Yep, for me the Defiant and one of the Birds of Prey were snapped off the bases. I haven’t even tried to count the cards to verify those, but they were scattered in the box.

Pretty incredible given the price tag they put on this game. I don’t hold it against the designers, but it makes me think twice about ever buying from WizKids again.

At least their support people seem to be working hard to resolve issues. The CS guy I’ve been exchanging email with was a little confused about the missing cards, and decided to just send me a complete Klingon Command deck to replace the one I have with the extra + missing cards.

Quick notes on DeanCon 11:

Really great bunch of guys. It’s been a while since I’ve been around a group that was so consistently funny and good-natured, as well as being so in-tune with each other culturally (mostly game and SF culture, obviously). I’ve been in a couple of gaming groups in the past that were not this way, so it’s notable. My particular thanks to Kevin and Jason for making the trip enjoyable.

Conquest of Nerath obviously suffers from some serious downtime issues. I think the basic mechanics are mostly OK, it’s that every player starts with a huge, badly-dispersed army. The idea is clearly to start big combats off on turn 1 without any build up, but the result is that the first turn plays like a late-game turn of Civilization (the computer game, not the board game). It would play better if everyone started with nothing, I think.

The game seems to favor offense strongly over defense. In theory the slow but cheap infantry should give the defender an advantage, but in practice fighters are just more cost effective overall. Yes, they cost twice as much and die just as easily as infantry, but have three times the offense (50% hit chance vs. 16%), can fight at sea, can enter dungeons, can get significant upgrades from artifacts, and with 2 speed can give you a more mobile defense. Since the game rewards force concentration, the only real way to defend is to have a bigger stack to counter-attack an invading force. There’s also the way the rules reward invading enemy territories, but give no reward for reclaiming your own.

There’s no simple fix to that. Honestly, I think it would require some serious thinking and a near-complete reworking of all the units to do something about that dynamic.

The miniatures, while fun, are really much too large for the board. The simplest solution would probably be army markers, with a player mat for the miniatures in each army. That doesn’t work well with the wildly dispersed initial setup, but that’s clearly really terrible strategically anyway.

It’s possibly a better 2-player game than 4 player game. With 2 players, at least both players are involved in every combat, rather than watching.

I know there was a lot of love for Dune in this group, but frankly, I really don’t like it. At all, despite the excellent use of the theme. And that’s not just because things went badly for me early in the game.

I mentioned that I thought the mechanic where you must kill every unit you actually commit to battle sucked, but the biggest problems seem to center around income problems and a lack of territorial boundaries of any kind.

The Emperor and the Guild don’t have income problems since they end up with most of the money being spent by the other players. The Bene Gesserit gets the 2 spice per turn income, which isn’t really enough to do much, but better than the situation of houses Atreides and Harkonnen. Both of those factions can only really get income from harvesting spice, which is frankly extremely iffy. Harvesting spice requires a substantial on-planet force. Eventually the game will wipe out all your armies on the planet one way or another, either through the screwy combat system, the Coriolis Storm, or sand worms. This can result in the sort of death spiral I experienced since you need a fair amount of money to land enough troops to harvest spice, and there’s no way to collect enough to recover once your initial reserve is gone. The other four factions can recover from this sort of wipe (which is nearly guaranteed by the game), but the Atreides and Harkonnen can’t.

The Fremen have the income problem as well, but can recover from it because they don’t have to pay to move their reserves on planet. Adam had a significant cash shortage, but probably could have fixed that if he’d focused on gathering spice a turn or two instead of combat. The only reason Dean didn’t suffer from cash problems as the Harkonnen was he was allied with the Emperor and the Guild, and because everyone was thinking in terms of teams instead of temporary alliances and later betrayals, he didn’t have to pay for anything meaningful.

The unpredictable all-or-nothing nature of the Traitor cards and the way shipping reserves from off-planet makes defense impossible didn’t endear me to the game either.

I did like Death Angel. I think that with a largish group like ours, you really need two things to have a chance: at least one previous play, so you know how the game evolves, and a group agreement to rules of engagement before you enter the Hulk. In particular, a system where you make sure that enough people are shooting each turn, and enough are reserving their attack for the next turn. Kevin’s Librarian was the only Marine that could really help us survive when he wasn’t using an Attack action.

I’ve never played Dune, but my strong suspicion is that its upcoming quasi-reprint will cause its reputation to take a major hit. It seems like all those '80s-era games that are widely beloved and unavailable are mostly widely-beloved by people who played them in the pre-Euro era when they were 16. Trying to get modern gamers engaged in those same fiddly-ass chrome-plated games is going to lead to a lot more negative ratings.

I enjoyed Dune a lot more than I thought I would.

