Rex: Final Days of an Empire: Difference between revisions

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* The Spacing Guild starts off pretty weak but accrues wealth as others bring more forces in; their ability to bring in reserves cheaply and move about the board freely favors "hit them where they're weak" strategies.
* The Spacing Guild starts off pretty weak but accrues wealth as others bring more forces in; their ability to bring in reserves cheaply and move about the board freely favors "hit them where they're weak" strategies.
*  The Emperor's superpower is money, and specifically getting a lot of it and being able to spend it to boost his allies.  If the Emperor is gonna win it's typically gonna be by an alliance with someone.
*  The Emperor's superpower is money, and specifically getting a lot of it and being able to spend it to boost his allies.  If the Emperor is gonna win it's typically gonna be by an alliance with someone.
* The Atredies get to fucking cheat.  Normally factions bid on treachery cards blind.  Atredies gets to scry and take notes; like, this is in the rules, they're allowed to take written notes about cards and who gained them and nobody else is.   
* The Atredies get to fucking cheat ("Because he IS the kwisatz haderach!").  Normally factions bid on treachery cards blind.  Atredies gets to scry and take notes; like, this is in the rules, they're allowed to take written notes about cards and who gained them and nobody else is.   
* The Fremen start out poor and divided up.  Can ride the sandworms, where every other faction gets nommed by them.
* The Fremen start out poor and divided up.  Can ride the sandworms, where every other faction gets nommed by them.
* The Bene Geserit as previously mentioned set their own win prediction and if its true they win alone.  They also get to mess with other people's battles by telling them which cards to use or not use (one per battle); it doesn't take much imagination to see how this is really fucking broken if they're in an alliance with the Atredies.  Easily the weakest faction in both forces and wealth to compensate for that (although they also don't have to fight if they don't want to, so getting rid of them is ''hard'').  
* The Bene Geserit as previously mentioned set their own win prediction and if its true they win alone.  They also get to mess with other people's battles by telling them which cards to use or not use (one per battle); it doesn't take much imagination to see how this is really fucking broken if they're in an alliance with the Atredies.  Easily the weakest faction in both forces and wealth to compensate for that (although they also don't have to fight if they don't want to, so getting rid of them is ''hard'').  

Revision as of 19:15, 22 July 2020

"I'm back." -Terminator

AKA Dune.

Dune was 1979 Avalon Hill game made by the same guys that made Cosmic Encounter; it's one of the crown jewels of the Avalon Hill body of work. The game property was bought by Fantasy Flight Games, but the owners of the Dune trademarks said "no," so FFG published the game using their Twilight Imperium setting as a prequel to that wargame.

Since we already have a Dune article covering the setting, and need to cover the game itself, and Dune is Out Of Print now available from Gale Force Nine, but Rex is not, we'll cover both games here. Anyway, begin the description:

Dune print of the game is set on the desert planet, Arrakis, with all factions vying for control of the planet & the spice while avoiding sand-worms. Rex printout has the setting on the capital planet of Mecatol Rex when the humans kill off the Lazax Emperor vía bombardment before all races start struggling to control the planet while avoiding the bombardment fleet.

A brutal mindfuck of a backstabbing, horribly evil game, Rex/Dune is fascinating for a few mechanics. Basic game has 8 rounds with sub-phases for scenario set up, ability purchase, troop recruitment, unit deployment, combat, currency collection, and then environmental destruction before repeating. Besides that, there’s other unique mechanics. Let's go over one, the victory conditions, just to give some flavor:

Victory

A player wins if he holds three (of five) strongholds (it's also possible to win in a (publicly declared after scenario card permits it) alliance; at the cost of the stronghold required increasing to four and then five depending on the alliance’s size). There are three exceptions:

  • The Fremen (or Federation of Sol in Rex) Player wins if nobody else has won by the end of round 8 and either they or nobody controls two specific locations, one of which is on top of their special spawning point.
  • The Guild (or Emirates of Hacan in Rex) Player wins if Round 8 has passed, and the Sol/Fremen haven't won via fulfilling their victory requirements.
  • The Bene Gesserit (or Xxcha Kingdom in Rex) Player, before the game starts, predicts which player will win, and in what turn. If both of these predictions comes true, even if it's an alliance, even if they are in the alliance, even if it's one of the above two "default" victories, and even if the Bene Gesserit/Xxcha player has been eliminated, he wins alone.

Every faction has a few bonuses, it's just that those three are the ones that involve victory.

Factions

  • The Harkonnen play like Germany in Axis & Allies. They begin with an advantage in treachery cards, good forces and wealth but it's all downhill if they don't use it to knock some others down.
  • The Spacing Guild starts off pretty weak but accrues wealth as others bring more forces in; their ability to bring in reserves cheaply and move about the board freely favors "hit them where they're weak" strategies.
  • The Emperor's superpower is money, and specifically getting a lot of it and being able to spend it to boost his allies. If the Emperor is gonna win it's typically gonna be by an alliance with someone.
  • The Atredies get to fucking cheat ("Because he IS the kwisatz haderach!"). Normally factions bid on treachery cards blind. Atredies gets to scry and take notes; like, this is in the rules, they're allowed to take written notes about cards and who gained them and nobody else is.
  • The Fremen start out poor and divided up. Can ride the sandworms, where every other faction gets nommed by them.
  • The Bene Geserit as previously mentioned set their own win prediction and if its true they win alone. They also get to mess with other people's battles by telling them which cards to use or not use (one per battle); it doesn't take much imagination to see how this is really fucking broken if they're in an alliance with the Atredies. Easily the weakest faction in both forces and wealth to compensate for that (although they also don't have to fight if they don't want to, so getting rid of them is hard).
Board Games
Classics: Backgammon - Chess - Go - Tafl - Tic-Tac-Toe
Ameritrash: Arkham Horror - Axis & Allies - Battleship - Betrayal at House on the Hill - Car Wars
Clue/Cluedo - Cosmic Encounter - Descent: Journeys in the Dark - Dungeon!
Firefly: The Game - HeroQuest - Monopoly - Mousetrap - Snakes and Ladders - Risk
Talisman - Trivial Pursuit
Eurogames: Agricola - Carcassonne - The Duke - Settlers of Catan - Small World - Stratego - Ticket to Ride
Pure Evil: Diplomacy - Dune (aka Rex: Final Days of an Empire) - Monopoly - The Duke
Others: Icehouse - Shadow Hunters - Twilight Imperium - Wingspan