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Frank Herbert’s classic science fiction novel Dune will live for
generations as a masterpiece of creative imagination.
In this game, you can bring to life the alien planet and the
swirling intrigues of all the book’s major characters.
Atreides Harkonnen
The Atreides led by the The Harkonnens, led
youthful Paul Atreides by the decadent Baron
(Muad’Dib) — rightful Vladimir Harkonnen —
heir to the planet, gifted master of treachery and
with valiant lieutenants. cruel deeds.
Bene Spacing
Gesserit Guild
The Bene Gesserit The Spacing Guild
Sisterhood, represented represented by
by Reverend Mother steersman Edric (in
Gaius Helen Mohiam — league with smuggler
ancient and inscrutable. bands) — monopolist of
transport, yet addicted to
ever increasing spice flows.
Emperor Fremen
The Emperor, his The Fremen
majesty the Padishah represented by the
Emperor Shaddam IV planetary ecologist Liet-
— keen and efficient, Kynes — commanding
yet easily lulled into fierce hordes of natives,
complacency by his own adept at life and travel
trappings of power. on the planet.
SETUP: SPICE BANK SETUP: TREACHERY & SPICE DECKS, STORM MARKER
I’m Lady Jessica of the
House Atreides. Prepare
to become immersed in
the world of Dune. Here’s Feyd-Rautha of House Harkonnen here.
how to set everything up. We are masters of treachery and cruel deeds!
Next, shuffle the Treachery & Spice Decks
and set them next to the board.
I am Stilgar of the
Fremen. We are adept
Staban Tuek,
at life and travel on
of the Spacing
the planet Dune.
Guild coalition.
First set out the We control all
game board map. shipments on and
off Dune.
Put the Storm
Marker on the
Storm Start
Location.
atreides fremen
RESERVE SPICE RESERVE SPICE
Leaders Leaders
10 10 10 3
bene gesserit spacing Guild
RESERVE SPICE RESERVE SPICE
Leaders Leaders
19 5 15 5
emperor harkonnen
RESERVE SPICE RESERVE SPICE
Leaders Leaders
20 10 10 10
3
SETUP: Player Positions, Spice, and Traitors SETUP: Forces
N
RK E R S
their faction’s forces. ONN 10 10 EID E
The factions require
different strategies,
based on their unique
force placement rules.
BE
IT
N
R
leaders (if they drew one) to be EG E
ESS
their traitor. If they draw their own
leaders instead of an opponent’s
leader, they still keep 1 card.
Return the other cards
face down to the 10
bottom of the
Traitor Card
Deck. FR
EME N
By the way,
Harkonnen get
5
to keep ALL All forces off-planet
traitors they at game start.
SP
LD
find! E A I
MP R CI
4 E RO N G GU
SETUP: Treachery Cards and Turn Marker 1 card from the PLAY: Storm Phase
Treachery Deck
is dealt to each Dune is played in turns, each composed of 9 game phases.
player. 1 2 3 4 5 6 7 8 9
STORM SPICE BLOW CHOAM BIDDING REVIVAL SHIPMENT & BATTLE SPICE MENTAT
& NEXUS CHARITY MOVEMENT HARVEST PAUSE
Force Revival: As the game progresses, Leader Revival: If all 5 of a player’s leaders
forces will end up in the Tleilaxu Tanks. In are in the Tleilaxu Tanks, they may revive
revival, all players may revive up to 3 forces one leader per turn until all of their leaders
from the Tleilaxu Tanks. have been revived.
Free: A certain number of forces are Fighting Strength: To revive a leader,
revived for free as stated on the Player a player must pay that leader’s fighting
Sheet. strength in spice to the Spice Bank.
By Spice: Any additional forces that may Revived Leader Status: A revived leader
be revived must be done at a cost of can be played normally and is still subject to
2 spice per force. All spice expended for being a traitor.
force revival is placed in the Spice Bank.
Dead Again: If a revived leader is killed
Limit: A player can never revive again, place it face down in the
more than 3 forces per turn. Tleilaxu Tanks. This leader
To Reserves: Revived forces cannot be revived again until all
must be placed in the player’s of the player’s other revivable
reserve. leaders have been revived, killed
and sent to the Tanks again.
Harkonnen losses
are 2 forces for the
number dialed on the
wheel.
Uncollected spice
Feyd-Rautha gets to
remains where it is for
return home and we’ll
future turns.
keep the Treachery
Cards in
this case.
11
PLAY: Mentat Pause Phase
SEQUENCE OF PLAY
Now it’s time to see
QUICK REFERENCE
if anyone has won.
If any player occupies
1.Storm Phase 6. Shipment and
three strongholds The Storm Marker is moved around Movement Phase
with at least one of the map. The faction whose Player Starting with the First Player and
their forces in the Marker the storm next approaches will proceeding counterclockwise, each
Mentat Pause Phase, be the First Player for this turn. player in turn ships forces down to
that player wins the the planet or brings in forces from the
game. 2. Spice Blow and southern hemisphere (Fremen) and
If players in an
Nexus Phase then moves their forces on the game
The top card of the Spice Deck is board.
Alliance control
four strongholds turned over and the amount of spice
between them, that shown on the card is placed in the 7. Battle Phase
Alliance wins the highlighted territory. If Shai-Hulud Players must resolve battles in every
game. For example appears during the Spice Blow Phase, territory that is occupied by forces
if the Harkonnen a Nexus occurs and the players have from two or more factions.
and Fremen were the opportunity to make and break
in Alliance Alliances.
here they
8. Spice Harvest
would win 3. CHOAM Phase
the game. Charity Phase Forces in territories that contain spice
may collect the spice.
Players with 0 or 1 spice may claim
CHOAM Charity.
9.Mentat Pause
Phase
4. Bidding Phase Factions either declare a winner
No one controls Players bid spice to acquire Treachery (or winners) or take some time to
three strongholds, Cards. evaluate their positions on the map
and no Alliance holds and then move the Turn Counter to
Check your Player
four strongholds,
Sheets. 5. Revival Phase the next position on the Turn Track to
so the game begin the next turn.
Some factions All players are allowed to reclaim
goes for
have special victory forces and leaders from the Tleilaxu
another
conditions Tanks.
turn.
that trigger
at the
end of
turn 10.
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