Every time a new game got pulled out that I didn’t recognize my immediate thought was ‘ho boy’, but thanks to Rob and Jason I never really had to struggle much with the rules. Nothing tops Cosmic Encounter where I won through the power of prayer, but Dune ended up being a lot of fun less for the systems than for the antics.

It was definitely a situation where parts of the game weren’t played as strongly as a they could have been if only because we’d all gotten to really like our teams and our interactions within them. Sure, the Guild could have actually had a pretty clear early win if he’d split from Team Evil, but the back and forth between the two alliances was just too much fun for anyone to want to split up. And while Team Shortbus never seemed to be in much danger of winning, between our crew of scrappy insurgents and crazed suicide bombers, we really, really dragged the game out.

I just want to say that Gus impressed the hell out of me for his ability to sit down to a game he’d never played and have the rules down pat in a couple of turns. Down enough that he’s practically capable of teaching the game to another person and correcting the person who taught HIM the rules. As someone who’s had Death Angel for two months and has failed to get past page 3 in the rule book about five times, this makes me pretty jealous.

Ugh…I shutter when I am reminded of the horror that is the Death Angel rulebook.

Except Dune isn’t fiddly-ass or chrome-plated. It plays more like a modern game than pretty much anything from that era. I’d agree that modern games are much more refined and balanced, but Dune does a great job of compressing its rich source material into a compelling, highly themed, relatively-easy-to-learn game.

I have no interest in the reprint because stripping this game of its Dune theme would be like stripping War of the Ring or LotR: Confrontation of their Lord of the Rings theme, negating the rare achievement of creating a solid game that stays true to beloved source material.

That’s the only thing that really saved the game, that 5 out of the 6 players knew the books pretty well, and kept up theme-appropriate banter. Jason probably did The Voice too many times, but it was awfully funny the first time.

I don’t think it’s a very good game, but I do agree that its main strength is that it does a masterful job of capturing the theme strongly. The source material is so deeply embedded in the design that it’s difficult to imagine a re-themed version having half the appeal.

In FFG’s defense, they announced the reprint about 4 years ago. Since they’ve been sitting on it for that long after the licensing deal didn’t work out, it’s possible that they’ve spent the time re-working the game enough to have something interesting for its own sake. Possible, if not terribly likely.

I’ve thought about a variant where you get VPs for every captured territory (either enemy or freeing your own), BUT you don’t get it unless you hold it at the start of your next turn. Something like putting penny on the territory when you conquer it. If you still own the territory next turn, take the penny off and gain a VP.

That would certainly change the dynamic. VPs would be accumulated much more slowly so the end game conditions would have to change. It’s a huge change to the game though and the game is one I like mostly as it stands, so while I’m academically curious how that’d play, I’m not likely to try it anytime soon.

The weird dynamic is having the Guild and the Emperor in the same alliance. Every game of Dune I’ve ever played has boiled down to two alliances of three (and that’s most of them where two of us were playing three factions each from the beginning of the game). A well balanced alliance has one of the two money guys in it, and then the money keeps going back and forth.

If you guys were smart, you would’ve jettisoned the Atreides during the last Shai-Hulud and lured the Guild to your alliance. Atreides were only providing their prescience powers to your alliance but they were no longer a force on the board, whereas Guild would’ve brought a stronghold, money, and a substantial force with them to get you the win.

Really, there should be some sort of rule about Guild and Emperor being in the same alliance for too long. Or even some mechanic where all alliances only last a set number of turns. When we made it into a 2-person game the first thing we did was say neither of us could have BOTH the Guild and the Emperor.

(BTW, I woke up this morning and my computer was fine. Apparently that Win7 Repair Tool just needed a good 18 hours to run. Go figure. I’m still going to go do some research to see if my hard drive is about to go tits up.)

You’re not alone Gus, I’ve never much liked Dune. The theme is great. The asymmetric factions and victory conditions are great. The backstabbing is great. However the game mechanics fairly blow, and the rules are a mess.

I want to like it so much, but in the end just don’t. Most overrated game in my collection, for my taste anyway.

DeanCon was great. Fun vibe, kind people, great pancakes. It was nice to see familiar faces and meet some new ones, especially from Qt3.

I really liked Mare Nostrum, even if it ended rather abruptly when Atlantis bought a 4th wonder out of nearly thin air. I thought I had him sufficiently crushed, but the trading phase was too mysterious for me. I didn’t realize there was such an important card-counting component to the game. I definitely want to play it again.

Cosmic Encounter was light fun. I blew my one chance at victory as Spaceman Spiff, when I might have been able to fake Jason out and conquer his planet when he thought I was trying to crash land. I was just too chicken to try.

Warrior Knights was a bear of a game to try and learn due to a terrible rulebook and a ton of strange rules and unintuitive features. Maybe there is a good game in there once you truly understand how to play it, but I have some serious doubts. Jason’s students were pretty awesome about diving into the trenches of the rulebook and teaching us how to play it.

