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Dune Board game Rules

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  • dune game rules

    the spice must flow

  • Frank Herbert's classic science fiction novel Dune will live for many generations as a masterpiece of creative imagination. In this game you can bring to life the forbidding alien planet and the swirling intrigues of all the book's major characters. Dune - the very name conjures up desolation. Desert sandscapes cover most of the planet surface, broken only be great rock ridges. Giant worms a quarter mile long live beneath the sand and attack any who linger on it. Human life exists in a few scattered places where precious water is available, but even those settlements are buffeted by terrifying coriolis storms. Yet the planet is crucial to the destiny of a galactic empire. Because only on Dune can Spice be harvested. Spice is the key to interstellar travel. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace. Spice is also a geriatric medicine which prolongs life. Only by assuring a stable supply of it throughout the galaxy can any Emperor avoid civil revolt. With Spice, in short, one can buy whatever he wants. Powerful forces struggle for control of Dune. Imperial troops, aristocratic families, Guildsmen, a secret sisterhood, and the nomadic native Fremen all vie for power on the planet. All are subject to the rigid economics of their joint merchant combine, CHOAM; resources are expensive, shipping is costly, excellence has a price. And that price must be paid in the universal currency, the measure of all value: Spice. All need Spice. Some will harvest it directly when it blows in an isolated area of sand, risking the onslaught of worm and storm alike. But others will take it violently in battle, or quietly in taxes and fees. Those controlling large settlements will have access to ornithopters and cover great distances quickly. Other will have to pick their way slowly across sand and rock. And all anxiously await the decision-making Nexus signalled by the sudden appearance of the great sand worm 'Shai-Hulud'. Massive battles will occur, but often be decided by a single brilliant leader or an act of low treachery. But death on Dune need never be tragic. The dead are routinely rendered up for their body's water -- so that life on the arid planet may continue. And even one surviving cell of an individual may be cultured by the Tleilaxu technicians until the original person is re-grown.

    You will be one of these characters: The youthful Paul Atreides (Muad'dib) - rightful heir to

    the planet, gifted with valiant lieutenants and a strange partial awareness of the future, but beset by more powerful and treacherous opponents.

    The decadent Baron Vladimir Harkonnen - master of treachery and cruel deeds.

    His majesty the Padishah Emperor Shaddam IV keen and efficient, yet easily lulled into complacency by his own trappings of power.

    Guild Steersman Edric (in league with smuggler bands) -- monopolist of transport, yet addicted to ever increasing Spice flows.

    Fremen ecologist Liet-Kynes - commanding fierce hordes of natives, adept at life and travel on the planet, and dedicated to preventing any outside control while bringing about Dune's own natural regeneration.

    Gaius Helen Mohiam, Reverend Mother of the Bene Gesserit sisterhood ancient and inscrutable, carefully trained in psychological control and a genius at achieving her ends through the efforts of others.

    In Dune you can explore many of the possible interactions which might have taken place among these fascinating characters with their own drives, need, and special advantages.

  • equipment This rules volume is intended to be a reference for all copies of the Dune game. It is the case however, that over time, different versions of the game have come with differing equipment and differing art. Indeed, many older sets may be missing several minor components which are

    included in more modern sets to make the game easier to play. That said, these items are generally easy to make yourself or replace with some equivalent item for ease of play.

    Game Board Printed on the board is a map of the planet Dune. The map contains four types of Territories: Sand, Rock, Stronghold, Polar Sink. Their colours will depend on which version of the game you have. Territories control the way Army Tokens and Spice Markers move around the board. The map is also divided by longitude lines into eighteen Sectors which extend from the edge of the Polar Sink to the horizon. Sectors control the way the Storm moves around the board. Six player dots surround the map to help determine play order. Places have been provided for the various Card decks and game tracks. The Tanks are also on the board and hold currently dead Leaders and Army Tokens. However, in Dune, death is not necessarily permanent. Depending on your copy, these may have slightly differing names. Spice Markers These markers represent Spice; currency and power not only on Dune, but throughout the Imperium. These may be in any number of denominations, but the set as a whole will compose 128 Spice Storm Marker The storm maker denotes the section of Dune currently beset by a deadly Coriolis Storm.

    Faction Sets Each set is composed of the following components: o A game shield bearing the

    factions emblem. This also summarises the factions special abilities. These change the way the game plays for your faction alone. Some are only used in the Advanced Game and some are unavailable in certain circumstances. More details are provided in the Almanac.

    o Five large discs - each showing a leader and his fighting strength.

    o Twenty small Army Tokens (some may be marked differently for some factions to mark Advanced Game abilities).

    o Four Alliance Cards o Markers and Cards used by

    certain factions (Bene Gesserit Predictions, Atredies Kwisatz Haderach card and disc, Bene Gesserit Prediction deck).

    All components of each player set have the same colour for identification. Card Decks The game includes a number of Card decks, in addition to a large number of reference cards: o Spice Deck o Treachery Deck o Traitor Deck o Storm Deck o A set of Bonus cards to mark

    who has access to certain special abilities.

    Combat Cards or Wheels You will have either Combat Wheels or decks of Combat Cards depending on your copy of Dune. These allow players to secretly select forces to commit to battle. With a wheel, simply turn it to display the number you need. With cards, select those card(s) with a total equal to the number you need. Both methods are referred to simply as selecting a number.

    advanced dune

    Dune is a game with a lot going on, and it is strongly advised you learn to play the basic game first. For those who have learnt the basics, the Advanced game adds a great deal of depth to the proceedings. There are several additional elements to the Advanced game that may be added piecemeal or wholesale, which are explained in the Advanced Rules section.

  • game set-up

    1. The board is set out on a flat surface

    2. All Spice markers are placed in the Spice Bank.

    3. The various Card decks are shuffled and placed face down in the appropriate locations on and around the game board. Played Cards will be discarded face up next to the decks and discards re-shuffled to restock the treachery deck as necessary.

    4. Place the Turn marker on the turn track - place it next to the one space.

    5. Place the Storm marker in the sector marked Storm Start.

    6. Each player selects one of the player factions to play. If players cannot agree on the selections, each player chooses a character randomly.

    7. Players read and follow their set-up instructions from the At Start section of their player screens.

    8. Each player places their coloured house marker at the closest player dot to your seat at the table.

    9. Remove from the Traitor deck the cards for any and all factions that are not in play and deal four Traitor Cards to each player who may look at them, pick one to keep, and return the rest face down to the bottom of the deck.

    10. Each player places their five Leader Discs behind their Shield, along with any Spice, Army Tokens and other game paraphernalia they control, unless otherwise directed.

    11. Each player draws one starting Treachery Card.

    sequence of play Dune is played in turns to a maximum limit of fifteen Game Turns. Each Game Turn is composed of several specific Rounds that must be completed in the exact sequence presented below, with each player acting in turn within that Round. 1. Storm Round

    The storm marker is moved around the map. 2. Spice Blow Round

    The top Card of the Spice deck is turned over and Spice Army Tokens are placed in the territory indicated.

    2a. Nexus Round This round will not always occur. It actually occurs in the middle of the Spice Blow Round.

    3. Bidding Round Players bid Spice to acquire treachery Cards.

    4. Revival Round Players reclaim Army Tokens from the 'Tleilaxu Tanks'.

    5. Movement Round Each player, in turn, lands and moves their Army Tokens on the map.

    6. Battle Round Players resolve battles in every territory which is occupied by two or more characters' Army Tokens.

    7. Collection Round Army Tokens in territories which contain Spice may collect the Spice.

    8. Control Round Players check to see if anyone has gained control of Dune and won the game.

    Ability Commentary The Bene Gesserit make their

    Prediction after Factions are assigned (step 6) and before markers are placed on dots (step 7).

    Fremen place their tokens

    before the Bene Gesserit and may place Fedaykin Army Tokens with these.

    The Bene Gesserit are not

    required to start the game with a Co-Existence marker in place with any starting forces on the board.

    During step 9, the Harkonnen

    player keeps all The Traitor cards.

    During step 11, the Harkonnen player draws an extra Treachery card.

  • object of the game The object of the game is to gain control of Dune either on your own, or as part of a political alliance. Control of Dune is determined by Control Points. These are calculated every turn in the Control Round, and are normally granted for the control of Stronghold

    Territories, each stronghold normally being worth one Control Point. More details are given in under Round 8: Control. In addition, certain factions may have secondary conditions which they can use to win the game instead.

    special and treachery abilities Each faction has a set of unique economic, military, strategic, or treacherous advantages which change how they play the game. Sometimes these will bend or even break a rule. In all cases, the ability takes precedence over the main rules. A summary of these rules is given on the back of each players shield. Detailed information on each ability is given in the Almanac. Note these include Advanced Abilities only used in the advanced Game. Treachery Cards often have abilities which change the flow of the game. These are summarised on the cards themselves, and detailed information is found in the Almanac.

