Description
In the asymmetric game, House Harkonnen must dominate Arrakis with its troops to keep the spice flowing, lest they lose the support of teh great powers of the Imperium. Meanwhile, the young Atreides leader-turned-messiah, Pual-Muad’Dib, must lead the Fremen rebels and wrestle with his prescient visions, finding the path between the fate of Arrakis, the inexorable jihad, and the destiny of the Kwisatz Haderach. While the Harkonnens rely on their vehicles, like Ornithopters and Carryalls, to move their forces and avoid the dangers of the desert, the Atreides harness desert power, riding colossal Sandworms into battle. Each faction employs different strategies, complemented by their unique Leaders and sets of Planning Cards, to achieve their own victory conditions.
The war for Arrakis begins now.
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