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DUNE is played in turns to a maximum limit of ten Game Turns. Each Game Turn is
composed of eight Rounds, with each player acting in turn within each Round.
• Starting with the First Player, bid on the first Treachery • Factions controlling Arrakeen or Carthag may collect Spice at a rate of three
Card using Spice. Spice per Troop token.
•Continue bidding on each card, with the first bid passing • Bonus Spice from the Spice Bank is awarded for control of: Arrakeen (2
to the next player immediately counter clockwise for each Spice), Carthag (2 Spice), or Tuek’s Sietch (1 Spice).
new card up for bid, until all cards have been purchased or 8. Control Round
passed on.
Players may collect any Spice gained via Spice Bribes.
• Players check to see if anyone has gained control of Dune and won the
game.
Dune Rules mz 41 Full — December 11, 2020
“O you who know what we suffer here, do not forget us in your prayers”
-Inscription over Arrakeen Landing Field
F
rank Herbert's classic science fiction novel Dune will live for many generations as a YOU WILL BE ONE OF THESE FACTIONS:
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. The House Atreides, led by the youthful Paul Atreides
(Muad’dib) — Rightful heir to the planet, gifted with
Dune – the very name conjures up desolation. Desert sandscapes cover most of the
valiant lieutenants and a strange partial awareness of
planet’s surface, broken only by great rock ridges. Giant Worms a quarter mile long live
the future, but beset by more powerful and treacherous
beneath the sand and attack any who linger on it. Human life exists in a few scattered
opponents.
places where precious water is available, but even those settlements are buffeted by
terrifying coriolis storms. The Bene Gesserit Sisterhood, represented by Reverend
Yet the planet is crucial to the destiny of a galactic empire. Because only on Dune can Mother Gaius Helen Mohiam — Ancient and inscrutable,
Spice be harvested. Spice is the key to interstellar travel. Only by ingesting the addictive carefully trained in psychological control and a genius at
drug can the Guild Steersman continue to experience visions of the future, enabling achieving her ends through the efforts of others.
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 they want. The Emperor of Known Space, His Majesty the Padishah
Powerful forces struggle for control of Dune. Imperial troops, aristocratic families, Emperor Shaddam IV— Keen and efficient, yet easily
Guildsmen, a secret sisterhood, and the nomadic native Fremen all vie for power on the lulled into complacency by his own trappings of power.
planet.
All are subject to the rigid economics of their joint merchant combine, Combine Honnete
Ober Advancer Mercantiles (CHOAM); resources are expensive, shipping is costly, The Fremen of Arrakis, represented by the planetary
excellence has a price. And that price must be paid in the universal currency, the Ecologist Liet-Kynes — commanding fierce hordes of
measure of all value: Spice. natives, adept at life and travel on the planet, and
Massive battles will occur, but often be decided by a single brilliant leader or an act of dedicated to preventing any outside control while
low treachery. bringing about Dune's own natural regeneration.
Ability Commentary
Each Faction battling for control of Dune has a set of unique economic, military, The Spacing Guild, represented by steersman Edric (in
strategic, or treacherous abilities which change how they play the game. Each Faction league with smuggler bands) — Monopolist of
can also provide their Allies with specific abilities. transport, yet addicted to ever increasing Spice flows.
Sometimes these advantages will bend or even break a rule. In all cases, the ability takes
precedence over the main rules. Detailed information on each Faction’s abilities is given
in the Almanac.
Treachery Cards often have abilities which change the flow of the The House Harkonnen, led by the decadent Baron
game. Karama Treachery Cards can be used to activate special, Vladimir Harkonnen, — Master of Treachery and cruel
once per game abilities - or to prevent another player from using deeds.
one of their faction’s advantages. Faction advantages that can
be cancelled by Karama are indicated with a icon.
1
Component Overview “Polish comes from the cities; wisdom from the desert.”- Fremen proverb
FACTION SET
GAME BOARD
Each faction set has:
Printed on the board is a map of the planet Dune.
Territories are outlined with dark black borders. • A game screen bearing the Faction’s emblem and a summary
of the Faction’s special abilities. More details are provided in
All Territories are composed of exactly one kind of
the Almanac and on each faction's player aid.
Terrain: Sand, Rock, Stronghold, and Polar Sink.
The map is also divided by longitude lines into
eighteen Storm Sectors which extend from the edge
of the Polar Sink to the horizon. Storm Sectors •Five large discs each showing a Leader and
control the way the Storm moves around the board. their fighting strength.
SPICE TOKENS • Alliance Cards as well as Cards and sheets used by certain Factions. The Atreides
Spice tokens represent melange; a precious resource found only on Arrakis. Spice is the Player receives the Kwisatz Haderach card and Treachery Notes sheet. The Bene
currency of the Imperium and the key to influence and power. Gesserit Player receives the Prediction cards.
2
Object of the Game | General Gameplay “Beginnings are such delicate times.” - Lady Jessica
Master of Records • No player may be forced to accept Spice from another player.
The Atreides is the only Faction that may keep written notes during the game. PLAYER DOT ORDER - TIMING CONFLICTS
• All Spice held by a player should be kept hidden behind their screen in secret.
In any timing disputes not ruled on elsewhere, resolve the tie in
• Any player may verbally reveal any information including their Treachery Cards, to any Player Dot Order, beginning with the player whose Player Dot
other player at any time if desired. Physically revealing their cards or spice is not is the next to be approached by the Storm.
permitted.
3
Game Setup “Any road followed precisely to its end leads precisely nowhere.” - Bene Gesserit proverb
1. The Board is set out on a flat surface.
AT START
2. All Spice tokens are placed in the Spice Bank.
Atreides
3. Shuffle Decks The various card decks are shuffled and placed face down in the • 10 Troop tokens in Arrakeen
appropriate locations on and around the game board. Played cards will be discarded face
• 10 Troop tokens in Off-Planet Reserves
up next to the decks.
