Tuesday, May 25, 2010
Dune Express: really digging it
I've been playing a lot of Dune Express lately, and my initial skepticism has been replaced with a healthy dose of respect. There's a lot of game there, man. And my biggest complaint — essentially, lack of movement — isn't nearly so important now that further plays have revealed more about the mechanics of the game (not to mention that the entire board only has six spaces; "movement" really isn't that necessary).
The game bills itself as a fast-playing version of the classic Dune boardgame from Avalon Hill, which is reasonably accurate. The only two major things that are missing are rules for leaders and storms, but both of those have been covered with fan-made variants. The basic game also doesn't include faction powers, but there's no shortage of variants for those, too.
I really heartily recommend Dune Express to fans of the original boardgame, those looking for a quick Dune-themed dicefest, fans of print-and-play games, or fans of the Dune series looking to play their first game with an Arrakis setting. And you can't beat the price; if you own a printer and some 6-sided dice, you're ready to go.