You are on page 1of 11

Dune Tournament Rules

World Boardgaming Championships 2018


*** Additions or changes from 2017 are highlighted. ***
Rule Set
We are playing all of the Basic, Optional, and Advanced rules as published in the Avalon Hill 1979 edition of the game
with one exception: Rule XVIII.A (Longer Game) will be ignored. Rule XXI (Double Spice Blow) and a variation of Rule
XVIII.B (see below) will be used.
We are not using any of the additions introduced in any official or unofficial expansions (The Duel, Spice Harvest, articles
from The General, or anything else). The Eurogames/Descartes edition of the game includes some of these elements as
standard play, so make sure you understand which parts will not be used:
...............................................................................No 10-point leaders
...............................................................................No kanly or duels
...............................................................................No spice harvest rounds or variable setup
...............................................................................No non-standard factions -- The factions used are limited to Atreides, Bene Gesserit,
Emperor, Fremen, Guild, and Harkonnen.
...............................................................................No non-standard treachery cards -- The standard card set is limited to 4 x Projectile
Weapons, 4 x Poison Weapons, 4 x Shields, 4 x Snoopers, 1 x Lasegun, 3 x Cheap Hero(ine)s, 5 x Worthless Cards, 1 x Hajr, 1 x
Tleilaxu Ghola, 1 x Weather Control, 1 x Family Atomics, 2 x Truthtrances, and 2 x Karamas.
House Rules
We are using the following house rules:
1. Factions and table seating order are drawn randomly. Players may trade factions with each other by mutual
consent before play begins. In a game with fewer than 6 players, a player made trade for an undrawn faction if all
players consent.
2. Alliances may consist of up to 2 factions (for all games with at least 4 players). Alliances may be extended to 3
factions ONLY in 6-player games IF all players at the table consent at the start of the game. (In all cases, no
faction may belong to more than one alliance at a time.)
3. An unallied faction must control 3 strongholds to win. Two-faction alliances must control 4 strongholds to win.
Three-faction alliances must control 5 strongholds to win. Solo victories while allied are not possible.
4. The Shield Wall is considered to be a stronghold for the purposes of victory ONLY, immediately after the 4th worm
appears (counting all worms, even Karama worms summoned by the Fremen). Victory conditions are unchanged
after the Shield Wall becomes a stronghold, meaning it should become a bit easier to win after that point.
...............................................................................Shipment to the Shield Wall still costs 2 spice/token (1 spice/token for Guild shipment), as
usual for rock spaces.
...............................................................................Occupation of the Shield Wall is not restricted to only 2 factions, as usual for rock spaces.
...............................................................................The Shield Wall is not affected by storm or worm, as usual for both strongholds and rock
spaces.
...............................................................................Family Atomics may be used as written. When Family Atomics is played, all tokens on the
Shield Wall are destroyed (regardless of storm location), but the Shield Wall continues to be treated as a stronghold and continues to be
unaffected by storm or worm.
...............................................................................In the unlikely event that two separate factions occupy the Shield Wall at the end of a turn
(due to location of the storm preventing battle between them), neither faction is considered to control that stronghold for the purposes of
victory determination.
5. Spice may only be transferred from one player to another during the Collection Round of each turn. Deals
involving the transfer of spice may be made at any time, but the transfer may only be performed during a future
Collection Round, even between allies. The Emperor’s special alliance ability becomes “You may transfer spice
to (NOT from) your allies at any time.”
6. The Fremen may count their tokens at full strength for no cost in ALL battles. Additionally, the Fremen may permit
their ally to do the same in their own battles. This ability may be canceled for any one battle (for either the
Fremen or their ally) by a Karama card played by any player.
7. A deck of traitor cards, provided by the GM if necessary, must be used for drawing traitors. Shuffle the deck and
deal 4 per player. Each player should place the card(s) of the selected traitor(s) in a prominent place and set the
rest aside for reference.
Rules Clarifications
In addition, the attached list of rules clarifications (entitled "Dune Rules Clarifications") is given to supplement the standard
published rules. If any question arises during a game that cannot be answered by the published rules or the official
clarification list, the GM or an assistant will adjudicate.
© Bradley T. Johnson 28-Jun-2018 page 1 of 11
Tournament Format and Scoring
The tournament consists of three (3) preliminary heats followed by one (1) final round. You may enter any number of
preliminary heats, but you need only complete one (1) of the three heats to qualify for the final.
In each heat, players will be grouped randomly, creating as many 6-player games as possible, but requiring every game
to have at least 5 players, if at all possible. (For example, 45 players would be grouped into five 6-player games and
three 5-player games.) Games with fewer than 5 players will be permitted only at the GM's discretion.
All games must begin within 15 minutes of the scheduled start time. The GM may attempt to place latecomers with
games with fewer than 6 players if possible. Players arriving after the 15-minute grace period will be placed only at the
GM’s discretion. Players leaving any time after the 15 minute grace period will be subject to the dropout penalties.
Qualification Points
Each player will gain a number of Qualification Points (QPs) for each game won as follows, regardless of the numbers of
players in the game, or whether the game has been adjudicated or not:
...............................................................................Solo Victory 2 QPs
...............................................................................BG Prediction Victory 2 QPs
...............................................................................Solo Fremen Default Victory 2 QPs
...............................................................................Solo Guild Default Victory 1 QP
...............................................................................2-Faction Alliance Victory 1 QP
...............................................................................2-Faction Alliance Fremen Default Victory 1 QP
...............................................................................2-Faction Alliance Guild Default Victory 0.5 QP
...............................................................................3-Faction Alliance Victory 0.5 QP (if permitted)
...............................................................................3-Faction Alliance Default Victory 0.5 QP (if permitted)
...............................................................................Any Adjudicated Victory 0.5 QP

