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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.

1. Storm Round 4. Revival Round


Advance the Game Turn token one space. Each player may reclaim up to three Troop tokens from the Bene Tleilaxu
• Reveal the Storm card from the Storm Deck for this turn. Move the Storm Tanks, using free or paid revivals.
Marker that many Sectors around the map in a counter-clockwise direction. • Each player may reclaim one Leader disc from the Tanks if all five of their
• Return the card to the Storm Deck and re-shuffle. Leaders are (or have been) in the Tanks at a cost of the Leader’s Strength
value in Spice.
• Draw and place the Storm Card for the next turn.
2. Spice Blow Round 5. Movement Round
The top card of the Spice Deck is turned over Each player, in turn, makes one Shipment of Troop tokens onto the board
from their Reserves, and then performs one Manoeuvre with one group of
• For Territory cards: Spice tokens are placed in the Territory and Storm Sector
Troop tokens.
indicated.
• For Shai-Hulud cards: Remove all Troop and Spice tokens from the Territory 6. Battle Round
shown on the Spice Card that preceded the Shai-Hulud. Battles occur in Disputed Territories that contain Troop tokens of more than
• Continue drawing Spice Cards until a Territory is drawn. one faction.
• A Shai-Hulud triggers a Nexus Round, which occurs after all Spice cards are 1. Choose Battle Plan
resolved for this round.
• Choose Spice Support
2a. Nexus Round • Set Total Troop Token Strength.
This round only occurs if one or more Shai-Hulud Spice Cards were drawn • Select a Leader.
from the Spice Deck during the Spice Blow Round. • Choose Treachery Cards; Weapons and Defense.
• All players may form new Alliances and/or break existing ones. 2. Commit Battle Plans
3. Battle Resolution
3. Bidding Round
CHOAM Charity: Any Faction with zero or one Spice may bring their total up 7. Collection Round
to two using Spice from the Spice Bank. 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 at a rate of
• Deal a number of face-down Treachery Cards onto the
table equal to the number of players allowed to bid. two Spice per Troop token.

• 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

Dune Rules mz 41 Full — December 11, 2020


ARRAKIS — DUNE — DESERT PLANET “Nothing about Arrakis is normal!” - Master Bewt

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.

Territories composed of Strongholds will only ever


be in one Storm Sector. The Polar Sink Territory is
never in a Storm Sector. Territories composed of • Twenty small Troop tokens.
Sand or Rock may span multiple Storm Sectors.
Six Player Dots surround the map to help determine •A Faction token to place on the Player Dots around the map.
player order. The map also includes the Game Turn track, Bene Tleilaxu Tanks for holding
dead Leaders and Troop tokens, and the Spice Bank.

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.

COMBAT WHEELS MARKERS


These allow players to secretly select The Storm Marker denotes the
their Total Troop Token Strength during Sector of Dune currently beset
the Battle Round. by a deadly Coriolis Storm.

The Game Turn Token is used on CARD DECKS


the Game Turn track to indicate The game includes a number of card decks, in addition to a number of reference cards:
the number of the current turn.
Spice Deck, Treachery Deck, Storm Deck, Traitor Deck and a Bonus Deck.
The Radiation Marker indicates
when the Family Atomics
Treachery Card has been used.

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Object of the Game | General Gameplay “Beginnings are such delicate times.” - Lady Jessica

VICTORY — BY CONQUEST OR SUBTERFUGE ALLIANCES


The object of the game is to gain Control of Dune either on your own, or as part of a Alliances may only be formed or broken during a Nexus Round.
political Alliance.
A player gains their Ally’s Alliance ability upon Allying, as well as the ability to
Control of Dune can be achieved through Conquest, where at the end of a Game Turn a assist their ally with Treachery bids and Shipment fees. See the rules listed under
player (and any ally) occupy a specific number of Strongholds. • Alliances and Bidding
To win via Conquest without any Allies, a player must occupy three Strongholds. To win • Alliances and Shipping
via Conquest with an Ally, a player and their Ally must together occupy four Strongholds. • Alliances and Troop Placement
The Bene Gesserit, the Fremen, and the Guild can also win the game via Subterfuge. Allies may discuss strategy secretly at any time. A player may not claim an individual
Conquest victory while they are a member of an Alliance.
Prediction
If the Bene Gesserit can accurately predict the turn of a Faction’s Victory by Allied players’ Troop tokens are considered the same for purposes of victory (but only
Conquest, then the Bene Gesserit becomes the sole winner of the game via Victory victory). If the players in an Alliance jointly hold the required Strongholds during a
by Subterfuge. Control Round, they have won the game together.
DUNE is played in turns to a maximum limit of ten Game Turns. SPICE BRIBES AND CONSPIRACY
“When a man
At the end of turn 10, if no Faction has been able to win a Victory by Conquest, then • Players may make any kind of verbal deals or bribes between one says a thing,
either the Fremen or Guild can win a Victory by Subterfuge. another.
that’s the
• A Spice Bribe is a deal that involves the transfer of Spice. contract.”
Liet’s Plan • A deal or bribe cannot involve the transfer or gift of Treachery - Stilgar
If, at the end of the Final Game Turn, the Fremen Player (or no one) occupies Sietch Cards, Leaders, Troop tokens, or Factional abilities.
Tabr and Habbanya Sietch and neither the Harkonnen Player, the Atreides Player,
nor the Emperor Player occupy Tuek's Sietch, the Fremen Player (and Ally) wins a • A player cannot renege on a deal or bribe which has been publicly stated aloud. Bribes
and deals not publicly announced aloud may be reneged upon freely.
Victory by Subterfuge.
• Spice that is part of a Spice Bribe is placed on the receiving player’s
The Spice Must Flow Player Dot on the map. This Spice may not be taken or used in any way until the start
If, at the end of the Final Game Turn, no other player or Alliance has won the game, of the Control Round, when it may be put behind that player’s screen.
the Guild Player (and Ally) wins a Victory by Subterfuge.
• Although the Spice from a bribe may only be collected in the Control Round,
More details can be found in section 8: Control Round
arrangements that lead to it may be made at any time.
RECORD KEEPING & SECRECY Great Wealth
• Note keeping during the game is forbidden. The Emperor Player may freely give Spice to an Ally at any time. The Ally does not
• No computer assistance is permitted during the game need to wait until the Control Round to collect it.

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.

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1: STORM ROUND “Let the storm have what it can take!” - Alia

