You are excelent sir, as a youtuber. It's a shame that Dune doesnt get more visibility in the world as it deserves. Hope one day people see what they are missing
I didn't express myself well. Boardgames are not played by a lot of people... Because they are afraid of trying, lots of time you say, lets try this and they often say i dont want and prefer to play some videogame instead. Some boardgames dont get the proper love that should be given by people due to ignorance. It's a very difficult target to aim for, if you understand what i mean.
A lot of the cards have 1 or 2 access spots only, so the ones with yellow + green + city are good just because of the flexiblity. You often want to go sietch + desert to get worms in, or gather support for a water, and without trashing cards, it can be hard to have access for both actions. Double Agent is especially nice because it has the 2 tags for combo and gives a free spy on play. That's basically a free card draw if you already have a spy on that spot, and there are powerful intrigues which require you to recall spies, so it's also a threat/enabler. The tier 3 Arrakeen bonus VP also costs 2 spies. If you are playing Feyd, you can convert the spy to 2 swords on reveal. Being flexible mid/late game is really important to get cheap conflicts and do setups. Especially in position 1 & 2, where you can't easily chain your actions and you are going last in the tier 3 combats.
I had a game the other day with Steersman which was absolutely insane. Combining it with imperial privilege enabled 5 agent actions per round, and with the rest of my deck was able to draw my complete deck almost every round getting large amounts of troops into the conflict and revealing for Spice Must Flow. Junction Headquarters and Northern Watermaster gave me the water needed for worms and Research Station, doubling the card draw with spies from Undercover Asset. Ended up winning the game with 16 points. Best game yet with Uprising
Except it is. Says on the back of the rulebook. Trash is optional unless it’s to gain an effect like “trash a card to gain water”. Or if the card played says “trash once played”. Then it’s mandatory. Other instances it’s always optional.
Playing it on a non-combat space is almost certainly a missplay, so just don't do it unless you have a different way to deploy them, like the intrigue card.
I now need one for every intrigue! Also: i have the theory that because fremen spot fremkit has draw now and is a combat spot, daggers are a little bit better on cards than in dune imperium.
The only part I would disagree with is the Imperial Privilige space. I rate that space fairly high, I think it's better than mentat was, because it recalls, not gives you an extra agent, so you can double up on the a space you went to previously, especially if you can do it on agent 3 so the chances for opponents to take the space are limited (or none if you are last in turn order). But even if not, the existence of spies makes being blocked less of a problem than the original game. So because of that, I would rate green access especially Prepare the Way and Hidden Missive higher. Because those cards can go to Imperial Privilige, net you 2 cards total, and get an agent back. Plus the intrigue replacement. So this can really mess with the combat math of the opponents and give you loads of cards for more options, and big reveals for Spice Must Flow.
Subversive Advisor is similar to powerplay. Instead of allowing you to go to any faction it allows you get a spy immediately. So you need to be sure that you do or will have at least a spy in one of the factions. The problem with Calculus of Power is that you want to have a not-so-good emperor card and even if you did there may not be a chance that CoP will be revealed later on in the imperium row. And even if it does, I doubt 3 swords is hardly worth it for that 1 card that's bloating your hand.
At around 18:30, he mentions that when he sees water he thinks combat. Why is that the case? I can think of Research Station/Sietch Tabr/Deep Desert/Hagga Basin, but I was wondering if there were any other reasons for why water benefits combat.
Excellent video! I'm preparing to teach this game to a group next week and, as a newer player myself, this really helped to understand and be able to explain the abilities on every single card as they enter the Imperium row and if/when asked questions.
Great video, thanks. I feel 50% of the cards went in the A tier there so obviously a lot of fun stuff to choose from. Look forward to playing the game!
Haha maybe I should’ve spread them out a bit more - I do feel like the imperium row feels stronger overall which is nice. Far fewer dead rows in my experience
Do you guys think the cards of uprising are better as the once from the original? Better in the sense they make more fun or alternatively are better balanced (for more viable strategies).
It is nice that are now so many interesting Guild cards...but in the book they're almost completely omitted in plot. At least in the first book from Chronicles of Dune.
1:30 Don't forget to mention that SMF is actually a spacing card in Uprising, so discarding those SMF has value with all the guild cards that allow discarding of guild cards for effects! 21:40 Thank you sir!
Nice review, I agree with most of it! I've had really good success with Junction HQ in two games, so I think you're underrating it a bit compared to the other VP cards.