I’m both sad and glad I missed out on Dune. I really like playing the game, but everyone looked pretty beaten down after the 4th hour. And it cost us a game of BSG, which saddens me because I didn’t get to execute anyone all day.

Death Angel is my favorite of the cooperative games. Sadly, we were a very inefficient killing machine. The squad would have a better chance of survival if we hashed out the optimum action cards for every player, but I think it grinds the game down to a crawl if we were to do that, particularly on a first play. If we could have played with the same group two or three times in a row we would have improved quite a bit. But, the odds are never good, and I thought we did a pretty good job to reach the final room with four marines alive (although not for long).

Good times!

Yes, it does favor offense and this is a GREAT feature. I’ve played far too many conquer types games over the past 30 years that heavily favor defensive postures. This has two huge negative side effects, it results in little or no (inter)action and even worse it almost always results in a boring long game.

Infantry have there place and it’s occupying a territory to prevent 3 very important moves: “Run Amok” and the event cards that allow enemies to place their units in empty territories. Failure to block these is an invitation for defeat.


Agreed. I thought having a larger gameboard would have solved the problem. The minis are pretty small as is. I have a HUGE digital map of the gameboard and I have a projector in my game room (projects onto our table). I haven’t tried the digital map yet but plan on it.


Were you playing Free-For-Alls? I find FFA games to be chaotic and boring. In most games, unlike CoN, players turtle up and do nothing most of the time and the game forever (Twilight Imperium I’m looking right at you!). Try CoN as a 2v2 game, it’s awesome like this.

True, I wasn’t really contributing much past the first couple of turns, but what could they have offered the Guild? Leaving aside that DC wasn’t thinking that way, Team Evil had most of the strongholds at any given time, and had the stronger position. It’s hard to see how Bene Gesserit + Fremen + Guild would have found winning any easier. The Guild didn’t have that many troops on planet, they were mostly Imperial.

Logically, the Emperor and the Guild should always ally if they can. To capture and hold strongholds, you need men and treachery cards. The Fremen don’t need Spice to get men on planet, and the Bene Gesserit can get a small number for free, but everyone else needs Spice to do it, and everyone needs Spice to buy treachery cards. If the Emperor and the Guild ally, they get most of their men on planet for free, get most of treachery cards for free, and get regular income from the other players for incidental expenses like reviving troops from the tanks. That pretty much trumps all the other powers, as we in Team Shortbus found out. The only player who was accomplishing anything was the Fremen, and the lack of Treachery cards due to cash shortages was making his life difficult.

I think that would definitely hurt the game, I just think you need a team SOP which ensures that about half the group is firing every turn.

I can envision a group that over-discussed actions, drawing the game out and ruining the atmosphere. In that case, you could always borrow a page from the board game, and impose a timer. It is supposed to be a firefight, which is why that rule exists in the board game. Anyone who hadn’t selected a card when it ran down would do nothing. I don’t think that was our problem though, we were moving along without external prodding, and weren’t coordinating that well even without time pressure.

That’s exactly how we were playing it, and was definitely not-awesome. The problem was that even though no one was particularly dragging their feet, it took a long time between turns, and you don’t have much to do during other players’ turns except roll dice now and then. Dean made repeated comments about how it felt like an hour between times when he actually got to make any decisions, and several times other players just walked away from the board when someone else was moving pieces.

That’s an awesome idea. I don’t think I’ve ever turned so green with envy!

Tons of questions:

  • What projector do you use?
  • How do you suspend the projector over the table?
  • What do you project onto?

I suppose you could use a couple strategically-placed mirrors.

Sorry for the pic spam

  1. BenQ MX613ST

  2. It’s mounted to the rafters in my basement ceiling. See pics below.

  3. A magnetic white board. :)

We use it almost exclusively for role playing (D&D 4e right now). It’s a VERY quick way to deploy a scene and take it down, and best of all it’s a great way to hide/show fog of war. I have a a LOT of physical terrain, and I still use it, but it does take some time to set up and break down. We use both for our current campaign. There’s nothing better than some nicely painted 3d terrain to represent a scene/encounter.

Projector mounted to ceiling rafters, approximately 4’ from the table surface:

Further out view:

The party treks through the goblin mines:

Blood Bowl in D&D!!!

I’ve had some requests for the digital Nerath maps. Here are links:

Link to a HUGE (4,086px × 3,225px) jpg of the Conquest of Nerath Map, but without the borders! I plan on adding the border to this map but haven’t had the chance.

Link to a smaller version (1,052px × 843px) with borders.

That is pretty cool. I don’t even like Nerath that much, but the ability to tweak the map like that (and beyond) is almost interesting enough on its own. Something like that would also be ideal for Dreadfleet, because I’m not convinced cloth does a whole lot more than look pretty as far as boardgames go.

Awesome setup, Z.