• 10 Spice
4. Place the Game Turn Token on the turn track on the ONE space. • Bonuses: Harvesters, Carryalls
5. Storm Marker Place the Storm Marker in the Sector marked Storm Start. Bene Gesserit
6. Assign Factions Factions are randomly chosen by each player. Players may trade • 1 Troop token in any Territory
Factions with each other by mutual consent before play begins. If there are fewer than • 19 Troop tokens in Off-Planet Reserves
six players, players may agree to play an undrawn Faction. For any and all Factions that • 5 Spice
are not in play, remove all Leaders, Troop tokens, and Traitor Cards. Emperor
After Factions are assigned and before Faction tokens are placed on Player Dots, the • 20 Troop tokens in Off-Planet Reserves
Bene Gesserit Player makes their Prediction. • 10 Spice
Fremen
7. Assign Faction Positions Faction tokens are randomly assigned to Player Dots. This
represents your seat at the table. • 10 Troop tokens freely distributed between Sietch Tabr,
False Wall South, and False Wall West
8. Faction Setup Players follow the AT START rules for their faction.
• 10 Troop tokens in Southern Sietch On-Planet Reserves
The Fremen Player must place their Troop tokens before the Bene Gesserit Player, • 3 Spice
and they may place Fedaykin Troop tokens with their initial setup. Guild
If the Bene Gesserit Player places their Troop token in a Territory with another
• 5 Troop tokens in Tuek’s Sietch
player’s Troop tokens they must Co-Exist. This may be converted to Non-Co-Existing
• 15 Troop tokens in Off-Planet Reserves
at the Start of the Movement Round.
• 5 Spice
9. Determine Traitors Deal four Traitor Cards to each player. Each player then examines
• Bonus: Smugglers
their cards, picks one to keep, and returns the rest face down to the bottom of the deck.
Harkonnen
The Harkonnen player receives their Traitor Cards first. If they receive 2 or more
• 10 Troop tokens in Carthag
Traitor Cards with Harkonnen leaders, they may - at their option - return their Traitor
Cards and receive four new Traitor Cards. When the Harkonnen has less than 2 • 10 Troop tokens in Off-Planet Reserves
Harkonnen leaders - or has opted to accept them - the Harkonnen keeps all four • 10 Spice
Traitor Cards. All four Traitors are in their pay. • Bonuses: Harvesters, Carryalls
Re-shuffle the remaining Traitor Cards before dealing Traitor Cards to other Factions.
10. Conceal Faction Leaders, Spice and Tokens Each player places their five Leader Discs
behind their screen, along with any Spice, Troop tokens and other game paraphernalia
they control, unless otherwise directed.
11. Draw Treachery Each player draws one starting Treachery Card.
The Harkonnen Player draws two starting Treachery Cards instead of one.
4
1: STORM ROUND “Let the storm have what it can take!” - Alia
3: BIDDING ROUND ”Observe the plans within plans within plans” - Baron Harkonnen
THE AUCTION
In the Auction, players purchase Treachery Cards. It is recommended that the Atreides • After a player passes during the bid for a Treachery Card, that player may choose to
Player be chosen the Auctioneer. later enter bidding for the same card again on their normal bidding turn if the card has
The number (not the type) of Treachery Cards each player holds must always be open to not already been sold at that time.
everyone during the Bidding Phase. No one is allowed to hide the number of cards that • Bidding continues around the table until a top bid is made for the card and all other
they hold. A player can never have more than their hand limit of cards in their hand at players pass.
any one time. If they have a full hand, they must pass on all cards up for bid. • Payment for the winning bid of an Auction is made immediately and in full. The top-
The Auctioneer deals from the Treachery deck a number of face-down Treachery Cards bidding player gives their payment to the Emperor or to the Spice Bank (as applicable)
equal to the number of players who are allowed to bid for Treachery Cards at the then the player takes the Auctioned card.
beginning of this Bidding Round and places them in a row along the board edge. • Once the first card has been Auctioned, the role of First Bidder passes to the player
The Auctioneer Auctions the left-most card from those dealt: immediately counter clockwise (skipping any players who may not bid due to a full
• The First Player is the First Bidder on the first card up for Auction. If they do not hand), and then the next left- most card is Auctioned.
already have a full hand, they may bid one or more Spice, or pass. • Auctions for Treachery Cards continue until all cards available for bid have been
• Bidding then proceeds to the player immediately counter clockwise who may raise the Auctioned off or any one card is not bid on by anyone at which point all remaining
bid by one or more Spice, or pass. cards are returned to the top of the Treachery deck and the Auction is over.
• If a player does not bid on their turn within ten seconds, they pass. When the Treachery deck runs out, the Treachery deck’s discard pile (excluding the
• No unallied player may bid more Spice than they have (but see the Alliances and Bidding Family Atomics Treachery Card) should be immediately shuffled to form a new draw pile.
rules as well as the Karama and Bidding rules). The discard pile may be examined at any time.
• Choose Spice Support Each Troop token is valued at full strength if one Spice is spent Available Strength 2 2 ½ ½ ½ = 5½ Total Available Strength
to support it. Unsupported Troops are valued at half strength.
• Set Total Troop Token Strength Choose a number up to their available Troop token If they set aside five Spice in support of all their Troop tokens, their Total Available
strength in the Disputed Territory. This number is then indicated on the Combat Strength is 7:
Wheel.
• Select Leader Choose which Leader (if any) will fight Five Spice set aside
• Choose Treachery Choose which Treachery Cards (if any) to play Available Strength 2 2 1 1 1 = 7 Total Available Strength
12
6: BATTLE ROUND (Set Troop Token Strength) “Who could have guessed they’d use artillery…?” - Thufir Hawat
If a player holds the Traitor Card matching their opponent’s played Leader, at The precise sequence of activities in a Battle is as follows:
any point during Battle Resolution they may call out ‘Traitor!’ and reveal their 1. The Bene Gesserit player may issue The Voice command.
Traitor Card. 2. A Karama Treachery card can be played to cancel the Voice command.
If only one player calls ‘Traitor!’ 3. The Atreides player may ask the Prescience question.
• They win the battle immediately without sending any Troop tokens to the Tanks. 4. A Karama Treachery card can be played to cancel the Prescience question.
• They retain their Traitor card for future use. 5. The Prescience question is answered.
• The Traitor’s Leader disc is sent to the Tanks. The winning player receives the Traitor’s 6. The Atreides Player may Play a Karama Treachery card to use their See Future
strength in Spice from the Spice Bank. Special Karama Effect and view their opponent’s Entire Battle Plan.
• All Treachery Cards played during this Battle have no effect.
7. For each Karama played between answering the Prescience question and
The Losing player sends all their Troop tokens in the Battle into the Tanks, and discards
committing Battle Plans, re-answer the Prescience question.
all of the Treachery Cards they played in this Battle Plan.
