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by Slev

Hi all,

Many of you may have seen my revised versions of The Duel, Spice Harvest, Reviving the Ghola, and Landsraad Manoeuvre.

Well, I’ve been at it again, this time with Ix. I started with Boycat’s excellent variant, and updated the wording

Extensive playtesting lead us to tweak some numbers and abilities, but there were no big changed needed.

This expansion also includes more from the new optional card deck, “Tactics”.

If you already saw my re-imagined Landsraad Manoeuvre, each faction will end up with two different Tactics cards each game!

If not, Tactics are powerful one-shot abilities that you can trigger once per game. Full of flavour, and everybody gets one!

I also included “Warfare”, a variant on spice in combat that makes the maths easier.

I further shopped-up a revised “double” combat when to make Spice in combat easier than with the basic wheel.

This expansion forms a 27-card half-deck.

Yet again, the aim was to keep all original game ideas, but to have decent mechanics that work. Hope you enjoy!

https://www.dropbox.com/sh/8b70s8gangq789d/AABgC5wimtVUDnqML...

Thread: Dune:: Variants:: Landsraad Manoeuvre Redux: Landsraad faction plus more tactics

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by Slev

Hi all,

Many of you may have seen my revised The Duel, Spice Harvest, and Reviving the Ghola.

Well, I’ve been at it again, this time with the Landsraad. I started with Boycat’s excellent variant, and updated the wording, before we playtested it quite a lot.

We found the Landsraad a little lacking, so ended up adding and adjusting powers, including those that integrate them better into the revised Duel and Spice Harvest sets I’d built.

This expansion also introduces a new optional card deck, “Tactics”.

Tactics cards are powerful one-shot abilities that you can trigger once per game. Full of flavour, and everybody gets one!

This expansion forms a 27-card half-deck.

I also added an updated Karama summary to the files to accommodate my updated expansion factions.

Once more, the idea was to keep all original game concepts, but to have decent mechanics that work. Hope you enjoy!

https://www.dropbox.com/sh/xmmzpl8vfriepd4/AADTKtOK5zdSsL3bj...
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