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.

© Bradley T. Johnson 28-Jun-2018 page 2 of 11


Advancement to Finals
The six (6) highest qualifying player scores will advance to the final game. A player's qualifying score is defined as the
total of the QPs earned in all preliminary heat games played by that player (if more than one was played). Ties will be
broken in favor of the player with the best single-game performance (i.e. QP points earned by game, then resorting to the
adjudication criteria (given above), if all games are tied). Note that if tie-breaker information is not recorded for a game,
the missing values will all be assumed to be zero (0).
Alternates for the final game will be chosen from available non-qualifying players in order of highest qualifying score
(using adjudication criteria from each player’s single best game as tie breakers).
Final Round Faction Assignment
Players in the final round will be awarded faction selection in the order of finish. That is, the player who was the first
qualifier (based on QP scores and tie breakers) will receive his/her first choice of faction to play. Then the second
qualifying player will receive his/her choice of the 5 remaining factions, and so on until all 6 factions are assigned.
Final Round Duration
The final game will last 15 turns or 8 hours, whichever comes first. If all players agree at the start of the game and at the
GM’s discretion, the scheduled time limit may be disregarded if necessary. Otherwise, if the game is not able to be
completed within the time limit, the GM or an assistant will determine the winner(s) according to the adjudication criteria
above.
Final Round Format
The final game will be played using the same rules as the qualifying games, except that three-faction alliances may not be
formed. A two-faction alliance can win the final by controlling 4 of 5 (or 6) strongholds, but only one 1 st place plaque can
be awarded.
In the event of a two-faction alliance victory, 1 st place will be determined according to the following criteria:
...............................................................................In a Fremen default victory, the Fremen player is 1st
...............................................................................In a Guild default victory, the Guild player is 1st
...............................................................................In a normal victory, use the adjudication criteria given above. That is, priority will be given
to the player who controlled the most strongholds, with ties broken by tokens on board, then spice in hand, then cards in hand, etc.

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.

Best Faction Awards (Performance Points)


Prizes (provided personally by the GM) will be awarded to the best single preliminary heat game played by each faction.
That is, there will be six Best Faction awards, one each for Best Atreides, Best Bene Gesserit, Best Emperor, Best
Fremen, Best Guild, and Best Harkonnen.
At the end of each game turn, each player will gain Performance Points (PPs) as follows:
.................................................................................................Controlling Carthag and/or Arrakeen 1 PP each
.................................................................................................Controlling any other stronghold (Fremen) 1 PP each
.................................................................................................Controlling any other stronghold (non-Fremen) 0.5 PP each
.................................................................................................Coexisting in any stronghold (Bene Gesserit) 0.1 PP each

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.

© Bradley T. Johnson 28-Jun-2018 page 4 of 11


Disclaimer
As always, the GM may change these rules for the good of the tournament at any time, and the decisions of the GM and
his assistants are final.

