This Avalon Hill game is based on the popular SF book, Dune. It is
a wargame with a unique combat system. Dune is playable with 2-6 players.
To start, each player choose a character (Harkonnen, Emporer, Atreides,
Guild, Fremen, and Bene Gesserit). Each of the character has special
advantages, allowing them to manipulate or gain from the actions of
As the game continues, players try to harvest spice, which is the
basis of life for Dune and the rest of the universe - without spice,
you have nothing. Storms and Worms disrupt the movement of troops
and spice collecting.
Battles are fought using "Combat Disks" that players use to determine
the number of troops each player will use (and lose) in battle. The
outcome of the combat is also determined by the leaders that the players
use, along with treachery cards, and sometimes special abilities of
the characters. The combat has more of a feel that you are in control,
since there aren't dice, however, you aren't always in the position
that you thought you were in.
The game is won when one player captures three of the five strongholds
on Dune. Depending on the alliance though, the player who captures
the strongholds may not always be the one and only winner. Briberies
may also be used by players in order to manipulate others.
Personally, I like Dune and I think it is a nice change from the
wargames that I've played in the past. The only thing I'd like updated
about it would be to have minitures rather than cardboard chits for
Dungeon is a fantasy board game from TSR. This game just doesn't cut
it for me.
The idea of the game is that there are two to eight adventurers going
into a dungeon competeing to be the fastest at gathering treasure.
Players can choose to be one of four character types: An elf, a hero,
a superhero, or a wizard. The board has 6 different levels of dungeons,
each increasingly harder than the last.
The players go around the board into rooms to fight monsters which
have different strengths depending on which character type you are.
Using two d6 (standard six-sided dice) you roll to see if you can
kill the monster you are against. If you roll lower than the number
needed, the monster gets to attack, often times ending in your character
retreating and losing a treasure. In following turns you can return
to reclaim your lost treasure from the monster, but other players
might beat you to it. This can happen alot if you are playing as an
elf or a hero in level 4 or higher.
Another thing about the game that makes it less than fasinating to
me is the secret doors in the game. These are doors that are hidden
in the walls that may go from one room or corridor to another. The
thing is though, that they aren't really hidden. They are shown on
the board with dotted lines, so everyone can see them, but you have
to roll to see if your character can get through the door (find it).
Overall, there isn't much adventure to this game. I would HIGHLY
recommend Hero Quest if you are looking
for a fantasy adventure board game.