From: cfarrell@pacbell.net (Chris Farrell) Subject: Dune: Eye of the Storm Review [long] Well, I originally wrote this review for rec.games.trading-card.misc, but I figured maybe some people here who don't generally play CCGs might be interested in the game, given the occasional popularity of the Dune boardgame. Then again, I may have been mainly motivated by the fact that I ended up putting so much effort into writing it, I might as well cross-post :) Later, Chris -- As probably most of you know by now, the premise of the game is that each player takes the part of one of the minor houses of the Landsraad. The goal of the game is to deploy both your own forces and the forces of your patron Great House(s) in an attempt to gain entry to the Landsraad as one of the Great Houses yourself. To do this, you have to accumulate Favor and Spice. Your primary resouce for doing this is cash, or solaris; everything in the game is deployed using solaris. Your charters and homeworld generate solaris, and you use these to deploy cards from your two decks: your House Deck, which contains your own house's resources (men, material, training, and operations or "ventures"), and your Imperial deck (personas from your allied great house(s)). During the game you will typically have a hand of 7 House cards and an Assembly of 3 Imperial cards - both are fully replenished at the end of the turn, and you may always discard as many of either type of card as you wish. The other key assets of your House are your Favor and Spice; both are both most easily purchased with solaris, although both can be produced (spice through mining directly off of Dune, as you might expact, and Favor through winning Duels and Battles). The first person to get to 10 spice and 10 favor during their House Interval and tap their homeworld wins immediately. The starting conditions can be customized somewhat, but typically you will start with about 20 solari, 10 favor, and no spice; you can swap up to 5 of the solari to add some small amounts of favor and/or spice. You will also start with the homeworld of the main house you are affiliated with; this will generally give you 5 solari of income when tapped. From this, you build your house. The game then proceeds in turns consisting of three phases: The Opening Interval, House Interval, and Closing Interval. The Opening Interval is done simultaneously for all players, and includes the untap phase, deferrment phase, and initiative phase. Basically, the initiative phase determines the order in which everyone will take their turns in the House Interval. Generally, the default is the highest favor goes first and the lowest favor goes last. Obviously, there are advantages to be had by moving in the right position with respect to your rivals, so there are cards which allow you to manipulate favor for the purposes of initiative. Particularly as you tend to close in on victory, you really want to be going either close to first or close to last - and if you can swing it, the infamous double-turns (where one goes last in one turn and first in the next) can all but lock down a victory. The only snag is an awful rule that says that ties are resolved by flipping a card from your house deck and comparing deployment costs (more expensive card goes first). Especially with limited card sets, it is hard to watch one of your only two harvesters go by to an initiative resolution pick. I reccomend rolling dice insteead. I don't see any game advantage to using the cards and it can be very frustrating to see critical cards burned in this way since your deck never recycles. Anyway, the real meat of the game is in your House Interval - while you may be involved in conflicts and such in other players turns, the majority of your activites will take place here. You have a list of standard actions you can perform, and you can deploy "ventures" from your hand to take additional actions. First, one mechanism that is new to Dune: the Guild Hoard. This is basically a very simple economic system. The Guild starts out with a chunk of spice, which they will sell at the CROE (CHOM Rate Of Exchange), which will vary from 1 to 3 at start depending on the number of players. As players buy or sell spice and the size of the Guild Hoard fluctuates, the CROE will go up or down, between 1 and 6. Each player has the option to either buy or sell up to three units of spice per turn. This creates an interesting dynamic as players who are harvesting spice from Dune sell it to raise cash, while other players tend to buy it to get to their 10 spice victory conditions. Of course, the more players you have the more the CROE will fluctuate and the more opportunity there will be for manipulating it for either your own advantage or other player's pain. Additionally, there are many events whose effects are tied directly to the CROE, generally to provide the Governor of Dune with some penalty or bonus. All in all, the CROE is interesting. In the