Quick question: do you have a video where you go over what old cards would be awesome in Uprising? For example, you said Desert Survival could be worth it for the trash. It sure seems like Guild Administrator from the OG (also has SG access, and SG tag is more useful in this game, no sword though) would be even better, particularly since Deliver Supplies is so much better than Foldspace.
The play effect on Treacherous Maneuver is a must so if you play this card, you will have to trash it and an additional card. I think it's mainly for reveal to gain the extra intrigue card! Amazing video but! Super hyped on Uprising!!
Orski, you should say how many copies of each card are in the deck (assuming there are multiples). As surely a good card with two copies is going to be better than a good card with one copy as you're more likely to both see it and get at least one copy of it (compared to the other card) for example.
Would you be able to make a similar video for the original deck on the new board? I'd like to cultivate a combination of the two card lists but haven't seen any creators talk about the original cards since Uprising came out.
Fantastic discussion on the cards, thank you! Probably could have skipped the tier format since I think you only had 1 F (Weirding Woman) and an overwhelming amount of A's, but hey - tier lists get the clicks and it's quality content regardless.
I have a question about Tread in Darkness. Since it's missing the arrow symbol to denote a payment and it's not directing to trash it self, so is the trash part optional? I assume it is.
love the analysis! Since you have a lot of experience with the game, how many cards would you guess you actually purchase during games where you do well? I feel like I'm probably buying too many and bloating my deck.
Agent boxes are always mandatory. The exceptions are only costs (arrows) and the trash symbol (but not when a card says to trash itself with no arrow).
Guild Envoy doesn't have an arrow (unless you count the arrow of the discard icon). But it's essentially a negative, as discarding a card is not helpful. So I think it is mandatory, and it is esentially a cost for playing that card. This is like it being mandatory to trash a foldspace card in the original Dune Imperium. But I came here looking for answers myself... It's not as clear as I would like it.
I'm also confused by this reading of the rules as the rule book states actions in this box are optional? Can someone point me where it says these actions are mandatory?
Nothing by themselves, but a lot of cards care about if you have played (Emperor, Bene Gesserit and Fremen), or discard (Spacing Guild) or trash (Emperor) cards with certain tags. So it counts for some card synergies.
@@kukuc96 After 2 playthroughs, we did see these references. Some seemed so rare, that is seemed to buy it 2/3rds of the game when you already have 20 cards and only 3 rounds to play. Chance of having a Emperor card + the trigger card in hand is just to small in the last 3 rounds.
Both Dangerous Rhetoric and Guild Envoy agent actions are mandatory. You can't save Rhetoric for later. It's a great card but not THAT insane. Only Trash and agent effects with a cost are optional. All others are mandatory. Edit: Second point sorted now, from whatever reason I was imagining there's more spy tokens than 3. My bad.
You are excelent sir, as a youtuber. It's a shame that Dune doesnt get more visibility in the world as it deserves. Hope one day people see what they are missing
Its on the top ten games of all time on BGG though :)
I didn't express myself well. Boardgames are not played by a lot of people... Because they are afraid of trying, lots of time you say, lets try this and they often say i dont want and prefer to play some videogame instead. Some boardgames dont get the proper love that should be given by people due to ignorance. It's a very difficult target to aim for, if you understand what i mean.
Suggestion, have the rating on screen, especially as B/D sound very similar, and you tend to speak quickly and sometimes "eat your words."
A lot of the cards have 1 or 2 access spots only, so the ones with yellow + green + city are good just because of the flexiblity. You often want to go sietch + desert to get worms in, or gather support for a water, and without trashing cards, it can be hard to have access for both actions. Double Agent is especially nice because it has the 2 tags for combo and gives a free spy on play. That's basically a free card draw if you already have a spy on that spot, and there are powerful intrigues which require you to recall spies, so it's also a threat/enabler. The tier 3 Arrakeen bonus VP also costs 2 spies. If you are playing Feyd, you can convert the spy to 2 swords on reveal.
Being flexible mid/late game is really important to get cheap conflicts and do setups. Especially in position 1 & 2, where you can't easily chain your actions and you are going last in the tier 3 combats.
I had a game the other day with Steersman which was absolutely insane. Combining it with imperial privilege enabled 5 agent actions per round, and with the rest of my deck was able to draw my complete deck almost every round getting large amounts of troops into the conflict and revealing for Spice Must Flow. Junction Headquarters and Northern Watermaster gave me the water needed for worms and Research Station, doubling the card draw with spies from Undercover Asset. Ended up winning the game with 16 points. Best game yet with Uprising
all actions are mandatory, except trash, action with an arrow, or may in the case 16:24
FYI on dangerous rhetoric, the trash is not optional. Doesn't really change your analysis though.
