Love the overview, but I wanted to call out that the recall icon at 39:30 only works on an agent that was not sent that turn. You're still correct that you'll get an extra agent, but technically it's a bit tougher than the base game's mentat. All in all this was a really good overview for being 90 minutes long, much respect for the effort you put in!
So for pieters intrigue cards - i think u know that they are twisted, because his face is on the front :D And I think of giving an opponent a “bad” intrigue card, make him have 4 and then steal from him 👀
Just so you know, basically all of the art for any character that appears in the first Dune book is the actor's likeness in the new Dune movies. They were all great, so it doesn't bother me, personally.
Yeah, there just seem to be more of them here than in the original game, and they seem a bit more photo-realistc. Compare the original Jessica Atreides card - kind of looks like the actress, but it's stylized. It's just a personal preference.
Right, but that's on the inside face of the card. I guess you have to cover the rest with your hand to show everyone? Might be hard to hide whether it's a plot or combat card.
This expansion looks insane! Can't wait to try it out. Also, it looks like the Piter De Vries intrigue cards have his image in the top left beside the name of the card so that's how you can tell the difference. And I think at 45:52 and 47:36 those cards would mean that if the one card you got rid of was a non-twisted card, then you get the troop or the bonus spice? I don't think you would have spend a second right?
The Twisted icon at the top-left is on the inner face of the card, so I guess you have to try to cover the rest of the card with your hand when you show it? Seems a bit awkward.
@@bludgeontvI don't think you have to reveal it to the table, you can announce it and the person you are giving it to will validate that. Also what will be "fun" is that you can give an intrigue to someone and then steal in the same action, sneaky.
Looks like a fun expansion 😊 One thing for Chani - retreat or LOSE a troop. Basically getting rewards for combat anyway. Looks like a great combat leader.
Oh, interesting! The troops that go back to your supply after a Conflict count as "losing troops"? That makes her way better and more interesting if so!
@@bludgeontv I asked the same question in the comments section of a hidden assets video about the first Bloodlines announcement and they said yes, they are considered lost. I also did some investigation myself and found several threads on BGG discussing the topic of losing troops - It seems to be clearly defined that the term "losing a troop" means to put a troop back to the supply (from either the conflict or the garrison). However I did not find clear evidence that the inversion is also correct: Whenever a troop is put back to the supply (even after having won a conflict), does this automatically mean it is "lost", rule-wise? There seems to be a card or Intrigue in immortality that points towards it, but to me it feels as if this has not been globally and clearly defined, yet. I don't exactly remember which immortality card, I would have to look it up. I have a feeling this exact question will arise again for more players once bloodlines has been released, because it becomes more relevant with Chani. Maybe there will be an FAQ entry for this question.
Update: The immortality intrigue I was talking about is "Harvest cells". It gives a benefit if you lose "at least three troops at the end of a conflict". Same question here: Are the troops considered lost even if a player has won the conflict? A user on BGG had stated that is the case, but I did not find official confirmation on it. If it is the case, then chani will basically always advance on her track for any troop that is ever deployed to the conflict (plus the rare cases of troops being lost from the garrison), because with that interpretation of the rule, any troop ever deployed will eventually either be retreated or lost. However, I think it is relevant that she does not advance immediately when deploying the troop(s) but only later, because it changes the timing of when she gets her benefits from the track. I personally think it would make more sense thematically if troops are not considered lost after winning a conflict and also it would open up interesting decisions where purposefully becoming second place could be interesting for Chani.
Steersman's card which let you buyt a Spice must Flow for a water if in slot 1 is busted. Yes you are "clogging" your deck, but you don't have the ring card so you've got one card less anyway and it cycles faster. Seems insanely good to me.
I wonder if you are allowed to time cashing in your endgame effect. If you have the tech that gets you one point for each faction you have less than 2 influence, cash that and then use the other to gain an influence if you have less than 2 you could get 8 points in endgame if you set it up perfectly. The sardukar commanders feel very expensive. It's weird how they try to promote going High Council but at the same time out more strain on solari. Piter intrigue that gives opponents an intrigue is fun to combo with secrets. Give them their 4th and then steal one. The tech that gives a troop whenever you aquire an intrigue also feels made for Piter. 53:00 the card you trash has to cost persuasion, not provide it. Trashing reconnaissance wouldn't give the 2 spice. Could be a good combo with previous one that gave spice must flow. Then in second slot try and trash that I really like how the ones that require a resource for a big effect have the option to just get a troop or card. Never a wasted effect.
Thanks for your thoughts. The thing with Piter is pretty hilarious - give them one, then steal one. You might just get the same one back I suppose, but it is funny. I have no clue how good the Sardauker Commanders will be, but I find the design intriguing!