    In both cases, the specific rules in the Almanac are always correct, since a summary is brief by necessity. Further, box-outs in each rule section detail common instances where the rules may not be immediately clear due to special abilities in combination. While a strict reading of the rules will allow you to find the solution yourself, these examples will be of assistance in most of the common unclear circumstances.

    bribery and conspiracy Players are never required to keep secret their reserves, Cards, or Spice held, or traitors selected although they are never normally obligated to reveal this information either, save for the number of Treachery cards held in the Bidding Phase. All Spice held by a player should be kept hidden behind the shield in secret. Off-Planet Reserves should be kept behind the shield to avoid confusion with Army Tokens in play although their number is not secret. Players may make any kind of verbal deals or bribes between one another. Once made, these deals and bribes may be publicly stated aloud by both players and must then be honoured. A player cannot renege on a deal or bribe which has been publicly stated aloud. Bribes and deals not publicly announced aloud may be reneged upon freely.

    Spice can be part of the bribe or deal (Spice Bribes), and is placed in front of that players shield. This Spice may not be taken or used at any point except at the start of the Control Round, when it may be added to that behind the players shield. Although Spice Bribes may only be collected in the Control Round (except for The Emperors power), arrangements that lead to it may be made at any time. No player may be forced to accept Spice from another player. A deal or bribe cannot involve the transfer or gift of Treachery Cards, Leaders, Army Tokens or faction abilities. A player cannot make a deal or bribe that would contravene the rules or his Factions Abilities.

  • round 1: storm

    Time Moves On At the start of the Storm Round, the Turn Marker is moved one space along the turn track to show the current turn. Moving the Storm: Game Turn One In the first Storm Round only, the storm marker is placed at a random location along the map edge using the following procedure: 1. The storm marker was initially

    placed on the Storm Start Sector during set-up;

    2. The players whose player dots are nearest on either side of the Storm Start sector will independently select a number with a total value between 'zero' and 'twenty';

    3. The two numbers are revealed simultaneously, totalled, and the storm marker moved from the Storm Start Sector anti-clockwise that number of sectors around the map.

    4. Shuffle together the Storm Cards and then randomly draw one to place face down next to the storm marker without looking at it.

    Moving the Storm: The Rest of the Game 1. After the first Storm Round, the

    storm moves using the following procedure:

    2. The Storm Card is revealed. 3. The Storm marker is moved anti-

    clockwise the number of sectors indicated on the card.

    4. Any Army Tokens in both a sand territory (except the Imperial Basin) and in a Sector over which the storm passes or in which it stops are sent to the 'Tanks'. If the territory occupies multiple sectors and the Army

    Tokens are in sectors of that territory which have yet to be passed over by the storm they will be safe (for now).

    5. Any Spice in a sector over which a storm passes or stops is removed to the Spice Bank.

    6. Shuffle together the Storm Cards and then randomly draw one to place face down next to the storm marker without looking at it.

    Determining First Player The player whose player dot the storm now next approaches is termed the first player and takes the First Player marker to indicate this. This player acts first in every round this turn. Play then proceeds to the anti-clockwise in seat order until all players have taken their moves. A new first player is chosen at the end of every Storm Round. Claiming Bonus Cards At the end of the Storm Round, one Ornithopter Bonus Card and one Harvester Bonus card is giver to the player who controls Carthag and separately to the player who controls Aarrakeen. The same player may claim both sets of cards.

    Ability Commentary Where multiple effects occur

    in the Storm Round, the following order is used: 1. Reveal Storm Card 2. Play Weather Control 3. Play Family Atomics 4. Move Storm 5. Play New Storm Card 6. Fremen examine Storm

    Card 7. Play Weather Scanner

    Weather Control and Family

    Atomics may not be used in the first turn

    After Family Atomics is used,

    no territory changes its type or disposition, save that the Imperial Basin, Carthag and Arrakeen become susceptible to the Storm.

    Two groups of Army Tokens

    in a large Territory in separate sectors with the Storm occupying a third sector in between them are counted as being in separate Territories, as are Army Tokens in Sectors underneath the Storm.

    If the storm is ON a Sector

    corresponding to a player dot, the next player is the one next approached, since the storm has already reached the players dot.

    A Co-Existence marker will

    prevent Bene Gesserit Army Tokens in Territories that grant Ornithopter Markers from qualifying their faction for Markers.

  • round 2: spice blow Each and every Spice Blow Round, the top card is drawn from the Spice deck and is resolved. If the Card shows a Territory, the amount of Spice markers indicated on the Card is placed from the Spice Bank onto the territory in the Storm Sector containing the Spice Blow icon (usually a star). If the Storm Sector in question is currently under the Storm marker, no Spice is placed that turn for that Card. The Spice Blow Round then ends. If the Card is a Shai-Hulud, a bonus Nexus Round immediately occurs interrupting the Spice Blow Round, during which alliances can be formed and broken. (See Round 2a: Nexus, overleaf). Once the Nexus Round has been resolved, look through the Spice decks discards without changing their order and find the top-most card showing a Territory. All Army Tokens and Spice Markers in that Territory are removed to the Spice Bank and the Tanks respectively, as a Sandworm appears in that territory. Finally, a new Spice card is drawn and resolved. It is possible for several Shai Hulud cards to be drawn, each resulting in a Nexus. As the same territory will be affected by the Sandworms, no further effect will normally occur, special abilities not withstanding. During the first turn's Spice blow only, all Shai-Hulud Cards turned over are set aside without effect, then reshuffled back into the Spice deck at the end of the Spice Blow Round. A Nexus Round will not occur on the first turn.

    Ability Commentary If multiple Shai Hulud's are drawn in a single Spice

    Blow Round, the Fremen player may select the target territory for the second and subsequent worm. This may be any territory. Army Tokens are only destroyed if this is a Sand Territory however.

    Fremen and their allies are not destroyed by Worms.

    When the Fremen ride worms, they cannot enter or leave sectors under Storm and the destination space is not affected by the Worm itself. They cannot move into territories they would not be allowed to enter by normal movement.

  • round 2a: nexus Once a Shai-Hulud Spice Card is turned over on the second or subsequent Game Turns, a special Nexus Round occurs and normal play pauses immediately. All players have a chance to make, join or break alliances. Once players have had a chance to do so, play continues with the worm devouring Spice and Army Tokens and/or giving a free move to the Fremen, etc. Forming an Alliance Players may discuss among themselves the advantages and disadvantages of allying and with whom. An alliance may contain any number of players although a larger number will require more Sietches for victory. The members of an alliance must be revealed to all. Alliances are not kept in secret, although the agreements made in reaching an alliance may be. Members of an alliance take an Alliance Card from each other Faction they are allied with, and place them face-up adjacent to their screen. Several alliances may be formed during a Nexus Round but no player may belong to more than one alliance. Once all players have had a chance to ally, no further alliances can be made or broken until the next Nexus Round.

    Breaking an Alliance Any player may break an alliance during a Nexus Round. They simply announce that they are breaking from that alliance and return their Alliance cards. Players who break from an alliance have an opportunity to immediately join or form a new alliance, or even re-form the alliance they have just broken! How an Alliance Functions Allied players Army Tokens are considered the same for purposes of victory (but only victory). If, together, the players in an alliance hold the required strongholds at the end of the turn, they have jointly won the game. Allies may discuss strategy secretly at any time. Allies may not enter any territory (except for the Polar Sink) in which one of their allies already has any Army Tokens and, thus, may never battle one another. Allies gain the abilities listed on the Alliance Cards they have face-up adjacent to their screen.

  • round 3: bidding CHOAM Charity: At the start of Bidding Round, any player who has no Spice may collect two Spice from the Spice Bank by calling out "CHOAM Charity".

    The Auction: In the Auction, players will be able to acquire Treachery cards, which are extremely useful. A player to be Auctioneer is selected by common agreement, but this may NOT be the First Player. Players must at this time reveal how many (but not what type of) Treachery Cards they hold. Players may not hold more Treachery Cards than their hand limit of four. Players who at that time hold a full hand of Treachery Cards must pass in the Auction and may not acquire more such cards until such time as they no longer have a full hand of cards by some means. The Auctioneer deals from the Treachery Deck a number of face-down Treachery Cards equal to the number of players who are allowed to bid for Treachery Cards at the beginning of this Bidding Round and places them in a row along the board edge. The Auctioneer now Auctions the left-most card from those dealt as follows, with the First Player opening the bidding: The Player to open the bidding may bid one or more

    Spice or pass. Bidding then proceeds to the player to their right who

    may raise the bid by one or more spice or pass and so on around the table until a top bid is made and all other players pass. No player may bid more Spice than they have. Payment for the Auction is then made immediately.