• If a player targeted by the Voice or Prescience becomes the subject of a Karama
If both sides call ‘Traitor!’
effect before they commit their Battle Plan, they may reconsider their Battle Plan.
Both players jointly lose the Battle and both Leaders are sent to the Tanks. No Spice is However, they must still obey the Voice and prior Truthtrance answers to the
distributed, and each player reclaims their Traitor Cards for future use. fullest extent possible and must supply an updated answer to the Prescience
question (or reveal their new Battle Plan if See Future was used).
8. Play Karama to disallow Kwisatz Haderach for this Battle.
9. Play Karama to cancel Sardaukar or Fedaykin abilities for this Battle.
10. Commit Battle Plans.
Karama cancellations of starred Troop tokens (Sardaukar, Fedaykin, etc) may
require adjustment of Spice set aside for support and/or changing the dialed Total
Troop Token Strength.
When both players are again ready, the Battle Plans are committed.
11. Reveal Battle Plans.
12. Battle Resolution.
If the enumerated Karama effects listed are played before their applicable step, then
their effect is delayed until their applicable step.
15
7: COLLECTIONS ROUND “In case of trouble, save the factory.” - Gurney Halleck
HARVEST SPICE
Starting with the First Player, any player with Troop tokens in a Territory and Sector in
which there are Spice tokens may now collect that Spice.
For each Troop token in a given Territory and Sector with Spice, you may take two Spice
from that Territory and add them to your reserves.
Uncollected Spice remains where it is for future turns and for other players to attempt
to collect.
BONUSES
Factions who control either Arrakeen or Carthag gain the
Harvesters Bonus. Each of their Troop tokens have their Spice
collection limit increased to three.
Factions who control either Arrakeen or Carthag also gain the Carryalls Bonus,
receiving an additional two Spice directly from the Spice Bank. If they control
both Strongholds, they collect four Spice.
In the example above, the Atreides have three Troop tokens in Cielago South, which
contains twelve Spice at the beginning of the Collections Round.
A Faction controlling Tuek’s Sietch gains the Smugglers Bonus
Ordinarily, this would allow the Atreides to collect six and collects one additional Spice directly from the Spice Bank.
Spice (two per Troop token) but because they occupy
Arrakeen, each Atreides Troop token may collect three
Spice, for a total of nine Spice. This leaves three REDEPLOY
uncollected Spice in Cielago South at the end of the
Finally, all Leaders not in the Tanks are removed from the board and returned to the
Collection Round.
reserves of their respective owners.
In addition, Atreides would receive two Spice because
they control Arrakeen and gain the Carryalls Bonus.
16
8: CONTROL ROUND “Shall we now discuss what must be?” - Paul Muad’Dib
SPICE BRIBES VICTORY BY SUBTERFUGE
At the start of the Control Round, players may collect their Spice Bribes. The Spice Prediction
collected can now be used freely by those players.
If the Bene Gesserit correctly predicts which Faction achieves a Victory by Conquest and
on what turn:
VICTORY BY CONQUEST
• the Bene Gesserit Player is the sole winner of the game, even if they are part of an
At the end of every Control Round determine if any Faction or Alliance of Factions Alliance
controls enough Strongholds for Victory by Conquest.
A Prediction is deemed correct even if the predicted Faction’s Victory by Conquest
If any Faction or Alliance of Factions currently hold the listed number of Strongholds, occurred while the Faction was part of an Alliance.
they win the game.
FINAL GAME TURN
Number of Strongholds Needed For Victory
Players • On the final Game turn:
1 Faction 2 Faction Alliance 3 Faction Alliance
• If the Bene Gesserit have not won with their Prediction, and
3 4 5 - • No Victory by Conquest has occurred,
Check for the following conditions, in this order:
4 3 4 - Liet’s Plan
5 3 4 - If the Fremen Player (or no one) occupies Sietch Tabr and Habbanya Sietch and neither
the Harkonnen, Atreides, nor the Emperor occupy Tuek's Sietch, the Fremen have
6 3 4 5 prevented interference with their plans to alter Dune and they and any Ally win a Victory
by Subterfuge.
• A Faction in an Alliance can only win by controlling the number of Strongholds If the Guild is not in play, the Fremen and any Ally automatically win this Victory by
required by the size of their Alliance. Subterfuge.
• All Factions in an Alliance share victory, even if all their Strongholds are held by a single The Spice Must Flow
Faction.
Finally, if no other player or Alliance has won the game by the end of the final Game
• If two factions occupy the same Stronghold under storm, it does not count towards a Turn, the Guild and their Allies have prevented control of Dune and win a Victory by
Victory by Conquest for either faction. Subterfuge.
If a Victory by Conquest occurs, the Bene Gesserit’s Prediction is revealed to see if a
Victory by Subterfuge has happened instead. If neither the Fremen nor the Guild are in play, the Faction or Factions with the most
If it is not the final Game Turn and no Faction has won a Victory by Conquest or Victory strongholds share a Victory by Conquest.
by Subterfuge, the next game turn starts.
17
Alliance Ability Details “…they appear to be dealing openly. They’ve sent us a gift.” - Thufir Hawat
BENE GESSERIT - ALLIANCE ABILITY 1. they disclose how much of their bid will be paid by their ally, and
2. their ally publicly agrees to the amount when the bid is made.
When an Ally of the Bene Gesserit is in Battle, the Bene Gesserit player may use The
Voice ability against their Ally’s opponent. 3. Each Ally must reserve enough Spice to honor their bid.
If the bid wins, each ally involved in the bid pays their agreed on portion of the bid to the
EMPEROR - ALLIANCE ABILITY Emperor or the Spice Bank (as appropriate for each faction).
The Emperor may give their Ally spice at any time.
ALLIANCES AND SHIPPING
The Emperor may pay for the revival of up to three additional Troop tokens belonging to
A player may pay for part or all of an ally’s shipping costs during the
their Ally. These revivals allow their Ally to exceed their current limit of total revivals for
Movement Round’s Shipment Phase.
the Revival Round, but per-round limits for special tokens like Sardaukar or Fedaykin still
apply. 4. The amount cannot exceed the final cost of the specific shipment.
5. Each ally involved in the shipping payment pays their agreed on portion of the cost
FREMEN - ALLIANCE ABILITY to the Guild or the Spice Bank (as appropriate for each faction).
Allies of the Fremen do not lose their Troop tokens if a Shai-Hulud appears in their
ALLIANCES AND TROOP PLACEMENT
territory.