TIME MOVES ON DETERMINING THE FIRST PLAYER


Starting on Game Turn Two: at the start of the Storm Round the The player whose Player Dot is the next to be approached by
Game Turn token is moved one space to indicate the current turn. the Storm is termed the First Player.
The First Player will move first in every round this turn. Play
THE STORM then proceeds counter-clockwise in Player Dot Order until
The Storm moves around Dune, destroying Troop tokens, destroying Spice, and each player has taken their move each round.
preventing Troop tokens from moving into or out of Sectors it covers. A new First Player is chosen at the end of every Storm Round.
Obstruction Forces may not move into, out of, or through a sector in storm. Forces may
not battle if either or both are in storm. If two factions occupy the same Stronghold
under storm, they do not battle and the Stronghold does not count towards a Victory by Ability Commentary
Conquest for either faction.
Where multiple effects occur in the Storm Round, the following order is used:
INITIALIZING THE STORM: GAME TURN ONE 1. Reveal Storm Card
In the first Storm Round only, the Storm Marker is placed using this procedure:
2. Play Weather Control and/or Family Atomics (if both are played, they are resolved
1. The players whose Player Dots are nearest on either side of the Storm Start Sector in the order they are played)
will use the Combat Wheels to independently dial a number with a total value
3. Move Storm
between zero and twenty.
4. Place New Storm Card by Storm Marker
2. The two numbers are revealed simultaneously, totaled, and the Storm Marker
moved from the Storm Start Sector counter-clockwise that number of Sectors 5. Fremen Examine Storm Card
around the map. No Tokens are lost due to the Storm during Game Turn One.
• Weather Control and Family Atomics may not be used in the first turn
3. Shuffle all the Storm Cards.
• If Weather Control is played for zero Storm Sectors, the Storm does not move and no
4. Draw & place the Storm Card for next turn’s Storm movement without looking at it. losses are incurred.
MOVING THE STORM: THE REST OF THE GAME Taste the Air
After the first Storm Round, the Storm moves using the following After the Storm card for the next turn has been selected and placed, the Fremen
procedure: player may secretly look at it and then return it.
1. The Storm card is revealed. Sandcraft
2. The Storm Marker is moved counter-clockwise the number of The Fremen Player may choose to lose only half (rounded up) of their Troop tokens
Sectors indicated on the card. in a Territory due to the Storm’s movement.
3. If the Storm Marker passes over or stops in any Sector containing Once Family Atomics has been played, the Imperial Basin, Arrakeen,
both Sand Terrain and Troop tokens, then the Troop tokens in that and Carthag will be treated as Sand Territories for Storm movements into their
Sector are sent to the Tanks (this excludes the Imperial Basin). respective Sectors.
4. If the Storm Marker passes over or stops in any Sector containing • Two groups of Troop tokens in one Territory but in Storm-separated Sectors count as
Spice, then that Spice is returned to the Spice Bank. being in separate Territories.
5. Shuffle all the Storm Cards.
6. Draw & place the Storm Card for next turn’s Storm movement without looking at it.

5 Ability can be cancelled by Karama.


2: SPICE BLOW ROUND (Double Spice Blow) “You see me, father? I am a desert creature…” - Liet-Kynes
DRAW SPICE CARDS Ability Commentary
From one Spice Deck, cards are drawn and placed on top of two distinct discard piles. Old Man of the Desert
Draw cards into the first discard pile until a Territory card is reached. When drawn, each Once per game, the Fremen player may play a Karama Treachery Card during the
card is resolved immediately before the next card is drawn. Spice Blow Round to cause a Shai-Hulud to appear in any Territory they wish. The Shai-
• For Territory cards: Take the amount of Spice indicated on the card from the Spice Hulud is not drawn from the Spice Deck and this does not replace any Spice draw. A
Bank and place it on the Spice Blow icon of the card’s Territory. If the Spice Blow icon Worm can only devour Troop tokens in a Sand Territory. This Worm triggers a Nexus
is in a Sector currently under the Storm Marker, no Spice is placed for that card. Round.
• For Shai-Hulud cards: a Worm appears in the Territory of the card from the same Sandriders
discard pile that preceded the Shai-Hulud. All Troop Tokens and Spice in the Territory The Fremen (and their allies) do not have their tokens devoured by worm attacks.
are eaten by the Worm.
After the Nexus Round, the Fremen (alone) may ride Worms that appeared in Territories
• The Troop tokens are sent to the Tanks.
containing their Troop tokens: transporting any number of these tokens to any Territory.
• The Spice is placed in the Spice Bank. They may not ride Worms into or out of Storm Covered Sectors. Tokens located at the
• Continue drawing Spice Cards until a Territory is drawn. destination of a Worm ride are not destroyed.
• A Nexus Round is triggered, which occurs after all Spice cards are resolved for this
Troop tokens do not block Fremen Sandriders; Except:
round.
• Troop tokens cannot ride Worms into or through a Stronghold with Troop tokens of
This process is repeated for the second discard pile. The effects of each discard pile are
two other (Non-Co-Existing) players.
separate and distinct from each other. Worm cards from one discard pile have absolutely
no effect on the other discard pile. • Troop tokens cannot ride Worms into a Territory (other than the Polar Sink) in which
their Ally has Troop tokens (unless permitted by Co-Existence). Storm Separated
If the Spice Deck is exhausted, ALL Spice Cards are reshuffled to
Sectors count as different Territories for this purpose.
restock the Spice Deck. It is possible for a Territory to get a
second Spice blow during the turn in which the Spice Deck is Bless the Maker
reshuffled. When additional Shai-Hulud cards are drawn to the same discard pile, the Fremen player
The Spice Blow Round ends after a Territory card has may have each Worm after the first appear in any Territory (of any Terrain type) they
been resolved for each discard pile. wish. Worms only devour Troop tokens and Spice tokens when they appear in Sand
Territories. The Fremen player may use these Worms to relocate Troop tokens with their
Sandriders ability.
NO WORMS ON THE FIRST TURN
All Shai-Hulud cards drawn during the first
Game Turn are ignored and shuffled back into
the Spice Deck at the end of the Spice Blow
Round.

6 Ability can be cancelled by Karama.


2A: NEXUS ROUND “…the Great Houses can still hope for alliance” - Lady Jessica
When triggered by one or more Shai-Hulud cards, a Nexus Round occurs after all the Details leading to an Alliance may be kept secret. Once an alliance has been formed, a
Spice cards of the Spice Blow Round have been resolved. binding agreement has been made and this Alliance may not be broken until the next
A Nexus Round cannot occur on the first turn. Nexus Round.
Alliance membership grants abilities and victory conditions that become available after
FORMING AN ALLIANCE
the Nexus Round ends. These are detailed on each Faction’s Alliance cards, and in the
In a Nexus Round, new alliances between Factions can be formed and existing alliances Bidding, Movement and Control Round rules.
can be broken.
All players may freely discuss the opportunities of Allying with each other. Several BREAKING AN ALLIANCE
Alliances may be formed during a Nexus Round, but a player may never form more than Any player may break an existing Alliance during a Nexus Round. They simply announce
one Alliance per Nexus Round. To form an Alliance, all constituent members must that they are breaking from their Alliance. Any Player who breaks from an existing
publicly announce their intention to form this new Alliance and exchange their Alliance Alliance still has the opportunity to immediately form a new Alliance, even reforming an
cards. Alliance they have just broken.

3: BIDDING ROUND ”Observe the plans within plans within plans” - Baron Harkonnen

CHOAM CHARITY Ability Commentary


At the start of Bidding Round, any player who has less than two Spice may claim CHOAM Piety
Charity to raise their total to two Spice (using Spice from the Spice Bank) by calling out The Bene Gesserit player automatically receives CHOAM Charity of two Spice each
"CHOAM Charity.” Bidding Round whether they have less than two Spice or not.

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.

7 Ability can be cancelled by Karama.


3: BIDDING ROUND (Invalid Bids | Alliances) “Power tends to isolate those who hold too much of it.” - Edric
INVALID BIDS Ability Commentary
• If a player is discovered to have bid more Spice than they can pay for a Treachery Card Spy Network
that they have ‘won’, restart the bidding for that Treachery Card with the Invalid
The Atreides player may secretly look at each Treachery Card that is to be bid upon as it
’winner’ leading the bid with their maximum possible Spice bid. If the overbid was due
comes up for purchase before any player bids on it. They may not look at Treachery
to the loss of a Karama effect, fully restart the auction for that Treachery Card.
Cards that are not bid upon or that are drawn by any other method.
ALLIANCES AND BIDDING Political Manipulation
A Faction in an alliance may bid using an Ally’s spice, or may bid a higher The Bene Gesserit may use any Worthless Card as a Karama Treachery Card during an
amount than they have on hand by using an Ally’s spice, provided that Auction. If they use it as their bid or their payment and this ability is cancelled by another
1. they disclose how much of their bid will be paid by their ally, and
Karama, both the Karama and the Worthless Card are discarded and the current card’s
2. their ally publicly agrees to the amount when the bid is made. Auction restarts at zero Spice bid.
3. Each Ally must reserve enough Spice to honor their bid. Golden Lion Throne
If the bid wins, each ally involved in the bid pays their agreed on portion of the bid to the The Emperor pays their winning Treachery Card bids to the Spice Bank. All other players
Emperor or the Spice Bank (as appropriate for each faction). pay their winning Treachery Card bids directly and immediately to the Emperor.

