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UNE A GAME OF CONQUEST, DIPLOMACY, AND BETRAYAL Pa en teu hea ieee Paty EpiToR’s NOTE ‘The purpose of this document is to act as an unofficial comprehensive listing of the ‘Advanced Game rules and FAQ for the Gale Force Nine edition of Dune, including the Ixians & Tleilaxu and CHOAM & Richese expansions. In addition, revisions to the original language have been made for clarity and consistency. Any unofficial rulings (additions to the rules as written or departures from them) have been marked in ES ‘ANexus occurs when a Shai-Hulud card is turned over during the Spice Blow and Nexus Phase after the first turn, During a Nexus, all players have @ chance to make and/or break Alliances. Once players have had a chance to do so, play continues. Forming an Alliance Basics [No more than two players may be in an Alliance. The win condition for Alliances is occupying 4 strongholds. 1p to five minutes, players may discuss among themselves the advantages and disadvantages of allying, and with whom. The members of an Alliance must be revealed to all. Alliances cannot be secret. ‘Swap Alliance Cards as a reminder of who is in an Alliance. Limits Several Alliances can be formed during a Nexus, but no player can be a member of ‘more than one Alliance. Once all players have had a chance to ally, no further Alliances can be made or broken until the next Nexus. Breaking An Alliance ‘Any player may break an Alliance during a Nexus by announcing that they are breaking from an Alliance. Players who break from an Alliance have an opportunity to immediately form a new Alliance. How an Alliance Functions If an Alliance occupies a total of at least 4 strongholds with one or more forces during the Mentat Pause Phase, that Alliance wins the game. Allies may never battle one another. If forces of allied factions are present in the same territory (except the Polar Sink) at the end of either player’s shipment and movement, the forces in that territory from the player whose shipment and movement just concluded are lost to the Tleitaxu Tanks. During the Bidding Phase, allies may help pay for each other’s Treachery Cards. To do so, they contribute to the card’s purchase by paying spice up to, but not more than, the card’s purchase price. You cannot bid more than the total of the spice you have plus the spice that your ally is willing to give to help pay for a card. Unless transferred directly to the purchasing player using the Emperor’s alliance ability @P C, any spice the Emperor pays for their ally’s Treachery Card purchase goes to the Spice Bank. Likewise, any spice Richese pays toward their ally’s purchase in a Richese Treachery Card or Black Market auction goes to the Spice Bank. During the Shipment and Movement Phase, allies may help pay for each other's shipments. To do so, they contribute to the shipment’s payment by paying spice up to, but not more than, the shipments cost. Any spice the Spacing Guild pays for their ally’s shipment goes to the Spice Bank. ALUANCE ABILITIES: Allies may assist one another as specified on their Player Sheets. See page 32 for Optional Rules for Alliances. © E- Advisors do not trigger the alliance constraint, @&C- May transfer any amount of spice to allies at any time for any reason. ‘This text intentionally departs from the rules and November 2020 FAQ in 2 ‘ways: 1) by enforcing the alliance constraint at the end of each player’s shipment and movement (instead of after the later player in turn order) and 2) by allowing Bene Gesserit advisors to co-exist in territories with allies. For the rationale behind these rulings please see Questions and Answers, page 30. Unless indicated by a card effect or faction advantage, any player may share any information they choose with any other player at any time, either publicly or privately. Players are never required to keep their cards, spice holdings, or the traitors they selected secret. They also are not obligated to reveal this, information either. All spice holdings should be kept behind Player Shields. The number of Treachery Cards held must be kept open during the Bidding Phase but can be kept secret at all other times. Discard piles are not public information and may not be searched Unless an effect allows you to do so (e.g., Nullentropy Box). ERs Players who are not members of the same Alliance can make any kind of verbal deals or bribes between one another. Once made, these deals and bribes must be stated aloud and must be honored. A player cannot renege on a deal or bribe. If Part of a deal becomes impossible to honor, then that part of the deal is void. Al parties of a deal may agree to nullify the deal at any time. ‘dea or bribe canot involve the transfer or gift of Treachery Cards, leaders, fores,o