Troop tokens cannot end their Manoeuvre in a Territory (other than the Polar
During the Revival Round the Fremen may (at their option) convert up to three of their
Sink) in which an Ally has Troop tokens (unless permitted by Co-Existence).
Ally’s Troop token revivals into Free Revivals.
Storm Separated Sectors count as different Territories for this purpose.
Allies of the Fremen also share in a Fremen’s Victory by Subterfuge. If Allied Troop tokens ever co-occupy the same Territory: one of those factions must
move out of that territory during the Movement Round. If the first faction to ship and
GUILD - ALLIANCE ABILITY
move does not move out of the territory, the second faction must move out or lose
Allies of the Guild may use the Guild Special Shipment during the Movement Round. those forces to the Tleilaxu Tanks.
Guild allies may not ship Troop tokens to their reserves. Allies may occupy the same Territory in the case of Storm Separated Sectors, Co-Existence,
All shipments by Allies of the Guild are at half the and the Polar Sink.
normal cost (rounded up). Bene Gesserit Troop tokens Co-existing in a territory with an Ally’s Troop tokens
Guild Allies also may share in a Guild’s Victory by cannot opt to stop Co-Existing until they are no longer sharing a Territory with their
Subterfuge. Ally’s Troop tokens.
KULL WAHAD!
Expand Karama’s ability to cancel Faction abilities:
Karama used against untargeted, multiple-use abilities (like the Atreides’ Spy
Network) prevents them from being used again during the current round. For example,
Karama played against the Atreides’ Spy Network would prevent them from looking at
Treachery Cards up for bid until the end of the current Bidding Round.
Karama used against targeted, multiple-use abilities (like the Bene Gesserit’s Voice)
prevents them from being used against the Faction that played the Karama for the
remainder of the round. The ability could still be used against other Factions in the
current round.
Karama used against at-will abilities (like the Emperor’s Great Wealth) prevents them
from being used again until after the end of the current round.
3: BIDDING ROUND
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.
5: MOVEMENT ROUND
Foresight
At the start of the Movement Round, you may secretly look at the top card of the Spice Deck.
6: BATTLE ROUND
Prescience See Future
During the Battle Round you may force your opponent to show you your choice of Once per game, you may play a Karama Treachery Card during a Battle to
one of the four elements they will use in their Battle Plan against you: look at one target player's entire Battle Plan before their opponent selects
their own Battle Plan.
•Their chosen dialed Total Troop Token Strength
•Their chosen Leader Declare this Karama Effect before the target reveals their Battle Plan. The
•Their chosen Weapon Treachery Card target player may re-evaluate their Battle Plan before revealing it to you. After
•Their chosen Defense Treachery Card viewing the target player’s Battle Plan, you may tell other players anything
you wish (true or false) about it. However, you may not allow any other player
This ability is used after any Bene Gesserit Voice ability has been used or passed to view any part of the target player’s Battle Plan.
on. If your opponent shows that they are not playing a Weapon or Defense card,
you may not ask to see another element of the plan. The answering of the Atreides
Prescience Question (or Atreides See Future Special Karama Effect) must occur
immediately before Battle Plans are committed. After one of these answers is
Kwisatz Haderach
given, if any Karama is played (including the Atreides See Future Special Karama
Effect) the answering player may reevaluate their Battle Plan and provide an The Kwisatz Haderach cannot be used alone in Battle but may add +2
updated answer. The element of the Battle Plan being revealed by the Prescience Strength to any one Atreides Leader or Cheap Hero(ine) fighting for the
Question does not change. Atreides per turn. If the Leader or Cheap Hero(ine) is killed, the Kwisatz
Haderach has no effect in the Battle. The Kwisatz Haderach can only be killed
Rise of a Messiah if blown up by a Lasgun-Shield explosion. A Leader accompanied by the
When a cumulative of seven of your Troop tokens have been killed in battle (not Kwisatz Haderach cannot turn Traitor.
by the Storm), you may take and use the Kwisatz Haderach card for the rest of the
game (even in Battles in the same turn you acquired the Kwisatz Haderach card). If killed, the Kwisatz Haderach must be revived like any other Leader. Alive or
dead, it has no effect on Atreides Leader revival.
At Start
• 10 Troop tokens in Arrakeen
• 10 Troop tokens in Off-Planet Reserves
• 10 Spice
• Bonuses: Harvesters, Carryalls
Master of Records
The Atreides is the only Faction that may keep written notes during the game.
The Prophecy
At the start of the game, set the Kwisatz Haderach card face-up beside your Screen.
LEADER REFERENCE
ATREIDES BENE GESSERIT EMPEROR FREMEN GUILD HARKONNEN
• Lady Jessica 5 • Alia 5 • Count Hasimir Fenring 6 • Stilgar 7 • Staban Tuek 5 • Feyd-Rautha 6
• Thufir Hawat 5 • Margot Lady Fenring 5 • Captain Aramsham 5 • Chani 6 • Esmar Tuek 3 • Beast Rabban 4
• Gurney Halleck 4 • Princess Irulan 5 • Burseg 3 • Otheym 5 • Master Bewt 3 • Piter DeVries 3
• Duncan Idaho 2 • Reverend Mother Ramallo 5 • Caid 3 • Shadout Mapes 3 • Soo Soo Sook 2 • Captain Iakin Nefud 2
• Dr Wellington Yueh 1 • Wanna Marcus 5 • Bashar 2 • Jamis 2 • Guild Rep. 1 • Umman Kudu 1
24
The Bene Gesserit Sisterhood
1 2 3 4 5 6 7 8
Political Manipulation
You may at any time use a Worthless Card as a Karama Treachery Card. If this ability is cancelled by Karama, the Worthless Card is discarded.
3: BIDDING ROUND
Piety Political Manipulation
You automatically receive CHOAM Charity of two Spice from the Spice Bank each If you use a Worthless Card as Karama in an Auction as either your bid or payment,
Bidding Round whether you have less than two Spice or not. and it is cancelled by another Karama, both the Karama and the Worthless Card
are discarded and the current card’s Auction restarts at zero Spice bid.
5: MOVEMENT ROUND
Spiritual Advisors Combat Advisors
Whenever any other player Ships Troop tokens onto Dune from Off-Planet Whenever you send a Spiritual Advisor with another player’s Shipment, this
Reserves, you may Ship one extra Troop token for free from your reserves into the advisor may instead Ship to the same destination as that other player’s Troop
Polar Sink. You may not send Spiritual Advisors with Fremen Shipments or Guild tokens, but your Advisor Troop token must Co-Exist.
