Ross McKinley

“Books I finished and games that stayed on the table.”

Dune (GF9, 2019)

Rating: 4 / 5

Box art for the 2019 Gale Force Nine edition of Dune showing a sandworm rising over the desert of Arrakis

GF9’s 2019 edition is, by design, a faithful reprint of a game originally published in 1979, and what struck me most on our first playthrough was how little updating the core system actually needed. Six factions, each with wildly different win conditions and abilities, negotiate alliances, bluff troop strength, and maneuver across Arrakis while trying to control spice production and, eventually, the throne. The negotiation phase, an open, timed period where players can strike any deal they want with no mechanical enforcement of honesty, is still the best version of that idea I’ve played, decades of subsequent design having mostly just imitated it rather than improved on it.

The treachery card system, secret cards that can swing a battle’s outcome entirely, including the infamous “Lasgun-Shield” combo that can wipe out every unit in a territory, gives combat a bluffing layer that keeps even a losing position dangerous. I lost a battle I should have won in our second session because I underestimated what Dana might be holding, and that kind of mistake, one born of genuine uncertainty rather than bad dice, is exactly the texture this game is built to produce.

Where the age shows is in accessibility. The rulebook, even in this reprint’s cleaned-up edition, assumes a fair amount of prior familiarity with the source material and the faction abilities, and our first session ran well over four hours partly because of genuine rules confusion around Bene Gesserit voice powers and the Guild’s shipment timing options. A modern design would likely have front-loaded more of that complexity into clearer icon-based reference cards; this one leans on you reading carefully and asking questions.

Component quality in this reprint is a real step up from what I’ve seen of older editions, sculpted worm and ornithopter miniatures, sturdy faction boards, and a genuinely handsome map. It’s not a game I’d bring out on a night with less than four hours to spare or with players unwilling to sit through a real rules teach, but for a group that wants to understand where the entire genre of area-control negotiation games actually started, this is closer to essential than nostalgic.

← back to the blog