© Bradley T. Johnson 28-Jun-2018 page 5 of 11


Dune Rules Clarifications
World Boardgaming Championships 2018
*** Additions or changes from 2017 are highlighted. ***
It is well known that Dune, while a fantastic game, has one of the most frequently disputed sets of written rules. I have
found that almost no two groups of players can completely agree upon exactly how Dune is played. While not all of
the questions raised here are necessarily impossible to adjudicate with the rules as written, all have come up as points
of contention during play-by-email Dune games and tournaments in which I have taken part. I know that every group
has its own preferred interpretations for many of these rules, but I have found this set of rulings to be the most self-
consistent and justifiable.
These clarifications will be enforced as official extensions/clarifications of the published rules throughout the
tournament, so make sure you are familiar with them.
III. Set-up For Play 8. The storm affects each sector only when it moves into that
sector. If the storm moves zero sectors due to Weather
1. If fewer than 6 players are playing, only the leaders of the
Control, the storm does not re-affect the space on which it is
factions actually involved in the game are eligible to be drawn
already located.
as traitors.
9. Two groups of tokens (same faction or not) in different sectors
2. The Bene Gesserit's prediction must be made immediately after
of the same territory are considered to be “separated by storm”
factions are assigned.
for the purposes of movement and battle if the storm is between
3. Fremen tokens placed at the start of the game may include them or covering one of them.
Fedaykin (starred) tokens if desired.
10. If the storm covers one sector of a multi-sector territory, that
4. Fremen tokens placements are chosen before the Bene territory is effectively temporarily split into two different locations
Gesserit token placement is chosen. for the purposes of governing movement and battle.
5. The Bene Gesserit token placed at the start of the game is 11. No tokens are destroyed by the storm during the first game
always considered to have been coexisting before the game turn. The storm is considered to begin over the randomly-
began (and therefore cannot affect ornithopter access), but it is determined sector; it is not considered to have moved in the
not required to coexist in the first game turn. first game turn.
6. No card play may affect initial game setup. (For example, no
one can play a Karama to prevent the Harkonnen from drawing VII. Spice Blow
his second starting card.) 1. A Nexus is caused for every worm that is revealed (excluding
worms raised by the Fremen’s play of a Karama card),
IV. Object of Play regardless of which spice blow it appears at or how many
1. Bene Gesserit tokens in a space that was declared to be worms have appeared that turn.
coexisting during the turn do not count as occupying a 2. When more than one worm is drawn for a given spice blow, the
stronghold for the purposes of determining victory, even if they Fremen may send the additional worms to any territory on the
are the sole occupants after battle is resolved. board.
2. You may not claim a solo victory for controlling 3 strongholds by 3. If the Fremen directs a second or additional worm to appear in
yourself if you are currently part of an alliance. a space occupied by their tokens, those tokens may ride the
worm normally.
VI. Storm 4. When the Fremen rides a worm, tokens and/or spice in the
1. The precise order of activities during the Storm Round is: destination space are not eaten.
 Reveal storm marker, 5. Fremen worm riders may not leave or enter a space under the
 Play Weather Control, storm.
 Play Family Atomics,
6. The Fremen may choose to use worm movement to move all,
 Move storm. some, or none of their tokens in an applicable space, just as if it
(This takes some liberty with the wording for Weather Control were a normal move with unlimited range.
on the Player Aid Pad, with the intention of avoiding potential
timing conflicts.) 7. Fremen worm riders may enter a stronghold already occupied
by two other factions, if and only if one of them are Bene
2. Weather Control and Family Atomics may not be played during Gesserit tokens which ended the previous turn coexisting. This
the first game turn. will force those Bene Gesserit to remain coexisting when they
3. Weather Control movement is instead of the normal storm declare their status in the upcoming Movement Round.
movement, not in addition to it. 8. Tokens owned by an ally of the Fremen are safe from being
4. Coexisting Bene Gesserit tokens may not be used to play the eaten by worms (and this ability may not be withdrawn by the
Family Atomics card. Fremen), but they may not ride worms as the Fremen do.
5. Tokens whose path of adjacency to the Shield Wall is covered 9. Worms eat tokens only after the Nexus is resolved.
by the storm may not be used to play the Family Atomics card.
6. Family Atomics causes all tokens on the Shield Wall, including VIII. Bidding Round
coexisting Bene Gesserit tokens, to be destroyed and removed 1. When a treachery card is required to be drawn and the
to the tanks. treachery deck is empty, the discard pile should immediately be
7. After Family Atomics is played, the Shield Wall, Arrakeen, and reshuffled to form a new deck. The only card that is ever
Carthag all still retain their normal status as non-desert spaces, removed from the game after one play is Family Atomics.
even though the latter two become susceptible to storm effects.
Occupancy rules in those spaces remain unchanged as well.

