Arrakis. Dune. Desert Planet.
It’s hard to imagine what our geekish DNA would look like if Frank Herbert had never written Dune. It touches so much, and says so much, but never seems to follow any one thread to its conclusion. Maybe because it’s as varied as the thoughts rattling around Herbert’s head in the early ’60s. Poverty grasses and climate patterns. Resource monopolies and shortages. Religion as opiate; opiate as religion. Charismatic heroes unleashing murderous jihads. Carl Jung’s collective unconscious and cellular memory, spurring hosts to destruction and rebirth alike. Great houses entangled in destinies both inevitable and mutable, like plunging headfirst into a sandstorm with just enough will to select the ground where your flesh will be scoured from your bones.
And the beauty of Bill Eberle, Jack Kittredge, and Peter Olotka’s 1979 design of the board game version is that it got it right. As right as could be got, anyway.
Let me tell you a story.
There is nothing more pitiful than a begging Harkonnen. There he knelt, the great gluttonous Baron, scraping on his knees for spice charity. It was hardly even the Baron’s fault. Yes, he’d made wagers. Spent his treasury on an ill-timed invasion of Arrakeen, first hampered by a storm and Atreides reinforcements, later undone by the atomic merger of lasgun beam and shield. An entire army, an entire treasury, even the na-baron Feyd-Rautha, evaporated like a bowl of water left under the sun of the desert planet at midday.
With Arrakeen occupied by the Emperor’s reinforcements, the Baron fled into the sands. A land of tooth and crysknife, distilled urine and broken footsteps. For a time the Baron sought solace among the Bene Gesserit witches, trading favors for scraps. The arrangement worked thusly: when the prescient Atreides bid on weapons of war, the Baron bid higher, past even what common sense would let bear. With his ledger marked through with red slashes, he would turn the equipment over to the witches, earning only enough spice to bring a small expedition onto the planet’s surface.
Over time, the Harkonnen expedition grew, for the Baron was willing to risk what others would not — his men. Under threat of the long knife, they launched suicidal attacks on valueless targets. These sorties were not meant to gain ground, but noble heads and the bounties attached to them. The Baron grew fat(ter) with each assassination. At long last, a second expedition made landfall right outside of Arrakeen. A second attempt at rebirthing his atomized glory.
But it was an alliance the Baron needed, struck with the same Fremen the Baron had hounded ceaselessly in his younger years. They descended upon four strongholds at once, catching the Emperor and his Atreides cronies by surprise. By dawn, everything of note upon the surface of Arrakis was held within the Baron’s sausagelike grasp. “Is it not a wonderful thing that I, the Baron Vladimir Harkonnen, do?” the Baron said, very improbably.
The (morbidly obese) sleeper had awakened.
The best thing about being a Guild Spicer is that you’re never short on spice. It’s right there in the name. While everybody else squabbles over rocks, the Guild is happy to continue delivering troops to the planet. Yes, please invade Carthag. Need a lift to that Fremen stronghold? Oh, you’d like to destabilize Imperial control over that spice blow? Hop aboard! That’ll be ten spice, please and thank you.
But there’s a downside. After a while, people realize you’re as rich as everyone else combined. Then it’s all talk about wealth gaps and share alike and everybody kill some Guild troops. Before long, you’re paying the Tleilaxu for the privilege of regrowing all those dead soldiers. And nobody likes dealing with those guys. They’re always impersonating your deceased lovers and bragging about how they once bred a kwisatz haderach from a giant space vagina. Gross.
What’s a Guild representative to do? Sign up with the Bene Gesserit, of course. Now there’s an organization that prizes planning! Together, you start putting everyone in their proper places. You’ve got the cash, they have the robed
jedi witches who can force enemy commanders to obey your battle plans with a single phrase. Even better, their representatives are already embedded in every noble house. Uprisings occur in tandem with your troops emerging from Guild heighliners. At a tidy discount, naturally. Friends and family only pay half-rates for orbital drops.
At this moment, at the height of your power, right as you tabulate how to license the merchandise of your victory as a line of popular children’s toys, your Bene Gesserit companion turns to you and utters a word. Down go the curtains. Whoops! Turns out, they planned this from the very beginning. So much for infinite wealth.
Last story. I promise.
