From: Wiggler@concentric.net Subject: Re: DUNE MODULES ?!! > Recently I have taken in hand again the AH science-fiction strategy game > DUNE (a very exciting one !!) ... and looking in an old "Games & parts price > list" (a little booklet provided with all AH Games) I've learned about the > existence of some not better specified MODULES: > - THE DUEL > - SPICE HARVEST > What are they about ?!! And are they still available? I think the modules greatly enhance the original game. There seems to be a wide divergence of opinion on this point; some people like one or the other, some hate both. THE DUEL adds a Dueling Arena (basically, another small board) and a set of Duel Cards, as well as full-color Main Leader discs (like Paul, The Baron etc.) and additional Treachery cards. Individual leaders can fight it out in hand-to-hand combat in the Arena as a result of Kanlies ("Don't land in Arrakeen this turn or I Kanly you"). You can also have mass "Wars of Assassins" where everybody sends a leader to fight in the Arena in a big brawl. Adds another dimension of play to an already deep game. I highly recommend it. SPICE HARVEST is a game in itself that you play before starting the main game. You get lots of different types of cards that are used just for this pre-game, as well as Planet Cards that are useful for choosing who plays which faction (whether you use the module or not), and additional Treachery cards. Spice Harvest is a Junta-like game where one player (The Manager) secretly sees what the spice harvest is, then allocates "shares" to the other players, who vote to see if he's lying or not. Then everybody bids for "Access" cards to see what assets and strongholds they start with. This is repeated five times. Then the game is wrapped up by players trading cards around, and cashing in their Access cards either to get starting Spice, or to place a certain amount of troops on the planet in specified Strongholds. End result: starting positions are different every game - you might have the Fremen start with lots of spice but no troops on planet, while the B.G. might start poor but with 10 tokens in Arrakeen, and the Atreides might start in Tuek's Sietch. Really stirs things up for when you are tired of the same starting positions. I highly recommend it. -- +-----------------------------+ "On the trail of any suspect wisdom" | Gary J. Robinson | -- Shriekback, "Gunning for the Buddha" | wiggler@concentric.net \ ____________________________ | Gary's Wargaming Page: http://www.concentric.net/~wiggler/ \ +---------------------------------+----------------------------+