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Farewell, Geek Father. You will be sorely missed...
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Dust is a one of the new offerings from Fantasy Flight Games, based on the comic book of the same name by 12 Gauge Comics. It depicts an alternate, “what if?”, world with World War II as the backdrop. The catalysts to this alternate world are the discovery of “Vrill Kultur”, a massively powerful energy source and the capture of an extraterrestrial by the Axis powers. These two discoveries spark a clandestine information war between the super powers; and alliances, technology, and politics are steered into uncharted territory.

Object of the game:
To be the first to achieve a set number of Victory Points by capturing (and holding) capitals, power sources, and majorities (holding the most land, sea, and production areas). If a player reaches the VP threshold, and holds at least one capital, they win.

Components: Well produced, which is to be expected from a Fantasy Flight game. I especially loved the tanks looking like German Sturmtiger assault guns from WWII. However, the rest of the pieces look absolutely boring and uninspired from the comic book that spawned it. The puzzle piece board looks great, though.

Gameplay:

The rules aren't terribly complex, and the game comes with two sets: Premium (aka “Basic”) and Epic (aka “Advanced”). Both rulebooks are formatted exactly the same way, so if you're familiar with one, you'll know where to go to when you have a rules question. The only real differences between the two are calculations for Production Points, Victory Points, and Initial Setup. Premium games go faster than Epic, because all spaces on the map are taken at the beginning of the game, whereas Epic starts the players with smaller areas of the world in their control, and they must eke out a bigger piece of the global pie.

1. Initiative Step: The players select cards and reveal them simultaneously. The person playing a card with the highest combat value will go first, followed by the second highest, and so on. Ties for highest are handled by the highest movement. If there is still a tie, then tie breaker stars on the card break ties.

2. Player Turns: Starting with the player who won initiative, each player goes through several sub-phases, such as building new units, moving their units, and attacking enemy held positions.

3. Victory Point Step: After everyone takes their turn, all players calculate VP and move their marker along the track. In the Epic game, players score 2VP per capital, 2VP per majority, and 1VP for every three power sources they hold. In the Premium game, it's 1VP per capital, majority, and power source.

After the above three steps are completed, a new Initiative round begins until a victor is declared, in case of ties the player with the most capitals wins. If there is a tie after that, then the player who controls the most land and sea areas wins. If there is still a tie, a shared victory is declared.

Things I liked:

“Jack of all Trades” Cards:
To break away from the procedure of one player going first, then left around the table; the game uses the cards to determine turn order, as well as movement, production and combat. So, if you want to go first, you'll play the highest combat card you have. But, you will suffer in another category like moving your forces or building new ones. The cards also allow a special ability for the turn, ranging from making a ballistic missile attack against an enemy area to denying a particular player from attacking you that turn.

Building neutral forces: I liked that you could build up neutral forces in order to build a buffer zone between you and another player. Or, you could bolster a ragged set of neutral defenders that have just been savaged by a player who went earlier in the turn, making it more difficult for them to take their prize.

Tactical Superiority factor and screening units: Determining who goes first goes to the person who has tactical superiority. Attacking a capital always grants the defender superiority (as well as an additional five dice to roll for their attack), so they will roll to attack first. In all other cases, the players add up the tactical points to see who will go first. Fighters, Bombers, and Mechs give 1 point per unit. In case of ties, defenders get tactical superiority and roll first. Another thing to take into consideration is the fact that certain units screen attacks for the more dangerous units. When an opponent scores hits on the enemy, they can choose whoever they like to take out first. The more dangerous units, like Mechs and Bombers, will be obvious targets. However, in order to get to them, you must ablate any screening units (all tanks have to be destroyed before Mechs are targeted and all Fighters have to be shot down before Bombers can be hit)

Things I didn’t like:

SQUANDERED LICENSE: Looking past the eyecandy artwork, the use of the theme that the game is based upon is sorely lacking. I love Parente's artwork and his alternate WWII history, but the game never comes close to capturing it at all. It feels lifeless and bland, devoid of any real gripping sense of narrative. Just “move your Sturmtiger further along the VP track. Oh, look, I win.”

BUILT IN EQUALIZERS: There are quite a few rules to make the game equal. A list of what boils down to “No, you can't do this on your first turn.” No attacking capitals, power areas, or production centers. So, for the most part, you're just building up your army on the first turn; just like everyone else. The only real difference after this exercise is that you have everyone on the same level, with more units. You also can't win the game without a capital, so that ends up being the most heavily defended space on the board. Short of using Secret Weapon or Mech Dropper cards, attacking an enemy's capital is normally a waste of resources. Also, you can't even BEGIN to think about assaulting a player's capital until a certain victory threshold is reached (20 points for an Epic game, ½ of the necessary VP to win for a Premium game). This restriction further pushes back the need or desire to attack an opponent's capital.