end it's a little simplistic because it models only supply and not demand (if there are 8 units in the hoard, the price is the same whether players want to buy 2 or 20 units), but its still provides an interesting twist without the undue complexity of trying to calculate a more accurate price model. Other than buying and selling spice, you may also perform the usual function of deploying cards from your hand - you just look at the number in the upper left, discard that number of solaris, and play it. Somebody really must explain to me sometime how a single personal shield costs as much as an entire battalion of the Atriedes' best troops, but it all works after a fasion. At any rate, stuff in your hand (house cards) will generally be Personas of a generic type (like the Guard Commander or House Mentat), battallions of troops or other bodies of people (like the CHOAM Delegation), weapons and defenses for both individual personas and your legions, and fortifications or other equipment for your holdings (the the 'Thopter Base, Harveters, Command Posts, and so on). This deployment mechanism, however, applies only to "generic" men and equipment, all of which everyone can have as many of as they want. If you want to deploy the unique heavy-hitters associated with a house (Leto, the Baron, Paul, etc.), actual chunks of land (at this point, Fiefs are all various holdings on Dune, like Arakeen or the Open Bled), or Charters (revenue sources), you have to deploy from your "assembly" of three imperial cards, kept face down next to your draw deck (although you may inspect them). This is done by picking a card and flipping it over to start an auction for it. High bidder wins - if it's you, you pay the high bid and get the card. If it's somebody else, they pay the difference between the bid and the deployment cost and get nothing. This mechanism actually works a lot better in a two-player game than with lots of players. When you have a lot of players, the primary motivation for bidding is to keep duplicate personalities that you are using out of other player's hands; if you have a Leto in your deck, you don't want somebody else deploying theirs first. In a 5-player game, it's not to hard to figure out that if 2 people are playing Atriedes-based decks, these two players are going to have some problems. Otherwise, it's hard to justify spending a couple of bucks to slow down yourself and one of the other 5 players. This concept of non-active players not actually getting anything for their high bid is a bit unusual, perhaps somewhat artificially constrained by the "Golden Rule" of card ownership common to all CCGs. In the end, the bidding works out OK. I am certain a better mechanism could be devised, however. Once you've got all your stuff out, what do you do with it? You whack people with it, of course. While at least one of the concepts behind the combat system are quite interesting, this is where the game has some critical problems. You have 4 combat options (rites) available to you: Landsraad Rites (Battle and Duels) and CHOAM rites (Intruige and Arbitration). Each persona is ranked (generally between 1 and 4) for their prowess in one or more of the 4 rites, and this rating dictates how well they can dish it out. Basically, the rites differ in what they can target: Battle targets Fiefs, Arbitration targets charters, and Duels and Intruiges target personas. You may engage in only one Landsraad and one CHOAM rite per turn. Basically, a combat consists of you "declaring" your attacking persona and the target, the defender then taking any "declaration" actions (by default, just saying "uh...OK", although tactics or special abilities may be used here), then engaging (tapping) your attacking personas and personnel, engaging the defending cards, and then resolving the attack. Resolution is simple - add up your attack strength as printed on the cards, and apply that "force" to your choice of opposing cards (with the restriction that you can't kill of the target Persona, Charter, or Fief until you've killed all the attached troops and other attached forces) and if the force is greater than the resistance (printed almost invisibly in the lower right hand corner), the card is subdued (flipped over). The key, and what makes the system not completely trivial, is that action cards that affect combat can be played at every phase. Tactics may engage you before you have a chance to hit the Engagement phase and thus cancel the attack, the defender may change the target of the rite, the attaking player may use cards to declare additional rites, and so on. This is fortunate, because without these actions the combat system is pretty bloodless and it's more or less impossible to actually get anything done. I've gone through 3 phases of dealing with the Dune combat system. First, I played a sealed deck game, when both players had very few tacitcs to influence combat (and given that each tactic can generally influece