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Dust Warfare: Core Rulebook
Dust Warfare: Core Rulebook
by Fantasy Flight Games (2012)
Player Count
2 to 4

Player Ages
14+

Playing Time
2 hours
Categories
  • Science Fiction
  • Miniatures
  • World War II
  • Book
  • Designers
  • Andy Chambers
  • Mack Martin
  • Mechanisms
  • Action Point Allowance System
  • Variable Player Powers
  • Dice Rolling
  • Artists
  • Paolo Parente
  • Davide Fabbri
  • Karl Kopinski
  • Mike Nash
  • Mathieu Harlaut
  • Matthias Haddad
  • Family
  • Dust
  • Rating: 7.73/10 from 137 users

    Description

    Game description from the publisher:

    The year is 1947, and World War II still rages, fueled by the discovery of alien technology. The world's superpowers have developed unprecedented weaponry, including lasers, phaser cannons, and massive combat walkers. These war machines stride across the battlefield, protected by their heavy armor, and devastate enemy troops with their fearsome cannons.

    In Dust Warfare, players assume the roles of generals, each commanding a custom-built army of squads, walkers, and heroes. Draw upon Axis might or Allied versatility as you wage ferocious battles for control of the rare ore, VK, needed to fuel the most powerful of the superpowers' weapons.

    The Dust Warfare rulebook introduces unprecedented player engagement. Players first get drawn into the action during the Command Phase, where you have to choose how to spend command points during an escalating battle. You might spend command points early and often to advance and sustain an early lead, or you might save them up for dramatic late-game effects that may decisively turn the tide of battle. The Command Phase presents players with the chance to exert their influence and command style upon the field of battle in an engaging new way.

    Players have the chance to activate all their forces during the Unit Phase, and reaction mechanisms keep you fully engaged throughout your opponent's turns. As enemy units close in on yours or begin to open fire, you can choose to spend actions from your next turn to react. Keen commanders will make good use of their reaction options. They will also learn how best to feint and bait their opponents to react, draining them of available actions.

    Designed by renowned miniatures guru Andy Chambers, the Dust Warfare: Core Rulebook integrates dynamic and engaging new game design with the stunning models from Dust Tactics. Dust Warfare players build armies from the exact same set of miniatures as Dust Tactics. As both games go forward, they will continue to draw from the same wealth of fantastically detailed miniatures.

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