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Files
Jun 1, 2009
DUNE express – Advanced Edition.pdf (818 KB) (Solve captcha above to download.)
v1.2

Color map -- thanks steamrunner!
Few more Faction power tweaks.
Added Round track for Bene Gesserit.
Downloads:944
May 19, 2009
DUNE express – Advanced Edition.pdf (168 KB) (Solve captcha above to download.)
Version 1.1
Changed some Faction powers, made it easier to get troops on the board, and harder to kill troops with the traitor die.
Downloads:504
May 13, 2009
DUNEexpress – Advanced Edition.pdf (171 KB) (Solve captcha above to download.)
UNTESTED. Please report back HERE if you try it.
Downloads:217
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v1.0
Note that I think I made a rule change from basic game: no combat in the Polar Sink. I'm not really sure whether that's a good idea or a bad one!
Edited Tue May 26, 2009 2:54 am
Rudolf Aligierski
Poland

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I got some opinions. Haven't played the game yet though, so can't count it as a playtest.

1. I think Polar Sink is really strategic point of the board (although Spacing Guild does not need it). Let there be battles for Polar Sink.
2. I'd leave recruiting dice as it was (troop dice) - it shows battle of rival hauses (not 1-2/6).
3. Fremen seem too powerful for me. Compared to Corrin for example. Maybe instead of "+1 spice every turn" - "may reroll spice die when Shai Hulud rolled"? It would depict their ability to know where the worm is at the time.
4. Changing recruitment die to normal made Harkonenn to powerful, so maybe instead of "always succesful" - "may reroll traitor die"?
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rudolfoaligieri123 wrote:
I got some opinions. Haven't played the game yet though, so can't count it as a playtest.

1. I think Polar Sink is really strategic point of the board (although Spacing Guild does not need it). Let there be battles for Polar Sink.
2. I'd leave recruiting dice as it was (troop dice) - it shows battle of rival hauses (not 1-2/6).
3. Fremen seem too powerful for me. Compared to Corrin for example. Maybe instead of "+1 spice every turn" - "may reroll spice die when Shai Hulud rolled"? It would depict their ability to know where the worm is at the time.
4. Changing recruitment die to normal made Harkonenn to powerful, so maybe instead of "always succesful" - "may reroll traitor die"?


1. Yup; the original comment no longer applies -- v1.1 has combat everywhere.
2. Maybe; need to play it more, although we had a hard time actually getting troops out with the basic game rules.
3. Not sure; needs playtesting
4. Hmm. I'm not sure that "always successful" is too powerful (needs testing), but if so I think I'd rather just change their chances of success (e.g., success on 1-4).
Rudolf Aligierski
Poland

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snoozefest wrote:

1. Yup; the original comment no longer applies -- v1.1 has combat everywhere.
2. Maybe; need to play it more, although we had a hard time actually getting troops out with the basic game rules.
3. Not sure; needs playtesting
4. Hmm. I'm not sure that "always successful" is too powerful (needs testing), but if so I think I'd rather just change their chances of success (e.g., success on 1-4).


4. Probability of traitor die success on 1-4 is 75%. Normally it is 1-3 that is 50%. Rerolling adds another 50% chance to success on the 50% loss on the first die witch gives - 50%+(50%of50%)=75%... No need to modify the dice, or rules. I know you still think about your different colored dice, but there are also people who use custom-dice, so maybe let's keep rules clear for them.
Dan Nunuyerbiznez
United States
Unspecified
Nevada
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rudolfoaligieri123 wrote:

4. Probability of traitor die success on 1-4 is 75%.


If you are using one D6, 1-4 is 67%, not 75%.
Rudolf Aligierski
Poland

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Oh... :blush:
You are right. I cannot imagine how I missed such a mistake
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