only one type of rite, basically never had the right card at the right time), and it produced a crippling first impression of the game. Basically, you pick a target and deterministically whack it. Virtually no strategy, and nothing the defender can do to prevent his choice personalities from being duelled out of existance. Whoever starts to get an edge with the strongest Duelling or Intruige persona rapidly controlls the board. Then, we got a few more cards, and started to actually build decks and survey the available combat options, key among which is the ability to "counter". If the defender can "counter" through a card or special ability he can change the target of a rite, so instead of duelling with easy pickings like Baron Harkonnen himself, you end up facing Feyd (bummer). With all the cards available to affect combat, and the availability of the "counter" ability, you start to think, "hey, this might actually work!". (Rules gripe #1: the rules for Dune are absolutely awful; nowhere more so than in the rules for countering, which is not a real good sign, since this is such a key game game concept and only takes about two lines to accurately explain. The rulebook says that "Counter operations allow the defender to chage the target of the rite. The defender declares any eligible persona as the defense leader ..."; clear enough, and as such, counter is granted to a defending _player_. However, most of the card wordings clearly say that counter is granted to an individual _persona_, who can then counter - the defending player is not actually allowed to select any available leader as the rules clearly say. For example, Count Hasmir Fenring says: "Kazimierz [sic] may counter during duels targeting Corrino personalities. When countering, he gains +1 resistance." This is a serious inconsistancy and leaves me confused as to how exactly this should work.) Fast forward to having played now for a little while. You're going along quite happily, and then at some point it is likely that you will face this scenario: Your opponent, the Atriedes, has fortified Arakeen to the hilt - a couple of battallions of troops, a 'Thopter base, command post, whatever. You, as the Imperials, need to deploy your own Arakeen, and want to cripple the Atriedes, so you send Shadaam IV with 4 battalions of Sardauakar to take it out ... fair enough. You've got sufficient force to subdue everyone, it's just a question of casualties, right? Well, not quite. Because, you see, the Atriedes will just use their Guard Commander (who reads: "Guard Commander may counter during battle rites") to reassign the target to either himself or someone else expendable who has battle skill and who is cheap (depending on how you interpret the counter rule). You will, of course, crush whoever steps up and as the victor earn 1 favor for your trouble; but because "counter" allows the Atriedes to physically change the target of the rite, rather than perhaps more logially move additional personnel to help defend the target, your Saudaukar get rerouted and never make it to Arakeen. To heap insult upon injury, next turn your wily Atriedes opponent can probably redeploy whoever you mauled for a solari or two and repeat the whole process. This is very unsatisfying, and it forces you, as the attacker, to take out all defenders with countering ability, no matter how insignificant, through Intruige and Duels before you can send out your troops - an especially difficult task given the normal limit of two rites (one Battle _or_ Duel and one Arbitration on _or_ Intruige). Without the benefit of tactics (and it should be noted that there are as many tactics to foil your attacks as their are to facilitate them), the plethora of cheap personas with the counter ability makes it virtually impossible to get anything done. Anyway, the price of being defeated in combat is subdual. Like the rest of the combat system, this is an effect that very nearly works. Whenever any rite applies sufficient force to a target persona, troop, or installation to equal or exceed its resistance, the target becomes "sudbued", i.e., flipped over. Then, in every Opening Interval, every card which is subdued gets a defferal counter. Essentially, anything that is subdued can be deployed as if it were in your hand, for a price of it's deployment cost minus the number of deferrment tokens on it (it must accumulate at least one deferrment token before it may be deployed, however). There are two catches: first, you can't redeploy troops, installations, weapons, or other upgrades until their parent persona or fief is back on-line; second, you can't redeploy an imperial deck persona, fief, or charter if someone else has deployed their own copy while you were out. In an abstract sense, this works reasonably well. When a personnel is subdued by battle, they have taken casualties and need to be rested and refit. When a persona is subdued by intruige, they have been caputered or otherwise