© Bradley T. Johnson 28-Jun-2018 page 6 of 11


2. After a player passes during the bid for a treachery card, that 5. The Guild receives payments for shipment immediately when
player may choose to later enter bidding for the same card the shipment is made.
again on his normal bidding turn if the card has not already 6. Spice paid by the Guild's allies for shipping is paid to the Guild.
been sold at that time. However, a player cannot bid again if all Only the Guild's own shipping is paid to the bank.
other players have passed.
7. If the Guild has given spice to another player to pay for
3. The Atreides is not permitted to see any free cards drawn by shipment, the spice is still paid to the Guild (not the bank). If
the Harkonnen. another player gives spice to the Guild to pay for shipment, the
4. The Harkonnen is considered to have a single 8-card hand, not spice is paid to the bank.
two separate 4-card hands. The Harkonnen is not required to 8. The Guild may not choose to offer discounted shipping to any
separate his free cards from his purchased cards for any player (except allies, as written).
purpose.
9. Tokens may be moved on-planet in the same turn that they are
5. The Harkonnen’s ability to take a second free treachery card shipped to the planet.
when buying one is mandatory. He must take the second free
card if possible. (This ruling was explicitly chosen to limit abuse 10. A player is considered to have access to ornithopters during his
of the Emperor’s alliance ability.) turn if and only if he controlled Carthag and/or Arrakeen at the
start of Movement Round. Therefore, Fremen tokens that ride
6. The Emperor receives payments for treachery cards a worm into an empty city during the Spice Round, or BG that
immediately upon the purchase of each card. do not announce coexistence in an empty city do have access
7. Spice paid by the Emperor's allies for card purchases is paid to to ornithopters. However, worm-riding Fremen or non-
the Emperor. Only the Emperor's own card purchases are paid coexisting BG co-located with another player in a city do NOT
to the bank. prevent that other player from having access to ornithopters.
8. If the Emperor gives spice to another player to purchase a 11. Fremen shipments may be to any space within a movement of
treachery card, the spice is still paid to the Emperor (not the 2 from The Great Flat, regardless of the location of the storm.
bank). If another player gives spice to the Emperor to purchase Only shipments ending in a space under the storm take half
a treachery card, the spice is paid to the bank. losses, rounded up (as written).
9. The Emperor may not choose to offer discounted card 12. If the Fremen are allied with the Guild, the Fremen is entitled to
purchases to any player, but he may give spice to any player at use Guild alliance movement options, regardless of the
any time (before or after the purchase) to defray card purchase restriction on the Fremen player shield.
costs. (That is, the full cost of the bid must be able to be paid 13. Fremen shipment range is not changed if the Fremen have
somehow.) ornithopters – the range always remains 2 spaces from The
10. A player may bid higher than the amount of spice he currently Great Flat.
holds if he intends to play a Karama to avoid paying for the 14. Fremen shipment or movement may not end off the board.
card. In the event that more than one player intends to play a (Barring special Guild ally shipments, Fremen shipment is one-
Karama to buy a card, the first one to bid “infinity” in his proper way to the surface of the planet, just like other factions.)
turn to bid wins the card (and obviously must use the Karama
ability to avoid paying). 15. Fremen movement may not leave or enter a space under the
storm.
11. A player may never bid if his hand is currently full, even if he
intends to play a Karama to avoid paying for the card. 16. If the Fremen are allied with the Guild, the Fremen may choose
to either use normal Fremen shipment for no cost, or any form
12. A player is only required to prove that he is capable of paying of Guild shipment for Guild cost. When using Guild shipment,
his bid if/when he wins the bid. (But see clarification VIII.13 Fremen tokens may not ship into a space under the storm.
below.)
17. The Guild (and its allies) may not ship tokens that begin in a
13. If a player is discovered to have made an invalid bid for any space under the storm.
reason, the bidding for the current card is re-started from the
beginning. If this condition was not caused by an involuntary 18. Guild cross-planet shipment is considered to be a shipment, not
loss or cancelation of a Karama card, the offending player may an on-planet move.
not bid on that card in the new auction, but may rejoin the
bidding as normal on the next card. X. Battles
14. If a player is discovered to hold more treachery cards than his 1. All battles, including the Guild's, are resolved in player dot order
hand size permits, he must immediately discard random cards as written (regardless of when the Guild actually chose to take
from his hand sufficient to return to his legal hand size. his movement turn).
15. The contents of the treachery card discard pile is open to 2. All battle ties, including the Guild's, are resolved in player dot
inspection by any player at any time. order as written (regardless of when the Guild actually chose to
take his movement turn).
IX. Movement 3. The precise sequence of activities in a battle is:
1. The precise order of activities during the Movement Round is:  Issue the Voice command,
 All players take revival (in player dot order if it matters),  Play Karama to cancel the Voice.
 The Bene Gesserit declares coexistence status where  Issue the Prescience question,
necessary,  Play Karama to cancel the Prescience.
 Players ship and move in player dot order.  Answer the Prescience question (if not canceled).
 Play Karama to view entire battle plan.
2. A player may not enter a location in which his ally has tokens,
even if he is not ending his move in that space (unless  Commit battle plans.
permitted by BG coexistence, see clarification XV.11, or storm  Reveal battle plans.
separation, see clarification VI.10.)  Resolve the battle.
Truthtrances may be played at any time before the Commit
3. If, for any reason, a player ends his own shipment/movement Battle Plans step.
turn with his (non-coexisting) tokens in the same location as his Karamas may be played to swap cards, cancel Sardaukar or
ally’s (non-coexisting) tokens, he must destroy his tokens, Fedaykin bonuses, and/or cancel Kwisatz Haderach at any time
moving them to the tanks. before the Commit Battle Plans step.
4. If the storm splits a territory and hides a sector from a given Battle plans may be changed at any time during the above
faction for the purpose of battle, can their ally move into/through sequence before the Commit Battle Plans step as long as no
that sector of the territory?