    Passing once does not prevent you from bidding again later in the same auction unless bidding comes back around to the highest bidding player without an increased bid. The top-bidding player then pays the number of Spice they bid into to the Spice Bank and take the Card.

    Once the first card has been auctioned the role of first bidder passes to the right (skipping any players who may not bid due to a full hand), and the left-most card is once more auctioned. Bidding for treachery Cards continues until all Cards available for bid have been auctioned off or a Card is not bid on by anyone at which point all remaining Cards are returned to the top of the Treachery Deck and the Auction is over.

    Ability Commentary Note that the Treachery decks discard pile should

    be shuffled immediately if the deck is empty, forming a new draw pile. The discard pile may be examined by any player at any time.

    The Atredies ability allows the player to peek at the face-down card about to be auctioned, but not at any other card.

    It is recommended that the Atredies player, if present, takes the role of Auctioneer.

    The Harkonnen player receives a bonus Treachery Card every time they win the auction, which is added to their normal hand of Treachery Cards.

    The Harkonnen players hand limit is larger as well, being double that normally allowed.

    If the Emperor is playing, all other players pay the Emperor in full instead of the Spice Bank. The Emperor player still pays the Spice Bank if they win a bid.

    While The Emperor can give Spice to allies to defray costs, they cannot discount the bid made in the Auction. Spice acquired in this way and used as payment is still paid back to the Emperor in full if they win the auction. This Spice must be passed to the ally before that ally can use it to bid.

    If, and only if you intend to use Karama effects to pay for a card, you may bid more Spice than you have. In this case, you may chose to bid "infinity" at any time and automatically end the auction of that card with you wining and no further bids allowed. Such a card does not allow you to bid with a full hand.

    Cancelling of the Bene Gesserit use of Worthless cards as Karama may occur in which case both cards are discarded and the same cards auction begins again from scratch with the first player.

  • round 4: revival The Revivals Round allows you to regain lost forces. Starting with the First Player and proceeding to the right, players may revive up to three Army Tokens and one leader from the Tanks in any order as follows. Leader Revivals If all five of a player's Leader Discs are in the Tanks, that player may revive one leader per Game Turn by paying that leader's Strength value in Spice to the Spice Bank. A revived leader is placed in the owners reserves and is immediately available for use, but is still subject to treachery and other such effects. If a revived leader is again killed and sent to the Tanks they cannot be revived again until all of the player's other revivable leaders have been revived, killed and sent to the 'tanks' again.

    Army Token Revivals All players may revive up to three Army Tokens from the Tanks each Game Turn. Each Army Token that may be revived may be done so at a cost of two Spice per Army Token. All Spice expended for Army Token revival is placed in the Spice Bank. A player cannot revive more than three Army Tokens per turn. Revived Army Tokens must be placed in the owning players Reserves. Factions may receive a number of free revivals. This is how many Army Tokens may be revived with their revival cost reduced to zero. This ability does not itself allow you to revive more than three Army Tokens.

    Ability Commentary Leaders currently captured or controlled by other

    factions in some way count as belonging to that faction for the purposes of determining whether Leaders may be revived or not.

    Special Army Tokens (such as those used by the Emperor and Fremen in the advanced game) may have further per-Game Turn limits on revivals.

  • round 5: movement Each player's move is composed of two segments which occur in order, Shipments and Manoeuvres. Both occur independently and do not affect each other, allowing Army Tokens to move in each. Play occurs starting with the First Player and then passes around the board to the right. Segment 1: Shipments A player may make one Shipment per Movement Round of any number of Army Tokens from their Off-Planet Reserves to any one territory on the map. A player must pay Spice to the Spice Bank for this shipment. The cost of shipping Off-Planet Reserves is one Spice per Army Token shipped into any Stronghold or two Spice per Army Token shipped to any other territory. Payments must be made immediately after each shipment is made. No player may ship into or out of a Sector of a Territory underneath the Storm Marker or a Stronghold already occupied by two (or more) other players. Otherwise, Army Tokens from each Shipment may be placed in any one Sector of any one Territory.

    Ability Commentary The Bene Gesserit declare Co-Existence status at

    the start of the Movement Round, before any player ships, and whenever shipping places their forces and those of another faction in the same territory without a Co-Existence marker.

    If The Guild is playing, all other players must pay

    The Guild instead of the Spice Babk. The Guild must pay the Spice Bank as normal.

    They Guild may give Spice to another player to defray shipping costs but this must be before the shipment made. They may not discount shipping costs otherwise. The Shipment must be paid for in full, all at once.

    Fremen special Shipments ignore the location of the storm for determining their distance. Only Shipments ending under the storm take losses as if the storm had landed on them. The deployment distance is never adjusted due to movement modifiers.

    Fremen do not use normal Shipments, but if allied with The Guild may chose between their own special Shipment, and the Shipment options provided by their Alliance each and every time they make a Shipment.

    Only the special Shipment for The Guild and their allies allows Army Tokens to leave the board save via the Tanks.

    Guild cross-planet Shipment is considered to be a Shipment, not a Manoeuvre.

    The Guild may decide their own position in the play-order in this Round. This will not affect their play-order in any other round. They simply announce at any time before the player who they will play before begins their turn as to when this will be.

    Some abilities may allow you to make more than one

    shipment. Each shipment is resolved discretely.

  • Segment 2: Manoeuvres Each player may make one Manoeuvre per Movement Round in which they may move, as a group, any number of their Army Tokens from one territory into one other territory. By default, all Manoeuvres may be only to adjacent Territories. Some abilities may increase this range, allowing the Army Tokens to move through several contiguous territories as a single Manoeuvre. Sectors have no effect on Manoeuvres, that is, Army Tokens can move into or through a territory ignoring all sectors save the sector under the Storm. A sector's only function is to regulate the movement and coverage of the storm and Spice collection. No Army Token may move into, out of, or through a sector in storm of any type. Many territories occupy several sectors, so that a player may move into and out of a territory which is partly in the storm and part out, so long as the group does not pass through the part covered by the storm. The polar sink is never in storm. When ending a Manoeuvre in a territory lying in several sectors, a player must make clear in which sector of the territory they chooses to leave their Army Tokens. Army Tokens do not block Manoeuvres with one exception: Like Shipments, Army Tokens cannot be moved into or through a stronghold if Army Tokens of two other players are already there. Otherwise, Army Tokens are free to move into, out of, or through any territory occupied by any number of Army Tokens.

    Ornithopters A player who holds one or more Ornithopter Bonus cards during the Movement Round has access to flying machines and may Manoeuvre their Army Token group(s) through up to two additional adjacent Territories (for a total of three) each Manoeuvre. Note that the disposition of army Tokens, the storm or control of a Stronghold does not affect such a bonus, only possession of the relevant Bonus Card.

    Ability Commentary Tokens may be moved as a Manoeuvre in the same

    turn that they are Shipped to the planet. Shipping and Manoeuvre are separate, so Army Tokens can be moved in both segments of a Movement Round.

    Some abilities may allow you to make more than one Manoeuvre. Each Army Token Movement is resolved discretely.

    Certain abilities allow your Army Token group(s) to move further each Manoeuvre. These modifiers are never cumulative unless specifically stated otherwise, but you may always choose the most beneficial of those available.

    Bene Gesserit Co-Existing Army Tokens May gain

    the bonus for using Ornithopters.

  • round 6: battle Battle Determination Battles must occur between players whose Army Tokens occupy the same territory. Battles continue until either only one player's Army Tokens or no Army Tokens at all remain in all territories on the map with the following exceptions: Tokens in different sectors of the same territory never

    battle if the sectors they occupy are separated by the storm or if one of the Army Token groups is under the storm and the other is not.

    Players cannot battle in the Polar Sink. It is a free haven for everyone and may be occupied by more than one faction at a time.

    When resolving battles, the first player is named the Aggressor until all battles involving their Army Tokens have been fought. The Aggressor chooses the order in which they wish to fight their battles. Then the player to their immediate right then becomes the Aggressor and so on, until all battles are resolved. If three or more players are in the same territory, the Aggressor picks who to battle first, second, etc., for as long as their Army Tokens are in that territory with opponents. The Battle Plan To resolve a battle, each player must secretly formulate a Battle Plan via the following procedure. Note that the Truthtrance Treachery Card may be used at any point in this process before the battle plans are revealed, in order to gain an advantage. Commit Forces & Support Each combatant secretly selects a number with a value between zero and the total Battle Strength of all Army Tokens they have in the disputed territory. Normal Army Tokens have a Battle Strength of a one. Some special rules may grant Army Tokens other Battle Strengths.