incapacitated for a period of time and they need to be extricated. This feels more reasonable than discarding stuff and waiting for more copies to come up in your deck. Where it breaks down is that it is almost impossible to actually get rid of people permanently, no matter how badly you savage them. The Guard Commander who was trampled by 4 legions of Sardaukar can be back next turn to gallantly guard the gates of Arakeen just as if he had been subdued by a single House Mentat. This makes it extremely hard to get rid of all of your opponent's chaff. It also just doesn't feel right when two major characters duel. After all, in all of the duels in the book, one party typically winds up dead (and unless he's Duncan Idaho, we never see him again). In the game, losers of duels are just subdued like everyone else and can be back very rapidly. This lacks a certain compelling do-or-die feeling of the duels in the book. Now, it _is_ possible to discard vanquished targets through special card abilities. However, we have only seen one such card - the Sandworm - so I think it's fair to say this ability is pretty rare. While there are a few more details to your House phase I won't go in to, seeing how as I've gone on long enough, the one other key rule is that unless a card or effect is a tactic (in which case the card will explictly say when it may played), you can only engage it to produce its effect during your own house interval - your cards are genrally locked (outside of being attacked during rites) outside of your turn. This greatly simplifies the rules and eliminates virtually all nasty timing issues. This is a huge plus. When first confronted with some of the odd timing issues present in CCGs, most people will say "huh?". Getting rid of these is a good thing. These are the basic guts of the House Interval. Everything else you might want to do - harvest spice, redeploy troops, blow up the shield wall, have visions of the future, and so on, is covered by card special abilities, ventures, and tactics. Ventures are just cards that, for a price in solari, allow you to take some game action during your house interval. Tactics are cards that, again for a price in solari, allow you to modify some existing game action. These are another aspect of the game that is done quite well. Every tactic and venture card says explicitly when it can be played and what it affects; for example, a tactic might be a "Tactic - Intruige - Declaration", which means it can be played during an intruige rite, after the attacker has declared the target of the attack but before anyone engages. Everything is resolved sequentially, so there are no timing issues, and life is generally good. So these are the core concepts of the game. There are a few additional details (Events and some details about favor which I've largely glossed over being the key ones). Most of this stuff is tried and true from FRPG's other game, L5R, where it works well enough. Does it all work well together as a game? Well, here are my personal impressions from my experience to this point: - While the plethora of Tactic and Venture cards does present the player with a lot of options, the actual rules of the game are not complicated. There is a fair amount of chrome, butif you have played any CCGs you will be at least somewhat familiar with most of the mechanics. Dune is getting sort of a bad rap on the net for being very complex, but the real culprit here is an absolutely atrocious rulebook. Among other things, it appears that the combat system got a significant last-minute overhaul and changes either didn't make it into the rulebook or onto many of the cards - many of the basic functional cards have texts which are out of synch with the rules. Additionally, a lot of the cards have fairly mind-bending special texts which take a while to figure out or are open to some interpretation. Now, virtually every CCG that I have had exposure to (not an all-inclusive list, certainly) has had a lousy rulebook and problems with card wordings to various extents; this is no excuse, however. Now that the CCG market is becoming more crowded with quality products and the games themselves are becoming more accepted by traditional gamers, the general level of CCG rule-writing and card-text-writing simply must be improved dramatically, and soon. - While a all of the mechanics are basically sound, whether or not they integrate to describe the Dune universe is another matter entirely. There are many irritating details which make it hard to get behind the game. The oddity of the combat system is the most severe problem, but the whole portrayal of the Fremen is another. While in the book the Fremen possess such critical advantages as a nearly endless supply of cheap, battle-ready manpower that is right there on Dune, the Fremen in the game are for some reason the most expensive troops to deploy to Dune, per point of battle strength. The whole bidding system, while again