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Philip Berghan-Whyman
New Zealand
Wellington
North Island
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Dust » Forums » Reviews
Some Thoughts on Dust
Not really a review, but rather my thoughts and experience with Dust.

I've played twice, both were three player premium games. I came last in the first game and won the second game. In a few weeks I'll be playing a 6 player premium game. All but one of the players have played before and we are all looking forward to it (which I think says something positive about the game).

I really enjoy playing Risk 2210. I really enjoy playing Dust. The two games look similar but are quite different.

In my first game of Dust, I built production centers and grabbed as many energy sources as possible. I used these to build a variety of units, concentrating mainly on land units. My strategy was to take as much land area as possible while fortifying my boarders against my enemies. I found this type of strategy works very well in Risk 2210 but it sucked dust in Dust.

Dust is about victory points. Most land area controlled is worth 1 victory point. However, most production is also worth a victory point, as is most sea areas controlled, and each power source controlled.

Winning at Dust is about deciding which victory points you are going to go after (your strategy) and then making tactical decisions about protecting yourself and reducing the enemy's victory points (for example, do I extend myself and take an enemy held energy source or do I bomb it with my subs leaving it unoccupied and either costing them a victory point or forcing them to use a move to reoccupy it).

The different types of units have their own benefits:
- Tanks are cheap and shield mechs, but provide no tactical superiority
- Mechs hit hard, provide tactical superiority, and can be dropped into enemy territory using the mech drop card; however, they are expensive
- Fighters are almost as cheap as tanks, provide tactical superiority and shield bombers (possibly the best value unit in the game)
- Bombers hit hard, provide tactical superiority, can move anywhere in your territory with a single move, have a special attack against subs, BUT they are really expensive
- Submarines are reasonably priced, control sea areas, allow the movement of land units across the oceans, and have a low power special attack.

The premium game is pro-attack, but that doesn't mean you can't defend. Defense involves building a mix of counters that can (a) survive a ballistic missile attack or submarine bombardment, (b) have a reasonable chance of having tactical superiority if attacked (hence why I like fighters - cheap and provide tactical superiority points) and (c) make attacking them an expensive proposition.

Your selection of card each turn provides your combat moves, normal moves, and production points. The normal moves are just as important as the combat moves. They essentially set up your future options. Typically you can do less in a standard turn of Dust than you can do in a standard turn of Dust.

Much of the premium game is tactical - the game only last 6-8 turns and I believe an experienced groups could play it very quickly. There isn't time in a game of this length to have robust strategies.

I've not played the epic game. However, I would like too. I think the addition of large numbers of neutral armies and slower movement would entirely change the game.

To sum up: I like Dust, its the same type of game as Risk 2210 but not the same game.
William Gaskill
United States
Bridgeton
New Jersey
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The mechanics of Dust are nice its a good game that I just
don't like:shake:.Its the generic nature of the sides vs
the actual Dust universe fluff.

The background of the Game is what got my interest,the alternative
weird WWII setting.Alas the game has no soul,you get no feeling
of its background when playing,its like playing checkers.

Again the game playes well but you neeed to bring your own
theme as the game has none.I don't see why with the all the background
they developed they didn't include this to flavor up the game.
Greg Zekser
United States

Massachusetts
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G.I. Joe vs. Cobra! In the cartoon, buildings and vehicles got blown up lile they were the 4th of July!

Yo, Joe!
Steven Solomon
United States
Monterey
California
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I do like Dust, but also find the sci-fi background wasted. There's lots of talk about how technology has gone in an entirely different direction and has given rise to weapons no one had ever seen before. Well, gamers have seen them before! The closest thing to a "weird" weapon is the mech, but mechs have been around for ages in sci-fi. I was disappointed that there weren't force fields or shield generators at least--and even that wouldn't have exactly been ground-breaking, conceptually speaking. :snore:

Still, I enjoy the game quite a bit, even though I still haven't figured out how to win. The components are great, the map is great, and the mechanics are not burdensome. I played my most recent game with my best friend (a gamer), his wife, and his stepdaughter (neither of whom were gamers). Setup and teaching the game did take us a while, but thereafter, play proceeded smoothly without unreasonably long pauses for rules-checking. I will definitely play again, and hope to in the near future.
Philip Berghan-Whyman
New Zealand
Wellington
North Island
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Well I finally got my six player game of Dust organised and played. Everyone was interested but getting us all together on the same day was like herding sheep.

Anyway, the game went well and everyone had fun. All but one player had played before, which helped with tactics and strategy.

Luck played a part in the game. One player had atrocious luck and was almost eliminated as a result. He rolled 16-20 dice over two turns and got 0 hits (the odds of a hit on a single dice is 1/3, so he was very unlucky). This resulted in lost energy sources, lost production centres, and lost troops. Only goodwill, a strategic desire to not appear to big and nasty, and the rule that prevents attacks on capitals early in the game kept him alive. However, he made a very good comeback using the "mech drop" card to land behind enemy lines and establish a new strong hold.

Another player over-extended himself to take advantage of the weak player and was, himself, almost eliminated. The remaining players tried different strategies. Two tried to use subs for strategic control of shipping lanes. The other two used them for short continent hops and territory building. Both strategies proved to be viable.



Timing proved to be the deciding factor. The lead player got too far ahead and faced the wrath of everyone else - she was seriously reduced as a result and appeared to be soundly beaten.

The player who had been running second, then got into an "I win unless you stop me position". The remaining players stopped him, but through denial of points (bomber strikes and missile bombing) which left energy sources vacant (a better tactic would have been to occupy the energy source).

The much reduced player who had been in the lead had chosen their card so that they went last in that round. She produced some subs, jumped the now vacant sea-based energy sources and won the game. Everyone went "dohh why didn't we see that!"

Items of interest:
- Tactical use of amphibious attacks to prevent the use of the special power that forces retreats were a recurring theme
- Bombers played a bigger part than in previous games, though strategic bomber movement was still only used once (or maybe twice - certainly very infrequently)

Overall the game was lots of fun and we intend to play again in the not to distant future. As noted above, luck played a noticeable part in this game. However that should be expected - on occasion - when dice are involved. Luck has been less prominent (though not totally unimportant) in previous games. So I don't see it as a problem for Dust.
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