Special Cross Planet Shipments since those Shipments don’t originate from Off-
Planet.
6: BATTLE ROUND
The Voice
You may force your opponent to play or not to play a particular kind of Treachery Card during Battle. If your opponent cannot comply with your command, they may do as they
wish and do not have to state this until after Battle Plans are revealed:
• “You must play a (choose one: projectile/poison) Weapon” • “You must not play a (choose one: projectile/poison) Weapon”
• “You must play a (choose one: projectile/poison) Defense” • “You must not play a (choose one: projectile/poison) Defense”
• “You must play a Worthless Card” • “You must not play a Worthless Card”
• “You must play a Cheap Hero” • “You must not play a Cheap Hero”
• “You must play a (specific, e.g Lasgun) Special Weapon” • “You must not play a (specific, e.g Lasgun) Special Weapon”
When commanded to play a Worthless Card, your opponent can still choose a
Weapon or Defense as their other card.
At Start
Troop tokens that are Co-Existing cannot be involved in combat.
They are still susceptible to effects that destroy all tokens in a Territory. • 1 Troop token in any Territory (After Fremen placement)
• 19 Troop tokens in Off-Planet Reserves
7: COLLECTION ROUND • 5 Spice
Prediction
Troop tokens that are Co-Existing cannot collect Spice.
At the beginning of the game, after Factions are assigned but before any pieces
are placed on the game board, you must make a Prediction: which Faction will
win the game and on what turn. Record the Faction and Game Turn of your
8: CONTROL ROUND
prediction and place it face-down in front of your screen. If the selected Faction (or an
Troop tokens that are Co-Existing cannot gain control over Alliance they belong to) wins a Victory by Conquest on the selected turn, you may reveal
Strongholds and cannot prevent another player's control of a your prediction and win a Victory by Subterfuge. This Victory is yours alone (even if you
Stronghold. are part of an Alliance). You cannot predict a Victory by Subterfuge.
LEADER REFERENCE
BENE GESSERIT ATREIDES EMPEROR FREMEN GUILD HARKONNEN
• Alia 5 • Lady Jessica 5 • Count Hasimir Fenring 6 • Stilgar 7 • Staban Tuek 5 • Feyd-Rautha 6
• Margot Lady Fenring 5 • Thufir Hawat 5 • Captain Aramsham 5 • Chani 6 • Esmar Tuek 3 • Beast Rabban 4
• Princess Irulan 5 • Gurney Halleck 4 • Burseg 3 • Otheym 5 • Master Bewt 3 • Piter DeVries 3
• Reverend Mother Ramallo 5 • Duncan Idaho 2 • Caid 3 • Shadout Mapes 3 • Soo Soo Sook 2 • Captain Iakin Nefud 2
• Wanna Marcus 5 • Dr Wellington Yueh 1 • Bashar 2 • Jamis 2 • Guild Rep. 1 • Umman Kudu 1
Great Wealth
You may freely give Spice to an Ally at any time. The Ally does not need to wait until the Control Round to collect it.
Giving Spice to an Ally during the Bidding Round does not exempt that Ally from the rules of the Auction.
Since a player may not bid more Spice than they have, this may require you to pass Spice to your ally before that ally can bid.
3: BIDDING ROUND
Golden Lion Throne Alliance Synergy
Whenever another player pays Spice for a Treachery Card, they pay it directly and Using Alliance rules or Great Wealth - in combination with Golden Lion
immediately to you instead of to the Spice Bank. This even applies if you gave Throne - it is possible (at your option) to entirely negate your ally’s
them the Spice in the first place. This does not allow you to discount the cost of bidding costs. The forms must be obeyed, and your ally may not bid more than
Treachery Card purchases directly however; these must be paid for in full. they have unless you agree to provide the amount they lack. Karama played
against Great Wealth or Golden Lion Throne may prevent you from reclaiming the
spice, but cannot prevent you from paying for part or all of your ally’s bid.
4: REVIVAL ROUND
Combat Medics Prison Planet
Once per game, you may play a Karama Treachery Card during the Revival Only one Sardaukar Troop token can be revived each Revival Round, they
Round to revive up to three Troop tokens (no restrictions) or one Leader (no are treated as one Troop token in revival.
restrictions) for free. These Troop tokens go directly to your reserves and do not False Livery
count against your per-turn limits on Revivals, including those for Sardaukar. This
You may pay to revive of up three of your Ally's Troop tokens. These revivals cost
can allow a revived Leader to fight in a later battle of the same round it was killed.
two spice each and can allow your Ally to exceed their current limit of total revivals
for the Revival Round. Per-round limits for special tokens like Sardaukar or
Fedaykin still apply.
6: BATTLE ROUND
Elite Legion
Sardaukar Troop tokens each have a Troop token Strength of two;
vs Fremen, Sardaukar Troop tokens each have a Troop token Strength of one.
At Start
•20 Troop tokens in Off-Planet Reserves
•10 Spice
Elite Legion
You have five specially marked Sardaukar Troop tokens.
LEADER REFERENCE
EMPEROR ATREIDES BENE GESSERIT FREMEN GUILD HARKONNEN
• Count Hasimir Fenring 6 • Lady Jessica 5 • Alia 5 • Stilgar 7 • Staban Tuek 5 • Feyd-Rautha 6
• Captain Aramsham 5 • Thufir Hawat 5 • Margot Lady Fenring 5 • Chani 6 • Esmar Tuek 3 • Beast Rabban 4
• Burseg 3 • Gurney Halleck 4 • Princess Irulan 5 • Otheym 5 • Master Bewt 3 • Piter DeVries 3
• Caid 3 • Duncan Idaho 2 • Reverend Mother Ramallo 5 • Shadout Mapes 3 • Soo Soo Sook 2 • Captain Iakin Nefud 2
• Bashar 2 • Dr Wellington Yueh 1 • Wanna Marcus 5 • Jamis 2 • Guild Rep. 1 • Umman Kudu 1
28
The Fremen of Arrakis
1 2 3 4 5 6 7 8
1: STORM ROUND
Taste the Air Sandcraft
After the Storm card for the next turn has been selected and placed, you may If the Storm moves onto or over your Troop tokens, then you may choose to only
secretly look at it and then return it. lose half of your Troop tokens (rounded up) in the affected Storm Sector.