fundamentally sound, feels very strange; the mechanism of bidding and paying money purely to deny your opponent a resource is certainly a mechanism that would be used only in a CCG. The premise - that of playing the role of one of the lesser houses - is a potentially promising one, but in the end it's hard to swallow. After all, Duke Leto, Paul, Emperor Shaddham IV, Baron Harkonnen and the whole crowd are under your direct control once you purchase them. In the end it feels much more like you are playing the major houses directly. - The art is extremely mixed. There are a lot of decent pieces and a few that are quite good, but as usual there are many that are plain bad (the Imperials get especially short shrift). This is another problem the CCG genre has to cope with, since obviously obtaining such a large number of pieces and keeping any kind of consistant quality must be incredibly difficult. I think clever CCG designers need to come up with some clever way to improve the overall quality and keep out the real losers. - Since this is after all a CCG, one has to include a discussion of packaging in any review of the game. At the bottom level, the Dune packaging is fair enough - while not generous, the 1:5:9 booster distribution is typical with only ICE and Deciper really taking steps to make these games less outrageously expensive. The real packaging issue here is one of how FRPG is marketing the whole Dune CCG product. Dune is a 301 card set - pretty large, and expensive to collect a substantial portion of the cards. The kicker, though, is that you don't get a set which covers even a significant portion of the first Dune novel. Basically, this set leaves off with the Atriedes occupation of Arrakis, and as such is more of a prequel than an actual Dune game. This is OK in and of itself, I guess. However, the fact of the matter is that I think a lot of people will buy this expecting a complete Dune game, which this is most certainly not. The entire Dune story will be played out through the upcoming 3 expansions, a concept that FRPG has used sucessfully with L5R. How well this works for you will probably depend on how much you liked following L5R's plot and how much disposable income you have, but it smacks to me of excessive profiteering. By the time the MECCG had 3 expansions, they were already well beyond the scope of Tolkien's original works and into playing the Dark Side - Lidless Eye was the third expansion. IMHO, one 300-card set is already a vast medium compared to traditional (non-CCG) games, and FRPG/LUG could very easily have given us a complete Dune CCG in one set - after all, ICE did no less in the first Middle Earth set. If you talk to FRPG/LUG, they will also talk about the difficulties of the rights to the book vs. the rights to the movie, which is somthing to be considered (although why anyone would persue the rights to the movie first is beyond the ken of most anyone I know). However, in the end they _did_ get the rights to the book, and despite the already significant delays they had already experienced, they would have done well to further delay the set and produce a complete game rather than the small fraction of the Dune universe that we got. With that off my chest, what's the bottom line? While I can't condemn any aspect of the game as fundamentally broken, you also won't find me praising any aspect of it as innovative or outstanding. While the combat system is an easy target, the problem is not that it doesn't work, per se, just that it's not very interesting and provides many more restrictions than freedoms. It's a workmanlike game - drawn heavily from L5R, they did an adequate job of producing a decent enough game, albeit without any real inspiration. The obvious quality control problems with the rulebook and card wordings (mostly tied to the combat system) are really unforgiveable, but nothing that a good solid rewrite and some official erratta followed by a patched up 2nd Edition couldn't fix. However, in the end the game fails to capture the compelling form of the novel for a few key reasons: first, a weak combat system that simply fails to capture the life-and-death nature of all the struggles of the book; and second, a simple lack of coverage. For the amount of money you will spend on this game, you will get surprisingly little. Dune, like Middle Earth, is Grand Opera played on a large scale - the Dune: EotS game covers very little of the large Dune universe. From: "Robert Rossney" Subject: Re: Dune: Eye of the Storm Review [long] A good review, and a fair one. Yet I am more optimistic. > All in all, the CROE is interesting. In the end it's a little simplistic > because it models only supply and not demand (if there are 8 units in the > hoard, the price is the same whether players want to buy 2 or 20 units), > but its still provides an interesting twist without the undue complexity of > trying to calculate a more accurate price model. This is incorrect. Players