KARAMA AND BIDDING Great Wealth


The Emperor may transfer Spice to their Ally at any time in the turn. Since a player may
Karama not bid more Spice than they have, this may require the Emperor Player to pass Spice to
Any player allowed to bid in the current auction (who has less than their hand an Ally before that Ally can bid.
limit of Treachery cards) may play a Karama Treachery card during the auction
in one of two ways: by using it as their bid or using it as their payment. Opportunistic
1. They may play Karama as their bid, ending the auction of the current card. They Once per game, the Harkonnen may play a Karama Treachery Card during the
win that card without further bids; If multiple players attempt to use Karama to Bidding Round to take up to four Treachery Cards at random from another player and
win the same auction, resolve their cards in Player Dot Order. add them to their hand. After looking at the newly acquired cards, they then return to
OR that same player a number of Treachery Cards equal to the number of cards taken. The
2. While they hold a Karama card, they are allowed to bid more Spice than they have, Harkonnen may, at their option, return cards they’ve just taken.
enabling them to “bid up” the price of a card up for auction. If their bid is the The Harkonnen may not use this ability to invalidate answers that they have given to
winning bid and they do not have enough Spice to pay, Truthtrance questions.
they must play Karama as their payment. If they do, they Duplicitous
pay no Spice and collect the auctioned card.
Every time the Harkonnen player buys a Treachery Card, they receive an extra Treachery
If a player holding a Karama card, after bidding more Card free from the deck (if they have space in their hand for it). The Atreides Player may
Spice than they have, accepts being outbid - they may not look at this extra card.
keep their Karama card (without playing or even
Master of Lies
revealing it) and let the other player win the card up for
The Harkonnen player’s hand limit for Treachery Cards is eight.
auction.
A player who is at their hand limit for Treachery cards
cannot bid. As a result, they cannot use Karama as either
their bid or their payment.

8 Ability can be cancelled by Karama.


4: REVIVAL ROUND “He appears dead to the untrained eye.” - Lady Jessica
The Revival Round allows Factions to regain lost forces. Starting with the First Player Ability Commentary
and proceeding counter clockwise, players may revive up to three Troop tokens and one
Kwisatz Haderach
Leader from the Bene Tleilaxu Tanks.
If the Kwisatz Haderach is killed, it must be revived like any other Leader. Alive or dead,
TROOP TOKEN REVIVALS it has no effect on Atreides Leader revival.
All players may revive up to three Troop tokens from the Tanks each Game Turn. Each Combat Medics
Faction receives a number of free revivals. Additional Troop tokens may be revived at a Once per game, the Emperor Player may play a Karama Treachery Card during the
cost of two Spice per Troop token. A player cannot normally revive more than three Revival Round to revive up to three Troop tokens (no restrictions) or one Leader (no
Troop tokens per turn, via free revivals or those costing two spice each (this limit can be restrictions) for free. These Troop tokens go directly to their reserves and do not count
exceeded via the Tleilaxu Ghola Treachery Card or the Emperor’s False Livery ability, but against their per-turn limits on Revivals, including those for Sardaukar. This can allow a
per-turn limits for special tokens like Sardaukar or Fedaykin still apply). All Spice revived Leader to fight in a later battle of the same round it was killed.
expended for Troop token revival is placed in the Spice Bank. Revived Troop tokens must False Livery
be placed in the owning player’s reserves. The Emperor may pay to revive of up to three of an Ally's Troop tokens. These revivals
cost two spice each and are not limited by the current limit of total revivals for the
LEADER REVIVALS Revival Round. Per-round limits for special tokens like Sardaukar or Fedaykin still apply.
Whenever a Leader enters the Tanks, it enters face up. If at the beginning of a Revival Prison Planet
Round all of a Faction’s Leaders are either face up in the Tanks or captured, they may Only one Sardaukar Troop token can be revived each Revival Round, they are treated as
revive one face up Leader from the Tanks per Game Turn by paying that Leader's one Troop token in revival.
Strength value (printed on the disc) in Spice to the Spice Bank. A revived Leader is placed Many Times Many
in its owner’s reserves and is immediately available for use but is still subject to
The Fremen receive three Free Revivals in the Revival Round. Only one Fedaykin Troop
Treachery and other such effects.
token can be revived each Revival Round.
If a revived leader is killed again, place it face down in the Tleilaxu Tanks. This leader Sietch Warrens
cannot be revived again until all of the player’s other revivable leaders have been
During the Revival Round the Fremen may (at their option) convert up to three of their
revived, killed, and sent to the Tleilaxu Tanks again.
Ally’s Troop token revivals into Free Revivals.
TLEILAXU GHOLA TREACHERY CARD
Any player may play the Tleilaxu Ghola Treachery Card at any time to Troop Token Revivals per Revival Round
immediately revive up to five of their own Troop tokens (Per-turn limits for
Faction
Free Revivals Costing 2 Spice
special tokens like Sardaukar or Fedaykin still apply) or any one of their own
Leaders (no restrictions) from the Tanks for free. These revivals are not Atreides 2 1
limited by the current limit of total revivals for the Revival Round. This can
allow a revived Leader to fight in a later battle of the same round it was killed. Bene Gesserit 1 2
Emperor 1 2
Fremen 3 -
Guild 1 2
Harkonnen 2 1

9 Ability can be cancelled by Karama.


5: MOVEMENT ROUND (Shipment Phase) “The Guild doesn’t take your orders!” - Guild Representative

