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Jeffrey Vaca
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Dune » Forums » Sessions
You stab him with your steely knife, but you just can't kill The Beast
Only the Bene Gesserit were not involved in the conflict.

The hated Atreides occupied Arrakeen, the Guild huddled in Tuek’s Sietch and the Fremen spread like rats over the entire surface with Sietch Tabyr as their nest.
Baron Vladimir Harkonnen sat secure in his stronghold at Carthag.



The spice blew in the Old Gap and the storm covered the Broken Land.

Fremen forces moved to secure their hold on Sietch Tabyr, adding 5 to the 3 already there, and their force of 3 on the False West Wall moved to the Polar Sink.
Atreides envoys with a 4-strong force traveled to the Habbanya Ridge Sietch and moved 2 units from Arrakeen to the Pasty Mesa.
The Emperor shipped a massive force of 10, including 3 Sardaukar, through Arrakeen to the spice blow at the Old Gap.
Harkonnen troops were right behind the Atreides, dropping their troops into Habbanya Ridge Sietch.
Guild navigators considered their options but took no action.

In Habbanya Ridge Sietch the Beast Rabban poisoned Thufir Hawat and took control of the stronghold.
The Harkonnen collected five spice as Thufir was rendered down for his water.




A worm appeared in the Old Gap, devouring the massive Imperial force that stood poised to attack Arrakeen.

The spice blew in Habbanya Flat and the storm covered the Great Flat.

Fremen deployed five units to the False Wall West and then moved them to the spice blow at Habbanya Flat.
Atreides, stinging from their loss and having spent too much on treachery, reinforced Arrakeen with 2 fresh units.
The Emperor shipped 6 units through Tuek’s Sietch to the South Mesa.
Harkonnen shipped 2 units to Habbanya Sietch and then moved one to challenge the Fremen on the Flat.
The Guild, threatened by the Imperial presence, shipped 10 to Tuek’s Sietch and then moved them to the South Mesa to remove the Imperial ‘observers’.

On the Habbanya Flat, Jamis shot the Harkonnen cheap hero who was using the dreaded Kulon / Balliset combination.
On the South Mesa, Bashar sold his services to the Guild, sacrificing his entire force with no Guild losses. Bashar hit the tanks with a loud splash as the Guild collected 2 spice.



The spice blew in the Hagga Basin as the storm rolled over Ceilago South.

The Guild seized the initiative and cross-shipped their 10 units from the South Mesa to take on the Atreides in Arrakeen.
The Emperor, not having had enough, dropped 8 (including 4 Sardaukar) units into Tuek’s Sietch.
The Harkonnen, hungry for spice, shipped 2 to Carthag and then moved 4 from Carthag to the spice blow in the Hagga Basin.
Fremen, still floundering in search of easy spice, deployed 3 to the Polar Sink and then marched the entire force of 10 (including 2 Fedaykin) to the False Wall South.
Atreides cowards flee Arrakeen to the Imperial Basin.

In Tuek’s Sietch, Esmar Tuek murders the Imperial cheap hero, but the Emperor wins on weight of numbers alone, committing 8 of his 12-strong force.



The spice blew on the Great Flat while the storm moved to Gara Kulon.

Fremen marched from the False South Wall into Tuek’s Sietch.
Atreides, impoverished, stood helplessly by.
The Emperor, his troop strength growing thin, surrendered his hard won victory at Tuek’s Sietch as his troops moved to the False South Wall.
The Guild shiped 1 troop to the Imperial Basin to shake things up for the Atreides.

The Harkonnen made their play for Dune, shipping 4 troops into Arrakeen, moving 4 troops from the Hagga Basin to Arrakeen, and taking advantage of the Hajir to move 7 more troops from Carthag to Arrakeen.

The Beast Rabban and 15 Harkonnen troops faced off against Staban Tuek and 10 Guild troops. The Beast’s shield protected him from Staban’s projectile weapon while Staban’s snooper did nothing to protect him from the Beast’s.

The Beast Rabban stood over the dead body of Staban Tuek and declared Harkonnen domination of Dune!


Chris Morris
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You get a thumb for your title alone. Great tribute!!
Tim Thorp
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An excellent report on the best boardgame ever!
Jeffrey Vaca
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lubomirvaic wrote:
You get a thumb for your title alone. Great tribute!!


Glad that there's still some people out there who listen to something other than rap, pop, or hip-hop.

;)


berserkley wrote:
An excellent report on the best boardgame ever!


Best boardgame ever? YES!

:D


...glad you guys liked the report!
Last edited on 2008-07-23 23:53:03 CST (Total Number of Edits: 1)
Brad Miller
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The name of the region is the "Oh Gap" not the "Old Gap"
Jeffrey Vaca
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Windopaene wrote:
The name of the region is the "Oh Gap" not the "Old Gap"

The name of the region is misprinted on most [all?] boards as "Oh Gap", but the region is really supposed to be called the "Old Gap".