must reset the CROE after buying each spice token, and are limited to buying three tokens per turn. So if there are 8 tokens in the hoard, the first will cost three solaris, as will the second, but the third will cost four. It's basically the same market mechanism used in Crude/McMulti. > (Rules gripe #1: the rules for Dune are absolutely awful; nowhere more so > than in the rules for countering, which is not a real good sign, since > this is such a key game game concept and only takes about two lines to > accurately explain. The rulebook says that "Counter operations allow the > defender to chage the target of the rite. The defender declares any > eligible persona as the defense leader ..."; clear enough, and as such, > counter is granted to a defending _player_. However, most of the card > wordings clearly say that counter is granted to an individual _persona_, > who can then counter - the defending player is not actually allowed to > select any available leader as the rules clearly say. For example, Count > Hasmir Fenring says: "Kazimierz [sic] may counter during duels targeting > Corrino personalities. When countering, he gains +1 resistance." This is > a serious inconsistancy and leaves me confused as to how exactly this > should work.) I think "absolutely awful" is unfair. The rules for Dune are remarkably good for the first edition of a complex CCG. The rules surrounding Countering and the deployment of Ventures have some problematical ambiguities. But the *rest* of the rules are really quite good. It's tricky to learn the game from the rulebook - it really needs some sort of introduction for new players - but once you're familiar with the terminology, the rules' legalese results in remarkable clarity. As it happens, a Countering persona must declare *himself* as the defense leader. This changes everything: > Fast forward to having played now for a little while. You're going along > quite happily, and then at some point it is likely that you will face this > scenario: Your opponent, the Atriedes, has fortified Arakeen to the hilt - > a couple of battallions of troops, a 'Thopter base, command post, > whatever. You, as the Imperials, need to deploy your own Arakeen, and want > to cripple the Atriedes, so you send Shadaam IV with 4 battalions of > Sardauakar to take it out ... fair enough. You've got sufficient force to > subdue everyone, it's just a question of casualties, right? > > Well, not quite. Because, you see, the Atriedes will just use their Guard > Commander (who reads: "Guard Commander may counter during battle rites") to > reassign the target to either himself or someone else expendable who has > battle skill and who is cheap (depending on how you interpret the counter > rule). You will, of course, crush whoever steps up and as the victor earn > 1 favor for your trouble; but because "counter" allows the Atriedes to > physically change the target of the rite, rather than perhaps more logially > move additional personnel to help defend the target, your Saudaukar get > rerouted and never make it to Arakeen. To heap insult upon injury, next > turn your wily Atriedes opponent can probably redeploy whoever you mauled > for a solari or two and repeat the whole process. This is very > unsatisfying, and it forces you, as the attacker, to take out all defenders > with countering ability, no matter how insignificant, through Intruige and > Duels before you can send out your troops - an especially difficult task > given the normal limit of two rites (one Battle _or_ Duel and one > Arbitration on _or_ Intruige). Without the benefit of tactics (and it > should be noted that there are as many tactics to foil your attacks as their > are to facilitate them), the plethora of cheap personas with the counter > ability makes it virtually impossible to get anything done. But why didn't you subdue the Guard Commander in an Intrigue rite in the first place? In any event, the Guard Commander can't reassign the attack to "someone else expendable." He becomes the target of the rite. With any luck, he gets subdued. That's one less countering persona. You also neglect to take into account the plethora of Events and Ventures that are in the game just so that you can pick off those pesky Counter cards. Best Blade and Coriolis Storm, for example, let you subdue cards outright, Twilight Assault lets you initiate more than one Intrigue rite in your turn, Imperial Intervention and Pre-Dawn Ritual let you engage personas. Those six cards are just the ones that I got in the collection of four boosters that I have sitting on my desk at the moment; I'm sure I have more of these in my starter decks. [Long discussion of the ability to redeploy subdued cards snipped] > Now, it _is_ possible to discard vanquished targets through special card > abilities. However, we have only seen one such card - the Sandworm - so I > think it's fair to say this ability is pretty rare. Gom Jabbar gives this ability