    Select Leader One leader from some source is selected, if the player has any available from any source. This leader must come from either your discs in Off-Planet Reserve or from the same Territory the battle takes place in, or from some ability or card effect. If you have at least one leader available from one of these sources, you must use one in the battle plan. You may only choose not to play a leader if none are available from any available source. While it is poor form to not play an available Treachery Card to give you access to a bonus Leader when no other Leader disc is available to you, in the duplicity of the Dune game, no-one will know, so this is simply a matter of honour. If you cannot play a leader in battle, i.e., they are all in the 'tanks' or have fought in another territory that Game Turn, you must still battle but you must declare that your forces are without a leader and you cannot play any Treachery Cards as part of your battle plan unless they specifically say they may be played without a Leader. Choose Treachery Pick up to one weapon Treachery Card and up to one defence Treachery Card from your hand. Worthless cards may be used in their place as a bluff. In addition any other Treachery cards that say they may be used as part of the Battle Plan may be selected. Commit Attack When you are sure of your Battle plan, place the cards face down on the table with the Combat Cards or Wheel top-most, and the Leader face-down beneath them. When both players have done this, the battle plans are revealed simultaneously to the entire table, and the battle is resolved. You may now not change your mind, it is too late.

  • Battle Resolution If a player did not select a Leader and had any Leaders available, then their lowest value available Leader is now used. If a player accidentally plays multiple weapons or multiple defences, each type of card has one picked at random and the remainder are returned to hand, along with any other cards not appropriate to the Battle Plan. If the number selected is higher than the total Strength of that players present Army Tokens, count the strength of their Army Tokens instead. If any other invalid element is included in a battle plan, it must be removed from the plan when revealed. If either player reveals a Leader for which their opponent holds a matching Traitor card, traitors may be called as detailed below. If your opponent played a weapon Treachery Card and you did not play the appropriate defence Treachery Card, then your Leader is killed and cannot count toward the battle result. Both Leaders may be killed and neither count in the battle. Both leaders could survive and be counted. Any Leaders who were killed are immediately placed in the Tanks. Each player now calculates their Battle Strength, by adding the number selected as part of their Battle Plan, to the Strength of any surviving Leader (the value printed on their disc). The player with the highest total wins the battle. Ties are won by the Aggressor. Surviving Leaders are retained by their owner and placed in the Territory of the battle. Note that the loser does not lose his Leader as a result of battle, as Leaders are killed only by weapon Treachery Cards. The winner receives the value of all vanquished leaders (including his own Leader, if killed) in Spice from the Spice Bank. The losing player loses all the Army Tokens they had in the territory to the Tanks and must discard all Treachery Cards they used in that battle. The winning player loses only a number of Army Tokens with Combat Strength equal to the selected number, from the territory being fought into the Tanks. They may choose to keep or discard any or all of all of the Treachery Cards they played, unless those cards specifically state otherwise.

    Traitors If during a battle, your opponent displays a Leader as part of his battle plan who you hold the Traitor Card for, you may immediately calls out, 'Traitor!' and reveal the Traitor Card. You may choose not to do this if you wish. Your opponent immediately loses the battle and the must lose all of their Army Tokens in the territory and the traitorous Leader to the Tanks and discards all Treachery Cards played in their Battle Plan. Unless your Leader was also a traitor, you lose nothing, regardless of what was played in the Battle Plans. Treachery cards have no effects at all. You also receive the traitorous Leader's fighting strength in Spice. Once the Traitor card has been resolved it returns to your hand, and may be used again in the future should circumstances allow.

    Ability Commentary The precise sequence of activities in a battle is:

    1. Bene Gesserit and Allies issue the Voice command,

    2. Play Karama to cancel the Voice. 3. Atredies issue the Prescience question, 4. Play Karama to cancel the Prescience. 5. Answer the Prescience question (if not canceled). 6. Atredies Play Karama to view entire battle plan. 7. Play Karama to cancel Kwisatz Haderach. 8. Play Karama to cancel Sardaukar or Fedaykin

    bonus. 9. Commit battle plans. 10. Reveal battle plans. 11. Resolve the battle. Karama actions mentioned above may occur at any point after the applicable step but before the Commit Battle Plans step. Karama effects which alter a battle Plan or its constituent effects most be announced before the Commit battle Plans step Truthtrances and Karama actions other than those specifically mentioned above may be played between any two of the above steps. Battle plans may be changed at any time during the above sequence before the Commit Battle Plans step as long as no un-cancelled Voice, Prescience, or Truthtrance effects are violated.

    Bene Gesserit Army Tokens with Co-Existence

    markers do not cause battles to occur.

  • round 7: collections The Harvest Starting with the first player, any player with Army Tokens in a Territory in which there are Spice markers may now collect that Spice. For each Army Token in any given territory, you may take up to two Spice markers from said territory and add them to your reserves. If you at least one Harvester Bonus card, you may collect an additional Spice with each Army Token in any and all sectors (for a total of three Spice markers per Army Token). Uncollected Spice remains where it is for future turns and for other players to attempt to collect.

    Redeploy Finally, all Leaders not in the Tanks are removed from the board and returned to the reserves of their owner.

  • round 8: control

    Spice Bribes At the start of the Control Round, players may collect all Spice Bribes from in front of their shields and add them to their store of Spice for future use. Bonus Cards At this point in the Game Turn if the game has not ended, all Bonus Cards currently held by any player are returned back to the games stock. They will not keep them into the next turn, but may reclaim them if the opportunity arises.

    Victory by Conquest Control Points are calculated at the end of each and every Control Round for the control of certain Territories, each Stronghold normally being worth one Control Point. Control Points are not cumulative from turn-to-turn as they are in some games. Rather they are a summation of how much of Dune you control at any given time. Calculate them each turn on a separate basis. Consult the following chart to determine the number of Control Points needed to win. This will change depending on if a player is working on their own, or as part of an allied group. Alliances combine the territories their constituent players control for Control Point purposes. Players in an Alliance may not win the game alone by achieving enough Control Points to qualify for a solo victory.

    Control Points Needed For Victory Alliance Size Players

    1 2 3+ 2 4 - - 3 4 5 -

    4+ 3 4 5 If any solo player (not in an alliance) or alliance of players currently hold Strongholds worth the listed number of Control Points, they win the game. If in an alliance, all players win together, the highest spice total representing the player who benefits most from this victory.

    Victory by Subterfuge Certain factions may win by special abilities. When this occurs it will be listed in the relevant ability. Game End If the last Game Turn of the game (normally Turn fifteen) was just completed, and no faction has won then the game is a stalemate, and everyone loses. Higher Spice totals will dictate who has been the most successful loser.

    Ability Commentary The Bene Gesserits Co-

    Existence special ability prevents them from claiming Control Points for controlling territories where it is in effect.

    The Bene Gesserrits ability to

    predict can steal a Victory by Subterfuge from a Faction or Alliance who won the game in a Victory by Conquest.

    The Bene Gesserrit may *not*

    predict a Victory by Subterfuge.

    The Fremens Ability allows them to gain a Victory by Subterfuge before the Guild.

    The Bene Gesserrit remove

    their Co-Existence markers at the END of the round.

  • Re-Design Notes

    Bless the Maker and His water; Bless the coming and going of Him; May His passage cleanse the world;

    May He keep the world for His people. When I first heard about the Dune board game I was intrigued. It sounded brilliant, and was based on my favourite book of all time. Alas, the presentation of the rules was somewhat lacklustre, being loosely written, spread over several versions, expansions and FAQs, and written in archaic a style. For several months, I studied and researched the rules for Dune and decided the easiest way forward was a new rule book which should be understandable without prescience. These rules are designed to be functionally the same as the originals, but have been cleaned up to have consistent language and to make the most balanced, popular and easy to understand options the defaults. These incorporate the core game rules, cross-referenced from both the Avalon Hill and Decartes version, plus the Duel and Spice Harvest expansions and the magazine articles "The Landsraad Manoeuvre", "The Ixian Jihad", "Reviving the Ghola", "Contracting the Expansion", "Grand Dune", "Alternative Treachery", "Dual Player Dune", and

    Dune FAQ. I also used the rulings from the WBC tournament rules as a guide. I've also updated the rules to reflect the components in modern, fan-made sets; most pertinently that produced by Scott Everts since, let's face it, his is the water-standard of Dune sets. While experienced Dune players well find these rules are written differently, they will also find that they play exactly the same as the originals. More or less; there where several elements where the original rules where unclear as to their intent. I have attempted to reach a consensus with the Dune player community as to which way the rules are most commonly interpreted. Therefore barring some unusual interpretation or extreme edge case, these rules are functionally identical. This also means that experienced players with differing interpretations can easily house-rule these back into the game.

