Dune-style betrayal and area control in the Twilight Imperium universe.
Who it's for
You love Dune-style negotiation and have a group that enjoys talking, bluffing and forgiving each other afterwards. Six players is where it shines.
Not for you ifβ¦
You want a short game or a peaceful one. It runs about three hours and being betrayed is part of the deal.
Vibe's take
Smoky backroom politics with spaceships: alliances form fast and crack faster. Every faction plays differently, so the first game is a lot of learning by being stabbed.
Rex is Dune wearing a Twilight Imperium coat: three to six great houses fight over Mecatol City, the crumbling capital of the Lazax empire, 3,000 years before the events of the big space opera. Everyone has their own asymmetric faction powers, and everyone needs allies they plan to betray later. You hold three key locations (more if an ally helps) and the empire is yours. Expect hand management, secret force commitment, auctions and a lot of table talk that is half diplomacy, half bluff. It is a long evening, but the story writes itself.
Get it
Players
Duration
120β180 min
Ages 12+
Complexity
3.3 / 5 β MediumBGG Rating
6.5/10
Rank #1,406
4.6k ratings
Published
2012
Language
Moderate text
Designed by
Corey Konieczka, Christian T. Petersen, Peter Olotka, Jack Kittredge, John Goodenough, Bill Eberle
Published by
Fantasy Flight Games, Edge Entertainment, Heidelberger Spieleverlag, Wargames Club Publishing