Except it is.
Says on the back of the rulebook. Trash is optional unless it’s to gain an effect like “trash a card to gain water”. Or if the card played says “trash once played”. Then it’s mandatory.
Other instances it’s always optional.
@@Michaelrsted I don't know if you have a wrong translation, but this card is in that "trash once played" category.
@@scmccarthyhaha. I didn’t realize you were referencing to a specific card.
Just thought you meant orskis rhetoric on trash a card in general. 🤣🤣
@@Michaelrsted lol!
@@scmccarthyalthough. You could play the card for just the location icons and not the effect. Do you don’t have to trash it.
Literally watched the video like 10 times. Just really relaxing and nice to bridge the time until I get the game back on the table.
@49:20
How does Strike Fleet put the three units into the combat? Wouldn’t they go to your garrison??
Yes, please explain...unless the spy location is a combat space, right?
Yes, I noticed that too. Probably he meant when you play it in combination with the combat space.
Playing it on a non-combat space is almost certainly a missplay, so just don't do it unless you have a different way to deploy them, like the intrigue card.
I now need one for every intrigue!
Also: i have the theory that because fremen spot fremkit has draw now and is a combat spot, daggers are a little bit better on cards than in dune imperium.
The only part I would disagree with is the Imperial Privilige space. I rate that space fairly high, I think it's better than mentat was, because it recalls, not gives you an extra agent, so you can double up on the a space you went to previously, especially if you can do it on agent 3 so the chances for opponents to take the space are limited (or none if you are last in turn order).
But even if not, the existence of spies makes being blocked less of a problem than the original game.
So because of that, I would rate green access especially Prepare the Way and Hidden Missive higher. Because those cards can go to Imperial Privilige, net you 2 cards total, and get an agent back. Plus the intrigue replacement. So this can really mess with the combat math of the opponents and give you loads of cards for more options, and big reveals for Spice Must Flow.
(Gotta make a tier graph)
Example:
One show dedicated to Top tier 1 cost cards
Another dedicated to Top tier 5 cost cards
That was incredibly informative and entertaining. Thx Orski! I'm really enjoying your content. You may have persuaded me to try Ark Nova one day too.
Subversive Advisor is similar to powerplay. Instead of allowing you to go to any faction it allows you get a spy immediately.
So you need to be sure that you do or will have at least a spy in one of the factions.
The problem with Calculus of Power is that you want to have a not-so-good emperor card and even if you did there may not be a chance that CoP will be revealed later on in the imperium row. And even if it does, I doubt 3 swords is hardly worth it for that 1 card that's bloating your hand.
Nice insights. Will you make something similar with the intrigue cards?
At around 18:30, he mentions that when he sees water he thinks combat. Why is that the case? I can think of Research Station/Sietch Tabr/Deep Desert/Hagga Basin, but I was wondering if there were any other reasons for why water benefits combat.
The big reasons are worms and research station. Additionally water gets spice which can get you heighliner/sarduakar
17:40 you can consider this as an additional card draw, at extreme, you can recall three spies when going to research station to draw 5 cards
dont think you can double spy yourself as it says another players spy
Excellent video! I'm preparing to teach this game to a group next week and, as a newer player myself, this really helped to understand and be able to explain the abilities on every single card as they enter the Imperium row and if/when asked questions.
Where can I get this game
Great video, thanks. I feel 50% of the cards went in the A tier there so obviously a lot of fun stuff to choose from. Look forward to playing the game!
Haha maybe I should’ve spread them out a bit more - I do feel like the imperium row feels stronger overall which is nice. Far fewer dead rows in my experience
Do you guys think the cards of uprising are better as the once from the original? Better in the sense they make more fun or alternatively are better balanced (for more viable strategies).
no orski but i think they are better, there are more low cost cards worth buying, making each game more unique
They definitely are. There are no complete duds like Scout, Missionaria Protectiva and Sardaukar Infantry was.
14:34 - "So I'm going to give this card an [N?]"
It is nice that are now so many interesting Guild cards...but in the book they're almost completely omitted in plot. At least in the first book from Chronicles of Dune.
1:30 Don't forget to mention that SMF is actually a spacing card in Uprising, so discarding those SMF has value with all the guild cards that allow discarding of guild cards for effects!
21:40 Thank you sir!
Nice review, I agree with most of it! I've had really good success with Junction HQ in two games, so I think you're underrating it a bit compared to the other VP cards.
Quick question: do you have a video where you go over what old cards would be awesome in Uprising? For example, you said Desert Survival could be worth it for the trash. It sure seems like Guild Administrator from the OG (also has SG access, and SG tag is more useful in this game, no sword though) would be even better, particularly since Deliver Supplies is so much better than Foldspace.