SHIPMENT PHASE Ability Commentary


Each player may make one Shipment per Movement Round. Either: Foresight
• A Standard Shipment to ship any number of Troop tokens from Off-Planet Reserves to At the start of the Movement Round, the Atreides player may secretly look at the top
one Territory on the map. card of the Spice Deck.
The Fremen have On-Planet reserves and cannot use a Standard Shipment. We Exist Only To Serve
• A Special Shipment available At the start of the Movement Round, before Shipment or Manoeuvre by any player, the
to that player. Bene Gesserit player must decide to Co-Exist or Non-Co-Exist in all Territories they
occupy with any other player. If a faction plays Karama against this ability, all Bene
The Guild and their allies can use the Guild Special Shipment.
Gesserit Troop tokens remain as they are.
Allies of the Guild may not ship Troop tokens to their Reserves.
See Danger
The Fremen must use the Fremen Special Shipment (if allied with the Guild, they may
Each turn, the Guild chooses when they play their Movement Round. Before each other
use the Guild Special Shipment).
player starts their Movement Round, the Guild has the option to go before that player.
The cost of shipping Off-Planet reserves is 1 spice per force shipped into any stronghold
Devious
and 2 spice per force shipped into any other territory. Players must immediately pay the
Guild or Spice Bank (as applicable) after each shipment. Shipments must be paid in full. At the moment in which any Shipment, Manoeuvre, or Worm Ride causes Bene Gesserit
Troop tokens to occupy a Territory with Troop tokens of any other player, they may
Standard Shipments cannot be made into a Sector under the Storm. When shipping into
choose to Co-Exist in that Territory.
a Territory with several Sectors, a player must make clear which Sectors their Troops are
located in (and later changes must be part of a Manoeuvre). Storm Separated Sectors The Black Arm
count as different Territories. When the Bene Gesserit becomes the only player with Troop tokens in a territory, those
Troop tokens do not block Shipments; Except: Troop tokens automatically Non-Co-Exist.
• Troop tokens cannot be Shipped into a Stronghold with Troop tokens of two other (Non-Co- Spiritual / Combat Advisors
Existing) players. Whenever any other player ships Troop tokens onto Dune from Off-Planet, the Bene
• Troop tokens shipped into a Territory containing an Ally’s tokens cannot remain there (unless Gesserit may ship for free from their Off-Planet Reserves Either: a Spiritual Advisor
permitted by Co-Existence or the Polar Sink). Tokens shipped into an Ally’s territory must Troop token to the Polar Sink, or a Co-Existing Combat Advisor to the same Territory as
manoeuvre into a separate territory during the same Movement Round.
the other player’s shipment.
ALLIANCES AND SHIPMENTS Native
The Fremen Special Shipment is to Ship any number of their Troop tokens for free from
A player may pay for part or all of an ally’s shipping costs during the
their On-Planet Reserves to any Territory within two Territories of The Great Flat,
Movement Round’s Shipment Phase.
regardless of Storm Position.
1. The amount cannot exceed the final cost of the specific shipment. Desert Ghosts
2. Each ally involved in the shipping payment pays their agreed-on portion of the cost Fremen Special Shipments may end under the Storm; however half (rounded up) of
to the Guild or the Spice Bank (as appropriate for each faction). these shipped Troop tokens are killed.
KARAMA AND SHIPMENTS Monopoly
All Factions other than the Guild pay shipping costs directly and immediately to the
During the Movement Round, a Karama Treachery Card can be played to halve
Guild. The Guild pays the Spice Bank for shipments.
the Standard Shipment cost for one Shipment (rounded up). Spice for this
Shipment is paid to the Spice Bank. Privileged
The Guild and their Allies pay half the normal shipping rate (rounded up).

10 Ability can be cancelled by Karama.


5: MOVEMENT ROUND (Manoeuvre Phase) “The sinks are only a Thumper away.” - Stilgar

MANOEUVRE PHASE Ability Commentary


Each player may make one Manoeuvre per Movement Round. They may move, as a
We Exist Only To Serve
group, any number of their Troop tokens from one Territory into one other adjacent
At the start of the Movement Round, before Shipment or Manoeuvre by any player, the
Territory. Some abilities may increase this range, allowing Troop tokens to move through
Bene Gesserit player must decide to Co-Exist or Non-Co-Exist in all Territories they
several contiguous Territories per Manoeuvre.
occupy with any other player. If a faction plays Karama against this ability, all Bene
Ornithopters Gesserit Troop tokens remain as they are.
Any player who starts a Manoeuvre while one or more of their Troop
Devious
tokens are in either Arrakeen or Carthag has access to
ornithopters and can move their chosen Troop tokens through up At the moment in which any Shipment, Manoeuvre, or Worm Ride causes Bene Gesserit
to three adjacent territories. The Troop tokens moved do not have to Troop tokens to occupy a Territory with Troop tokens of any other player, they may
start, enter, or end their movement in Arrakeen or Carthag to make this choose to Co-Exist in that Territory.
Manoeuvre. The Black Arm
Bene Gesserit Troop tokens that are Co-Existing do not qualify the Bene When the Bene Gesserit becomes the only player with Troop tokens in a territory, those
Gesserit for Ornithopter movement. Troop tokens automatically Non-Co-Exist.
Sectors have no effect on Manoeuvres (except the Sector under the Storm). No Troop Desert Creatures
token may move into, out of, or through a Sector covered by the Storm in any way. A
Fremen Troop tokens may move up to two Territories per Manoeuvre.
Sector's only function is to regulate the movement and coverage of the Storm and Spice
collection. Control Shipping
• The Polar Sink is never in the Storm. Once per game, the Guild may play a Karama Treachery Card when another player
declares a Standard Shipment or Guild Special Shipment but before they declare their
• When ending a Manoeuvre in a Territory lying in several Sectors, a player must make Manoeuvre. That one Shipment is prevented and no Spice is paid for it. That target
clear in which Sector they are leaving their Troop tokens.
player still is considered to have used their Shipment opportunity however.
• Troop tokens may be moved as a Manoeuvre in the same turn that they are Shipped. This does not affect the target player’s Manoeuvres or Worm Rides.
Troop tokens do not block Manoeuvres; Except: If the Guild Player used their Karama to cancel another player from playing a Karama to
• Troop tokens cannot be Manoeuvred into or through a Stronghold with Troop tokens Ship at half Standard Shipment cost, then only the Guild's Karama is considered used.
of two other (Non-Co-Existing) players. The other player’s Karama is returned to their hand unused.

ALLIANCES AND TROOP PLACEMENT


Troop tokens cannot end their Manoeuvre in a Territory (other than the Polar
Sink) in which an Ally has Troop tokens (unless permitted by Co-Existence).
Storm Separated Sectors count as different Territories for this purpose.
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
move does not move out of the territory, the second faction must move out or lose
those forces to the Tleilaxu Tanks.
Allies may occupy the same Territory in the case of Storm Separated Sectors, Co-Existence,
and the Polar Sink.

11 Ability can be cancelled by Karama.


6: BATTLE ROUND (Battle Determination) “The place to hit them is in the spice.” - Paul Atreides
BATTLE DETERMINATION Example of Spice Support
Battles must occur in all Disputed Territories. A Disputed Territory is where more than The Emperor fields a force of two Sardaukar and three regular Troop tokens against
one player’s Troop tokens occupy the same Territory. eight Atreides Troop tokens.
• Troop tokens separated by the Storm never Battle.
• Battles never occur in the Polar Sink.
• Factions occupying the same Stronghold under storm do not battle.
• Co-Existing Troop tokens never Battle, and do not (by themselves) cause a Territory to The Emperor must choose to set aside between zero Spice (supporting no Troop tokens)
be Disputed. and five Spice (supporting all five of their Troop tokens).
The First Player is named the Aggressor until all Battles involving their Troop tokens have If they set aside no Spice in support, their Total Available Strength is 3 1/2:
been fought. The Aggressor chooses the order in which they wish to fight their Battles.
Afterwards the player next in Player Dot Order becomes the Aggressor, until there are
No Spice set aside — — — — —
no more Disputed Territories. If three or more players are in the same Territory, the 1 1 ½ ½ ½ 3½ Total Available Strength
Available Strength =
Aggressor picks whom they will Battle, for as long as their Troop tokens are in that
Territory.
If they set aside two Spice in support of their two Sardaukar, their Total Available
Strength is 5 1/2:
CHOOSE BATTLE PLAN
To choose a Battle Plan, a player must:
Two Spice set aside — — —

• 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

CHOOSE SPICE SUPPORT


For each Troop token a player has in the battle, they
If the Atreides, with eight Troop tokens, set aside only three Spice in support of their
must choose whether to support it, setting aside 1 Spice
Troops, their Total Available Strength would be 5 1/2:
to do so, or to leave it unsupported.
Each supported Troop token typically has a Troop Token
Strength of one. Unsupported Troops are valued at half Three Spice set aside — — — — —
strength. Available Strength 1 1 1 ½ ½ ½ ½ ½ = 5½ Total Available Strength
Setting aside Spice for Support determines the
Available Troop token strength for a Faction’s troops.
This Spice is held in secret, as part of the Battle Plan,
only to be revealed and spent during Battle Resolution.

