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Showing results for tags 'Dune boardgame REX'.
As we know the original Dune Boardgame and it's expansions haven't been available for a long time and when an old good condition one becomes available of EBay or somewhere, it's got a huge price attached. Theres be a few fan based remakes done over the years to different degrees of quality and success, but nothing offical or profically made. A few years back one comapny brought the rights for the Dune Boardgame rules and mechanics, and found out they couldn't get the Dune francise rights from Allied Hill. So they appreached the Herbert Trust to gain the rights to make an updated version of Dune, but it appears Brian Herbert decided not to allow the rights to be sold to make a new version of Dune, as to why who knows. There has been a number of ideas floated about this. Anyhow the compay was Fantasy Flight Games and with the failure to get the Dune rights, did the next best thing, they made Rex: Final Days of an Empire . A board game of conquest and betrayal for 3-6 players using the original Dune rules, and based on Fantasy Flight Games game series Twilight Wars. What they have done is creatied a game that is a mirror image of Dune, in a different universe, and by selecting the right factions/races have done a great job. Anyone who looks at game reviews of REX will find very fast the different between the two games is very little, names, places and borad design may have changed, but the core of REX is Dune, and in some reviews some have during gameplay found they are using the old Dune Boardgame terms and tactics in REX. Anyone that has played the old Dune game will upon looking at the rules and faction/race card of REX, which/who is who in the Dune universe. Six Great Races, Six Vastly Different Experiences Six great races vie for control of Mecatol City, each with its own agenda and strategies. The Lazax Empire Ancient and benevolent founders of the Galactic Council and rulers of the galaxy for over 24,000 years, the mighty Lazax could not, for all their knowledge, foresee the Sol incursion that would herald their final days. Nevertheless, the established power of the galaxy and the masters of Mecatol Rex are not easily forced aside. Leaderless, under siege, their forces in disarray, the Lazax still claim substantial advantage in exploiting the influence and loyalty of their capital city. In this way, the Lazax player collects the most influence during the game, even receiving that spent by other players for certain cards. But will their considerable wealth and remaining influence over their own city prove enough to repel this assault and reaffirm their power? The Federation of Sol It was the Federation of Sol that fired the famous first shot in the Quann conflict, ushering in the Age of Twilight. Now, seventy-three years later, it is the Federation once again who leads the direct blow against the heart of their imperial masters. Versatile and ambitious, humans represent the most numerous and diverse species in the galaxy, and they have brought their considerable resources and daring to bear in their attack of Mecatol City. Since Sol forces continue to land throughout the assault, they can reinforce more readily than any other race. What’s more, the humans alone boast protection against the constant bombardment of their orbiting fleet. The Universities of Jol-Nar The gatekeepers of science and technology, the Jol-Nar hold a subtle, but increasingly ambitious, power over the Imperium. Many of the most advanced technological devices in the galaxy have components conceived in Jol-Nar laboratories, and only their inventors fully understand the complexity of some designs. Historically, the Hylar had employed a subtle, nuanced passivity to the political machinations of the empire. Yet, in recent centuries, their territorial ambitions and pride has grown. Despite their professed allegiance to the Lazax, only the Jol-Nar could have, in direct violation of Lazax directive, provided Sol access to the advanced mass-drives that powered the attacking fleet. Other than the Lazax planetary defense forces, only the Jol-Nar would have had limitless access to the thousands of planetary shield-systems that failed just prior to the attack. With Mecatol City in a state of political and military upheaval, the Jol-Nar find themselves in an intriguing position; they are masters of information, and wield their authority over all things technological to whatever ends they desire. With this insight, the Jol-Nar have advance knowledge of upcoming opportunities, the best locations to gain influence, and even the military decisions of their opponents! The Emirates of Hacan Once a race of impoverished and disorganized tribes, the Hacan people have since grown to establish the most advanced commercial infrastructure in the galaxy. Shrewdly identifying an opportunity and seeking to further advance their trade interests through political leverage, the Emirates of Hacan negotiated a tentative alliance with the Federation of Sol, agreeing to support the humans in their assault of Mecatol City. Even as this strained relationship deteriorates, the Emirates’ authority over transit gives them unsurpassed logistical capabilities, and the chance to make significant profits in supplying and reinforcing the factions fighting on the surface of Mecatol Rex. The Xxcha Kingdom The wise and peaceful Xxcha mustered all their diplomatic energies to avoid to the outbreak of the Twilight Wars, but in the wake of pent-up aggression and ambition among the great races, their efforts proved tragically futile. Now, with war and devastation engulfing the heart of the empire, the Xxcha must look towards the future, to a time when they can offer their counsel to a new galactic leader...or perhaps lead themselves. Their ambassadors must now focus on building a relationship with the faction most likely to achieve victory. But in such an uncertain and multifaceted conflict, how can the Xxcha possibly predict a winner? The Barony of Letnev The proud cruel Letnev have always been the most vocal dissenters to imperial control, and it was their blockade of the Quann wormhole that ignited the Twilight Wars. Even as their bellicose cries for territory and due tithe is heard across many a sector, and as their black warships bristle with hostile intent on the borders of frightened freeworlds, the sly Letnev maintain one of the most efficient spy and assassin networks in the galaxy. It was from their own spies the Barony learned of the daring Sol plans to attack Mecatol attack with Jol-Nar assistance. From their shadowy chambers deep beneath the blackened surface of Arc Prime, the Baron and his councillors set to work in secretly paying bribes and amassing weapons on Mecatol Rex, readying themselves for the days of chaos for which they had so long awaited. As Sol forces finally struck, two entire divisions of Letnev warriors emerged to seize control of the Mecatol Shipyards, where they has been secretly hiding in bulky merchant ships, awaiting the day of doom to come. Now, with the Sol offensive of Mecatol City in full force, the Letnev are well placed seize power for themselves. The emperor is dead, and the final days of the Lazax empire seem at hand. Surely, the one who controls the capital will influence the fate of the galaxy in the dark years to come. Will you seize the shining opportunity that lies among the chaos and ashes? Will you emerge to control what was once the heart of the empire, and surely will be again? Yes I'm a bit disappointed that Fantasy Flight Games didn't get to make the game they wanted too, but in saying that they made a great one still. Personally love both the Dune version (though hard to get replacement pieces for these days) and the new REX version.