I've played the other versions but I still prefer this one by far. The game is *long* but as long (no pun intended) as you are prepared for that, I can't think of a better game to spend the night playing. Number of times played when writing this review: 8
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1-4
60'
14
Aucun texte nécessaire dans le jeu
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Dune: Imperium
Order by 15:00 Italian time for same-day dispatch, Monday to Friday.
Delivery in Italy normally takes 1 business day, 2 for the islands.
Dune: Imperium is a strategy and deck-building board game for 1-4 players. It combines worker placement and deck-building mechanics in an epic struggle for control of Arrakis.
Le jeu est en dépôt-vente mais il ne reste que quelques exemplaires
- 58 cards (44.0mmx67.0mm) [suggested by sheika]
- 162 cards (63.0mmx88.0mm) [suggested by sheika]
- 8 cards (102.0mmx146.0mm)
As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet.
Dune: Imperium uses deck-building to add a hidden-information angle to traditional worker placement.
You start with a unique leader card, as well as deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen.
Unlike many deck-building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card.
Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious The Spice Must Flow cards to lead your House to victory!
| Mechanics: | Worker Placement |
| Categories: | Themed |
| Alternative names: | Diuna: Imperium Duna: Impérium Dűne: Impérium Дюна: Імперіум Дюна: Империя デューン 砂の惑星 インペリウム 듄: 임페리움 |
| BARCODE: | 810058800008 |
| The item is in 9 carts In 21 wishlists In 1 collection This was seen 20411 times | |
- 58 cards (44.0mmx67.0mm) [suggested by sheika]
- 162 cards (63.0mmx88.0mm) [suggested by sheika]
- 8 cards (102.0mmx146.0mm)
As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet.
Dune: Imperium uses deck-building to add a hidden-information angle to traditional worker placement.
You start with a unique leader card, as well as deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen.
Unlike many deck-building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card.
Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious The Spice Must Flow cards to lead your House to victory!
| Mechanics: | Worker Placement |
| Categories: | Themed |
| Alternative names: | Diuna: Imperium Duna: Impérium Dűne: Impérium Дюна: Імперіум Дюна: Империя デューン 砂の惑星 インペリウム 듄: 임페리움 |
| BARCODE: | 810058800008 |
| The item is in 9 carts In 21 wishlists In 1 collection This was seen 20411 times | |
What players say
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A selection of reviews rated 8 or higher. BoardGameGeek. BGG ratings are not included in the uplay average.
Fantastic game blending worker placement, deck building, and resource management. Really rewards mapping out turns with contingency plans. Has good player interaction too in the form of combats
Excellent game, probably almost as good as the Uprising version. Both are different but both are excellent. Wouldn't trade one for the other, and wouldn't trade any for any other game. A must have in a game library.
Rating includes rise of Ix, otherwise 8 due to lack of balance on cards and worker spots. The cards and spaces are well balanced with the expansion and the game is elegant. You feel like every action is an important decision. The game never forces you to fight the round you don't want to. Many paths to victory. Prefer over uprising.
Le meilleur mélange de pose d'ouvriers et de deckbuilding plus phase de combat avec cartes traîtrises. Un jeu exceptionnel.
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