  • dune advanced game

    PLANS WITHIN PLANS

  • equipment On Dune, more intrigue than ever before stirs. New factions plot to gain control of the Spice, and new stratagems are formulated to overcome all resistance. Now you can take to the field personally to lead your armies, make use of new weapons, engage your enemies in duels to the death, and inflict economic woe on those who cross you. The advanced game adds not only new play options, but three new Factions to play: Speaker of the Landsraad

    Council -- with the Great Houses of the Landsraad, the Imperial governing body, behind you the benefits of numbers and the advantages of the legal system make others wary of your power.

    Scytale of the Tleilaxu - as a force beyond the Imperium's normal boundaries you delve into taboo subjects, such as recreating the dead from as little as a singe cell, your mystical presence is pervasive.

    Inquisitor of Ix -- you come from a system whose strength is derived from manufacturing things, from the exotic to the mundane. You find mobility and technology easy to come by and hold the keys to new frontiers.

    In Dune you can explore many of the possible interactions which might have taken place among these fascinating characters with their own drives, need, and special advantages.

    Introduction In over three decades of play, enthusiasts of classic Dune have come to a general consensus that the best the game has to offer is to be found within the rules presented in rules presented in the original Avalon Hill release. In the years that followed, Avalon Hill controversially released four expansions while two other semi-official expansions where also released, all without necessarily adding many elements that improved upon the original release in the minds of many. The Advanced Game Compendium provides details of this expansion material, each element with a brief summary of the impact upon classic Dune. Further suggestions and alternative guidelines are also provided in an effort to make the material better compliment the original game. Expansion Equipment The Duel. Main Leader Discs, one each of

    the six main characters. Every leader has a value of 10;

    Duelling Deck of 50 Cards; The Duelling Arena; Six Block Markers to inhibit

    movement in the arena. Spice Harvest A Harvest Deck of 14 cards; An Access Deck of 36 stronghold

    and troop cards; Three optional Harvest Cards; A Shares Deck of 30 cards; Voting Cards, 5 yes, and 5 no; Six Planet Cards.

    Extra Faction Sets For the Landsraad, Ix, and Bene Tleilaxu, composed of: A game shield bearing the

    factions emblem; Six large discs - each showing a

    leader and his fighting strength (except the Tleilaxu). The highest numbered disc is the Main Leader, and is only used in the advanced game. Note that the discs with values of ten and eight are not used in the basic game.

    Twenty small Army Tokens (except the Tleilaxu).

    Seven Alliance Cards Markers and Cards used by

    certain factions (Landsraad Hold cards and Restricted markers, Tleilaxu Ghola deck and Trap cards).

    All components of each player set have the same colour for identification. Further additional basic game equipment is provided in the form of Alliance cards for the basic factions, and extra Bene Gesserit Prediction Cards. Additional Treachery Cards Three sets of expansion Treachery cards (each with a different letter (D/G/S) in the bottom right). Betrayal Cards Eight additional cards for the Betrayal game option. Variant Effects Modified Hold Cards and Screens, along with an extra set of Treachery Cards (V) for the various variant rules.

  • Advanced Faction Abilities Abilities and Karama Powers listed for the Advanced Game may be used as indicated on the Player screens and the Almanac, providing more options during play and helping balance the powers of each faction. The optional character abilities were grafted into the original rules set by the Avalon Hill development team in an effort to provide a deeper theme to the original game concept. Without question, they constitute the single most popular addition to the original game design by providing more strategy options during play, enhancing player enjoyment for little effort. Since 1979, most Dune players have come to embrace this option set in its entirety as part of classic Dune. Collections Bonuses Advanced rules for the Collection Round may be used, which allows easier spice collection for controlling certain territories. This adds additional revenue streams and makes the holding of certain territories even more key. When players claim Bonus cards in the Storm Round, the player who controls Tueks Sietch claims the Smugglers Bonus cards in a similar manner, and the controllers of Carthag and Aarakeen claim Carryall Bonus cards in addition to those others.

    Each player with a Carryall claims an additional two Spice directly from the Spice Bank for each such Bonus card in the Collections Round;

    Each player with a Smugglers Marker claims an additional two Spice directly from the Spice Bank for each such Bonus card in the Collections Round;

    The collection bonus was added during the games development to increase the importance of holding the city territories and to alleviate the spice-poor condition of the original game. As the additional revenue stream via occupation and conquest enhances play value at no cost, it has become part of the classic Dune rules set.

    Advanced Combat An amount of Spice is included as part of the Battle Plan to support the attack, between zero and the number of your Army Tokens in the territory the battle occurs in. For each Spice spent in this way, one Army Token is supported. Leaders are supported for free. The Battle Strengths of all Army Tokens who are not supported are halved. You may select half-values on your battle plan in this case, using the half-value Combat cards. While normally, only one Spice blow occurs each Spice Blow Round, instead two will occur. The procedure for this depends on how many Spice Decks your game set has. With two decks, the top Card of the Spice deck is turned over. Each deck will have its own discard, and does not affect any other deck. With a single deck, two cards are drawn, each to a different discard pile. Once the deck runs out, all but the top-most card showing spice are removed from each discard pile and the cards re-shuffled into a new draw deck. In both cases, it is possible for both Cards to have a Spice blow in the same territory on the same turn. This then counts as a single Card with the combined total, and any game effects apply against this single Card. Advanced Combat was introduced by Avalon Hill during development, and represents the most controversial element to classic Dune. The original game as submitted by Future Passtimes suffered from two items the publishers considered to be flaws, (1) drawing only one spice territory per turn occasionally leads to long droughts between nexus, which in turn severely hindered alliance evolutions and (2) without the additional element of spice, combat was too predictable. The fix by Avalon Hill enhanced strategy on the game board (by adding another contested territory each turn), in player interaction (by increasing the utility of spice), and in battle (by making uncertain each players best Battle Plan). It was controversial because (1) some players found the calculation requirements created additional complication without enhancing play, (2) it caused play imbalance by weakening the Fremen and (3) while the original game suffered from being spice-poor, the advanced game suffered from being spice-rich, (which caused drag to determining victory by seeing surplus spice make its way into the hands of any player trying to stop the win). Players of classic Dune remain divided into two camps, one which sees advanced combat as a needless complication and the other which views the difference between the basic and advanced game as similar to the difference between draughts and chess.

  • Expanded Treachery One or more of the three extra sets of Treachery Cards (Marked with an icon (D, S or G) in the bottom-right corner) may be mixed in with the basic set. For balance purposes it is suggested that any sets are added in their entirety. Experienced players who understand the balance matters may find it is not necessary to use the whole of any given set, and some groups will prefer to add only certain cards. Note that while the letters indicate the Expansion those cards originate from (The Duel, Spice Harvest and Grand Dune), their content is sufficiently divorced from the material found in those expansions that they can be used as you wish. Altering the original 33-card treachery deck can have an impact ranging from negligible to considerable upon game strategy and play balance, depending on the mix of cards selected. Because alterations to the deck can enhance strategy without adding complexity or playing time, it is an intriguing method to enhancing the enjoyment of classic Dune. However, the wrong mix of treachery cards can be detrimental to a good game of Dune, so cautious experimentation is advised. Diversified Victory To enhance the flow of the game especially when playing with six or more: The Harg Pass territory is changed to Harg Pass

    Sietches territory. Use the overlay marker to show this change, which makes the territory into a Stronghold worth one Control Point.

    Carthag and Arrakeen are worth two Control Points each, rather than one.

    Use the following Control Point chart Control Points Needed For Victory

    Alliance Size Players 1 2 3+

    2 6 - - 3 6 7 -

    4+ 5 6 7

    Main Leaders Main Leaders (with a strength of ten) may be used giving you a total of six leaders. This gives each faction a better selection of leaders, however the loss of Main Leaders in battle will cost your faction greatly, and can slow your advancement towards your goals. Should your Main Leader be killed, your faction (and possibly even your allies) will loose access to certain of your special abilities until such time as they are revived from the tanks, as detailed in the Almanac. A Main Leader may be revived even if any or all other Leaders are alive. This counts as that players Leader Revival for that turn, but does not affect the order of future revivals of normal leaders. When all of a players normal Leaders AND Main Leader are in the Axlotl Tanks at the same time at the start of the Movement Round, that faction is out of the game. All of that faction's Army Tokens are removed from the board and all Treachery Cards are discarded. Spice is returned to the Spice Bank. Any Leaders of that faction that are prisoners or otherwise controlled by another faction, remain as they are until used and if directed to be returned to that faction they are removed as well. These rules integrate two later errata to those found for Main Leaders in The Duel expansion. The originals are included in the variants section. The main leaders as they originally appeared were too unbalancing in favour of factions that could protect their leaders in battle. The adjustments corrected this problem to an extent, but did not diminish the basic hurdle, which was that the additional pieces were unnecessary and did not enhance game strategy.