When Bill Eberle, Jack Kittredge, and Peter Olotka designed Dune in 1979, they wisely focused on the most consistent of the book’s many threads: the kanly between Atreides and Harkonnen, the all-consuming jealousy of the Corrino imperial household and the Spicing Guild, and the interloping schemes and dreams of the Bene Gesserit Sisterhood and native Fremen. You won’t be catching any nip slips at a spice orgy, but Paul Muad’dib will gradually awaken into his role as a prescient god-boy. This is represented by a token that awards a +2 modifier in battle. It’s far more useful than it sounds.
Dune was both a product of its time and significantly ahead of it. On the one hand, there’s really no telling what will happen. Players can get wiped out. But not formally. Just enough to twiddle their thumbs until they scrape enough spice together to get back into the action. That could be ten minutes later. Or an hour. Or never. No wonder it features a wildly divergent playtime. Meanwhile, some players will have to write stuff down. Or make the occasional ruling on an ambiguous situation. At times, it stutters ever so slightly, its bones creaking beneath such an ambitious load.
It’s an experience, is what I’m saying. Maybe even an experience that functions best when everybody comes prepared for a game that might last two hours or six. A convention game, or one perfect for a long Saturday, complete with meals and access to at least two bathrooms.
But it’s a worthwhile experience, in part because it gets so many details right, even things that weren’t a given only a decade ago. Asymmetrical factions. Heavy negotiation. Phases that allow for largely simultaneous play. In Dune, there’s no such thing as downtime. It’s too lean for that. Each faction only makes one deployment and one move per turn because those deployments and moves are so portentous.
The really big deal is how it handles its setting. Because these teams aren’t factions with some Dune stickers. They’re Herbert’s counterparts, right down to their core, as strongly realized as any other this hobby has produced. The Atreides are always telling fortunes, but only in glimpses. The Harkonnen are horrid jerks who’ve already corrupted someone in your entourage. The Guild and the Emperor are disproportionately wealthy, and they’ll let you know it by dropping armies on your head. The Bene Gesserit dabble in generations-long plotting and giving unwanted advice. The Fremen seem weak until suddenly they’re everywhere.
And although you aren’t required to team up, you can count on there being alliances. It wouldn’t be Dune without strange bedfellows.
In other words, Dune effortlessly tells stories you might have read in Dune had Frank Herbert wanted to tell a slightly different tale than the one he published in 1965. Duels and battles with unexpected outcomes. Untimely betrayals and uncomfortable alliances. Wagers and triumphs and accidentally buying a jubba cloak from a shady market vendor. Feelings both fond and bitter.
Dune altered the landscape of science fiction. Dune did the same for board games, and feels as strange and misplaced and wonderful as the novel it adapts. Its return is welcome like a quiet moment in the sietch after a midnight raid.
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Posted on November 18, 2019, in Board Game and tagged Board Games, Dune, Gale Force Nine. Bookmark the permalink. 22 Comments.
I bought a copy on principle, without regard to whether I would find enough people to play this properly, or if my wife would look me askance for another expensive purchase ($98 here in Australia!). I regret nothing, the sleeper has awoken!
Nice! I can speak from experience that 4p works fine, even if it isn’t optimal. Better than not playing at all, anyway!
Must admit, I had a disappointing time with the new redesign, mainly because it was dominated from early on by the Guild, but I did make a start on a wargame-style design of my own which automatically linked and teamed the Emperor with the Harkonnen (to conquer), Paul with the Fremen (to eco protect the planet), and it had the Bene Gesserit and Spicing Guild (?) as independent agents with game-winning schemes of their own and the possibility of helping each other… Then they went and announced they were re-releasing the original. 😢
Hey, the time is right for designs that take the book’s concepts in new directions. I wouldn’t mind a different take on the source material, even if you couldn’t secure the license.
This is a good review of the game that hits on why one should play: the emergent stories that come from the design. But I guess I expected you to touch on the controversy over the Basic and Advanced rules.
Hm, I can’t exactly write about something I’ve never heard of. What’s the beef there?
The main thrust is that GF9 chose to use the original Avalon Hill rules rather than building off of the tournament play that’s existed for Dune; this has created some ambiguities over rules like “The Emperor can share his wealth.” (how? At any time, or does he follow the standard rules for bribes?)
Some of the discussion can be found here: https://boardgamegeek.com/thread/2316491/need-revised-edition/page/2
Dune, for all of its well-deserved reputation, has been a tough sell in my gaming group. For as much as we all admire the ambitious design and faithful adaptation from the source material, our games have provided us near equal parts fulfillment and frustration (further compounded by the potential for variable game lengths, obscure rules and the required new player mentoring to avoid violating acceptable “Dune etiquette”). Sigh.