© Bradley T. Johnson 28-Jun-2018 page 7 of 11


un-cancelled Voice, Prescience, Karama, or Truthtrance effects 24. There is no winner of a battle in which both side’s leaders have
are violated. been called traitor. Therefore no one may claim benefits of
4. Tokens under the storm may only battle with tokens in the same winning the battle (collect spice for dead leaders, retain
space and sector. treachery cards, capture a leader.)
5. Alliance battle powers (Atreides’ Prescience, Bene Gesserit’s 25. If a traitor is called in a battle with a potential lasegun-shield
Voice, and Harkonnen’s traitor calls) may be granted or explosion, the explosion does not occur. (That is, traitor calls
withheld as the player chooses for each individual battle. take precedence over lasegun-shield explosions.)
6. If granted, alliance battle powers are under the control of the 26. To be considered valid, all battles must be conducted with both
ally for that use. The ally may choose the question or combatants placing all of their battle elements on a battle
command to be given, or whether or not the traitor is actually wheel, revealing them publicly, and having the results
called. witnessed by at least one other player.
7. The answer given to the Atreides’ Prescience must be given
publicly. XI. Spice Collection
1. Bene Gesserit tokens in a space that was declared to be
8. If a player’s Prescience answer becomes impossible to meet
coexisting during the turn can not collect spice.
(e.g. due to subsequent play of a Karama card), the player must
provide an updated valid answer to the Prescience question 2. Spice collection rates for each player are determined at the
before the Commit Battle Plans step. (If the Prescience answer start of the Collection Round. (See also clarification IX.10
is still possible to be met, it must be met.) above.) A player who takes control of Carthag or Arrakeen
during the Battle Round will enjoy the improved collection rate
9. The Bene Gesserit may not specify weapon or defense when
in the same turn.
Voicing an opponent to play or not play a Worthless Card.
(That is, the Voice may only be "play a Worthless Card" or "do
not play a Worthless Card".) XII. Alliances
10. The statement on the Bene Gesserit’s player shield “You may 1. Two players with tokens in the same location but in different
not Voice a Cheap Hero(ine)” means that the BG may not use sectors separated by the storm may choose to ally. However,
Voice to say “play a Cheap Hero(ine)” nor “do not play a Cheap see clarification IX.3 above.
Hero(ine)”. It does not mean that a player is immune to the 2. The Fremen may choose to ally with another player with whom
Voice if s/he plays a Cheap Hero. he shares a space (which could have occurred due to worm
11. If a player is unable to comply with the Voice, s/he is not riding.) However, see clarification IX.3 above.
required to announce that fact until battle plans are revealed.
12. If, when battle plans are revealed, a player has failed to include XIII. Bribery
a leader in his battle plan when he was required to do so, his 1. Players may only exchange spice with each other during the
lowest-value available leader disk must be played. Collection Round, even if allied. The fact that spice is changing
hands should be announced publicly, but the amount of spice
13. If, when battle plans are revealed, a player has dialed a number
involved may be kept private.
higher than his tokens and/or spice paid would allow, the
