Dune: A Game of Conquest and Diplomacy Review

This astonishingly fast area control has something for Dune fans, new and old.

Re-enter the brutal universe of Dune, with the same combat and area control principles from Dune 2019. It’s just heavily streamlined for 2-4 players, 1 hour.

Video published December 6th, 2021

Overview & How to Play

Dune: A Game of Conquest and Diplomacy is such a mouthful, let’s just call it Dune Conquest.

We’re all controlling factions (e.g. Atriedes or Harkonnen), all trying to either control 3 out of the 5 Strongholds on the map, or if no one achieves that by the end of the 5th round, whoever owns the most spice wins.

To get the Strongholds, you want to move your troops in and control them. Everyone takes turns dropshipping units and moving army units on the map. Units on spice at the end of the round will harvest it. And of course if any two armies are in the same space, they have to fight.

Each participant player is gonna grab a battle wheel, with 4 things to secretly load up in here, including a Leader. But watch out for putting in a Leader though, because everyone has one copy of a ‘Traitor’ card for a specific Leader, where if that Leader is ever played against them, that Leader can be revealed as a Traitor to immediately win the fight for the Traitor card holder (the Traitor-er).

Pros

Dune as a whole is getting a new spark with the 2021 movie, and this box did a great job of letting anyone, new or old to the IP, feel at home here. The planet is prominently shown, and the characters from the movie are the leaders to play. And the game overall is incredibly easy to pick up and learn.

This wouldn’t be any sort of homage to the original Dune 1979 (and Dune 2019) without asymmetry, and the 4 houses are great, ranging from Atriedes Prescience to see your opponents’ combat plans, to of course Harkonnen getting a bunch of Traitors to instantly win combats.

Playing the Fremen specifically is like playing a different game, where they never have to ship in forces from outer space, they just spawn 5 forces for free very turn. Pair that with how they are real good at moving across the planet, so they can move 6 spaces instead of 3, OR they can move 2 groups 3 spaces each!

This game seems to never let up the pedal to the metal in pacing. Even though no one can ‘win’ on the first or second rounds, you still want to pressure Strongholds, since if you have 2 of them early game, well you can easily just blitz another Stronghold to quickly win the game. Or the Fremen can move TWO legions across the board to attack twice!

This is all while the Traitor mechanic is at the back of everyone’s head for fights, spice is hoarded for victory points at game end, and the game ends in an hour! An hour!

Dune Conquest is still able to ooze plenty of theme meets gameplay for its runtime. Legions are fighting to the death over strongholds to win or prevent wins. Fremen are dashing around the map. You can get killed by the Sandworm while trying to avoid the storm. Paul is using Prescience. The Reverend Mother (working for the Imperium faction here) is using the voice. Lasgun + Shield is gonna be a giant explosion that kills everything.

 
 
 
 

Nitpicks

One of our biggest nitpicks is still the Traitor-ing mechanic.

There is no true mechanic to learn which Leaders are Traitors, and especially early game, you have little idea whether or not you’re gonna get Traitor-ed, UNLESS you picked one of your own Leaders, but that can hurt your chances of upsetting your opponents in the future. Traitors is inherently just a very swingy mechanic where you can lose your strongest Leader, and the winner gets spice for that Leader’s strength, and keeps ALL their troops alive.

Then, watch out for the Slow Dart card that is too good at closing out games during end game combat, of which can’t be counterplayed and turns an opponents’ Leader to 0 power. So it basically takes an opposing Leader out of the fight, and that opponent can’t ever do anything about it.

Final Thoughts

But hey, we want to stress that Dune Conquest patched up a lot of our problems with the original, much longer Dune formula of 2019. A couple of big cons with Dune 2019 were that Traitors are too swingy for how long and punishing the game is, the runtime wasn’t consistent AT ALL, leading to 2 hour or 6 hour games, and the game had so much rule jank that we weren’t even sure which set of rules to follow.

Yet this more casual-friendly Dune Conquest has no sweeping theme or large-scale machinations: no more blind auctions, no more Bene Gesserit or Spacing Guild factions, no more Alliance cards, meaning no joint victories… so if you want LOTS of diplomacy, there’s not THAT much here, there’s some, but don’t be too fooled by the game having ‘diplomacy’ in its name.


You can not know anything about modern board games, buy this, bring it home, and finish playing all in the same night! And that’s something the original Dune could NOT do.


 

Recommender Score

Daniel’s Personal Score

Ashton’s Personal Score

 

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