12
6: BATTLE ROUND (Set Troop Token Strength) “Who could have guessed they’d use artillery…?” - Thufir Hawat

SET TOTAL TROOP TOKEN STRENGTH COMMIT BATTLE PLANS


Each combatant takes a Combat Wheel and secretly dials a value for their Total Troop When players have finalized their Total Troop Token Strength,
Token Strength. Leader, Treachery Cards, and set aside the Spice they will
A player may choose a number up to their Available Troop token strength in the disputed use for support (so it can be revealed with the rest of
Territory. Indicate ½ by dialing the line between two values. their Battle Plan), they declare they are ready for
For Example: Battle.
•The Emperor, with 2 Sardaukar and 3 Troop tokens who sets When both players are ready, the Battle Plans are
aside 5 Spice for support may set their Total Troop Token Strength revealed simultaneously to the entire table. Players may
up to 7. not change Battle Plans after they have been revealed.
• The Atreides, with 8 Troop tokens, who sets aside 3 Spice for support
may set their Total Troop Token Strength up to 5 1/2. Ability Commentary
Total Troop Token Strength is added to the strength of any surviving Elite Legion
leader to determine the winner of a battle. Sardaukar Troop tokens each have a Troop Token Strength of two.
While it may be tempting to simply set the highest number • Against the Fremen, each Sardaukar Troop token has a Troop Token Strength of
possible, it is important to remember that the winning player one.
will send Troop tokens equaling their Total Troop Token
Long Live the Fighters
Strength into the Tleilaxu Tanks when the battle is over.
All Fremen Troops count as full strength without Spice Support
SELECT LEADER
Death Commandos
Each player must play one Leader. Except:
Fedaykin Troop tokens each have a Troop Token Strength of two.
• A player may substitute a Cheap Hero(ine) Treachery card for
a Leader. If they have a Cheap Hero(ine) and no other Before Battle Plans are committed:
Leaders available, they must play it.
The Bene Gesserit player may issue The Voice command.
• A player cannot play a Leader that was already used in a Battle in a
different Territory earlier in the same turn. The Atreides player may ask the Prescience question or use their See Future
• If a player cannot play a Leader in Battle, i.e., they are all in the Tanks or Special Karama Effect.
have fought in another Territory that Game Turn, they must declare
Playing Karama to cancel abilities like Kwisatz Haderach, Sardaukar or Fedaykin
their forces are Leaderless.
must be done before Battle Plans are committed.
CHOOSE TREACHERY CARDS
If any of these abilities are used, Battle Plans may be adjusted in secret, but Voice
If a player has included a Leader or Cheap Hero(ine) in their Battle Plan, they
commands and Prescience answers must be honored.
may pick up to one Weapon Treachery Card and up to one Defense
Treachery Card from their hand. Worthless Cards may be used in place of Example: If the Voice is used against a Faction's Weapon, they may secretly change
a Weapon or Defense Treachery Card. their Defense before committing their Battle Plan.
Weapons kill opponent’s Leaders and Defenses prevent Leaders from being Karama cancellations of starred Troop tokens (Sardaukar, Fedaykin, etc) may require
killed by an opponent’s Weapon. 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 revealed.

13 Ability can be cancelled by Karama.


6: BATTLE ROUND (Battle Resolution) “…I shall teach you my way of battle.” - Lady Jessica
BATTLE RESOLUTION • If the number dialed is higher than the total available Troop token Strength of that
Resolve Leader Combat player’s available Troop tokens, (e.g. if they did not set aside enough Spice to support
their dialed number) count the highest actual Troop token Strength of their available
If a player played a Weapon Treachery Card and their
Troop tokens instead.
opponent did not play the matching Defense Treachery
Card, then their opponent's Leader is killed. • If any other invalid element is included in a Battle Plan, it must be removed and
returned to the player when revealed.
Both Leaders may be killed and neither would count
towards either player’s Battle Strength. Any killed Leaders
Ability Commentary
are immediately placed in the Tanks and cannot count toward
their side’s Battle Strength. Kwisatz Haderach
Compare Battle Strengths The Kwisatz Haderach adds +2 Strength to any one Atreides Leader per turn. A
Each player now calculates their Battle Strength, by adding the Leader accompanied by the Kwisatz Haderach cannot turn Traitor.
Strength of their surviving Leader (the value printed on the
disc) to their dialed Total Troop Token Strength. The player Co-Exist
with the higher Battle Strength wins. Ties are won by the Troop tokens that are Co-Existing cannot be involved in combat. They are still
Aggressor. susceptible to effects that destroy all tokens in a Territory.
Spice set aside for Troop support is now paid to the Spice Bank. A Subtle Poison
A victorious Harkonnen may secretly and randomly capture an opponent’s Leader to
A winning player: A losing player: either kill (receiving two Spice) or to use in one Battle.
• Sends Troop tokens equal to their dialed • Sends all Troop tokens in the Take Advantage
Total Troop Token Strength into the Tanks. disputed Territory to the Tanks.
If the Battle opponent of a Harkonnen Ally reveals a Leader whose Traitor Card is held by
• Receives the value of all killed Leaders • Discards all Treachery Cards they the Harkonnen, the Harkonnen may choose to reveal that Leader as a Traitor even
(including their own, if killed) in Spice from used in the Battle. though they are not directly involved in the Battle. The Harkonnen Ally wins the battle
the Spice Bank. • Keeps their Leader if it survived, (unless both sides call Traitors).
• May keep or discard Treachery Cards they placing it in the Territory of the
played in the Battle. Battle.
• Keeps their Leader if it survived, placing it Truthtrance
in the Territory of the Battle. Once a player provides an answer to a Truthtrance Question regarding a Battle
A player can still win the Battle even if they Plan, they are bound to play a Battle Plan reflecting their answer if possible. If
have no surviving Troop tokens or Leaders. this becomes impossible then they must publicly declare their Truthtrance
answer to be invalid right before Battle Plans are committed. If (due to a
INVALID BATTLE ELEMENTS
Karama effect) circumstances change to validate a Truthtrance answer that
• If a player did not select a Leader and had any Leaders available, then their Leader with has been declared invalid, they must now retract that statement and fulfill the
the lowest value available is used. Truthtrance answer. A player may never invalidate their Truthtrance Answer or change
• If a player accidentally played multiple Weapons or multiple Defenses, each type of their Prescience/See Future answer when they play a Karama themselves.
card with multiples has one picked at random and the others are returned to that
player’s hand, along with any additional cards not appropriate to the Battle Plan.

14 Ability can be cancelled by Karama.


6: BATTLE ROUND (Treachery!) “Kanly is it? There are strict rules for kanly.” - Shaddam IV

TREACHERY! Resolving Timing Issues

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

ATREIDES - ALLIANCE ABILITY ALLIANCES AND BIDDING


When an Ally of the Atreides is in Battle, the Atreides player may use the Prescience A Faction in an alliance may bid using an Ally’s spice, or may bid a higher
ability against their Ally’s opponent. amount than they have on hand by using an Ally’s spice, provided that

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.

HARKONNEN - ALLIANCE ABILITY


While allied with the Harkonnen, Traitors in the pay
of the Harkonnen may betray the Ally’s opponents
in Battle - at the Harkonnen’s option.