number must be reduced to the highest supportable number 2. Deals involving the exchange of spice (i.e. “bribery”) may be
given the number of tokens in the battle and the spice paid. made at any time, but the spice may only actually change
hands during a future Collection Round.
14. If, when battle plans are revealed, a player has included two
battle cards of the same type (either two weapons or two 3. The Emperor’s special alliance ability is interpreted as “You
defenses), one will be chosen randomly to be included in the may transfer spice to or from your ally at any time.”
battle plan and the other one will be returned to the player’s 4. Private negotiations away from the table are permitted. Any
hand. deals discussed during this time cannot be considered formal
15. If any other invalid element is included in a battle plan, it must and enforceable unless they are made public at the table.
be removed from the plan when revealed. 5. Only those aspects of a deal that are announced publicly are
16. The Harkonnen's capture of an opponent's leader when he wins required to be enforced. Assumptions, inferences, and
a battle is optional. unspoken implications cannot be enforced.
17. The identity of leaders captured by the Harkonnen is not 6. A previously-made publicly binding deal may be canceled at
required to be public knowledge. any time if all parties to the deal agree to do so.
18. If the Harkonnen chooses to immediately kill a captured leader,
the Harkonnen receives 2 spice (as opposed to paying 2 spice). XV. Additional Character Advantages
19. A captured leader played by the Harkonnen against the original 1. The Atreides gains permanent access to the Kwisatz Haderach
owner in battle may always be called as a traitor (regardless of immediately after losing a cumulative total of 7 or more tokens
whether or not the captured leader was also a traitor to the in battles over the course of the game. That is, the Atreides
Harkonnen or any other player). may use the Kwisatz Haderach in a later battle in the same
game turn that it is gained, and he may thereafter use the
20. A captured leader played by the Harkonnen in battle against a Kwisatz Haderach once per turn every turn for the rest of the
player who chose that leader as his traitor may still be called as game (unless it is in the tanks).
a traitor, as normal.
2. The Kwisatz Haderach may only be played on an Atreides
21. A player who wins a battle but dials away all of his tokens in the leader played in battle by the Atreides player. (That is, it may
battle is still permitted to claim any benefits of winning the battle not be played on an ally’s leader nor a captured Atreides leader
(collect spice for dead leaders, retain treachery cards, capture a played by the Harkonnen.)
leader.)
3. Once available, the Kwisatz Haderach token may be used in
22. A lasegun-shield explosion causes all tokens in the space, any number of battles in one space each game turn. Within
including coexisting Bene Gesserit tokens and spice tokens, to these restrictions, the Kwisatz Haderach token may be used
be destroyed and removed to the tanks. with any number of different leaders per turn.
23. There is no winner of a battle in which a lasegun-shield 4. The Kwisatz Haderach, if killed by lasegun/shield explosion,
explosion occurs. Therefore no one may claim benefits of must be revived as if it were a normal leader, but otherwise has
winning the battle (collect spice for dead leaders, retain no effect on the revival order of Atreides leaders.
treachery cards, capture a leader.)