I thought I'd make the change to the report so that people wouldn't correct me. Guess I just couldn't dodge that bullet, could I?
;)

I'm a little on the fence regarding my Project: Dune board, but I may just use the "Oh Gap" for the region. I love too much saying "Oh, Gap!" when the spice blows there.
:laugh:

Rich Hart
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Great session report, thanks!!
Tomas Syrovatka
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Great report Jeff! I still waiting for the wooden cubes to come so we can finally play. We are now obsessed with Agricola but deep in our hearts there is an urge for some action with hordes of spice-drugged mercenaries ;) But I already see a problem - after reading the book, everyone wants to play the Harkonnen. We just love the bad boys (not in the way the baron likes them though:D).
Armin Sudhoff
Germany

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Oh my Gap, what a great report. It is very helpful to see the situation on the board! That way it is nearly possible to "replay" (or at least re-"view") the game :)
Great work! I was fascinated of the title of your thread as well... I think most guys who love Dune hear "old-school"-music ;) (at least in my group there are no R'n'B/HipHop/"(C)rap-music" ; )fans)
I'm still not quite sure, which rules you played. On the one hand it looks like "optional rules", (because of Sardaukar) as you already mentioned in other posts... but then you have not mentioned, which leader the Harks have captured... and I also wonder, why the Guild didn't take their move regularly as last faction, so they would have been able to intervene the Harkonnen-victory, just by walking with their 10 tokens to Carthag and landing their reserves into Habbanya-Sietch or splitting the Arrakeen-stack between Carthag and Habbanya... I guess, the Harkonnen had less chances to win both battles or a 10 on 1 battle in Carthag!

...however great report :)
but let me have a guess: The most unexperienced players were:
Emperor (10 tokens to a worm for 6 spice!!)
Guild (when playing optional rules), for not taking the last move
(maybe) Atreides... but only a feeling ;-)

sydo wrote:
...But I already see a problem - after reading the book, everyone wants to play the Harkonnen. We just love the bad boys (not in the way the baron likes them though:D).

Yeah, I also love the Harkonnens... it is an overwhelming feeling, to be able to kick others asses quite easily... but you are the faction, that is most addicted to spice :soblue:

Greetz, HivedOne
Jeffrey Vaca
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HivedOne wrote:
Oh my Gap, what a great report. It is very helpful to see the situation on the board! That way it is nearly possible to "replay" (or at least re-"view") the game :)
Great work! I was fascinated of the title of your thread as well... I think most guys who love Dune hear "old-school"-music ;) (at least in my group there are no R'n'B/HipHop/"(C)rap-music" ; )fans)
I'm still not quite sure, which rules you played. On the one hand it looks like "optional rules", (because of Sardaukar) as you already mentioned in other posts... but then you have not mentioned, which leader the Harks have captured... and I also wonder, why the Guild didn't take their move regularly as last faction, so they would have been able to intervene the Harkonnen-victory, just by walking with their 10 tokens to Carthag and landing their reserves into Habbanya-Sietch or splitting the Arrakeen-stack between Carthag and Habbanya... I guess, the Harkonnen had less chances to win both battles or a 10 on 1 battle in Carthag!

We play with the optional rules, but not advanced.
I should have covered the stealing of leaders, but it wasn’t an issue so I omitted it entirely to streamline the story. In the first battle the Atreides used a Karama to stuff the Harkonnen theft of their leader. In the second battle, the Harkonnen lost (intentionally), and in the third the Beast won the game and so didn’t need to steal any leaders. You may also notice that the Atreides tokens aren’t listed in Imperial Basin for turn 4. That battle wasn’t fought, but I put the Atreides color down because they had 10 tokens to the Guild 1.

HivedOne wrote:
...however great report :)
but let me have a guess: The most unexperienced players were:
Emperor (10 tokens to a worm for 6 spice!!)
Guild (when playing optional rules), for not taking the last move
(maybe) Atreides... but only a feeling ;-)

You nailed the Emperor. He was the newest at the table. Although he couldn’t have guessed that the worm would just happen to appear so early, it was probably rash to put so many tokens down where a worm could appear. His plan was to move the next turn and either attack Arrakeen or into the Imperial Basin to threaten both.

The Guild player had a few games under his belt, but is certainly next to last in the experience department, although when to move as the Guild can be a very difficult decision. It’s true that moving last gives you the ‘nay say’ option, but in order to get something done in the game you often have to move earlier in the turn before everyone else takes your options away. I’m working on the session report for the next game, in which a very experienced player was the Guild and made similar (but reasonable) mistakes. Hindsight is always 20/20.