  • The Betrayal The Betrayal adds an extra deck of eight Betrayal cards to the game. Each player is dealt one of these cards at the start of the game. When an alliance wins the game, alliance members who have completed the conditions listed on their Betrayal card may reveal it and win the game alone, the rest of their alliance losing the game. In the event that several alliance members can play Betrayal cards, the card with the highest numerical value trumps the others and allows a win. This option is incompatible with games with more than seven players. The Betrayal was originally conceived for Dunes successor game, Rex from Fantasy Flight Games. The concept proved so popular that many in the Dune community converted the option back to the original Dune. Whether the Betrayal is of value is open to opinion, some players like it, others hate it. It adds very little playing time to the game though. The Duel The Duel adds extra steps to various points in the game to allow for Leader versus Leader combat. Duels are highly thematic but can add extensively to the game time in certain situations. A more detailed explanation is given later. The Duel was a poorly conceived expansion that heavily detracts from Dune by adding game time and diverting play into what amounts to an entirely different game. In trying to make a two-player Duel interesting for six players sitting at the table, the designers resorted to imposing serious consequences for all players (the loss of multiple leaders and significant alterations in spice holdings), such that it caused confusion in basic game objectives; do you use The Duel to play Dune, or do you play Dune to use The Duel? The most common solution to these problems is not to use The Duel when playing Dune. Spice Harvest The Spice Harvest advanced set-up options, may be used, allowing the initial game state to be changed. These can take some time to implement, unless you use the rapid access rules option, but adjust the initial balance of power to keep the game fresh. A more detailed explanation is given later. The Spice Harvest is an interesting game in and of itself. Unfortunately, it is not well recommended as an addition to the main game of Dune on account of the fact that alterations to at start positions arising from it can have a serious impact on play balance.

    Advanced Factions Players may use the Landsraad, Ix or Tleilaxu factions, allowing a greater variety of faction match-ups, and even to play games with up to nine players. These factions, the Tleilaxu in particular, are somewhat complex to play and can extend the game time in the hands of the inexperienced. Note that these extra factions from do not receive dots, but sit in fixed places to determine player order. If you are using multiple such factions, it is advised you spread them out evenly around the table and any Tleilaxu player is seated adjacent to the Tanks. This means that these three will never be the First Player. Further, the Tleilaxu have access to a Victory by Subterfuge. These three expansions are amongst the most controversial of those published. We have included the errata versions, although the Faction Power Increase variant allows you to use the originally published versions. The main complaint about these factions is that they are either unbalanced or overly complex compared to the other six. Grand Dune Grand Dune is a variant in which the three variant factions are used in a nine-player game with all the other rules shown above (except The Betrayal). The grand Dune expansion was a source or much of the errata. It is thus incompatible with the variant rules at the end of this volume, save for the Extra Treachery Cards . While the writers at Avalon Hill certainly recommended this version as the ultimate Dune experience, the unpopularity of the expansion material in the main has caused this version to be almost entirely ignored by fans, and no real consensus has ever been formed on it as a result. What is certain is that it takes a long time to play and is only recommended for players fully familiar with the game.

  • the duel Two different types of Duel may be fought in the game, although the set-up for each will be slightly different. Invoking Kanly After a Kanly has been invoked the Duelling Arena is now used and each of the two players involved in the Kanly Duel secretly chooses a leader to enter the arena. At the beginning of the Duel, the identity of each player's leader disc is kept secret. The leader discs are placed face down on the outer edge of the Duelling Arena. First, the player who threatened Kanly places their Leader disc, still face down, into any outer section of the arena; then the other player places their leader disc face down on any other available outer ring sector of the arena. Each player may now set out to the side of their shield an amount of personal Spice to "back up" his or her leader (do this simultaneously). The maximum Spice is equal to the value of the highest strength leader in the game (whether they are alive or in the tanks). The player who threatened Kanly moves first. Supporters Every other player must now choose sides. Players place one of their leaders face down next to the player shield of the side they are supporting. If the side you support wins, you regain your leader and collect the value of the leader in any combination of Spice from the Spice Bank, troop Army Tokens from the 'tanks' or leaders from the 'tanks'. If the side you supported loses, your leader is killed and goes to the 'tanks'. You do not have to send a supporter if you have only your Main Leader left. War of Assassins When a War of Assassins is declared from the optional rules, it proceeds following the rules for a Kanly duel except that all of the players have Leaders in the arena participating in a free-for-all duel. The first player moves first, then the player to their right, etc. There is no Spice backing the Leaders (their Spice total counts as zero) and there are no supporters. Only one Leader will leave the arena alive. A player who can neither play a Card nor move must forfeit their remaining actions for that turn.

    integrating the duel Set-up When setting up for The Duel, each player draws one

    Duelling Card from the Duelling Deck (except Tleilaxu). Each player may hold a maximum of four Duelling cards at any one time.

    The Duelling Arena is placed to the side of the main board along with the six Block markers.

    Nexus Round When a Nexus Round occurs, every player who has one available must place a leader in an outer sector of the duelling arena face down while alliance discussions are taking place. The first player places first and so on to the right (if more than five players, then place leaders on the inner sectors as well). If no alliances are in place by the end of the Nexus Round, a War of Assassins is declared as per the Duelling rules.

    The Bidding Round The Vendetta: In the Bidding Round each turn after CHOAM Charity has been declared but before the Auction takes place, a special stack of the Yea/Nay vote Cards are shuffled and handed out to the players. This special stack has a number of 'Nay' Cards equal to the number of players, or one less if the Tleilaxu are playing. There is also one 'Yea' Card in the deck. A Card is given to each player (except the Tleilaxu) and one Card is not distributed. The player with the 'Yea' Card (if any) will keep this Card and all other players will hand their 'Nay' Cards back in. The Rest of the Game Invoking Kanly: At any time in the game, any player with a Yea Vote Card may Invoke Kanly against one other player of choice who has Leader discs available. When a player chooses to Invoke Kanly, a duel is fought between one of their leaders and one of their opponents leaders, with both players choosing in secret. In this way, the threat of Kanley allows you to keep an opponent at bay for risk of loosing a Leader in a Kanley Duel.

  • Fighting the Duel Leaders can not be declared as traitors when they are in a Kanly Duel or a War of Assassins as fighter or as supporters. Cheap Hero(ine) Treachery Cards cannot be substituted for a leader in a Duel. Turns alternate between players. A player may make one or two actions during a turn. An action may be either physically moving your leader from one space of the Arena to another or playing a Duelling Card. Thus you may move twice, play two Cards or move and play a Card. You may not move your leader into a space already occupied by another player. Whenever you move your Leader in toward the centre of the arena, you collect a Duelling Card from the top of the deck. However, no players may have more than four Duelling Cards at any one time. If you have four, you may not collect another Card until you have spent one. A leader may be moved out and then moved back in again just so you can collect another Duelling Card. Leaders in the arena are always considered to be facing in towards the centre. This allows players to always know the right and left side of each leader in the arena. Duelling Cards There are four types of Duelling Cards: Attack Cards allow you to attack a leader who is in a sector of the arena which is adjacent to you, as detailed on the Card. They allow you to injure the enemy. Defence Cards are played only in response to an attack and must be played from the correct relative position. They allow you to injure an enemy when they attack you Blocking Cards allow you to manipulate the block counters in the Duelling Arena. Players can not attack or move across a border with a Block Marker on it. Players may use the Jump Block Card to go over a block in their way or a Remove Block Card to take a block out of the arena. General Cards have a variety of effects, simply follow the instructions on the Card. Once you have used a Duelling Card, you must discard it. Whenever the Duelling Deck becomes depleted, immediately collect and re-shuffle the Cards to start a new deck. At the end of the Duel or War of Assassins all Duel Cards in a player's hand remain there for future use. The Outcome of the Attack When you make an attack, you must reveal your leader. Your leader's Strength determines the strength of your

    attack. The Strength of your leader is deducted from any Spice backing your opponent. If this total is already zero, or there is less Spice than the Strength of your attack, the leader is directly injured. Leaders injured for the first time are placed face-up if not already, and an amount of Spice equal to their Strength is taken from the Spice Bank and placed to the side of their owners shield. If the Leader was injured as a result of an attack with a higher value than their Spice Backing, the Spice in front of their owners shield is reduced by the difference, such that the attacker has received Spice equal to the strength of the attack, or all the Spice in front of the shield, whichever is the lesser. If the Leader was injured when they had no Spice back-up or where already injured, the Spice in front of their owners shield is reduced by the strength of the attack, or all the Spice in front of the shield, whichever is the lesser. All Spice removed as a result of the attack is added to the attacking players pool of Spice and does not affect the battle further. An injured leader has a Strength equal to the value of Spice placed in front of their owners shield. If their strength is ever zero or less, they are removed to the tanks. Defending When you are attacked, you may play a defence Card from the appropriate position. When you play a defence Card, you must reveal your leader if still face down. The value of your leader is then deducted from the attacker's backing Spice and Spice-worth as if they were being attacked by you. Attacks and defences are presumed to occur simultaneously. The outcome could be the simultaneous demise of both leaders. Survivors Leaders surviving a Duel once again regain their full face value.