6: BATTLE ROUND
Long Live the Fighters Death Commandos vs Fremen, Sardaukar Troop tokens
Your Troop tokens do not need Spice Support to Fedaykin Troop tokens each have a Troop each have a Troop token Strength of
count as full strength in battle. token Strength of two. one.
8: CONTROL ROUND
Liet’s Plan
If no other player has won by the Final Game Turn’s Control Round:
With the Guild in play, if you (or no one) occupy Sietch Tabr and Habbanya Sietch and neither the Harkonnen, Atreides, nor the Emperor occupies Tuek's Sietch, you have
prevented interference with your plans to alter Dune and you and any Ally win a Victory by Subterfuge.
If the Guild is not in play, you and any Ally automatically win a Victory by Subterfuge.
At Start
• 10 Troop tokens freely distributed between Sietch Tabr, False Wall South, and False Wall West
• 10 Troop tokens in Southern Sietch On-Planet Reserves
• 3 Spice
• Spice Production Tech Token (Optional Expansion Rule)
Death Commandos
You have three specially marked Fedaykin Troop tokens. Your Fedaykin may be used as part of your starting forces.
LEADER REFERENCE
FREMEN ATREIDES BENE GESSERIT EMPEROR GUILD HARKONNEN
• Stilgar 7 • Lady Jessica 5 • Alia 5 • Count Hasimir Fenring 6 • Staban Tuek 5 • Feyd-Rautha 6
• Chani 6 • Thufir Hawat 5 • Margot Lady Fenring 5 • Captain Aramsham 5 • Esmar Tuek 3 • Beast Rabban 4
• Otheym 5 • Gurney Halleck 4 • Princess Irulan 5 • Burseg 3 • Master Bewt 3 • Piter DeVries 3
• Shadout Mapes 3 • Duncan Idaho 2 • Reverend Mother Ramallo 5 • Caid 3 • Soo Soo Sook 2 • Captain Iakin Nefud 2
• Jamis 2 • Dr Wellington Yueh 1 • Wanna Marcus 5 • Bashar 2 • Guild Rep. 1 • Umman Kudu 1
30
The Spacing Guild
1 2 3 4 5 6 7 8
5: MOVEMENT ROUND
Control Shipping Privileged
Once per game, you may play a Karama Treachery Card during the You and your Allies Ship at reduced cost. Your shipments costs one half Spice per
Movement Round when another player declares a Standard Shipment or Troop token Shipped into a Stronghold or one Spice per Troop token Shipped
Guild Special Shipment but before they declare their Manoeuvre. That one elsewhere, rounded up.
Shipment is prevented and no Spice is paid for it. That target player still is
See Danger
considered to have used their Shipment opportunity however.
Each Movement Round you may choose your Movement Round play-order
This does not affect the target player’s Manoeuvres.
position. Before each other player starts their Movement Round, you are given the
If you used this ability to prevent another player from playing Karama to ship at option to take your turn. If all other players have already moved, you will move
half the Standard Shipment cost, then only your Karama is considered used. last.
The other player’s Karama is returned to their hand unused.
The rest of the players must take their turns in the proper sequence. You do not
Masters of Ships have to reveal when you intend to take your turn until the moment you wish to
You may use the Guild Special Shipment during the Movement Round. The Guild take it, but you may not interrupt another player’s turn to take your move (if they
Special Shipment is to ship any number of your Troop tokens: have shipped, you cannot take your turn until after they have completed their
Manoeuvre). You will participate in normal Player Dot Order for all other rounds
• From: Off-Planet reserves (or) Any one Territory/Stronghold
regardless of your Movement Round play-order position.
• To: Any Territory/Stronghold (or) Your reserves as if it were a Stronghold.
Monopoly Alliance Synergy
When any other player makes a Standard Shipment (or when an Ally of the Guild When using Alliance rules in combination with your Monopoly ability,
makes a Guild Special Shipment), they pay the Spice immediately to you instead of your ally’s portion of the shipping costs is paid to you, and your portion
to the Spice Bank. Your payments go to the Spice Bank. of the cost is paid to the Spice Bank. The forms must be obeyed, and they may not
incur shipping costs they cannot afford unless you agree to provide the amount
they lack.
8: CONTROL ROUND
The Spice Must Flow
If, by the Control Round of the Final Game Turn:
• No other Faction or Alliance has achieved a Victory by Conquest
• Neither the Bene Gesserit nor the Fremen have achieved a Victory by Subterfuge
…you and any of your Allies have prevented control of Dune and win a Victory by Subterfuge.
At Start
• 5 Troop tokens in Tuek’s Sietch
• 15 Troop tokens in Off-Planet Reserves
• 5 Spice
• Bonuses: Smugglers
LEADER REFERENCE
GUILD ATREIDES BENE GESSERIT EMPEROR FREMEN HARKONNEN
• Staban Tuek 5 • Lady Jessica 5 • Alia 5 • Count Hasimir Fenring 6 • Stilgar 7 • Feyd-Rautha 6
• Esmar Tuek 3 • Thufir Hawat 5 • Margot Lady Fenring 5 • Captain Aramsham 5 • Chani 6 • Beast Rabban 4
• Master Bewt 3 • Gurney Halleck 4 • Princess Irulan 5 • Burseg 3 • Otheym 5 • Piter DeVries 3
• Soo Soo Sook 2 • Duncan Idaho 2 • Reverend Mother Ramallo 5 • Caid 3 • Shadout Mapes 3 • Captain Iakin Nefud 2
• Guild Rep. 1 • Dr Wellington Yueh 1 • Wanna Marcus 5 • Bashar 2 • Jamis 2 • Umman Kudu 1
32
The House Harkonnen
1 2 3 4 5 6 7 8
3: BIDDING ROUND
Opportunistic Master of Lies
Once per game, you may play a Karama Treachery Card during the Bidding Round Your hand limit for Treachery Cards is eight.
to take up to four Treachery Cards at random from another player and add them to
Duplicitous
your own hand. After looking at the newly acquired cards, you must return to that same
Every time you buy a Treachery Card, you receive an extra Treachery Card
player a number of Treachery Cards equal to the number of cards taken. You may, at your
free from the deck (if you have space in your hand for it), which is added
option, return cards you’ve just taken.
directly to your hand. The Atreides player may not look at this extra card.
You may not use this ability to invalidate answers that you have given to Truthtrance
questions.