Really wish there was a tl:dr of this so I could reference it during a Dune game!
Played my first game and my friend got Overthrow on like round 2 or 3 and just cruised to victory.
The play effect on Treacherous Maneuver is a must so if you play this card, you will have to trash it and an additional card. I think it's mainly for reveal to gain the extra intrigue card!
Amazing video but! Super hyped on Uprising!!
no. its a cost you have to pay, and you never have to pay a cost. it's optional
Orski, you should say how many copies of each card are in the deck (assuming there are multiples). As surely a good card with two copies is going to be better than a good card with one copy as you're more likely to both see it and get at least one copy of it (compared to the other card) for example.
Would you be able to make a similar video for the original deck on the new board? I'd like to cultivate a combination of the two card lists but haven't seen any creators talk about the original cards since Uprising came out.
Fantastic discussion on the cards, thank you! Probably could have skipped the tier format since I think you only had 1 F (Weirding Woman) and an overwhelming amount of A's, but hey - tier lists get the clicks and it's quality content regardless.
I think Cargo Runner would be a better value if they had made it Reveal for 2 Influence instead.
Appreciate your efforts made in this video
I have a question about Tread in Darkness. Since it's missing the arrow symbol to denote a payment and it's not directing to trash it self, so is the trash part optional? I assume it is.
Are there any house rules you guys play with to make the game slightly less swingy?
love the analysis! Since you have a lot of experience with the game, how many cards would you guess you actually purchase during games where you do well? I feel like I'm probably buying too many and bloating my deck.
Question: Does the card "price is no object" lets you acquire one card from the 5 that are shown to your hand or to the deck?
The card specifically says to your hand
Guild spy looks like the biggest trap ever
bruh. leader strategy guides please. i love your strategy guides.
Hi all I’m new to all this - what is the program being used here? Tabletop simulator?
I always draw shit intrigues so spending them for a VP is good in my book.
How do you play the game with expansions online?
desert power is S tier card in the wormcraft :uprising
Why Guild Envoy agent box is mandatory, I thought agent box effects are optional?
Agent boxes are always mandatory. The exceptions are only costs (arrows) and the trash symbol (but not when a card says to trash itself with no arrow).
Guild Envoy doesn't have an arrow (unless you count the arrow of the discard icon). But it's essentially a negative, as discarding a card is not helpful. So I think it is mandatory, and it is esentially a cost for playing that card. This is like it being mandatory to trash a foldspace card in the original Dune Imperium. But I came here looking for answers myself... It's not as clear as I would like it.
I'm also confused by this reading of the rules as the rule book states actions in this box are optional? Can someone point me where it says these actions are mandatory?
@@raymondtaylor7994 I believe FAQ answers this. Check it.
What do the faction tags on te card mean? Thought it was only location that matters.
Nothing by themselves, but a lot of cards care about if you have played (Emperor, Bene Gesserit and Fremen), or discard (Spacing Guild) or trash (Emperor) cards with certain tags. So it counts for some card synergies.
@@kukuc96 After 2 playthroughs, we did see these references. Some seemed so rare, that is seemed to buy it 2/3rds of the game when you already have 20 cards and only 3 rounds to play.
Chance of having a Emperor card + the trigger card in hand is just to small in the last 3 rounds.
@@Maustah That's why trashing, and not buying blindly is so valuable in deckbuilders. Thin decks are king.
Disagree on junction headquarters, if you have the spacing alliance it´s great. Won a game with it!
Both Dangerous Rhetoric and Guild Envoy agent actions are mandatory. You can't save Rhetoric for later. It's a great card but not THAT insane. Only Trash and agent effects with a cost are optional. All others are mandatory.
Edit: Second point sorted now, from whatever reason I was imagining there's more spy tokens than 3. My bad.
Each player only has 3 physical spy tokens, so you can't have more than 3 out on the board.
@@scmccarthy Aaaah. Well, that makes sense now, I thought there's more of them, thanks.
Thanks, great movie
Space time folding is S
it is like a 60/40 drawl to draw ratio
The double bonus for worms only apply if you win a combat, how could it be to geht the second bonus doubled? It is not possible.
Check it in the rulebook again. Rewards for 2nd and 3rd place are also doubled if you have a worm in combat
@@d3zzo. Dont trust in yt rule explainings. Thx
This is not EVERY Dune Imperium Uprising Cards, because not included all the Intrigue cards
damn i wish there was a way to just view all your rankings without spending an hour watching this video