faction advantages. This leaves sere information, future ations, a, of course, spice. Spice transferred as part of a deal or bribe is placed in FRONT of the recipient's Player Shield. Players may collect spice from in front of their Player Sie and adit their normal pice oly at the start of each rns Mentat Poise pase. QC player cannot make a deal or bribe that would contravene the rules or the player’s faction advantages. These are the only limitations. © D- Nay use Worthless Cards as Karamas. @&C- May transfer any amount of spice to allies at any time for any reason. Karama Cards are Treachery’ ‘odvantage or to prevent one use of an opponent's faction advantage. Revised Karama Card text and clarifications are included below (align CHOAM expansion replacement card): After game setup and factions have completed their “At Start" actions, use this Card to stop one use of a faction advantage (including alliance abilities) when a player attempts to use it. When used on faction advantages during a battle this must be played before Battle Plans are revealed. r, this card may be used to do one of the following when appropriate: + Purchase any player's Force Shipment at Guild rates ( normal), paid to the Spice Bank. + Bid more spice than you have (without revealing this card) and/or purchase a Treachery Card without paying spice for it (cannot be used for Richese Auctions or if your hand fs full). + Use your faction’s Special Karama Power (\imit once per game). Cannot be used to stop a Special Victory Condition or Special Karama Power. Discard after use. Use of 2 Karama Card to preve ges that are not restricted to a specific timing or resource prevents their use for that specific effect rather than nce (@.g., the Emperor sharing spice with their ally for bidding ry Card or for supporting troops ina specific battle). §f.a Kerama is used to stop one of your faction advantages, you may modify ‘your action as long as the modification abides by the effects of the Karama Card (e.g., as the Fremen, you may change your movement after a Karama Card prevents you from moving two territories as long as your new move is fo an itary). [ Pa CO to art ae Faction advantages that may be prevented by Karama are included in the following table and are marked with @ throughout the rules @Atreides Prevent Atreides from looking at a card up for bidding. Prevent Atreides from looking ata Spice Card. OBene Gesserit Prevent Bene Gesserit from using a Worthless Card as a Karama; the Worthless Card must be discarded. Prevent Bene Gessert from collecting CHOAM Charity when holding 2+ spice. Prevent Bene Gesserit from flipping one group of tokens to or from advisors. @croam Prevent CHOAM from discarding one Worthless Card/set of duplicates for spice. Prevent CHOAM from discarding a Worthless Card for its special effect. Prevent CHOAM from collecting 2 spice/faction and paying out CHOAM Charity. Limit CHOAM's force revival to 3 (or 5 if Tleilaxu allows), paid at full price. © Emperor Prevent Emperor giving spice to an ally for one specific effect. Prevent Emperor from receiving payment for one Treachery Card. ‘@Fremen Prevent Fremen from viewing the next storm movement card. Force one group of Fremen forces to take full losses from storm movement. Cause the Fremen to be eaten by a sandworm instead of being able to ride it. Prevent Fremen protection of ally's forces from one sandworm. Prevent Fremen from choosing placement of one sandworm. Prevent Atreides (or ally) from knowing one part of a battle plan. Prevent Atreides from using the Kwisatz Haderach token in any one battle. Prevent Bene Gesserit from shipping a Spiritual Advisor. Prevent Bene Gesserit (or ally) from using the Voice in any one battle. Prevent CHOAM from receiving payment for spice support in any one battle. Prevent an audit by the Auditor in any one battle. Prevent CHOAM from placing their Inflation Token this turn. Prevent CHOAM from trading a Treachery Card with their aly. Prevent Emperor from reviving 3 extra forces for their ally. Force all Sardaukar to be treated as normal forces in any one battle. Prevent Fremen from granting ally 3 free revivals. Prevent Fremen from shipping into storm at half losses. Limit Fremen movement to 1 territory (without omithopters). Force all Fedaykin to be treated as normal forces in any one battle. Force Fremen to expend spice to count forces at full strength in any one battle. (ez duu Loken an bi ka ae Faction advantages that may be prevented by Karama are included in the following table and are marked with @ throughout the rules @Harkonnen Prevent Harkonnen from gaining an extra card during bidding. Prevent Harkonnen from revealing a traitor in their ally’s battle. Prevent Harkonnen from capturing a leader after any one