6: BATTLE ROUND
A Subtle Poison Take Advantage
Every time you win a Battle you may choose to secretly and randomly select one living If your Ally's Battle opponent reveals a Leader whose Traitor Card you hold,
Leader to capture from the loser (including the Leader used in the Battle you just won to you may choose to reveal that Leader as a Traitor even though you are not
trigger this ability, if not killed, but excluding all Leaders already used in Battles in other directly involved in the Battle. Any Spice rewards from the Battle go to your
Territories this Battle Round). Ally.
• You may immediately place a captured Leader into the Tanks face down and gain two
Spice. Factions other than the leader’s faction, the Harkonnen, and the Tleilaxu may not
view this leader while it is in the tanks.
• You may instead hold them captive and use them in one later Battle.
• Captured Leaders that are killed in Battle are put into the Tanks from which their
original owners can revive them (subject to revival rules).
• Win or lose, after the battle you must release them, either to the Tanks (if they were
killed) or back to their original owner (if they survived).
If all of your Leaders are in the Tanks, then you must immediately return all of your
captured Leaders to their original owners.
A Karama card can be played to prevent the capture of a Leader when this ability is
triggered, but cannot be used to affect the fate of a Leader who has already been
successfully captured.
At Start
• 10 Troop tokens in Carthag
• 10 Troop tokens in Off-Planet Reserves
• 10 Spice
Bonuses: Harvesters, Carryalls
Many Secrets
At the start of the game you keep all Traitor Cards which you draw. All are in your pay.
Ingrained Treachery
At the start of the game you receive two Treachery Cards instead of one.
LEADER REFERENCE
HARKONNEN ATREIDES BENE GESSERIT EMPEROR FREMEN GUILD
• Feyd-Rautha 6 • Lady Jessica 5 • Alia 5 • Count Hasimir Fenring 6 • Stilgar 7 • Staban Tuek 5
• Beast Rabban 4 • Thufir Hawat 5 • Margot Lady Fenring 5 • Captain Aramsham 5 • Chani 6 • Esmar Tuek 3
• Piter DeVries 3 • Gurney Halleck 4 • Princess Irulan 5 • Burseg 3 • Otheym 5 • Master Bewt 3
• Captain Iakin Nefud 2 • Duncan Idaho 2 • Reverend Mother Ramallo 5 • Caid 3 • Shadout Mapes 3 • Soo Soo Sook 2
• Umman Kudu 1 • Dr Wellington Yueh 1 • Wanna Marcus 5 • Bashar 2 • Jamis 2 • Guild Rep. 1
34
TREACHERY CARD INDEX - CORE SET “The terrified man fights himself.” - Duncan Idaho
If you win the Battle, you may keep this card. Card text:
Ask one other player a single yes/no question about the game which must be
SHIELD (4 Copies)
answered publicly.
• Defense - Projectile No game or rule effect may interrupt the answer being given.
All Defense - Shield cards have the same text, as follows:
The player must answer “yes” or “no” truthfully.
Play as part of your Battle Plan.
Protects your Leader from an enemy’s Projectile Weapon in this Battle.
If you win the Battle, you may keep this card.
35
TREACHERY CARD INDEX - CORE SET “Improvisation is sometimes the best…” - Piter DeVries
36
TREACHERY CARD INDEX - CORE SET “I decide what best serves his majesty, understood?” - Captain Aramsham
WORTHLESS CARD (5 Cards) KARAMA (2 Cards)
• Baliset • La La La Karama cards can activate a single Karama effect of your choice:
• Jubba Cloak • Trip to Gamont •Once per game, activate a Faction’s Special Karama Effect
•Pay half price (rounded up) for a single Standard Shipment.
• Kulon •Use Karama as their bid or payment for one Treachery Card up for Auction.
All Worthless Cards have the same text, as follows: •Cancel a single ability that can be cancelled by Karama. These abilities are
Play as part of your Battle Plan in place of Weapon or Defense Treachery Card. identified in the rules with a symbol after their description.
Discard this card after use. If a Faction plays Karama to cancel another Faction's ability,
This card has no value in play. It can only be discarded by playing it as part of your
that specific effect is cancelled and while the ability can be used later, the opportunity to
Battle Plan.
achieve the original specific effect is lost.
The Bene Gesserit may use this card as a Karama card.
Examples:
Political Manipulation
• During the Bidding Round, the Atreides is about to use Spy Network to look at a
The Bene Gesserit may use any Worthless Card as a Karama Treachery Card. If this ability Treachery Card up for bid. Another Faction plays Karama. The specific effect being
is cancelled by Karama, the Worthless Card is discarded. cancelled is the Atreides looking at the Treachery Card currently up for bid, so the
Atreides cannot look at this card. After this card’s Auction is finished, the Atreides
may use Spy Network to look at other Treachery Cards that come up for bid.
• During the Bidding Round, the Emperor’s Ally asks the Emperor for help so they can
bid on the current Treachery Card up for auction, and the Emperor declares that they
will use their Great Wealth ability to give their ally 15 Spice. Another Faction plays
Karama. The specific effect being cancelled is giving Spice to help the Emperor’s Ally
in the current Auction, so the Emperor cannot give Spice to their Ally until the
current card’s Auction is over. After the current card’s Auction is finished, the
Emperor may use Great Wealth to give Spice to their Ally.
• During the Movement Round, the Guild declares they will use their See Danger
ability to ship and move their forces out of normal turn order. Another Faction plays
Karama. The specific effect being cancelled is the Guild shipping and moving out of
normal turn order, so the Guild cannot take their turn out of normal turn order - they
must now follow normal turn order for the round. The next time the Movement
Round occurs, the Guild may use See Danger to move out of normal turn order.
• During the Movement Round, the Bene Gesserit ships troops into a Stronghold
containing their Ally’s troops. They use their Devious ability to co-exist and remain,
but another Faction plays Karama. The specific effect being cancelled is having their
shipped Troop tokens co-exist in the Stronghold, so the Troops being shipped cannot
co-exist when they arrive. As allied troops cannot end the Movement Round in a
Territory with their Ally’s Troop tokens, the Bene Gesserit must use their Manoeuvre
to move their Troops out of their Ally’s territory. The next time a shipment or
Manoeuvre would result in their Troop tokens being in the same territory as another
Faction, the Bene Gesserit may use Devious to co-exist.
