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Dune: Imperium

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,781
Location
Rio de Janeiro, Brasil
Anyone playing this?

I got it out of frustration with the other (classic) Dune and it's 5-6 players 4+ hours requirement that meant it rarely see table, and I'm so hooked now I just ordered the expansion (Rise of Ix). Game has some neat interlocking mechanics that I admittedly dislike individually (worker placement, deck-building, auction) but that fit together really nice here.

So, anyone?
 
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Lagi

Savant
Joined
Jul 19, 2015
Messages
728
Location
Desert
i play it once, looks like a cash grab make on the flow of a movie.
But its a surprisingly well constructed game. Very good game i must say, maybe better than original that i never have an opportunity to play.

I always think hard about where i place my workers, what cards will grab, only for all my plans to be thwarted by other players.
 

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,781
Location
Rio de Janeiro, Brasil
i play it once, looks like a cash grab make on the flow of a movie.
But its a surprisingly well constructed game. Very good game i must say, maybe better than original that i never have an opportunity to play.

I always think hard about where i place my workers, what cards will grab, only for all my plans to be thwarted by other players.
Yeah, for an Euro it's pretty competitive, the endgame is always tense. We played three matches so far and learn new things every time. Game seems to have more depth than it seems at first.
 

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,781
Location
Rio de Janeiro, Brasil

Dune: Imperium – Immortality Design Diary: The Tleilaxu​

August 16, 2022

Hello Dune: Imperium fans! I’m Paul Dennen, here with the first of several previews showcasing what’s in store in the upcoming Immortality Expansion and some design backstory on how we got there.
In contrast to the Rise of Ix expansion for Dune: Imperium, which began in the summer of 2020, I didn’t begin design on Immortality until after the base game was already out. Having the opportunity to see people’s reactions to the game, provided some inspiration about what to include in the design. With Immortality, the focus was (at least partially) less of a guess about what would be exciting and more of a response to feedback from gamers around the world. And if there was one element of the game that many players seemed to want more from, it was deck-building.

Immortality-thumbnail.jpg


This wasn’t that surprising – Dune: Imperium is an unapologetically hybrid game that enmeshes several gameplay elements, so of course it isn’t about any one element as much as a pure game in that genre would be. As a starting point for comparison, each player in a typical deck-building game may take at least a dozen turns. Translated into Dune: Imperium terms, that would be 12+ rounds of play. This would be a far too long game for what we wanted itto be, which was a roughly 70-110 minute game depending on player count, with the sweet spot being 8 or 9 rounds of play.
Despite the planned game length and limited number of rounds, there are several aspects of the design that intentionally give players a boost to their deck-building efforts. There are built-in opportunities to trash cards: one starter card trashes itself, and there is one board space that can be visited to trash a card. In addition, card draw is relatively common in the game, with several board spaces – Arrakeen, Mentat, Research Station, and Selective Breeding – available to allow players to cycle through their deck faster than normal. So, while there may be fewer rounds of play, each round can be very impactful, filled with interesting decisions and card play. I would argue that we came out of the gate with a good amount of deck-building when you consider all the things a player must learn and juggle within the game.
That said, there was room to expand the deck-building portion of the game, and an expansion is a perfect opportunity to do so, because players have already wrapped their heads around the baseline game systems and are actively looking for more “action” in the game. The challenge with Immortality was this: how to give players more deck-building action without elongating the game? While I won’t go into the gory details explaining various iterations of the expansion during its design phase, I will say it took a significant amount of experimentation with various systems, across several months of a design phase, followed by several more months of development and fine-tuning. In the end, the systems that worked out the best were what made it into the box. And there are several different systems that Immortality uses to provide a boost to deck-building in Dune: Imperium.


The most impactful of these new systems are Specimens and Tleilaxu cards. Specimens are a new type of resource that you may accumulate during the game, although they share the same physical components that represent troops. Specimens spawn in the Axolotl tanks area of the new Bene Tleilax board. From there, you may harvest these Specimens to lay claim to various Tleilaxu experiments represented by Tleilaxu cards. Immortality comes with a deck of 18 unique Tleilaxu cards that are shuffled and acquired separately from and in addition to Imperium cards. During a player’s Reveal Turn, they can spend persuasion to acquire Imperium cards (as normal), but they can also spend any of their accumulated specimens to grab one of the cards in the new Tleilaxu Row. Unlike persuasion – which is “use it or lose it” – if you don’t spend your specimens, they remain in the Axolotl tanks for use in future turns.

Immortality_DesignDiary1_AxolotlTanks.png



While you won’t be acquiring a Tleilaxu card every round, you will very likely buy some during the game, and these are additive to your deck-building compared to playing without Immortality, because acquiring specimens doesn’t take away from your ability to generate persuasion. In fact, after a variety of design experiments in which players would have to jump through some “Tleilaxu hoops” to accumulate specimens, we decided instead to give players cards in their starting decks that could do that right from the start. With some of those earlier design experiments, play-testers didn’t love the feeling that you could opt out of the expansion experience, and if we were going to impact deck-building in a significant way, it needed to start early in the game.
The new starting deck cards that replace players’ Dune, the Desert Planet cards are called Experimentation.


Immortality_DesignDiary1_Experimentation.png


Note: For players who wonder how Immortality works when playing the Epic Game Mode from Rise of Ix, you do not replace any of the starting cards with Control the Spice. Instead, each player places their Control the Spice in their discard pile at the start of the game.

