The Dune Board Game - a source of ideas?

Deliverator

Graphical Hackificator
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I've never played the Avalon Hill Dune boardgame, but it looks quite interesting. Skim reading the rulebook I thought that it could be another source of ideas for interesting mechanics. If it works in a boardgame it may be possible to make it work in a Civ4 mod...

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This is the boardgamegeek page:
http://www.boardgamegeek.com/boardgame/121

Software emulation - no AI so you have to play every player yourself...
http://homepage.eircom.net/~monalisa/Dune/

Game rulebook PDF:
http://www.sorvan.com/games/dune/Rules/AH-Dune.pdf
 
I've played the AH DUNE boardgame for many years and actively play by email.
DUNE is the best multiplayer wargame ever made :D

It likely has several mechanics which could be modified for a Civ4 version.
 
Agreed, truly the best board game / wargame I've played, and that's saying a lot as I've played some really fun and interesting games.

I've played it again (face to face) twice recently. Both games were excellent challenges and great fun. The best thing I like about it is the superb balance and how differently the factions play. It also captures the feeling of the book exceptionally well.

Once the mod is more developed, I hope you'll all be able to also have the factions in the mod play differently but in a balanced way. The board game could be used to design the gameplay style of the factions in the mod.

E.g. Fremen don't have some of the technological advantages but have good benefits with the environment of Dune and a strong military capability. This could translate into cheaper units, worm riders, less effect from storms, and the idea I read in one of these threads about more movement sounds like an idea worth exploring.

Cheers,
Sword
 
Well, if you guys think of anything you particularly like about the game that might translate into the mod, let us know.
 
Here is a snapshot of the factions play in the board game.

Harkonnen - Powerful with treachery cards, has lots of traitors in his pay, losing a battle against him is extra painful, has to grub for spice in the desert, Feyd is a powerful leader but the rest are mediocre. A poweful and dangerous faction who starts the game strong.

Atreides - Prescience to see the coming spice blow, the next treachery card being bought, to see one element of a battle plan. Gets the Kwisatch Haderach which makes one leader per turn more powerful and immune to being a traitor. Has to grub for spice in the desert. Only gets the KH after taking a number of battlefield losses. Has some good leaders. A faction threatened by the Harkonnen at first, one has to play it carefully using the prescience and abilities for maximum effect.

Guild - Weak militarily, awesome capacity to move units around, including back off planer. Others pay the Guild to ship troops onto Dune (except Fremen) which makes the Guild rich. Weak leaders. Special victory condition that if no one else wins, they win as they want status quo. Ability to take their turn during game turn at any time, which means they usually go last and can react to attempts to win. Can suffer in a war of attrition. Capable of suprise victories and spoiling attacks.

Fremen - Powerful militarily, don't need ornithopters and transports as they move faster across Dune, great leaders, they come on from the deep south of Dune and don't pay the Guild for troops shipments. Dirt poor, have to grub for spice in the desert. Start weak in treachery but the only thing they have to spend spice on is treachery cards (these are like technology). They have a small number of Fedaykin troops which are more powerful. The Emperor does not get Sardaukar bonus against Fremen. Easily replenish losses. Special ability to move troops in a province anywhere on the board if a worm shows up. Half losses if they get caught not on rock when a storm passes. A straight forward military faction that starts weak and has to play for time by fighting battles with high troop losses that they can afford to replace.

Emperor - Powerful militarily, mainly due to decent leaders and the Sardaukar which count double against everyone except Fremen. Everyone pays spice to the Emperor for buying treachery cards which makes him rich. Starts with nothing on planet and has to pay to bring it down via the Guild. Can suffer in a war of attrition. A straight forward and powerful faction that chooses the time to come on planet and strike.

Bene Gesserit - Consistently awesome leaders, start with tiny presence onplanet and have to ship troops down. Special ability to ship spiritual advisors down with other player troop shipments. Special ability to co-exist without war in the same province as another player. Special power of the Voice which can force a player to play or not play a treachery card in battle. Can suffer in a war of attrition. They have a special victory condition that if they predict the turn and player who wins by writing it down beforehand, they win instead. The hardest and sneakiest faction to play. Winning by guessing the winner and manipulating that to happen is the sweetest victory in this excellent board game.


Some of these concepts could be adapted to Civ, I reckon.


Cheers,
Sword
 
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