38
FACTION ABILITIES vs KARAMA “…the real universe is always one step beyond logic.” - From ‘The Sayings of Muad’Dib’ by The Princess Irulan
If a Faction plays Karama to cancel another Faction's ability, that specific effect is
5. Movement Round
cancelled and while the ability can be used later, the opportunity to achieve the
original specific effect is lost. Foresight Secretly looks at the top card of the Spice deck.
We Exist Only To Serve Choose whether troops co-exist or not.
At Any Time / All Rounds
Spiritual Advisors When others ship from Off-planet, can send a Troop to the
Master of Records Only the Atreides can take notes. Polar Sink.
Political Manipulation Uses Worthless Cards as Karama Cards. Combat Advisors As above, but their Troop co-exists at the same destination as
Great Wealth Gives Spice to ally at any time. opponent's troop shipment.
Devious Can choose to co-exist when movement or shipment causes them to
1. Storm Round share a territory with another faction.
Sandcraft May lose only half their troops to the Storm. The Black Arm Automatically flips to non-co-existence when alone.
Taste the Air May secretly look at the next turn’s Storm movement. Native Free Special Shipment to within two territories of The Great Flat.
Desert Creatures Troops can Manoeuvre up to two territories.
2. Spice Blow Round Desert Ghosts May end Special Shipment in storm & lose half troops.
Sandriders Fremen troops can ride worms to any Territory. Control Shipping Once per game, prevent another player’s shipment.
Bless the Maker If additional Shai-Hulud appear for the same discard pile in the Masters of Ships Ship back to own reserves, or cross-planet.
same round, the Fremen player chooses which territories they appear in. Monopoly Other players’ shipment fees are paid to the Guild.
Old Man of the Desert Once per game, cause a Shai-Hulud to appear. Triggers Nexus.
Privileged Guild and Guild Allies pay half price for shipments.
3. Bidding Round See Danger Guild ships and moves when they want, ignoring Player Dot order.
Spy Network Secretly looks at each Treachery card before it is bid on.
6. Battle Round
Piety Always receives CHOAM Charity each round.
Prescience Forces opponent to show 1 part of Battle Plan.
Golden Lion Throne Other players’ winning Treachery bids are paid to the
Emperor. Kwisatz Haderach adds +2 to Leader, prevents Treachery.
Opportunistic Once per game, swap up to 4 cards with one opponent. See Future Once per game, Forces opponent to show entire Battle Plan.
Duplicitous When buying a Treachery Card, receive an extra one free. The Voice Forces opponent to play or not play a particular card.
Master of Lies The Harkonnen hand limit is eight Treachery Cards. Elite Legion Each Sardaukar has a Troop token Strength of 2.
Long Live the Fighters Fremen Troops do not need Spice Support.
4. Revival Round
Death Commandos Each Fedaykin has a Troop token Strength of 2.
Combat Medics Once per game, revive up to 3 Troops or 1 Leader.
A Subtle Poison After winning a battle, may capture a random leader.
False Livery Pays for up to three extra revivals for an ally.
Take Advantage Harkonnen’s traitors may betray their ally’s opponents.
Prison Planet Only one Sardaukar Troop can ever be revived this round.
Many Times Many The Fremen receive three Free Revivals in the Revival Round. 8. Control Round
Only one Fedaykin Troop token can be revived each Revival Round.
Liet’s Plan On final turn, can win Victory by Subterfuge.
Sietch Warrens Can convert up to three of ally’s revivals into Free Revivals.
The Spice Must Flow On final turn, can win Victory by Subterfuge.
40
Credits “Kull wahad!” - Reverend Mother Gaius Helen Mohiam
ORIGINAL GAME DESIGN The primary purpose of this Dune Rulebook is to put together one contiguous resource
where all of the Original, Optional, and Advanced rules are “baked in” for a standard 6
Bill Eberle Greg Olotka
player game using only the base components.
Jack Kitterdge Jack Reda
Peter Olotka
Note on this version:
The December 2020 edition incorporates the GF9 rules through the November 2020
ADDITIONAL GAME DESIGN FAQ: Harkonnen hand swap limited to Bidding Round, Emperor Combat Medics limited
Alan Arvold Paul Snow to Revival Round; Fremen worm triggers Nexus; Karama negation clarifications/scoping,
Kenneth Burke Brad Johnson The June 2020 version already included: Easier access to ’thopters, CHOAM Charity,
Kirby Lee Davis Joel K once-per-game Special Karama Effects, Bene Gesserit ability to Voice Cheap Heroes,
Requirement to play Cheap Heroes when leaderless, Guild Allies cannot ship to Reserves,
Stuart K. Tucker
Improvements to Alliance abilities for Fremen & Emperor, Ghola card’s same round use
of revived leader, clarified Harkonnen Special Karama Effect, and abilities negated by
RULE BOOK WRITTEN BY
Karama.
Slev
GF9 Rules not incorporated in this rulebook:
PROOFING
• Fremen worm only appearing in sand territories.
Glenn McMaster Vangelis • Prohibition against Bene Gesserit Co-Existing in territory with an ally’s Troop tokens.
Brad Johnson Disgustipater
This revision started as an extension of the player aids I put together in 2017. It is an
John Eskioglou Brandon Bernard attempt to better integrate their format and visual language into the rulebook. All credit
Joel K Klaude Thomas for the original content belongs to the people in the left column. They got us here.
-murphzero
REFERENCE MATERIALS
Colin Stobbe
Jeffery Vaca
Brad Johnson
GAME ART
Ilya Baranovsky
RULE BOOK EDITED AND REVISED BY
Carl Krosnick
murphzero
41
Sequence of Play “One does not risk everything to settle a score prematurely.” - Staban Tuek
DUNE is played in turns to a maximum limit of ten Game Turns. Each Game Turn is
composed of eight Rounds, with each player acting in turn within each Round.
• Starting with the First Player, bid on the first Treachery • Factions controlling Arrakeen or Carthag may collect Spice at a rate of three
Card using Spice. Spice per Troop token.
•Continue bidding on each card, with the first bid passing • Bonus Spice from the Spice Bank is awarded for control of: Arrakeen (2
to the next player immediately counter clockwise for each Spice), Carthag (2 Spice), or Tuek’s Sietch (1 Spice).
new card up for bid, until all cards have been purchased or 8. Control Round
passed on.
Players may collect any Spice gained via Spice Bribes.
• Players check to see if anyone has gained control of Dune and won the
game.