© Bradley T. Johnson 28-Jun-2018 page 8 of 11


5. Bene Gesserit coexistence status is attached to the territory (as 5. The Guild can play a Karama to cancel another player's
opposed to the group of tokens occupying that territory). shipment any time after the shipment is declared, but before the
6. The Bene Gesserit must declare coexistence status only in player's movement is declared. That player loses his entire
territories where Bene Gesserit tokens and opposing tokens shipment action for the current turn. He may not simply choose
are/become co-located. Territories in which coexistence has to make a different shipment. However, he may still make a
not yet been declared this turn are implicitly not coexisting. normal on-planet move.
7. Coexistence status is only declared at the start of the 6. The Guild can not play a Karama to cancel the Fremen's free
Movement Round (after revival is taken) and during the shipment.
Movement Round at the instant when Bene Gesserit tokens 7. If the Guild plays a Karama card to cancel a player’s shipment,
and new opposing tokens become co-located. no costs related to that shipment are paid. The player may
8. A space that has been explicitly announced to be non- retain any spice and/or Karama card that was to be paid.
coexisting may change to coexisting in the same turn only when 8. The Fremen may play a Karama to cause a worm to appear
the space has been vacated by all non-Bene Gesserit tokens only during the Spice Round. This worm does cause a Nexus
and then is later entered by a different faction. to occur.
9. A space that has been explicitly announced to be coexisting 9. The Emperor may play a Karama to revive 3 tokens or a leader
may never change to non-coexisting in the same turn. at any time not forbidden by another ruling.
10. The Bene Gesserit must always declare territories that contain
tokens owned by both him and his ally to be in coexistence. XIX. Increased Spice Flow
11. An ally of the Bene Gesserit may move tokens into a space 1. Bene Gesserit tokens in a space that was declared to be
containing Bene Gesserit tokens, but only if the Bene Gesserit coexisting during the turn may not collect increased spice flow.
player agrees to immediately declare coexistence for that
territory. Player Aid Sheet
12. The Bene Gesserit may ship tokens into a territory already
containing tokens of two other factions, but only if the Bene
(Treachery Card Descriptions)
1. The Hajr card effect may only be used to move tokens owned
Gesserit player immediately declares coexistence for that
by the player who played the card.
territory.
2. The additional move granted by the Hajr card may allow a
13. The Bene Gesserit's sending of spiritual advisors is optional.
player to move one group of tokens twice or to move two
14. Bene Gesserit spiritual advisors may be placed in the Polar different groups of tokens. Both moves may apply any
Sink instead of the territory into which the other player shipped applicable Fremen or ornithopter bonuses.
if that territory is not coexisting or if the Bene Gesserit so
3. The Tleilaxu Ghola card effect may only be used to revive
chooses.
tokens (or a leader) owned by the player who played the card.
15. The Bene Gesserit may send spiritual advisors with his ally’s
4. The Tleilaxu Ghola card may be used to revive zero tokens (in
shipments if desired.
effect simply discarding the card.)
16. The Bene Gesserit can not send a free spiritual advisor with the
5. Truthtrance questions and answers must be announced
Fremen's shipment.
publicly.
17. The Bene Gesserit can not send a free spiritual advisor with his
6. Truthtrance questions must be answered immediately after the
own shipments.
question is given. No other card plays or other game actions
18. The Bene Gesserit can not send a free spiritual advisor with a (except player discussion) may occur until the question is
Guild shipment that originates on the planet. answered.
19. Coexisting Bene Gesserit tokens are allowed to use ornithopter 7. Truthtrance questions are permitted to require the target to
movement (but do not count for the purpose of determining answer questions about future actions or conditions. However,
access to ornithopters). no player is required to act to make the conditions of the
20. The Fremen ability to take only half losses (rounded up) in the question true. When/if the explicit conditions specified by the
Storm is NOT optional. question are met, the target must abide by the answer given to
the question to the best of his ability. If it is logically impossible
for the target to abide by the answer given to the question, then
XVII. Special Karama Powers the Truthtrance is negated and the target must publicly state
1. The Harkonnen can play a Karama to steal treachery cards that the answer previously given is invalid.
from another player only at the beginning of the Battle Round,
before any battles are selected to be performed. For example, I ask "Will you play a projectile weapon in battle
against me in Carthag this turn?" and you answer "Yes". You
2. The precise sequence of activities when the Harkonnen plays a are bound to play a projectile weapon if we have a battle in
Karama card to steal treachery cards from another player is: Carthag this turn and if you hold a projectile weapon at the time
 Declare how many cards are being taken, that battle plans are committed. If we do battle in Carthag, but
 Randomly select the declared number of cards from the you have no projectile weapon in your hand when it comes time
target, to commit our battle plans, then you must announce that you
 Look at the cards that were taken, are physically unable to abide by the answer you have given,
 Return the declared number of cards to the other player. the Truthtrance is negated and we ignore the answer to the
Returned cards must come from the Harkonnen's original hand question – you may play any weapon or no weapon at all. If
(but may be of the same type as the cards that were stolen, if you had answered "No", then you may not play a projectile
desired). weapon in any battle against me in Carthag this turn, no matter
3. The Atreides can play a Karama to force any opponent to what else happens.
immediately commit and reveal his entire battle plan any time In practice, highly speculative questions have rarely been found
before battle plans are committed (i.e. after Voice and to be valuable uses of Truthtrances anyway. Players are
Prescience are resolved, if desired). The Atreides commits and encouraged to confine Truthtrance usage to the least
reveals his own battle plan after seeing the opponent's plan. speculative questions possible. Players are required to avoid
4. The Atreides can play a Karama to force any player to reveal frivolous or purposely paradoxical use.
his entire battle plan. The Atreides is not required to be a part 8. Karama powers that specify "once" in the description refer to
of the battle involved, but the battle plan is only revealed to the "once per Karama card play" (as opposed to "once per game"
Atreides (who may sell/give the information as he sees fit). or “once per player”).

