Hello everyone !
And today we’re gonna talk about Dune Arrakis !
Take control of the sietches, from 2 to 4 players aged 14 and more during 60 to 90 minutes, to win the village’s dominance !
Arrakis Dawn of the Fremen takes place more than a hundred years before the events recounted in F. Herbert's first novel and the arrival of the Atreides on the planet. Players embody Fremen tribes who must learn to adapt to this inhospitable land. Players will have to make choices, collaborate, fight, negotiate to survive and build the first troglodyte sietches (Fremen villages).
To win the game, a player must be the first to control 3 sietches at the end of an action phase (or 5 if he has allied himself with another player). At any time, by decision of the council (all the players), a player can be declared the winner if his opponents unanimously recognize that they will no longer be able to win the game. A way to allow players to end a game at any time where a player has irremediably taken the upper hand. Conversely, players can also decide to modify the number of sietchs to control if they want a longer game.
The game takes place on a large board representing the Arrakis desert, divided into territories. Each player takes command of a tribe. Randomly, players designate a 1st player. In the opposite direction of the turn, they start by placing rock barriers between the territories, at each player's choice, then 12 production sites (water, food, spice and worm tooth) at random on the board without looking at them. Then, the 12 sites are revealed: each site will produce the resource indicated each turn which will be recovered by the player who controls the territory. Players finish the setup, in the opposite direction of the turn, by deploying a warrior on a territory, until all the territories are controlled by a player. Finally, each player places a worm in a territory that he controls.
Players play in phases. The development phase where players can spend resources to obtain a distillate, a krys or build a sietch. The production phase where players' territories develop resources depending on the full moon, twin moons or crescent face.
The trade phase where players roll the Arrakis die. On a storm face, the phase is not resolved; on a vote face, it is the players who decide; on a 1st player face, it is the 1st player who decides; on all other faces, the phase is resolved. If the phase is resolved, successively, players can propose an exchange (resources and/or cards) to another player. The exchanged resources must be placed in a controlled territory.
The expedition phase where players can move one or more resource tokens from one territory to an adjacent territory. If the player has a distillate, a worm or other elements granting a movement bonus on his territory, he can move his tokens over longer distances! He can very well deposit tokens during movement and recover others, within the limit of his total movement value.
This phase is essential to cleverly group his resources. The possibilities are numerous by recovering/depositing tokens during his movement!
The action phase where the players will successively resolve two actions among search or attack and dispatch or attack.
To Search, the player draws a Search card and obtains the indicated bonus: resource, development object or new capacity.
If he wishes to attack, he designates his target. The defender calculates his defense value equal to the sum of his defense present on the territory.
If the defense value is higher than the attack value, the latter fails and the player must target another territory or perform another action. On the other hand, if he wins the fight, the attacker takes control of the territory with the tokens present (resources, sietch, distill, ...) and gains an additional water resource.
The council phase where players unanimously decide to modify victories or immediately declare a winner.
At any time, two players can decide to officially ally, with the approval of the other players. In this case, to win the game, they must control 5 sietches and can exchange territories or cross alliance territories. An alliance can be broken by unanimous decision of the council. Players can even decide at the beginning of the game to play in alliance (2 vs 2).
The game ends by decision of the council, or as soon as a player controls 3 sietches or an alliance 5.
Good day and good game ;)
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