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Losing players neither gain nor lose QPs. Feel free to play in as many qualifying heats as you wish without penalty.
In the unlikely event that two unallied players simultaneously achieve solo victories (a possibility after Shield Wall
becomes the 6th stronghold), each will receive full Solo Victory credit.
Concessions
A game may be conceded to a single unallied player or to an alliance at any time if all players in the game unanimously
agree. (Concession cannot be offered to a single player if that player is currently allied.)
Preliminary Heat Duration and Adjudication
Each preliminary heat game is strictly limited to 10 game turns or 5 hours, whichever comes first.
Players should NOT begin a new game turn within 30 minutes of the heat’s end time. Players do NOT have the option to
continue playing past the time limit.
If a game is not able to be completed within the time limit, the GM or an assistant will determine the winner(s) according to
the following criteria, in descending priority order, at the end of the last game turn:
Most strongholds controlled. (Remember co-existing Bene Gesserit tokens do NOT exert control.)
Most tokens on board. (Regular tokens count 1, starred tokens count 2, and co-existing tokens count 0.5 each. Tokens off-board or in the
tanks count 0.)
Most spice in hand.
Most cards in hand.
Most available leaders.
Highest die roll.
This scoring is determined by a simple sum of the factions in each alliance as they stand at the end of the time limit. That
is, an alliance counts the strongholds, tokens, spice, etc. of ALL factions in the alliance together, while a solo faction
counts his points alone.
2nd place will be awarded to the ally of the 1st place player (if applicable). Remaining places will be awarded in order of
most strongholds controlled, disregarding alliances, with ties broken according to the adjudication criteria.
Exception: If the Bene Gesserit player wins a prediction victory, the predicted player will be awarded 2 nd place and the
predicted player’s ally (if applicable) will be awarded 3rd place. Remaining places will be awarded as above.
In the unlikely event of two simultaneous solo victories (theoretically possible after the Shield Wall becomes the 6 th
stronghold), the tie will be broken according to the adjudication criteria.
At the end of each game, each player's PP score will be normalized by dividing by the number of game turns played. All
5-player game PP scores will be further normalized by multiplying by 5/6 to allow them to be fairly compared against PP
scores from 6-player games.
The highest normalized PP score accumulated in a single preliminary heat game by each faction will be awarded the Best
Faction award at a small ceremony immediately preceding the final game.
For example, an Atreides player in a 5-player game that lasts 7 turns scores a total of 9.5 PPs, which results in a normalized
PP score of 9.5 / 7 x (5/6) = 1.131. If that is the highest normalized PP score achieved by any Atreides player in any single
preliminary heat game, then that player will win the Best Atreides award.
PPs are used only for determining the Best Faction awards.
© Bradley T. Johnson 28-Jun-2018 page 3 of 11
Time Guidelines
All players have the responsibility to keep play moving at a pace that will permit the game to complete in the allotted time.
For most WBC players, a big part of the fun of Dune is the large amount of negotiation and joint problem-solving that the
game naturally inspires. We do not wish to artificially curtail these activities, but all players should try to conform to the
following time limits to the greatest extent possible:
...................................................................................................................Complete an average full game turn 30 minutes or less
...................................................................................................................Submit an individual treachery card bid 10 seconds or less
...................................................................................................................Complete an individual player turn (shipment and movement)
..........................................................................................................2 minutes or less
...................................................................................................................Complete preparation of a player’s battle plans 2 minutes or less
...................................................................................................................Complete a Nexus phase 10 minutes or less
Negotiations away from the table are permitted at any time as long as the above time limits are observed.
If a situation arises where a player is unexpectedly away from the table or is otherwise causing an unacceptable delay of
the game, players at the table may “call the clock” by requesting the GM (or an assistant) to set a hard time limit for
completion of the current action. A timer will be set for the time limit as listed above, and if the player still has not
completed his action when the timer expires, the following default action will be taken:
...................................................................................................................Missed treachery card bid Pass (no bid)
...................................................................................................................Missed player turn (shipment and movement) Pass (no shipment
and no movement)
...................................................................................................................Missed battle plans Plays lowest available leader, dials 0, pays 0
spice, plays no cards
...................................................................................................................Missed Nexus phase No change to prior status (i.e. remain
allied or unallied as before)
If a player is found to be consistently disregarding time guidelines, the GM may choose to force the player to drop out of
the game.
If necessary, breaks should be mutually agreed upon by all players at the table. If time allows, 15-minute breaks after
turns 4 and 8 are recommended.
Away-From-Table Discussions
Players may ONLY step away from the table for discussions with other players under the following circumstances:
1. During a timed 5-minute period immediately prior to the start of each Movement Round, when ALLIES can
discuss shipment and movement plans with each other.
2. During a timed 5-minute period immediately prior to the start of each Battle Round when ALLIES can discuss
battle plans with each other.
3. During a timed 5-minute period during each Nexus when EVERYONE can discuss alliances with each other.
4. During a timed 2-minute period at any time with any other player(s) when the player expends a Diplomacy Chip.
Each player will be issued 3 Diplomacy Chips at the start of the game. Diplomacy Chips may not be traded.
ALL other discussions must be conducted publicly (in English) over the table. (For example, no private whispering to the
player seated next to you, no written notes, no sign language, etc.) Remember to not let table discussions interfere with
the time guidelines given above.
Players should use cell phone timers at each table as needed.
Dropouts
Players are STRONGLY discouraged from dropping out of any game prior to the game's conclusion. If a player drops out
of any game before the scheduled end, that player will be disqualified from all further games in the tournament, including
the final, as well as Best Faction Award consideration, unless the game is extending beyond the scheduled time limit and
the player has another commitment.
All of the player's tokens and non-captured leaders will be removed from the game, spice returned to the bank, and cards
returned to the discard pile. (If the Harkonnen drops out, any captured leaders will be returned to their owners.) All of the
remaining players will continue the game, scoring QPs and PPs according to the number of players who started the game.
still discarded.)
Revive 3 tokens or 1 leader. (No Emperor N/A Any time.
spice is paid.)
Prevent Fremen from controlling one Anyone Fremen Immediately after worm is revealed.
worm. (Fremen may not direct the
worm’s placement and Fremen’s or
Spice
Prevent Emperor from collecting spice Purchasing Emperor Immediately after card purchase, before
for one treachery card purchase. (No Player card is received.
spice is paid by purchasing player.)
Prevent Harkonnen from taking a Anyone Harkonnen Immediately after card purchase, before
bonus free treachery card. bonus card is drawn.
Prevent BG from sending one spiritual Anyone Bene Gesserit Immediately after selected shipment has
advisor. been performed.
Prevent Guild from collecting spice for Anyone Guild Immediately after shipment is announced.
one shipment. (Player ships at Guild
Movement