DUNE: Return to the Sietch
2009
Designed by Daniel Callister
Published by (Self-Published), (Web published)
The setting is Arrakis, Dune the desert world. You are a group of Fremen out on the sands. On your return journey to the sietch a member of your party spots worm sign on the horizon, you run towards home, but before you know it the massive sandworm has headed you off and now stands between your group and the sietch. Basically: Get as many of your group as possible safely to the sietch. To do this you must avoid the moving sandworm. You receive points for each Fremen you return safely to the sietch. Aside from the regular members in your party are 2 elders and 1 sietch leader. These score more points if returned safely to the sietch.
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