  • spice harvest These rules take the place of the regular setup in the game. Players will not initially place troops on the planet according to the basic set-up rules, but rather use these rules. They will engage in a preliminary economic and political intrigue which focuses on the management of the Dune Spice harvests and the assignment of profits to the Emperor, the Great Houses, and the other powerful members of the CHOAM. The objectives of these economic intrigues is control of the best starting positions and superior troop strengths on the planet-- the best foothold on Arrakis to begin the strategic and treacherous contest for the ultimate goal, control of Dune itself.

    Setting up the Spice Harvest Each player claims ten Spice from the Spice Bank, and two Vote Cards, one each of Yay and Nay. They place their Planet Card face up in front of them. The Harvest and Access decks are shuffled and placed in easy reach of the players along with the Share deck. The First Manager of Dune One player will have an opportunity to start this expansion set game as the "Manager" of the Dune Spice Harvest. A canny Manager will be able to maximize personal gain and keep other players poorer. To determine who gets to be Dune's first Manager, each player secretly commits an amount of Spice they would be willing to pay for this honour by hiding that number of Spice Markers in hand. Players simultaneously reveal their Spice commitment and the player who reveals the highest Spice value gets to be the first Manager of Dune. This player, however, must pay all Spice he reveals to the player who reveals the next highest amount of Spice. All other players keep their Spice. Ties may be settled by any agreeable method. Spice Harvest Play Five Harvest Game Turns will take place during this initial part of the game. The five harvest turns each consist of a Manager's Harvest Report, a CHOAM Meeting, and a Bid for Power in which Access Cards are sold to the highest bidder. After the fifth Harvest Game Turn, the Trading Game Turns which follows allows players an opportunity to trade Access Cards. The Access Game Turn allows players to commit their resources to Dune before commencing the main Dune game.

    rapid access setup

    If you don't have time for a full fledged Spice Harvest, this variant cuts out the five Harvest Turns. Each player is dealt five Access Cards. The game then starts at the Trading Game Turn. Certain factions have rules which modify this: Atredies: After Access cards are dealt, you may then pick a random card from any other player, and give that player a chosen card from your own hand. Emperor: After Access cards are dealt, you may draw an extra card. Fremen: If the Harkonnen player discards any Access Cards, you openly select one of them and add it to your hand. Harkonnen: After Access cards are dealt, you may decide to receive two extra cards, but in that case you must draw an additional card randomly from the Harvest Deck. If that card is a Shai-Hulud, you forfeit and discard all your Access Cards including the two extra ones. If it is not a Shai-Hulud, discard that card alone. Tleilaxu: You receive no Access Cards.

  • THE HARVEST GAME TURN 1. The Manager's Harvest Report As Manager, you must first pay the Emperor (or the Bank if there is no Emperor player) one Spice. If you do not have a Spice to pay, then the player anti-clockwise from you becomes the Manager and must pay. The manager now draws the top Card from the Harvest Deck and secretly reads the amount shown on the Card. This number represents how much Spice was harvested this year. The manager must make the annual harvest announcement to CHOAM (the other players). At this time you publicly state how much Spice was harvested. You may tell the truth or you may lie and claim a lower number to try and embezzle more Spice. You may not claim a higher number. Next, the Manager must inform each other player what his share of the harvest is. To do this, the Manager decides how much of the harvest they want to give each player. These amounts may vary from player to player. The Manager gives each other player Share Card(s) showing the total amount they have decided that player should receive. Cards are placed face down in front of each player. Players may look at their Share Cards but may not show them to the other players at this point. They may keep the amount secret from other players, reveal the truth or lie about it, so long as they do not show the other players their Cards. The shares the manager passes out may equal the amount drawn, the amount announced or may add up to a lower number. The Manager does not receive any Share Cards. You are limited to the number of Cards in the Share Deck. This will make distribution a problem if you are trying to use the same numbered Cards over and over. You may not distribute Shares that total more than the Harvest.

    2. The CHOAM meeting After the Manager has made the Harvest Report and after any discussion with one another, each other player must accept or reject the report by playing a "yea" or "nay" Voting Card face down: If you think that the Manager both announced and

    distributed the same amount of Spice as was harvested, or think they lied but you like the result anyway, play a "Yea" Card face down in front of you;

    If you think that the Manager did not announce or did not distribute the same amount as was harvested, play a "Nay" Card face down in front of you.

    After all players have committed their Voting Cards, the Cards are turned over simultaneously. First, the Manager reveals the Harvest Card they drew, collects that amount of Spice from the Spice Bank plus an additional three Spice, and sets it out in front of the manager. Each player who played a "Yea" Card now gives their share Cards to the Manager and collects the amount of Spice on that Cards from the Spice set out in front of the manager. Now count the vote Cards: If the Nay votes win, and the manager has not been

    honest in their report, (that is, that they announced a lesser amount of Spice or that all handed-out shares equal less than that number in total), then the Nay voters divide the remaining Spice between themselves as evenly as possible, with any excess returning to the Spice Bank. The Manager is now Fired, and the player to their right becomes manager.

    If the Nay Votes win, but the manager was honest, or if the Yay votes win, then the Nay voters return their Share Cards but receive no Spice from them. The remaining Spice is added to that personally held by the Manager.

  • 3. The Bid for Power After each harvest, players compete to buy Access Cards which represent the strategic strongholds on DUNE and certain troop strengths. The number of Cards available for purchase after each harvest is equal to the number of players in the game. The Manager deals this number of Cards off the top of the Access Card deck, sets them face down to one side, and offers them sight unseen one by one for bidding. Players bid and pay using Spice. Bidding starts with the player to the right of the Manager and continues anti-clockwise. The bidding for each Card continues until the Card is bought by the highest bidder. Spice used to purchase Cards goes into the Spice Bank. Players should be given a reasonable amount of time to bid. Each new bid must raise the value in Spice by at least one or that player drops out of the bidding for this Card. After you buy Access Cards, you may look at them but must keep them secret and set them aside face down until they are used in the Access Game Turn. Access Cards will be used to determine initial placement on Dune to begin the game. There are two types of Access Cards, Stronghold and Troops. Stronghold Cards represent the cities and sietches on Dune. Troop Cards indicate numbers of troops you may use to occupy a stronghold. TRADING GAME TURN After the five Spice harvests turns have been played, a Trading turn occurs in which you may trade your Access Cards with other players. Trades may be sight unseen or may be verified in advance (players show each other the Card(s) they intent to trade). Whether a Card is a troop or sietch Card does not restrict tradability. After all trades have been completed, players return any leftover Spice to the Spice Bank.

    ACCESS GAME TURN Players now commit troops to the planet Dune. Players place face down any Access Cards representing strongholds on DUNE they wish to occupy. Next to each stronghold, they place face down one or more troop Cards. Note that the total number of troops committed by a player to all strongholds can not exceed 20. Players now convert any uncommitted troop Access Cards to Spice on a one to one basis by discarding each Card and drawing the amount of Spice showing on the Card from the Spice Bank. At this time, all players also collect their regular Spice allotment for their characters as stated on their shield. Each stronghold on DUNE is now read out in counter-clockwise order, starting with Carthag and ending with Arrakeen. As each name is called, any player who has committed troops to that stronghold, reveals the stronghold Card and the troop Card(s) backing it up. If only one player has committed for a stronghold, that player places the number of his Army Tokens which shows on the troop Cards he revealed on that stronghold. If no players commit for a stronghold, that stronghold is vacant at the start of the game. If two players commit for the same stronghold, the player with the highest number of committed troops gets the stronghold, but that player must subtract the number of troops the other player committed from the number of troops he committed to determine how many Army Tokens he can place on the stronghold. Troop Army Tokens that counter-eliminate each other from this process are placed in "reserves" not the tanks. DEPLOYMENT Players now complete their set-up as instructed on their shield, except for initial troop placement, and play moves on to Game Turn one.

    playing with two or three

    These rules are designed to allow two or three players to play a fully immersive game of Dune. Each player will have one or two allied factions, and will, as a result, play as all the factions they control at that time, who act as an alliance. The players originally selected

    Faction is their Primary Faction. Alliances win as normal. The Tleilaxu cannot be used in the two-player game variant. At the start of the game, each player will pick a second Faction for their alliance. In a two-player game, a third

  • faction is then chosen randomly. Allied factions are chosen in reverse order, starting with the player who chose their faction last.

