Dune: Imperium
Deck-building meets worker placement in a new board game of galactic struggle.
The iconic universe of Frank Herbert`s Dune inspires a new generation of fans in the upcoming film from Legendary Entertainment, setting the stage for the first new Dune board game in over 40 years. Dune - Imperium breaks new board game ground with an innovative design from Paul Dennen and the team at Dire Wolf behind the award-winning Clank! game series.
Lead a Great House to glory on the hostile planet Dune, where subtlety can be more important than strength. Purchase cards to increase your options, then strategically commit your resources for maximum gain. Military conflict and political intrigue provide many paths to victory. Harvest spice from the deep desert, and leverage your spoils into economic might. Gain influence with powerful factions who can aid your victory - or guarantee your doom. The choices are yours: the cards are dealth, and the Imperium awaits. Control the Spice. Control the Universe.
The power of the entire universe can be yours, and war is but one way to claim it. Your agents are ready. The cards have been dealt. The choice is yours. Whom will you influence? Whom will you betray? How far will you go to seize it all?
Support for all player counts is included in the box. Two-player and single-player modes also supported by an optional companion app which adds automated opponents.
Reviews and Articles About Dune: Imperium
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Editor reviews
Whom will they sell to with that torturous tag line?
Pesky technical writers.
'Worker placement' can mean guys holding different sietches on Arrakis to this or that benefit. 'Deckbuilding' can be a matter of accumulating armies to hold said sietches. Nothing they said means basically anything. I'd wait before casting any kind of opinion.
Edit: looks like $50 for the game, and there's a $55 upgrade pack to replace all the wooden player pieces with minis for some reason.
www.direwolfdigital.com/news/dune-imperium-pre-order-10-29/
A deckbuilder with only 10 rounds is a bit of a concern, in that you'll only see those really cool cards that you purchased a couple times/game, unless you're able to set up an engine that lets you draw more on a regular basis. The flip side of that complaint is that 10 rounds means a game that moves swiftly and doesn't drag on too long. The counter-counterpoint is that my favorite game of this style, Tyrants of the Underdark, has never had that problem and I'm not one that's usually concerned about long games, either.
I'm not in a position to be spending more on games and I've never been as much of a Dune fan as most gamer-types (although I do own two copies of the original game for some reason), so I'm not necessarily the target audience for this. And, again, coming back to the visual design... ugh. Everything is just a bit too plain, I think.
Dune: Imperium is 8.2
the GaleForce Nine edition of original Dune is 8.2
the original Dune is 7.6
Rex is 7.1
I guess BGGers are easily impressed when a game recycles the old worker placement and deckbuilder mechanics.
1. It's a great game.
2. The board is somewhere between pedestrian and awful.
Point #2 was my reaction, as well. I can't say that I've been totally sold by reviews and gameplay I've seen, but I have similar games (Tyrants of the Underdark, etc.), no money, and am not a Dune fanatic. I've also never played Clank!, so I don't have any attachment to Dire Wolf's output, to date. But it certainly seems like a well-designed package.