We’ll talk about the new Research icon in the Agent box of this card in the next designer diary, but that greenish cube in its Reveal box is the icon for adding a specimen to the Axolotl tanks. When you trigger such an icon, you simply move one of your troops from your supply into the Axolotl tanks to become a specimen. Then, as mentioned, you can spend those specimens to acquire Tleilaxu cards. The Tleilaxu deck is filled with a mix of bizarre Tleilaxu experiments and concepts that readers learn about in various Dune books, as well as a creature that was shown in Baron Harkonnen’s throne room in the 2021 film.

Immortality_DesignDiary1_FromTheTanks_FaceDancer_SligFarmer_StitchedHorror.png


The Tleilaxu Row only contains three card choices. Two of these cards come from the Tleilaxu deck and a third card – Reclaimed Forces – is always available. Typically, we see play-testers choosing to acquire cards, but Reclaimed Forces is a solid late game option when you might just want to get more troops in your garrison, or if you need a nudge on the Tleilaxu track (we’ll talk about that in the next designer diary).

While Immortality is a smaller expansion than Rise of Ix (and has a lower MSRP), it does contain more cards than Rise of Ix had. In addition to the 18-card Tleilaxu deck, Reclaimed Forces, and Experimentation cards, Immortality comes with 30 new Imperium cards. Some of these cards can increase your specimen production capabilities, while a couple provide unusual outlets for spending your specimens. Organ Merchants is one such card.


Immortality_DesignDiary1_TleilaxLab_OrganMerchant.png


Next time, we’ll look at some other of the new abilities introduced by Immortality. But for now, I want to leave you with another new game component that also relates to deck-building. In the universe of Dune, atomic weapons do exist, but their use is extremely rare and generally prohibited. The Emperor has a stockpile, but the Houses of the Landsraad also maintain atomic arsenals, sometimes referred to as Family Atomics.
In Immortality each player gets a Family Atomics token. You may spend that token to “blow up” the Imperium Row, removing all those cards from play and replenishing the row from the Imperium Deck. In this way, a player who is searching for better cards – or a particular type of card – for their deck has a better chance of finding what they’re looking for.

Design-Diary-Assets-300x192.png



Source: https://www.direwolfdigital.com/news/dune-imperium-immortality-design-diary-1/
 
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Silva

Arcane
Joined
Jul 17, 2005
Messages
4,781
Location
Rio de Janeiro, Brasil
Played the expansion Rise of Ix for the first time today, after a handful games with base game. I found it a better experience overall with one exception: the competition for board spaces is diminished due to the game opening up more victory "paths". The result is the feeling that each player is playing it's own separate game, and they face each other only at each round's Battle. Other than that, the changes are all great: better/tighter economy that avoids the cumulation of Solari like in base game, the new Imperium cards are a tad more powerful enabling more combos and synergy (specially with the new Techs in play), the new CHOAM shipping track is great and creates a new spot for competition, etc.

The diminished competition for board spaces makes me suspect the expansion would be optimal with the full 4 player roster, something I couldn't test yet (only played it and base game with 2-3 players).
 

Lagi

Savant
Joined
Jul 19, 2015
Messages
728
Location
Desert
play it today with Rise of Ix with 4 players.
this expansion is great, Dreadnoughts and Technologies are fantastic. Freight track is interesting. there is much more space to place your agents, but still 3x times some player reveals early to grab the most precious card.

i notice my rivals were wasting their agents trying to secure the alliance tokens (or whatever that 1 victory point is called). which allow me to build up better eco (i have +1 troop each round, and +2 money each round from techs). and jump to victory 2 rounds before the final combat.

also the victory happen in sweet spot, before the game get crazy on power creep.

very good game, one of the best i play - IMO much better than base game. You can plan something at least, not only to waste your brain power on strategy that you cannot utilize because player before you take the last viable area.
 

Lagi

Savant
Joined
Jul 19, 2015
Messages
728
Location
Desert
And if there was one element of the game that many players seemed to want more from, it was deck-building.
noo... there is enough cards...
maybe more option to trash cards, so the more interesting ones come into play more often... currently only one field is in bene geserit alliance that allow you to burn a card - so even if you want to purified your deck, other player can just block you, and you re out of options.

there should be more stuff to do with the troops, currently its just auction at the end of each round.
would be cool if you could place troops somewhere else than in garrison or combat. - like on planets and this gives you more stuff if you place an agent there (same like with the top technology field - where you gain 1 influence and a discount to tech cards). So you could actually run out of troop/cubes, and maybe you will need to shift them between the board places.

also an option to remove victory points from other players... to prolong the game, and dethrone the winning player.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,407
Can't really comment on the gameplay, but there's one thing that immediately caught my eye. The aesthetics are only a notch above a fucking ready-to-play prototype.
It weirds me out, cause we're talking about a franchise that was illustrated by the best of the best in the 1970s and 1980s.

Like this guy, Wojciech Siudmak, there's an entire fucking museum exhibition devoted to his dune-inspired works.
http://www.muzeum-miedzi.art.pl/wys...iudmak-diuna-epopeja-fantastyczna#prettyPhoto
I mean, I could probably find more evoactive artwork through image search.
 

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