18 Ability can be cancelled by Karama.


Variants “To accept a little death is worse than death itself.” - Chani

DESERT POWER Diplomacy…with Sandworms


During the Spice Blow Round, if there are Territories affected by Shai-Hulud, do
Because the Factions of Dune are armed with Troop tokens, Weapons, and Defenses, it
not resolve the effects of Worm attacks until after the Nexus Round.
can be tempting to think of Dune as a game of armies marching across the board.
However, it is important to remember any aspect of the game can be the subject of
IMPERIUM
negotiation. If you are not sure of victory, there may be a better option: the Standard
Ignore the rules listed under Deal.
• Alliances and Bidding; and Because sometimes, a regular battle is too expensive for both of you.
• Alliances and Shipping
The Emperor may use their Great Wealth ability as normal. All other transfers of Spice STANDARD DEAL
between players must follow the rules for Spice Bribes. In a Standard Deal, two factions about to be involved in a Battle agree to at least the
following:
SHARED PRESCIENCE AND THE VOICE 1. Which Faction will win
Allies of the Atreides may use the Prescience ability against their opponents in 2. No Weapon Treachery Cards played
Battle. 3. No Traitors called
Allies of the Bene Gesserit may use The Voice ability against their opponents in Typically, the faction agreeing to lose will pledge to dial zero on their dial.
Battle. The agreed on winner will win without having to dial aggressively (so they will lose less
Troops).
IMPERIAL CONDITIONING
The Faction agreeing to lose will only lose Troop tokens, sparing their Leaders and
A Leader captured by the Harkonnen that is used against its original owner is conserving their resources for better odds later in the game.
considered in the pay of their original owner as a Traitor regardless of Traitor And both factions can (if they agree) get rid of Worthless Cards.
Cards.

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.

19 Ability can be cancelled by Karama.


Reference Tables “Sire, what have I done?” - Iakin Nefud

3: BIDDING ROUND 5: MOVEMENT ROUND - SHIPPING COSTS

The Treachery Deck contains 33 cards. To To To


Shipment Type Available To Shipped From: Stronghold Non-Stronghold Reserves Paid To
Treachery Card List

Worthless Cards (5) Standard Shipment Off-Planet Reserves 1 Spice 2 Spice —

Weapons and Defenses Guild Special Off-Planet Reserves OR Spice


Shipment
Any 1 Territory/ 1/2 Spice 1 Spice 1/2 Spice
Stronghold Bank
Weapons - Projectile (4)
Ally of Guild Special Reserves OR
Defense - Projectile (4) Any 1 Territory/ 1/2 Spice 1 Spice —
Shipment Stronghold
Weapons - Poison (4)
Fremen Special
Shipment On-Planet Reserves 0 0 — —
Defense - Poison (4)
Special Weapons / Leaders
6: BATTLE ROUND - LEADER REFERENCE
Lasgun (1) ATREIDES BENE GESSERIT EMPEROR
Cheap Hero(ine) (3) • Lady Jessica 5 • Alia 5 • Count Hasimir Fenring 6
• Thufir Hawat 5 • Margot Lady Fenring 5 • Captain Aramsham 5
Other Specials
• Gurney Halleck 4 • Princess Irulan 5 • Burseg 3
Family Atomics (1) • Duncan Idaho 2 • Reverend Mother Ramallo 5 • Caid 3

Hajr (1) • Dr Wellington Yueh 1 • Wanna Marcus 5 • Bashar 2

Karama (2) FREMEN GUILD HARKONNEN

Tleilaxu Ghola (1) • Stilgar 7 • Staban Tuek 5 • Feyd-Rautha 6


• Chani 6 • Esmar Tuek 3 • Beast Rabban 4
Truthtrance (2) • Otheym 5 • Master Bewt 3 • Piter DeVries 3
Weather Control (1) • Shadout Mapes 3 • Soo Soo Sook 2 • Captain Iakin Nefud 2
• Jamis 2 • Guild Rep. 1 • Umman Kudu 1

20 Ability can be cancelled by Karama.


Game almanac
The forms must be obeyed
“I’ve been a long time waiting for you. Here is my life.”
-Reverend Mother Ramallo
The House Atreides
1 2 3 4 5 6 7 8

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.

23 Ability can be cancelled by Karama.


The House Atreides
1 2 3 4 5 6 7 8

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.

Devious The Black Arm


At the moment in which any Shipment, Manoeuvre, or Worm Ride causes Whenever you are the only one with Troop tokens in a Territory, those
your Troop tokens to occupy a Territory with Troop tokens of any other player, you Troop tokens automatically Non-Co-Exist.
may choose to Co-Exist in that Territory (Combat Advisors must Co-Exist when
shipped).
We Exist Only To Serve
Troop tokens that are Co-Existing count as not being present. They have no effect
At the beginning of each Movement Round, before any Shipping or Manoeuvre by
on the play of the other players whatsoever.
any player, you must decide to Co-Exist or Non-Co-Exist in each Territory you
You may only choose to Co-Exist if you either go from being the only Faction with occupy with any other player. If a faction plays Karama against this ability, all your
Troop tokens in a Territory to sharing that Territory with any other player, or if you Troop tokens remain as they are.
go from having no Troop tokens in a Territory to sharing that Territory with any
You must Co-Exist in any Territory occupied by your Ally.
other player.
Your Ally may Ship, Manoeuvre, or Worm Ride their Troop tokens into a Territory You must Co-Exist in any Stronghold you occupy that is occupied by two other
you occupy, only if you agree to immediately Co-Exist (your Ally is not permitted to players.
Ship, Manoeuvre, or Worm Ride into or through a Territory where you Non-Co-
Exist with another player).
You may Ship or Manoeuvre your Troop tokens into a Territory occupied by your
Ally, but you must immediately Co-Exist.

25 Ability can be cancelled by Karama.


The Bene Gesserit Sisterhood
1 2 3 4 5 6 7 8

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

26 Ability can be cancelled by Karama.


The Emperor of Known Space
1 2 3 4 5 6 7 8

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.

27 Ability can be cancelled by Karama.


The Emperor of Known Space
1 2 3 4 5 6 7 8

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.

2: SPICE BLOW ROUND


Sandriders Bless the Maker
If a Shai-Hulud appears in a Territory where you have Troop tokens, your Troop When additional Shai-Hulud cards are drawn to the same discard pile, you a may
tokens are not devoured and then, after the Nexus Round, any number of those have each Worm after the first appear in any Territory you wish. Worms can only
Troop tokens may ride the Worm to another Territory on the board. However, you devour Troop tokens in Sand Territories, but you may use these Worms to relocate
may not ride a Worm into or out of Storm Covered Sectors. Tokens located at the Troop tokens from any Territory with your Sandriders ability.
destination of a Worm ride are not destroyed.
Old Man of the Desert
Troop tokens do not block Fremen Sandriders; Except:
Once per game, you may play a Karama Treachery Card during the Spice
• Troop tokens cannot ride a Worm into or through a Stronghold with Troop Blow Round to cause a Shai-Hulud to appear in any Territory you wish. The Worm
tokens of two other (Non-Co-Existing) players. is not drawn from the Spice Deck and this does not replace any Spice draw. A
• Troop tokens cannot ride a Worm into a Territory (other than the Polar Sink) in Worm can only devour Troop tokens in a Sand Territory. This Worm triggers a
which their Ally has Troop tokens (unless permitted by Co-Existence). Storm Nexus Round.
Separated Sectors count as different Territories for this purpose.
4: REVIVAL ROUND
Many Times Many Sietch Warrens
You receive three Free Revivals in the Revival Round. Only one Fedaykin You may (at your option) convert up to three of your allies Troop Token revivals
Troop token can be revived each Revival Round. into Free Revivals.
5: MOVEMENT ROUND
Native Desert Creatures
You may not use the Standard Shipment. The Fremen Special Shipment is to Ship any number of your Troop Your Troops may move two territories during movement.
tokens for free from your On-Planet Reserves to any Territory within two Territories of The Great Flat
(regardless of Storm position). If allied with the Guild, you may use the Guild Special Shipment.

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.

29 Ability can be cancelled by Karama.


The Fremen of Arrakis
1 2 3 4 5 6 7 8

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.

Spice Production Tech Token


If at least one player, including the holder of this Tech Token, collects CHOAM Charity, the Spice Production owner collects one spice for every
Tech Token they control. However, if only the Bene Gesserit collects CHOAM Charity, the owner does not collect this spice.