@@bludgeontv I was thinking about it some more, and the Commanders might make the contracts more appealing in the mid/end game as well, as they mostly give solari and you can then use that to fuel them.
@@monkeyunit4533 I think if you can get a couple of the Sardaukar Commander Skills they might start to make a lot of sense economically. Like, pay 2 Solari to deploy an extra troop to the Conflict, and get 1 Spice and 1 Persuasion? That's not a bad deal.
You lose the Spy Satellites because it's not something you activate at a certain point but it's value constantly changes depending on your influence levels. Would be OP if they could stack.
Great Expansion! New Solari sink with Sardaukar Commanders, that additionally encourage for interaction with Imperator fraction (usually doing poorly both in Uprising and Dune Imperium) is so good. New Command 6+ on Imperium Cards helps also so much to alleviate situations when you achieve high persuasion but there is no good card to buy for you - now if you have right deck you will get some reward for this, it also increases the value of High Council seat because provided by it bonus helps to trigger it almost every reveal phase.
Yeah I think all of those things you mentioned are really interesting! Have you ever played with the Arrakeen Scouts mode in the Direwolf App? It also adds some High Council incentives - as well as interesting choices for players to make every few rounds. It's actually surprisingly cool.
@bludgeontv i haven't tried yet...I discovered Arrakeen Scouts just recently from some DI:U review. I started to play Dune Imperium this year...so far I tried only all official expansion in August I bought Uprising and most of my game experience came from it. But I've checked Arakenn Scouts by clicking through it few times and looks very interesting...but I think it is for more experienced player. I still feel like I explore this game and it mechanics so i don't need (yet) this randomised events X)
@@lordbebech Yeah, it's certainly not necessary! And there is so much to explore before adding any expansions. But it's a great option to mix things up a bit. I actually think it can work as a mini-expansion, like if you've played base game for a while, it's a smaller change than adding a full expansion. I wish they'd add it into Dune Imperium Digital but I don't think they will sadly.
Elite Force + Eliminate Allies + Heighliner/Sardukar combo should be in Geneva Conventions 18-20 strength in 1 play is utterly disgusting The cards themselves doesn't even cost much persuasion
My estimate for digital releases based on nothing but how things have gone so far: - Immortality: 6-8 months - Uprising: Year and a half - Bloodlines: 2 years But we'll see!
@@bludgeontv That sounds absolutely horrible, I kinda forgot they'll probably add Uprising to the digital game, but tbh I hope/ expect Bloodlines in 1 and a half year at worst
Thank you for the great detailed Video. For me personally although I am looking forward to play the expansion, it's always this little voice in my head, that tells me: cool but the base game is just fine. Why load it with more Tiles, new trees, new techs? Playing the expansion from time to time is nice but I still prefer the base game and I dont think Bloodlines will change this. But it will get it's chance in our playing group for sure. Sometimes I wish there would be an "more of the same" Expansion for the base game. More intrigue cards, more cards für the Deck, more Leaders and that's it. Unpopular opinion though xD
I totally get it. Dune Imperium is not only "just fine", it's a goddamned work of art! As for the "more of the same" expansion, you can do it yourself by just adding in those things that you want from the expansions without the extra stuff. I like to do that sometimes!
looks like the original Imperium is being dumped on honestly. how they decided to design an expansion, but only 1/2 of it is usable is insane. i also dont understand why they didnt take this opportunity to add spies to the original either.
Well I think most would agree original dune is much better than uprising, wouldn’t really make sense to ruin game with spies. Base dune 9.8/10 Base dune + immortality 9.7/10 Base dune + ROI 7.8/10 Uprising 6.2/10
I think it's more like 60-70% can be used with original Imperium, which is not bad for what could have just been an Uprising expansion. As for Spies, I'm personally fine with them staying as an Uprising feature and wouldn't really want them added to the original game. But to each their own!
@@bludgeontv in honesty im ok with spies being left as well, but 2 of my friends i play with and a lot of the original player base have issues with turn order in the original game and i figured this would be an opportunity to correct that.
thank you for this video!
You bet!
Love the overview, but I wanted to call out that the recall icon at 39:30 only works on an agent that was not sent that turn. You're still correct that you'll get an extra agent, but technically it's a bit tougher than the base game's mentat. All in all this was a really good overview for being 90 minutes long, much respect for the effort you put in!
Thanks for that clarification! I've only played Uprising a couple of times. Glad you enjoyed the video!
So for pieters intrigue cards - i think u know that they are twisted, because his face is on the front :D
And I think of giving an opponent a “bad” intrigue card, make him have 4 and then steal from him 👀
Thanks for the shoutout.
Of course!
Just so you know, basically all of the art for any character that appears in the first Dune book is the actor's likeness in the new Dune movies. They were all great, so it doesn't bother me, personally.