Final Result:

Try as I might, I tried to like it, but it just felt like an alternate version of Risk and a pretty boring one at that. I hate to say this, but I would rather play Nexus Ops or Risk: Star Wars over this game. Nexus Ops has a much better flow of tense combat and Risk: Star Wars does a much better job in the licensed theme category. Sad, really.

Final rating: 5/10
Last edited on 2008-08-19 20:54:48 CST (Total Number of Edits: 3)
George Fagin
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05060708
I like the game more than you do, but gave you a thumbsup for the well written review.
Farewell, Geek Father. You will be sorely missed...
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Sphere wrote:
I like the game more than you do, but gave you a thumbsup for the well written review.


Thank you. Not to worry, the game is going to be finding a new home shortly, somewhere where it can be appreciated. :D
Joseph Lamoureux
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050708
Interesting. You don't seem to be the only one saying that it was rather bland.

Just curious - what would you say they could've done to spice it up?

Are the various factions too similar? That's an issue with Risk and A&A, but at least A&A has the backdrop of WW2.

Great review!

Respectfully

Falloutfan.
Farewell, Geek Father. You will be sorely missed...
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falloutfan wrote:
Interesting. You don't seem to be the only one saying that it was rather bland.

Just curious - what would you say they could've done to spice it up?

Are the various factions too similar? That's an issue with Risk and A&A, but at least A&A has the backdrop of WW2.

Great review!

Respectfully

Falloutfan.


You see, that's just it, FF. THERE ARE NO FACTIONS IN THE GAME. The only difference between the armies is the color. I kid you not.

This game is more like Risk and less like A&A. Hell, I don't even begin to understand that comparison, other than the fact that the game's set in World War II.

Now, what would I do to spice it up? Use more of the background from the damn comic, for starters. The only thing they use from the series, it appears, is the backdrop and the artwork. That's it. In order for this game to get better marks from me is that it needs factions in order to be interesting. It also needs player elimination.

Yes, I said it.

It needs player elimination. As it stands now, there is none. If you're in a losing position, you will have to stick it out to the bitter end, because even if you're down to a handful of territories and no capital, you get at least 6 production points a turn. However, if you're actually in that position, you'd be wishing for the sweet release that is PE because you can't do jack with 6 PP a turn, other than build a few tanks to get stomped by a tactically superior opponent. Hell, Nexus Ops has player elimination and if someone actually is knocked out, the game ends then and there.
Last edited on 2008-06-16 20:31:42 CST (Total Number of Edits: 1)
Joseph Lamoureux
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050708
Rliyen wrote:

You see, that's just it, FF. THERE ARE NO FACTIONS IN THE GAME. The only difference between the armies is the color. I kid you not.....

Now, what would I do to spice it up? Use more of the background from the damn comic, for starters. The only thing they use from the series, it appears, is the backdrop and the artwork. That's it. In order for this game to get better marks from me is that it needs factions in order to be interesting. It also needs player elimination.


I really dig unique factions and player elimination. The bloodier the better. I think I'll pass on this game. Thanks for saving me the money!

I look forward to your next review.

Respectfully

Falloutfan.
S Evans
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Good review - stating exactly what you do and don't like and why. I've had reviews that state what they don't like and it's something I do, so I go buy the game. Other reviews on Dust haven't given me a feel either way. With this one, I'm aligned on what you do and don't like, so I can look to other games - thanks.
Farewell, Geek Father. You will be sorely missed...
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JesterKnot wrote:
Good review - stating exactly what you do and don't like and why. I've had reviews that state what they don't like and it's something I do, so I go buy the game. Other reviews on Dust haven't given me a feel either way. With this one, I'm aligned on what you do and don't like, so I can look to other games - thanks.


You're very much welcome.
Mike Hill
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Outstanding review - thank you very much. That really helped me make a buying choice - much appreciated.
Goldyn Gryphon
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0708
Good review. I do enjoy the game but I like Risk and bought it to introduce the guys I play Risk with to something different. It does that very well. You did get one thing wrong the 6 production points you get every turn are from controlling a capital no capital no points and if you are in that situation you probably will be eliminated soon.
Farewell, Geek Father. You will be sorely missed...
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Goldyn Gryphon wrote:
Good review. I do enjoy the game but I like Risk and bought it to introduce the guys I play Risk with to something different. It does that very well. You did get one thing wrong the 6 production points you get every turn are from controlling a capital no capital no points and if you are in that situation you probably will be eliminated soon.


Page 13 in the Premium Rules says otherwise. If you have no capital and territories that give you less than six PP, you get 6 PP.
Goldyn Gryphon
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