How to play Dune's Advanced Rules in 11 minutes

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hey folks as I hope you know by now I'm Shea Parker and this is RTFM the show where I teach you how to play a game but I've already taught the doom based game so what are we doing here while learning the advanced rules of course see this version of dune is actually a second edition the first edition being published back in 1979 now while I haven't played the original from what I can tell this new edition stays pretty close to it with most updates being subtle and/or cosmetic however the original dune had also developed a number of optional expansion modules and the new edition has included them in an advanced mode of the game these include a few new rules for combat more spice showing up on the board an additional way to use Kurama cards and a wealth of new faction specific abilities all of this definitely adds complexity but also in my opinion improves the depth of the experience however it does mean that for any of it to even approach balance you can't really pick and choose these advanced rules it's pretty much all or nothing with that being said let's start with the easy additions so first things first there's gonna be a lot of new things to do and some of them are gonna cost money to balance this out the Advanced Mode has increased the amount of spice that shows up each round during spice flow first act as normal drawing a card placing spice or dealing with a worm then once that's all dealt with draw another card into a second discard pile and do it all again this means that there may be two Nexus phases in a round and it also means that if worm comes up during the second draw it will use the second discard pile to determine where it goes also during spice collection players with troops on any of these three locations will gain one or two spice based on the symbol shown for each territory they control another easy addition is the new Kurama card abilities while the original text for a chrono card still stands most factions gain a unique once per game ability that they can use instead Atreides may look at any one player's entire battle plan before a fight the Emperor may revive up to three forces or one leader for free the spacing guild can stop one off-planet shipment from happening the Fremen may place their worm token in any sand territory and treat it as if a Shia loot cart had just been played there and her Conan may randomly take any number of cards from a player and replace them with the same number of cards from your hand the benin jezzer don't have a unique ability instead they can treat all useless item cards as if they were Kurama cards the only issue I have with this role is that the only place you can find these abilities written out is in the rule book that's necessitating the creation of player aides that are a little more useful than the one the game provides but I'll go into that and provide a few options for you in a later video in the meantime let's move on to the new combat rules [Music] so battles work a little differently this time around and it can be a little complicated so I'm going to try to be really thorough but the gist of it is that fighting is now expensive or it can be in the basic game when you're setting your battle plan you spin your battle wheel to a number between 0 and however many troops are in the fight with the advance Scrolls in order to get the full strength of your forces you need to pay for the soldiers you bring otherwise they fight at half-strength I find it easiest to think backwards from how many forces you want to lose at the end of the fight so it looks like this you're playing as the Emperor and you're in a fight with a hard conan you have four forces and you want to keep one of them alive assuming you win so you have a couple of options you can dial your wheel to three but in order to do that and keep one force alive you'll also need to pay three spice if you don't want to pay anything you don't have to but that means those three units are fighting and a half-strength so the maximum number you can dial is two since we want to keep one force alive dial your wheel to one and a half instead then when the battle is done you'll lose those same three forces another option is to pay the partial cost let's say we're willing to pay one spice which means that one of our forces is at full but the rest will be at half we can dial up to two now and when all is said and done we'll be left with just the one soldier like we planned now it gets a little trickier when you look at the Emperor's special starter car forces I'll talk more about them when I get to faction abilities but for combat what you need to know is that the sardor car fight at double the strength of a regular force so let's set up the same scenario except you have one Sardo car in the mix you pay one spice and dial your wheel to two after you win the fight you need to decide which of your forces bite the big one by eliminating two strengths worth of units if you decide that your spice goes to Regular Force it and the other normies will equal two strengths leaving the starter car alone alternately you can give the spice to the Sardo car which brings it up to two strengths all by itself this will save the other three forces the starter car will be lost if this is all sounding a little complicated don't worry you're not alone I had trouble wrapping my head around it the first time as well but after you fight a couple battles it'll all click together and you'll realize that the hardest part of it is actually just holding your entire battle plan at once in any case just like with the basic rules the most interesting part of the game lies in each factions special abilities all right this is what we're all here for the advanced rules are all well and good but these faction abilities are what are really gonna make the game pop since we've already mentioned the emperor's Sardo car let's start with that it's the only new addition for this faction but there are a few things to keep in mind like I said each of your five starter car troops are worth two forces for counting strengths and losses but there's an exception the Fremen have been preparing for these elite shock troops and so when facing that faction start a car have the strength of regular forces also during revival you can only bring back one Sardo carp of turn but they aren't any more expensive to revive next up we have the spacing guild well their normal abilities are a little complicated their advanced ability is actually very simple during the ship and move phase you get to decide when you take your action you