Yeah, there just seem to be more of them here than in the original game, and they seem a bit more photo-realistc. Compare the original Jessica Atreides card - kind of looks like the actress, but it's stylized. It's just a personal preference.
33:38 How does "when you win a conflict, draw a card" work? Does that mean you start the next round with 6 cards?
Yep!
Thanks for the detailed breakdown.
It was fun!
47:00 You can tell they are twisted intrigues because they have Piter's face in the top left corner
Right, but that's on the inside face of the card. I guess you have to cover the rest with your hand to show everyone? Might be hard to hide whether it's a plot or combat card.
@@bludgeontv You're giving it to an opponent. The opponent just confirms it and you move on. Why would the opponent lie about that?
That's an excellent description of the utility of prescience- was having a hard time describing it in my leader guide for Paul.
This expansion looks insane! Can't wait to try it out. Also, it looks like the Piter De Vries intrigue cards have his image in the top left beside the name of the card so that's how you can tell the difference. And I think at 45:52 and 47:36 those cards would mean that if the one card you got rid of was a non-twisted card, then you get the troop or the bonus spice? I don't think you would have spend a second right?
Right, I just meant you're spending two Intrigues total (the Twisted Intrigue to trigger the effect, and the second card to play the cost).
The Twisted icon at the top-left is on the inner face of the card, so I guess you have to try to cover the rest of the card with your hand when you show it? Seems a bit awkward.
@@bludgeontvI don't think you have to reveal it to the table, you can announce it and the person you are giving it to will validate that.
Also what will be "fun" is that you can give an intrigue to someone and then steal in the same action, sneaky.
@@darrenb1522 Ouch! That is such a devious play. You think you are safe with your 3 intrigues? Well not against Piter.
Looks like a fun expansion 😊 One thing for Chani - retreat or LOSE a troop. Basically getting rewards for combat anyway. Looks like a great combat leader.
Oh, interesting! The troops that go back to your supply after a Conflict count as "losing troops"? That makes her way better and more interesting if so!
@@bludgeontv I asked the same question in the comments section of a hidden assets video about the first Bloodlines announcement and they said yes, they are considered lost. I also did some investigation myself and found several threads on BGG discussing the topic of losing troops - It seems to be clearly defined that the term "losing a troop" means to put a troop back to the supply (from either the conflict or the garrison). However I did not find clear evidence that the inversion is also correct: Whenever a troop is put back to the supply (even after having won a conflict), does this automatically mean it is "lost", rule-wise? There seems to be a card or Intrigue in immortality that points towards it, but to me it feels as if this has not been globally and clearly defined, yet. I don't exactly remember which immortality card, I would have to look it up. I have a feeling this exact question will arise again for more players once bloodlines has been released, because it becomes more relevant with Chani. Maybe there will be an FAQ entry for this question.
Update:
The immortality intrigue I was talking about is "Harvest cells". It gives a benefit if you lose "at least three troops at the end of a conflict". Same question here: Are the troops considered lost even if a player has won the conflict? A user on BGG had stated that is the case, but I did not find official confirmation on it.
If it is the case, then chani will basically always advance on her track for any troop that is ever deployed to the conflict (plus the rare cases of troops being lost from the garrison), because with that interpretation of the rule, any troop ever deployed will eventually either be retreated or lost. However, I think it is relevant that she does not advance immediately when deploying the troop(s) but only later, because it changes the timing of when she gets her benefits from the track.
I personally think it would make more sense thematically if troops are not considered lost after winning a conflict and also it would open up interesting decisions where purposefully becoming second place could be interesting for Chani.
Steersman's card which let you buyt a Spice must Flow for a water if in slot 1 is busted. Yes you are "clogging" your deck, but you don't have the ring card so you've got one card less anyway and it cycles faster. Seems insanely good to me.
It really does seem wild. Hard to tell how good he is overall though.
I wonder if you are allowed to time cashing in your endgame effect. If you have the tech that gets you one point for each faction you have less than 2 influence, cash that and then use the other to gain an influence if you have less than 2 you could get 8 points in endgame if you set it up perfectly.
The sardukar commanders feel very expensive. It's weird how they try to promote going High Council but at the same time out more strain on solari.
Piter intrigue that gives opponents an intrigue is fun to combo with secrets. Give them their 4th and then steal one.
The tech that gives a troop whenever you aquire an intrigue also feels made for Piter.
53:00 the card you trash has to cost persuasion, not provide it. Trashing reconnaissance wouldn't give the 2 spice. Could be a good combo with previous one that gave spice must flow. Then in second slot try and trash that
I really like how the ones that require a resource for a big effect have the option to just get a troop or card. Never a wasted effect.
Thanks for your thoughts. The thing with Piter is pretty hilarious - give them one, then steal one. You might just get the same one back I suppose, but it is funny. I have no clue how good the Sardauker Commanders will be, but I find the design intriguing!