    Primary Factions must be evenly spaced around the board. In the initial set-up, friendly allied factions may not be placed adjacent to each other. Play proceeds from faction to faction as normal with players moving around the board to take turns as the faction they are controlling. During the Nexus Round, control of the allied factions changes. This replaces the standard nexus and as a result there can never be a War of Assassins. In a three player game, control of the three allied factions pass one space to the right. In a two player game, each player picks one faction and swaps it with the other player. This may not be a faction they gained control of last Nexus Round.

  • optional house rules

    These rules represent popular and recommended rules form the Dune player community, as have been developed over the years. These in no way have ever been officially

    published or incorporated into the game but are presented here as the best options out there that make the game more balanced or interesting.

    Shorter Game Length The game length is changed, usually to ten turns. This still provides plenty of time for an interesting game without an over-long play time. Harkonnen Karama The Harkonnen use of Karama Treachery Cards to take Treachery Cards from another player is limited to two cards. Fremen Combat The Advanced Combat rules greatly disadvantage the Fremen. To compensate the Fremen gain an additional ability: During any Battle in any non-Stronghold territory, your

    units count as supported without any expenditure of Spice.

    Fremen Alliance Fremen allies receive an additional ability: Allies of the Fremen increase their Army Token free

    revivals by one. Faster Duelling The rules in The Duel provide for too much, too high a stake duelling. Remove Supporters from Kanley Duels. Definitive Victory In the case of a stalemate or some other event that leaves you with no winner, the winner is defined by most Control Points, with ties going to most Army Tokens on board, then most Spice held, then most Treachery cards in hand and finally most leaders alive. Main Leader Power Reduction Main Leaders have their Strength reduced to eight.

    Changed Treachery Cards Several cards are poorly balanced, and have their texts changed as follows: Cone of Silence Reduce the power of this card to only affect a single player. Residual Poison This Treachery card has its effects changed to: You may play this card when Battle Plans are revealed for a Battle you are not involved in, and a Poison Defence card is used. Both this card and the Poison Defence are discarded before the battle is resolved. If this option is used, Worthless cards may no longer be used as a Residual Poison bluff. Semuta Drug This Treachery card has its effects changed to: Counts as a Poison Card, but does not kill the Leader in Battle if used successfully. Instead, after the battle is resolved, the leader is killed and sent to the tanks. Break Imperial Conditioning If this Treachery Card from the Variant Rules at the end of this volume is used, it may be treated as a Worthless Card if you wish, in addition to its normal abilities. Expanded Betrayals When using The Betrayal, two additional cards are added to make Betrayal play less certain and to allow its use in an eight or nine player game. Plans Within Plans, 9 At the end of the game, if your alliance wins, you may steal the victory if: Another player in your alliance has played a Betrayal Card with a value of 1 or greater. Power Grab, 0 At the end of the game, if your alliance wins, you may steal the victory if: No other player reveals a Betrayal Card.

  • variant game rules These rules represent legacy effects that were available in earlier editions of the game. They are included here for completeness, rather than value. Diplomatic Auction After each card is sold in the Action, the role of Auctioneer passes to the right. If this causes the first bidder to be auctioneer, the player to their right becomes the first bidder. Diplomatic Storm If the Fremen are not playing then in the second and all subsequent Storm Rounds, instead of a Storm Card, the two players who last resolved a combat will independently select a combat value from one to three, simultaneously reveal the numbers, add them and advance the storm marker from its current position anti-clockwise that number of sectors around the map. Extra Treachery Cards A number of extra Treachery Cards (marked with a V icon in the bottom right-hand corner) are available and may be added piecemeal or wholesale. Faction Power Increase These rules increase the abilities of the Tleilaxu, Landsraad and Ix over some factions while reducing their power over other factions. They may lead to a very imbalanced game. Landsraad Restricted markers are ALL removed each

    turn rather than being turned over to Free Movement; Landsraad Restricted markers do not affect Ix; The Landsraad may use the more powerful cards (two

    supplied rather than three); Ix may revive any and all Leaders for free every Revivals

    Round; Ix may not improve their Battle Strength with a Karama

    Card unless playing with the Optional Rules for supporting troops in Battle;

    All factions must pay the Tleilaxu for their Main Leader Revivals, overriding their special ability to pay the Spice Bank instead;

    The Tleilaxu may make Traitors out of Main Leaders.

    Fragile Leadership If a Main Leader is ever killed, the owning player is out of the game. Their armies and Leaders are removed from the board. Their Alliance Cards are returned. Any Traitor, Duelling and Treachery cards they hold are discarded and their Spice is returned to the Spice Bank. Increased Spice Blow Use the double spice-blow from the Advanced Games Advanced Combat without the other Advanced Combat rules. The Long Game If players wish to play a longer game, they might choose to use any the following modifications. Eliminate alliances or restrict them to no more than two

    players. Increase the number of Control Points needed for victory

    by one. The Shield Wall worth one Control Point, but is not treated

    as a stronghold: it retains its identity as a rock territory. Large Game Adjustments In a six to nine player game: Change the False Wall East territory to False Wall East

    Sietches instead of changing Harg Pass territory, or change no territory at all. Note that if the False Wall East Sietches are adjacent to the Polar Sink and to the Shield Wall as well. Neither of these are vulnerable as a result of the Shield Wall's demise to Family Atomics.

    Reduce the Control Point requirement by one Carthag and Arrakeen are returned to being worth one

    Control Point each Smaller Duelling Deck When using The Duel with fewer than six or fewer players, half the size and content of the Duelling Deck.

    credits

    original game design

  • Bill Eberle Jack Kitterdge Peter Olotka

    additional game design Alan Arvold

    Kenneth Burke Kirby Lee Davis Stuart K Tucker

    Paul Snow Brad Johnson

    Joel K

    rule books written by Slev Sleddeddan

    proofing Glenn McMaster

    Brad Johnson John Eskioglou

    Joel K Vangelis

    reference materials Colin Stobbe Jeffery Vaca

    Brad Johnson

    art & graphics Jean Baer

    Christophe Peulvast Fabrice Lamy Olivier Vatine

    Mick Uhl Chris White Scott Everts Kevin Craine

    Ilya Baranovsky

  • dune game almanac

    THE FORMS MUST BE OBEYED

  • using this book

    This book gives detailed rules for all the powers, cards and abilities in the game. The rules located on cards and in various summaries are, by necessity, brief and abridged, while here we present the rules in full. As a result, the text of this document takes precedence over every other source. Further, we have provided a full index of card and marker numbers required to play the game. This allows you to ensure you have the correct materials available.

    faction information

    Faction information is split into a number of sections: Faction Powers Each Faction has access to a number of special abilities. The abilities may bend or even break the basic rules of the game. Where the rules and Faction Powers are at odds, the Faction Power takes president. The powers are split into Basic and Advanced. Advanced powers are only used in the Advanced Game. Some powers are also Character Powers marked with an asterisk (*). If you are playing with the Main Leaders and your Main Leader is in the Tanks, then they powers may not be used at all Note that Karama Treachery Cards may prevent certain powers from being used for a single turn or occurrence. These powers have been noted in italics. Karama Cards are rare, but these powers still cannot be completely relied upon. These lists deal with the powers in great detail. They take precedence over any and all summary information. Alliance Cards Each faction has a different Alliance Power, as detailed on their Alliance cards. Faction Set Each faction begins the game with a number of components as detailed in this section. Note that components used only in the Advanced Game have been listed here for completeness. They may be set-aside while not in use. Planet Cards Each factions abilities in the Spice harvest is covered by their Planet Card.

  • the house atreides At Start 10 Army Tokens in Arrakeen. 10 Army Tokens in Off-Planet

    Reserves. 10 Spice.

    Basic Faction Powers: Intensive Training

    During the Revival Round you may revive up to two Army Tokens for free.

    Spy Network*

    During the Bidding Round, you may secretly look at each Treachery Card that is to be bid upon as it comes up for purchase before any player bids on it. You may not look at Treachery Cards that are not bid upon or that are drawn by any other method.

    Foresight* At the start of the Movement Round, you may secretly look at the top card of each and every Spice Deck.

    Prescience* During the Battle Round, you may force your opponent to show you your choice of one of the four elements they will use in their battle plan against you: the Leader; the weapon; the defence or the number dialled. If your opponent shows you that they are not playing a Weapon or Defence, you may not ask to see another element of the plan. You must use this ability after any Bene Gesserit Voice ability has been used or passed on.

    Advanced Faction Powers: The Prophecy

    At the start of the game set up the Kwisatz Haderach card face-up beside your Shield, with the Kwi