Wednesday, September 18, 2024
Learning concepts
I am still playing a lot of Dune: Imperium, as physical board game and digital, in different constellations of base game plus expansions. And that has led to some observations on how one learns games. Interestingly, playing one version of Dune: Imperium digitally has helped me to play better in a different version of the game in real life.
The different versions of Dune: Imperium are different enough so as to require different strategies. For example in the first base game, rushing to get your Swordmaster is a very good strategy. In Dune: Imperium Uprising the same strategy would be much less good: Getting to the sandworms early is a lot more important than getting the Swordmaster early, as the added reward from the sandworms is higher than the added reward from a third agent; it could also be argued that getting to the High Council before the Swordmaster is a better strategy in Uprising, due to the higher importance of deckbuilding in that version of the game.
Due to only the first game and the first expansion being available in Dune: Imperium Digital, these are the two versions that I played the most. And of course over time one learns for example which cards are really good, so that the next time they turn up you know to pounce on them. But that knowledge is obviously useless if you play Uprising, where all the cards are different. However, the specifics are not the only thing one learns when playing; one also learns concepts, and how the different parts of the game interact with each other. For example, regarding the Swordmaster, I learned that getting the Swordmaster means revealing one card less, as 3 agents use 3 of your 5 cards before the reveal turn. Thus, while the 3rd agent in itself is very good, there is a price to pay with regard to the amount of persuasion available to buy new cards. And that remains true regardless of which incarnation of Dune: Imperium I am playing, and is the root of my insight about the High Council being potentially better in Uprising.
Another concept I learned the hard way was the importance of buying cards that give you access to the various faction spaces. If you don't, due to the Seek Allies card self-destructing, the single Diplomacy card in your deck is not sufficient to even get the 4 basic victory points from having 2 influence everywhere. Now the solution to the problem varies from version to version of the game, as for example the original game has the Foldspace option, which Uprising is missing. But the awareness that I need to look out for faction access cards remains as an universally learned concept.
Labels: Board Games