too. There are also cards like Long, Cold Night that let your discard deferment tokens assigned to subdued cards, making it harder for them to come back into play. But the point of combat isn't to destroy your opponent's cards; it's to make it harder for him to win the game. If you lose sight of the actual object of the game (get ten spice tokens and ten points of Imperial Favor) and get bogged down in keeping the Sardaukar Legions subdued, and you're in trouble. > With that off my chest, what's the bottom line? > > While I can't condemn any aspect of the game as fundamentally broken, you > also won't find me praising any aspect of it as innovative or outstanding. > While the combat system is an easy target, the problem is not that it > doesn't work, per se, just that it's not very interesting and provides many > more restrictions than freedoms. It's a workmanlike game - drawn heavily > from L5R, they did an adequate job of producing a decent enough game, > albeit without any real inspiration. The obvious quality control problems > with the rulebook and card wordings (mostly tied to the combat system) are > really unforgiveable, but nothing that a good solid rewrite and some > official erratta followed by a patched up 2nd Edition couldn't fix. > > However, in the end the game fails to capture the compelling form of the > novel for a few key reasons: first, a weak combat system that simply fails > to capture the life-and-death nature of all the struggles of the book; and > second, a simple lack of coverage. For the amount of money you will spend > on this game, you will get surprisingly little. Dune, like Middle Earth, > is Grand Opera played on a large scale - the Dune: EotS game covers very > little of the large Dune universe. I think a little perspective is in order here. If you look at the Imperial Edition of L5R, you'll find a pretty flat game. No Scorpion Clan. No Junzo's Army. No Monks. No Naga. No Phoenix Clan. Enlightenment Victory only open to people who have bought a *ton* of cards. The "Shadowlands" attribute completely pointless. (Was it even *present* in Imperial Edition?) No Dark Scrolls. No Regions. No Kihos. No Rituals. Sure, it worked as a game, more or less, but it really didn't become what it is until a couple of supplements came out. I think Dune works pretty well as a game. It suffers a lot by comparison to L5R because L5R is huge and Dune is, for now, teeny. I think that a lot of people who are down on Dune at this point are frustrated by the combat system and are missing the essentials of the game, which is not primarily a military game but a political one. To that end, I'd recommend the multi-player version over the two-player version, definitely. Play against someone with a nicely-tuned Bene Gesserit deck. Also, it's worth mentioning that the style of play for each house is remarkably different. Playing BG is a very different experience from playing Fremen. (It is very annoying that the weirding cards seem to be so uncommon; in my collection of three starters and four boosters I got three cards that make use of it. Maybe I just got unlucky.) There are some things that Dune roundly deserves to get knocked for that you missed. The flavor text is *terrible*. It's boring, obvious, and adds nothing. This isn't a small thing; much of the character of a CCG derives from this, and Dune's is flat and uninteresting. The CHOAM Dividends text, for example reads: Dividends are parcelled out each quarter. They are given to member Houses who govern one or more CHOAM company charters. Now, doesn't that just make the vibrant Dune universe come alive for you? Sheesh. And in at least once case (Carryall) the flavor text *directly contradicts* the effect printed on the card. Really, it would be better to just omit the flavor text if it's going to be like this. Similarly, the copy-editing for the cards is very bad. There's a misprint on the Dune card, for crying out loud, the one card that everybody starts the game with! The Forbidden Zone, (the Fremen homeworld), is not shown as being a Dune Fief, which means that literal-minded players can argue that the Fremen can't bring Fremen Allies into play. There's a card called Stanglehold. The problems with the flavor text and the copy-editing bespeaks a carelessness that's hard to excuse in a well-capitalized project like this. Nonetheless, I think that Dune has the potential to be among the top-drawer CCGs. I think that a lot of the subtleties of the political system are not apparent until you've been playing it for a while. Like L5R, I think that it will, unfortunately, tend to first yield those subtleties to the people who have bought a lot of cards. If you have the discipline to, say, just focus on building a Fremen deck, and trade away all of your other cards to your Guild and Harkonnen friends, you can probably do pretty well; I have yet to meet the CCG player who actually has this kind of discipline. Bob Rossney rbr@well.com