That's a really interesting question about Spy Satellites! I have a feeling you won't be able to double-dip on them..
@@bludgeontv I was thinking about it some more, and the Commanders might make the contracts more appealing in the mid/end game as well, as they mostly give solari and you can then use that to fuel them.
@@monkeyunit4533 I think if you can get a couple of the Sardaukar Commander Skills they might start to make a lot of sense economically. Like, pay 2 Solari to deploy an extra troop to the Conflict, and get 1 Spice and 1 Persuasion? That's not a bad deal.
You lose the Spy Satellites because it's not something you activate at a certain point but it's value constantly changes depending on your influence levels. Would be OP if they could stack.
Rapid Dropships tech with rally troops!!!
Yes! Makes it almost as good as Heighliner!
Great Expansion! New Solari sink with Sardaukar Commanders, that additionally encourage for interaction with Imperator fraction (usually doing poorly both in Uprising and Dune Imperium) is so good. New Command 6+ on Imperium Cards helps also so much to alleviate situations when you achieve high persuasion but there is no good card to buy for you - now if you have right deck you will get some reward for this, it also increases the value of High Council seat because provided by it bonus helps to trigger it almost every reveal phase.
Yeah I think all of those things you mentioned are really interesting! Have you ever played with the Arrakeen Scouts mode in the Direwolf App? It also adds some High Council incentives - as well as interesting choices for players to make every few rounds. It's actually surprisingly cool.
@bludgeontv i haven't tried yet...I discovered Arrakeen Scouts just recently from some DI:U review. I started to play Dune Imperium this year...so far I tried only all official expansion in August I bought Uprising and most of my game experience came from it.
But I've checked Arakenn Scouts by clicking through it few times and looks very interesting...but I think it is for more experienced player. I still feel like I explore this game and it mechanics so i don't need (yet) this randomised events X)
@@lordbebech Yeah, it's certainly not necessary! And there is so much to explore before adding any expansions. But it's a great option to mix things up a bit. I actually think it can work as a mini-expansion, like if you've played base game for a while, it's a smaller change than adding a full expansion. I wish they'd add it into Dune Imperium Digital but I don't think they will sadly.
Elite Force + Eliminate Allies + Heighliner/Sardukar combo should be in Geneva Conventions
18-20 strength in 1 play is utterly disgusting
The cards themselves doesn't even cost much persuasion
Looking forward to playing this expansion in the Digital Version!
Bummer that it doesn't expand Immortality...
My estimate for digital releases based on nothing but how things have gone so far:
- Immortality: 6-8 months
- Uprising: Year and a half
- Bloodlines: 2 years
But we'll see!
@@bludgeontv That sounds absolutely horrible, I kinda forgot they'll probably add Uprising to the digital game, but tbh I hope/ expect Bloodlines in 1 and a half year at worst
Great vid
Thanks Luke!
The new tech "forbidden weapons" seems pretty weak to me. Wonder of that one is really worth getting?
I don't know, it seems pretty iffy to me as well.
How do the combat abilities in the reveal work? Do you get to deploy 2 garrisoned troops, or only move troops you gain during that reveal into combat?
Both!
As per the normal rules 2 from garrison + whatever you gain that turn.
Thank you for the great detailed Video. For me personally although I am looking forward to play the expansion, it's always this little voice in my head, that tells me: cool but the base game is just fine. Why load it with more Tiles, new trees, new techs?
Playing the expansion from time to time is nice but I still prefer the base game and I dont think Bloodlines will change this. But it will get it's chance in our playing group for sure. Sometimes I wish there would be an "more of the same" Expansion for the base game. More intrigue cards, more cards für the Deck, more Leaders and that's it. Unpopular opinion though xD
I totally get it. Dune Imperium is not only "just fine", it's a goddamned work of art! As for the "more of the same" expansion, you can do it yourself by just adding in those things that you want from the expansions without the extra stuff. I like to do that sometimes!
looks like the original Imperium is being dumped on honestly. how they decided to design an expansion, but only 1/2 of it is usable is insane. i also dont understand why they didnt take this opportunity to add spies to the original either.
Just get uprising. It's worth it.
Well I think most would agree original dune is much better than uprising, wouldn’t really make sense to ruin game with spies.
Base dune 9.8/10
Base dune + immortality 9.7/10
Base dune + ROI 7.8/10
Uprising 6.2/10
I think it's more like 60-70% can be used with original Imperium, which is not bad for what could have just been an Uprising expansion. As for Spies, I'm personally fine with them staying as an Uprising feature and wouldn't really want them added to the original game. But to each their own!
@@bludgeontv in honesty im ok with spies being left as well, but 2 of my friends i play with and a lot of the original player base have issues with turn order in the original game and i figured this would be an opportunity to correct that.