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.

31 Ability can be cancelled by Karama.


The Spacing Guild
1 2 3 4 5 6 7 8

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.

33 Ability can be cancelled by Karama.


The House Harkonnen
1 2 3 4 5 6 7 8

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

The core set of Treachery Cards includes 33 cards as listed below.


WEAPON - POISON (4 Cards) LASGUN
• Chaumas • Ellaca Drug • Weapon - Special
• Chaumurky • Gom Jabbar Card text:
Play as part of your Battle Plan.
All Weapon - Poison cards have the same text, as follows:
Automatically kills enemy Leader ignoring any Defense card.
Play as part of your Battle Plan.
If anyone plays a Shield in this Battle, and neither Leader is called as a Traitor, then
Kills enemy leader before the Battle is resolved. all Tokens and Leaders in the Battle’s Territory are killed and both players lose this
May be countered by a Snooper Defense Card. Battle.
If you win the Battle, you may keep this card.
SNOOPER (4 Copies)
TRUTHTRANCE (2 Copies)
• Defense - Poison
• Special
All Defense - Poison cards have the same text, as follows:
You may play this card at any time to ask one other player a single yes/no question about
Play as part of your Battle Plan. the game which must be answered publicly and truthfully. Truthtrance questions must
Protects your Leader from an enemy’s Poison Weapon in this Battle. be answered immediately after the question is given. No other card plays or other game
If you win the Battle, you may keep this card. actions (except player discussion) may occur until the question is answered.
Truthtrance questions are permitted to require the target to answer questions about
WEAPON - PROJECTILE (4 Cards)
future actions in any round of the current turn. If the explicit conditions specified by the
• Crysknife • Slip Tip question are met, the target must abide by the answer given to the question to the best
• Maula Pistol • Stunner of their ability. If it is logically impossible for the target to abide by the answer given to
the question, then the target must publicly state that the answer previously given is
All Weapon - Projectile cards have the same text, as follows: invalid. This could potentially be re-validated through Karama or other effects. In which
Play as part of your Battle Plan. case the previously given Truthtrance answer is still binding, and any declaration of
Kills enemy Leader before the Battle is Resolved. invalidity must be retracted.

May be countered by a Shield Defense Card. Discard after use.

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

TLEILAXU GHOLA WEATHER CONTROL


• Special • Special - Storm
You may play this card at any time to immediately take five of your own Troop tokens or You may play this card at the start of the Storm Round after the Storm card has been
any one of your own Leaders from the Tanks as if it were the Revival Round, but at no revealed and before the Storm’s movement. You may not play Weather Control on
cost in Spice. Leaders may be revived out of normal revival order. The recovered pieces Game Turn One. Instead of moving the number of sectors indicated on the Storm card,
go to your reserves as normal, and do not count against your per-turn limits on Revivals, the Storm moves a number of Sectors of your choice counter-clockwise, between zero
except per-turn limits for special tokens like Sardaukar or Fedaykin still apply. This can and ten. This replaces the Storm’s normal movement. Discard after use.
allow a revived Leader to fight in a later battle of the same round it was killed. Discard Card text:
after use.
Play at the start of the Storm Round, before the Storm movement is calculated.
Card text:
You control the Storm’s movement for this Storm Round and may move it from zero
Play at any time. to ten sectors in a counterclockwise direction.
You may immediately revive 1 of your Leaders or up to 5 of your Troop Tokens from
the Tanks to your Reserves at no cost in spice. FAMILY ATOMICS
This does not count against per turn limits on revivals. • Special - Storm
You may play this card during the Storm Round of any turn (other than the first game
CHEAP HERO(INE) (3 Copies) turn), if you have at least one Non- Co-Existing Troop token in or adjacent to the Shield
• Special - Leader Wall Territory. Play the card immediately after the Storm’s movement has been
In any Battle Plan, you may play this card in place of a Leader. If you are without a determined, but before the Storm moves, and not on Game Turn One.
Leader and have a Cheap Hero(ine), you must play it. You may then resolve the battle as Any and all Troop tokens and Leaders on the Shield Wall Territory are killed and moved
if you had a Leader of Strength zero present. Discard after use. to the Tanks, including Co-Existing Troop tokens.
All Cheap Hero(ine) cards have the same text, as follows: Place the Radiation marker onto the Territory to show it has been attacked, and place
Play as a Leader with zero strength as part of your Battle Plan. this card face-up in front of your Screen as a record of your act of infamy.
This allows you to play up to: From this point on, the Imperial Basin, Arrakeen, and Carthag Territories are affected by
1 Weapon Treachery Card and the Storm in the same way as any other Sand Territory.
1 Defense Treachery This does not have any further effect on the operation of those Territories. This card is
as part of your Battle Plan. removed from the game after use.
Discard this card after use. Card text:
HAJR If you have 1 or more Tokens on the Shield Wall or in an adjacent territory:
You may play this card after Storm movement is calculated, but before the Storm is
• Special - Movement
moved.
You may play this at any point during your turn in a Movement Round. Discard after use.
All Tokens on the Shield Wall are destroyed. Arrakeen, Imperial Basin, and Carthag
Card text: are no longer protected from the Storm for the rest of the game.
Play during Movement Round. Remove this card from the game.
Take an additional on-planet Manoeuvre subject to normal movement rules.
Tokens that have previously performed a Manoeuvre during this Movement Round
may be selected for the Manoeuvre granted by Hajr.

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.

37 Ability can be cancelled by Karama.


KARAMA EFFECTS “What I do now is out of friendship.” - Count Hasimir Fenring
KARAMA TREACHERY CARD EMPEROR - SPECIAL KARAMA EFFECT
Karama (2 copies) Combat Medics
Karama cards can activate a single Karama Effect of your choice: Once per game, the Emperor may play a Karama Treachery Card during the
•Once per game, activate a Faction’s Special Karama Effect Revival Round to revive up to three Troop tokens (no restrictions) or one
•Pay half price (rounded up) for a single Standard Shipment. Leader (no restrictions) for free.
•Use Karama as their bid or payment for one Treachery Card up for Auction. These Troop tokens go directly to their reserves and do not count against their per-turn
•Cancel a single ability that can be cancelled by Karama. These abilities are limits on Revivals, including those for Sardaukar. This can allow a revived Leader to fight
identified in the rules with a symbol after their description. in a later battle of the same round it was killed.
Discard this card after use. If a Faction plays Karama to cancel another Faction's ability, FREMEN - SPECIAL KARAMA EFFECT
that specific effect is cancelled and while the ability can be used later, the opportunity to
achieve the original specific effect is lost. Old Man of the Desert
Once per game, the Fremen may play a Karama Treachery Card during the
ALL FACTIONS Spice Blow Round to cause a Shai-Hulud to appear in any Territory they wish.
Karama: Bidding Round The Worm is not drawn from the Spice Deck and this does not replace any Spice draw. A
A Karama Treachery Card can be played during an Auction as either a bid Worm can only devour Troop tokens in a Sand Territory. This Worm triggers a Nexus
or as payment. See Karama and Bidding in the Bidding Round rules. Round.
Karama: Movement Round GUILD - SPECIAL KARAMA EFFECT
A Karama Treachery Card can be played to halve the Standard Shipment
cost for one Shipment (rounded up). Spice for this Shipment is paid to the Control Shipping
Spice Bank. Once per game, the Guild may play a Karama Treachery Card when another
player declares a Standard Shipment or Guild Special Shipment but before
ATREIDES - SPECIAL KARAMA EFFECT they declare their Manoeuvre.
See Future That one Shipment is prevented and no Spice is paid for it. That target player is still
Once per game, the Atreides player may play a Karama Treachery Card during a considered to have used their Shipment opportunity however.
Battle to look at one target player's entire Battle Plan before their opponent This does not affect the target player’s Manoeuvres or Worm Rides.
selects their own Battle Plan.
If the Guild Player used their Karama to cancel another player from playing a Karama to
This Karama Effect is declared before the target reveals their Battle Plan. The target Ship at half Standard Shipment cost, then only the Guild's Karama is considered used.
player may re-evaluate their Battle Plan before revealing it to the Atreides. After viewing The other player’s Karama is returned to their hand unused.
the target player’s Battle Plan, the Atreides may tell other players anything they wish
(true or false) about it. However, they may not allow any other player to view any part of HARKONNEN - SPECIAL KARAMA EFFECT
the target player’s Battle Plan. Opportunistic
Once per game, the Harkonnen may play a Karama Treachery Card during the
BENE GESSERIT
Bidding Round to take up to four Treachery Cards at random from another
While the Bene Gesserit do not have a Special Karama Effect, their Political Manipulation player and add them to their own hand.
ability allows them to use Worthless Cards as Karama cards - affording them significantly
After looking at the newly acquired cards, they must return to that same player a
more opportunity to use Karama throughout the game.
number of Treachery Cards equal to the number of cards taken. They may, at their
Political Manipulation may be cancelled by Karama cards played by other Factions. If option, return cards they’ve just taken.
this ability is cancelled by Karama, the Worthless Card is discarded. An actual Karama
They may not use this ability to invalidate their answers to Truthtrance questions.
Treachery Card played by the Bene Gesserit may not be cancelled in this way.