I have more than a passing appreciation for how the design employs asymmetric faction powers and promotes nuanced player interactions. But as the years have gone by, what I have realized is that I loved the potential inherent in Dune’s premise rather than the subsequent (and intermittently disappointing) gameplay that one must endure to reach the end. I hesitate to compare Dune to TI3/4, but for the time investment I have always walked away from a session of TI with stories that we talk about years after the fact.
That has rarely happened with Dune.
Perhaps I will be censured by the game’s proponents who proselytize this title with formidable zeal, but the simple truth is that the great game of Dune is not for me. There. I said it. And despite the acknowledgment of my own shortcomings, I am grateful that GF9 has published a very competent edition of this OOP title to make it accessible for those who seek the near-mythic experience that is Dune.
“After a time, you may find that having is not so pleasing a thing as wanting. It is not logical. But it is often true.”
-Spock, Amok Time
Nothing wrong with not liking a game! If that were a crime, I’d be in heaps of trouble.
What is “acceptable ‘Dune etiquette’”?
No idea, but I hope it involves not getting *too* into the role of the Baron. Icky.
I shouldn’t be surprised given the author and subject of this review – but this is the finest review I have read in some time.
Now do excuse me while I re-read Dune on my way to get hold of a copy of the game and five friends who’ll play it with me this very afternoon.
Ha, thank you! To be fair, the subject matter makes it easy to write about.
You’re absolutely right: it’s the stories that give “Dune” its appeal. My own boil down to “Never trust the Bene Gesserit!”
When it came out, my first thought was that it’s a “Cosmic Encounter” variant – six clever powers, but the same ones each game.
And the unbreakability of alliances (until the next spice blow) was also an issue. As soon as a couple of players formed an alliance the remainder would team up against them in self defence. Then it’s effectively a two-player (okay, two-team) game. Is this still the case in the new edition?
I can’t speak to how other people play, but in our case alliances have tended to shift whenever another worm appeared. So we’ll see 2v2v2, but those teams realign when the opportunity arises.
Bit late but I also got my copy now, and I was very hyped to try it this weekend.
Till I started reading the manual. And then the FAQ.
… why do we have stuff in the FAQ that is not on anywhere on the Manual? Why does the FAQ says some thing and the manual exactly the opposite thing?
I mean, the rules dont seem that complicated, but this kind of stuff is driving me bonkers. I want to play the game, but I dont want to be teaching people something that is wrong, and at this point I’m not sure what is the right set of rules
Yikes! I wasn’t even aware there was a FAQ. The rules seemed clear enough when we played, but it’s possible we made some assumptions that blew past any printed discrepancies. What contradictions have you noticed? That’s pretty shoddy work on GF9’s part if it’s the case.
So far, that the rules do not mention, at any point, that if you bribe somebody, you give them spice to put in front of their player shield and, (I think?) not available for them till the end of the Mentat Pause. Something that it is in the FAQ.
Then there is the issue of the Freemen Karama card power in Advanced Rules. The Manual first says
“Fremen: You may use a Karama Card to place your sandworm token in any sand
territory that you wish. This is treated as a normal sandworm.”
then tells you in the Questions and Answers:
“In the advanced game, does the Karama sandworm called by the Fremen signal a Nexus?
Answer: No. A Nexus is signaled only by a Shai-Hulud sandworm card.”
Which seems to not be a normal sandworm then, but then the FAQ says
“When can the Fremen use their Advanced Karama card power to call a worm? Does it cause a Nexus?
Answer: This can only be done during the Spice Blow phase. It causes a Nexus at the end of the turn just as if you had turned up a Shai-Hulud card. It will destroy spice and forces of other factions (you can choose to protect allies) at the sand location where the Fremen chooses the worm to appear. Fremen forces at that location may ride the worm (unless a second Karama causes it to eat them).”
… so what it is? Because that is exactly the opposite of what the rulebook says.
Frankly the rules arent that complex when you first approach them, but the edge cases, unclear conditions, and just plain additions of stuff in the FAQ are making me crazy nervous. I cant say for sure I know what I should be telling people are the rules now. Maybe veterans know all this stuff by heart, but that kinda defeat the point of newcomers trying to get (into) the game.
I think I’m going to go with a “player aid” I got from BGG that in theory summarize this, and basically tell people that we may have some lively discussion of scripture and schism in interpretation of holy law during the game as a bonus 😛
Wowza, that’s a lot. Thanks for filling me in!
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