© Bradley T. Johnson 28-Jun-2018 page 9 of 11


9. Any player may play a Karama to "prevent Atreides from seeing 18. A Karama card may only be used to reduce the cost of a
the future once", selecting one of the following effects: cancel shipment made by the player who played the card. The
Prescience in one battle, prevent looking at the next spice blow Karama must be played any time after the shipment is declared,
card this turn, or prevent looking at the rest of the treachery but before the player's movement is declared. Note that this
cards up for bid this turn. The Atreides use of a Karama to see use of a Karama card for players allied with the Guild does not
an entire battle plan can not be canceled. reduce the cost below half-rate. The only difference is the spice
10. Any player may play a Karama to cancel the Atreides' paid goes to the bank instead of to the Guild.
Prescience in any battle any time after the Prescience question 19. Any player may play a Karama to force the Guild to move in
is asked but before battle plans are committed. If the proper player dot order any time during the Movement Round
Prescience is canceled after the answer was given, the answer before the player who would move after the Guild has begun his
may be ignored. turn.
11. Any player may play a Karama to cancel the Atreides' use of 20. Any player may play a Karama to prevent the Harkonnen from
Kwisatz Haderach in any battle any time before battle plans are drawing a free card any time before the identity of the free card
committed. (This does not prevent the Atreides from using the is seen.
Kwisatz Haderach in a different battle later in the same turn 21. Any player may play a Karama to cancel the Harkonnen's
even in the space.) capture of a leader any time after determining which leader has
12. Any player may play a Karama to cancel the Bene Gesserit's been captured but before the Harkonnen decides whether to
Voice in any battle any time after the Voice is given but before keep it or kill it.
battle plans are committed.
13. Any player may play a Karama to cancel any single BG spiritual Miscellaneous
advisor immediately after the advisor is announced. 1. Only the Atreides player may keep written notes of treachery
14. Any player may play a Karama to cancel the Bene Gesserit's card ownership during the game. No other written notes are
use of a Worthless Card as a Karama immediately after the permitted in the game.
Karama effect is announced. (The Worthless Card is still 2. No computer assistance is permitted during the game.
discarded.)
3. Any player may reveal any personal information, including his
15. A Karama card may only be used to cancel a treachery card treachery cards, to any other player at any time if desired.
payment owed by the player who played the card. The Karama
4. All spice transactions require agreement from both players
must be played immediately when the purchase is made.
involved. (That is, no player may give spice to another player
16. Any player may play a Karama to cancel the Emperor's or unless that player consents to receive it.)
Fremen's starred token advantage in any battle any time before
5. In any timing dispute not ruled on elsewhere in these
battle plans are committed.
clarifications, (for example, if players attempt to play
17. Any player may play a Karama to prevent the Fremen (or an Truthtrances and/or Karamas simultaneously) resolve the tie in
ally of the Fremen) from controlling a worm once (thus sending player dot order.
their tokens to the tank instead) any time after the worm is
6. It should go without saying that intentionally attempting to
revealed but before worm-riding is resolved. If this was an
circumvent game rules/clarifications or exploit unclosed
"additional" worm that was placed in a location by the Fremen, it
“loopholes” in said rules will be considered poor sportsmanship
instead appears at the first spice blow in the stack beneath it,
and will warrant immediate disqualification from the tournament.
as usual. It is not possible to cancel the Fremen's control of a
We all know there are many ways to cheat in this game,
worm that he called with a Karama card of his own.
perhaps more than most, so please take extra care to keep all
your play “above board”.

© Bradley T. Johnson 28-Jun-2018 page 10 of 11


Dune Karama Reference
World Boardgaming Championships 2018
*** Additions or changes from 2017 are highlighted. ***

Round Effect Who Can Play? Valid Target Timing


Prevent BG from using one worthless Anyone Bene Gesserit Immediately after Karama use is
card as a Karama. (Worthless card is announced.
Any

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

ally’s tokens are devoured.)


Summon worm to any one location. Fremen N/A Any time during Spice Round.
(Causes extra Nexus. Cannot be
affected by another Karama.)
Prevent Atreides from viewing Anyone Atreides Any time during Treachery Round.
treachery cards up for bid. (Affects all
cards remaining in the round.)
Treachery

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

rate, spice paid to bank.)


Prevent Guild from choosing his Anyone Guild Any time during Movement Round, before
movement order. (Guild must move in Guild’s normal turn order.
normal turn order.)
Prevent any one player from making a Guild Anyone Immediately after shipment is announced.
shipment. (Target player may not (May be announced after Karama to get
make a shipment this turn. No spice Guild shipment, if applicable. Other
is paid by shipping player.) Karama is not discarded.)
Prevent Atreides from using Anyone Atreides Any time after Prescience question is
Prescience in one battle. issued, before battle plans are committed.
Prevent Atreides from using Kwisatz Anyone Atreides Any time after battle is selected, before
Haderach in one battle. battle plans are committed.
Prevent BG from using Voice in one Anyone Bene Gesserit Any time after Voice is issued, before
battle. battle plans are committed.
Prevent Emperor from using Anyone Emperor Any time after battle is selected, before
Battle

Sardaukar bonus in one battle. battle plans are committed.


Prevent Fremen from using Fedaykin Anyone Fremen Any time after battle is selected, before
bonus in one battle. battle plans are committed.
Prevent Harkonnen from capturing a Anyone Harkonnen Immediately after battle is resolved,
leader. before leader is drawn.
View any one player’s entire battle Atreides Anyone Any time after battle is selected, before
plan for one battle. battle plans are committed.
Swap 1-4 treachery cards with one Harkonnen Anyone At beginning of Battle Round, before any
other player. battles are selected.

© Bradley T. Johnson 28-Jun-2018 page 11 of 11

You might also like