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.

39 Ability can be cancelled by Karama.


Examples of Karama in the Bidding Round “What is money, if it won’t buy the services you need? ” - Liet-Kynes
The Bene Gesserit’s Political Manipulation ability allows them to use Worthless The Emperor’s Great Wealth ability, (give Spice to their Ally at at any time) in
Cards as Karama cards at any point in the game. When this ability is combined combination with their Golden Lion Throne ability (winning Treachery bids of
with the rules for Karama and Bidding, it can be helpful to see an example of other players are paid to the Emperor) can allow an Imperial alliance to
how it works. dominate the bidding - at least until they hit their hand limits. It can be helpful
to see an example of how these abilities interact and how they are affected by
Karama.
Example: During the Bidding Round the Bene Gesserit hold 3 Spice and two Treachery Example: During the Bidding Round the Harkonnen, an imperial ally, has only 2 Spice but
Cards: a Weapon and Kulon, a Worthless Card. Because of Political Manipulation, the wants to bid 10 Spice on the current card in the Auction. Since they cannot bid more than
Kulon card can function as a Karama card. Having a Karama card in hand during an they have (without possessing a Karama card), they ask the Emperor to help them. The
Auction, according to the Karama and Bidding rules, allows the Bene Gesserit to bid Emperor uses Great Wealth to transfer 8 Spice to them so they can bid. The Harkonnen
more Spice than they have. then bid 10 Spice, which makes all other players pass. The Harkonnen wins the card up
for bid, so they pay 10 Spice to the Emperor and take their Treachery Card (as well as an
Let’s say the Bene Gesserit wants to make sure the Emperor can’t buy up a hand of
extra Treachery card, because of the Harkonnen’s Duplicitous ability).
Treachery cards cheaply. So, for each card coming up for bid the Bene Gesserit bids the
card up to 5 Spice. For the first card, they are outbid by the Emperor who takes the card. Now, let’s say as the Emperor announced they were using Great Wealth to transfer
This means the first card’s Auction ends without the Bene Gesserit having to play or even Spice to the Harkonnen, the Fremen played Karama to prevent it. The Emperor can no
reveal the existence of their Worthless Card/Karama. longer transfer Spice to the Harkonnen for this card’s
Auction, but they can still use the Alliance and Bidding rules
When the Bene Gesserit bid 5 Spice on the second
(page 8) to pay for some or all of their Ally’s bid. The
card, all other players pass so the Bene Gesserit’s bid
Harkonnen asks the Emperor if they will pay 8 of the 10
has won. Before they take the card up for auction,
Spice they want to bid. The Emperor publicly agrees, so the
they must pay for it. Since they don’t have 5 Spice,
Harkonnen bids 10 Spice, which makes all other players pass.
they must reveal their Kulon Worthless Card and
The Harkonnen wins the card up for bid, so they pay 2 Spice
announce they are using Political Manipulation to use
to the Emperor and the Emperor pays 8 Spice to the Spice
it as a Karama so they can pay for their winning bid.
Bank. Karama did not prevent the Emperor from helping
If another player (say, an aggrieved Emperor) were to their Ally, but it did prevent them from doing it for free.
play another Karama card to cancel the Bene
What if the Fremen - instead of playing Karama before the
Gesserit’s Political Manipulation ability, their Kulon
Harkonnen bid - waited until after the Harkonnen won the
card would revert to being a Worthless Card. The
bid? In that case, the Harkonnen will have already received
Emperor would discard their Karama card, the Bene
8 Spice from the Emperor’s Great Wealth ability, and is
Gesserit would discard the Kulon card, and the
about to pay their winning bid of 10 Spice directly to the
auction for the still-unseen Treachery card would start
Emperor. If Golden Lion Throne is cancelled by the
over with the same player who originally started its
Fremen’s Karama the Harkonnen would end up paying 10
auction being free to bid any amount they want.
Spice to the Spice Bank. Again, Karama did not prevent the
Emperor from helping their Ally, but it did prevent them
from doing it for free - and at a greater cost to them than if
Great Wealth had been targeted.

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.

1. Storm Round 4. Revival Round


Advance the Game Turn token one space. Each player may reclaim up to three Troop tokens from the Bene Tleilaxu
• Reveal the Storm card from the Storm Deck for this turn. Move the Storm Tanks, using free or paid revivals.
Marker that many Sectors around the map in a counter-clockwise direction. • Each player may reclaim one Leader disc from the Tanks if all five of their
• Return the card to the Storm Deck and re-shuffle. Leaders are (or have been) in the Tanks at a cost of the Leader’s Strength
value in Spice.
• Draw and place the Storm Card for the next turn.
2. Spice Blow Round 5. Movement Round
The top card of the Spice Deck is turned over Each player, in turn, makes one Shipment of Troop tokens onto the board
from their Reserves, and then performs one Manoeuvre with one group of
• For Territory cards: Spice tokens are placed in the Territory and Storm Sector
Troop tokens.
indicated.
• For Shai-Hulud cards: Remove all Troop and Spice tokens from the Territory 6. Battle Round
shown on the Spice Card that preceded the Shai-Hulud. Battles occur in Disputed Territories that contain Troop tokens of more than
• Continue drawing Spice Cards until a Territory is drawn. one faction.
• A Shai-Hulud triggers a Nexus Round, which occurs after all Spice cards are 1. Choose Battle Plan
resolved for this round.
• Choose Spice Support
2a. Nexus Round • Set Total Troop Token Strength.
This round only occurs if one or more Shai-Hulud Spice Cards were drawn • Select a Leader.
from the Spice Deck during the Spice Blow Round. • Choose Treachery Cards; Weapons and Defense.
• All players may form new Alliances and/or break existing ones. 2. Commit Battle Plans
3. Battle Resolution
3. Bidding Round
CHOAM Charity: Any Faction with zero or one Spice may bring their total up 7. Collection Round
to two using Spice from the Spice Bank. 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 at a rate of
• Deal a number of face-down Treachery Cards onto the
table equal to the number of players allowed to bid. two Spice per Troop token.

• 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.

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