Jason was playing the Atreides (one of our most experienced players).
Did you hear that Jason? Even bystanders can see you suck! :p

sydo wrote:
...But I already see a problem - after reading the book, everyone wants to play the Harkonnen. We just love the bad boys (not in the way the baron likes them though:D).

Yeah, I also love the Harkonnens... it is an overwhelming feeling, to be able to kick others asses quite easily... but you are the faction, that is most addicted to spice :soblue:

In your first games, the Emperor, Guild, and Fremen are easiest to play (in that order). Atreides and Harkonnen are too spice-dependent, and running out at the wrong time can take you out of the game entirely (so be careful!). The BGs, on the other hand, are just plain tricky to play no matter how experienced you get (but nasty when you figure them out).


...and thanks for the posts guys. I love talking through this stuff.

Armin Sudhoff
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Hmmm.... okay, I knew, I was treading on thin ice... sorry Jason :blush: but as written, it was only a feeling :p
Not knowing the cards, a player has, always makes it difficult to estimate his experience...
I just hadn't moved into the Habbanya-Sietch as Atreides, when not having good cards and not being sure, what the Harkonnen does after me (I "lost" a Karama that way either as Atreides and it sucks so hard, because you might have "bought" such a good card for free)...

I agree, it is not ALWAYS best, to move last, as the guild, but mostly :D ...especially when the Harkonnens move is after yours and they already have two strongholds, you should wait!
In the case of your game, I see no reason, why the guild had to attack the Atreides BEFORE the Harkonnen movement... except for a Karama forcing them?! But when the Karama came from Harkonnen (who else should have played it?), why didn't he do a "card-swap" instead?!

so many questions... :laugh:

I also agree, that in first games it is wisest to choose the Emperor or the Fremen (although they are tough either, because of high treachery risk and no spice=no cards)... Guild is often played too aggressivly by first-time players, so they aren't strong enough in important moments to prevent someone from winning... although I've also seen guild-solo-victories when played aggressivly :arrrh:

Oh my Gap.... I wanna play again :shake:
how can I bridge the time until our next session?!
(I know... I can finish my session report :cool: )

Greetz, addicted HivedOne
Last edited on 2008-07-24 17:20:09 CST (Total Number of Edits: 1)
Jeffrey Vaca
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HivedOne wrote:
Hmmm.... okay, I knew, I was treading on thin ice... sorry Jason :blush: but as written, it was only a feeling :p

No problem. He's a good player, but I was giving him some crap about his Habbanya Sietch move right after the game.

I'm sure that he'd be happy to sign on and tell you all about the time I dialed a '0' instead of a '1' as the BGs. :blush:

HivedOne wrote:
Not knowing the cards, a player has, always makes it difficult to estimate his experience...
I just hadn't moved into the Habbanya-Sietch as Atreides, when not having good cards and not being sure, what the Harkonnen does after me (I "lost" a Karama that way either as Atreides and it sucks so hard, because you might have "bought" such a good card for free)...

Exactly. The Atreides and Harkonnen need to watch their spice carefully, and so don't have the resources to throw at such a whimsical move that early on.

HivedOne wrote:
I agree, it is not ALWAYS best, to move last, as the guild, but mostly :D ...especially when the Harkonnens move is after yours and they already have two strongholds, you should wait!
In the case of your game, I see no reason, why the guild had to attack the Atreides BEFORE the Harkonnen movement... except for a Karama forcing them?! But when the Karama came from Harkonnen (who else should have played it?), why didn't he do a "card-swap" instead?!

It was a bad move. I think that he was so afraid of the Atreides coming to take Arrakeen back that he didn't bother to look at the bigger picture. He just wanted to thin the Atreides herd hard enough to keep them from contesting Arrakeen.
No Karama involved. Just a hasty move.

HivedOne wrote:
I also agree, that in first games it is wisest to choose the Emperor or the Fremen (although they are tough either, because of high treachery risk and no spice=no cards)... Guild is often played too aggressivly by first-time players, so they aren't strong enough in important moments to prevent someone from winning... although I've also seen guild-solo-victories when played aggressivly :arrrh:

Dead on. When the Guild sit back and wait for the right moment, they can strike with stunning efficiency and take the game right out from under you. Sloppy Guild play, though, just leads to Guild tragedy.

HivedOne wrote:
Oh my Gap.... I wanna play again :shake:
how can I bridge the time until our next session?!
(I know... I can finish my session report :cool: )

I'll have to finish mine too! :laugh:
Maybe that will tide me over until the next game...

Jeff

roger cox
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I loved your report. It brought back many fond memories of a game I have played 100s of times (if not a thousand). Count mine as another vote for best multi-player board game ever.
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