can play it where every time a faction finishes their move they ask if you want to go next but I find it better to just interject in between factions when you're ready to go moving on to House Atreides we have another single ability but this one's a bit more involved at the beginning of the game give this player the quiz ATS hadurok card and place the counter at 0 each time you lose forces in battle move the counter up for each force lost once you've reached 7 this ability becomes available to you for the rest of the game the quiz that's how to rack it's like a secondary leader it can't go into battle alone but when paired with a leader or cheap hero this token gives a few nice power-ups your leader adds +2 to their strengths during battle and cannot turn traitor however if the leader is killed you lose this bonus your christen doesn't die when the leader is killed though the only way to kill the Hatrack is through the last gun shield explosion and once killed this token is considered a leader for revival purposes and lastly as with leaders once you've used the quiz ATS in battle it's stuck there until the end of the turn but you can keep using it if you're fighting in multiple enemies in the same space since we talked to Trey ADIZ let's check in with our nemesis house our Conan as is fitting with our whole stick our Conan can capture or kill enemy leaders every time they want to fight it works like this you just want to fight so now you get to choose capture or kill either way your opponent randomly chooses one of their leaders this can be the leader you just fought if it's still alive but it can't be any leaders they've already used elsewhere in battle turn if you kill the leader place it facedown in the title acts of Tanks and game to spice and remember face down leaders and the tanks take a lot longer to bring back than regular killed leaders so this is a pretty effective death sentence if you capture take their leader and keep it in your reserves once during the game you can use this leader as if it were your own after which you give it back to the original owner be careful though because a captured leader may still be claimed as a traitor when you use them and also if all of your leaders are killed you have to immediately return all of your captured leaders so each of these factions got one new thing for the next two have quite a few new abilities to go over let's start with the Fremen like the emperor the Fremen have their own elite fighting force three fetta keen warriors these follow all the same rules as the sardar car but you won't have to worry about paying for their effectiveness because the Fremen can completely ignore that whole paying spice during battle thing because of this I find that the Fremen even though they have a lot of abilities might be the best faction for a player who's new to the advanced game anyway next up we have the sandworms normally when you're drawing cards need a worm you'll keep drawing until you get a new location ignoring any other worms that come up now for each worm that appears after the first you get to place it on any sand territory you wish lastly for the Fremen or how you interact with the storm after you do the initial storm placement instead of using the battle wheels to determine the storm's movement the Fremen have a deck of storm cards numbering 1 through 6 secretly look at the top card and set it aside on the next storm face reveal the card and move the storm accordingly then return the chosen card shuffle a storm deck and look at the new top card so basically your crack team of meteorologists predicts the weather and you can plan your moves accordingly but not only do you know where it's going you also have some slight protection from it if your forces are ever caught in the storm you only lose half of them rounded up also during shipment you can bring forces in to a strong location but half of the troops you bring are immediately lost and let's finish things off with a bandage a syrup as I've mentioned before I personally like this faction the best but also they have the most new stuff to talk about so let's get started the biggest change is that each of your forces has two sides a fighter side and a spiritual advisor side advisors coexist peacefully with the other factions forces and basically don't interact with the game in any way you can almost completely ignore them that is until they become fighters see if they're ever alone in a territory they immediately flip over to the fighter side when advisors are moved into a new space with enemies you can flip them to fighters if you want but you don't have to when an enemy ships or moves into a location where you have fighters you can flip them to advisor saying whoa don't mind us as you frantically put your guns away in each round at any time after the spiced blow and Nexus phase but before the shipment and movement phase you can choose any of your advisors to flip but you can never have one space with both advisors and fighters and lastly whenever other players ship in forces from off-planet you can ship to the puller sink as normal or you can send an advisor to the location they're shipping to if you send an advisor along with the enemy forces no advisors in that territory may become fighters this turn unless no other factions forces are present so that's advisors but the BG's aren't done just yet as I mentioned earlier you can use any worthless item card as if it were a Kurama card very handy you gain to spice during the chome charity phase whether you're actually poor or not must be nice and lastly at the start of the game after the Fremen have chosen their placement choose any one location on the board and place an advisor there flipping it over if it's alone as usual and that is how you play the advanced rules of Dune I hope this has been helpful the advanced version is definitely a lot of new stuff to take in but I think it's worth the effort anyway thank you all for watching especially those of you who are back in the patreon and seeing this video a month before anybody else I really appreciate it especially trying times like these so until the next time stay safer buddy [Music] [Music]
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Channel: RTFM
Views: 31,314
Rating: undefined out of 5
Keywords: board, game, rules, explanation, learn, to, play, Shea, Parker, RTFM, gaming, rtfm, rftmshow, show, tabletop, gamer, boardgame, games, tutorial, boardgames, how to play, dune, advanced, module, modules, optional
Id: vWq48sfMu08
Channel Id: undefined
Length: 11min 15sec (675 seconds)
Published: Mon Jun 01 2020
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