battle. Oxians Prevent Hidden Mobile Stronghold from moving and collecting spice. Limit Cyborg movement to 1 territory (without ornithopters). Prevent ixians from looking at the Treachery Cards that willbe part of the Prevent Subotds from replacing Cyborgs after any one battle. auction and drawing an extra card to place on top or bottom of the deck. Prevent Ixian replacement of a Treachery Card during bidding. Note: Karama has no effect on Suboid strength. Prevent Ixian ally from discarding a purchased Treachery Card. @Richese Prevent Richese from conducting a Black Market auction this turn. Prevent Richese (or ally) from making one No-Field Token shipment. Prevent Richese from auctioning a Richese Treachery Card this turn, Prevent Richese from giving their ally a Richese Treachery Card from hand. @Spacing Guild Prevent Spacing Guild from taking shipment and movement out of turn. Prevent Spacing Guild (orally) from using half-price shipping rates once. Prevent Spacing Guild from receiving payment for one shipment. Prevent Spacing Guild (orally) from cross-shipping or shipping to reserves. Oteitaxu Limit force revival to 3 forall players. Prevent early revival of one leader. Force Tleitaxu (or ally) to pay full price for revival. Prevent Tleilaxu from gaining another player's specific leader as Ghola this turn, Prevent payment to Tleilaxu for one revival. Prevent Tleilaxu from replacing a Face Dancer card during the Mentat Pause Phase. Prevent Tleilaxu from receiving spice for players using free revival or a Ghola Card, Eras apd ‘Special Karama Powers (Once per game, may play a Karama card to activate a Special Karama Power) 4G seceides took at any one payers entire Batle Pan. Battle @] HoH ciscard Treachery card fom hand to gain 3 spice per card. | At anytime @ Erperor revive up to 3 forces or1 leader for ree. Revival Fremen place sandworm token in any sand territory, triggering a Nexus. a aaa player. Spice Blow and Nexus Bidding Ixian move Hidden Mobile Stronghold 2 territories during their ‘Shipment and Movement in addition to their Force Movement. _| Shipment and Movement I aye © seca sine pment of aoe pay, | Spment ad Horenet irae | ‘Note: Bene Gesserit have no Special Karama Power. eC unrs The variants below can be added to a game of Dune, together or separately, irrespective of which factions you choose to include. Bren CONTROLLING TECH TOKENS Tech Tokens indicate that a faction controls a specific industry and are kept in front of Player Shields. If you defeat a faction in battle that has 1 or more Tech Tokens, you take the Tech Token of your choice from them. single player controlling all 3 Tech Tokens counts as a Stronghold for winning the game (allies cannot share control of Tech Tokens). At the start of the game, the Tleilaxu control the Axlotl Tanks, the Ixians control Heighliners, and the Fremen control Spice Production. In games where any of these factions are not present, after placing the Storm in the first turn, each uncontrolled Tech Token is assigned randomly to the next faction in turn order without a Tech Token until all Tech Tokens are controlled and no player controls, more than 1 Tech Token. Each Tech Token that you control can potentially provide income from the Spice Bank. Any spice gained from Tech Tokens is placed on the Tech Token and then’ collected at the end of the current phase. Each Tech Token indicates in which phase the Tech Token is activated and which faction does not trigger that Tech Token’s income. ‘AXLOTL TANKS If at least one player, including you, takes free revival, you collect 1 spice for every Tech Token you control. However, if only the Tleilaxu Player takes free revival, you do not collect spice. HEIGHLINERS If at least one player, including you, ships forces from off-planet, you collect 1 spice for every Tech Token you control. However, if only the Spacing Guild ships forces from off-planet, you do not collect spice. 1 spice for every Tech Token you control. However, if only the Bene Gesserit and/or CHOAM take CHOAM Charity using their faction advantages, you do not collect spice. 6 atleast oe plyeicung yo, takes CHOAN Char, you calle ea ee eed Leader Skill Cards provide one leader of each faction with a unique advantage. ‘When using Leader Skill Cards, complete the Treachery step of setup after step 1, then deal two Leader Skill Cards to each faction. Each faction chooses one to keep, and shuffles the other back into the Leader Skill Deck. Play your Leader Skill Card face up in front of your Player Shield, and assign one of your Leader Discs to it by placing the disc face up next to it. Complete the remaining steps of setup normally starting with the Traitor step. Leader Skills grant a special bonus or ability for as long as the skilled leader is alive, and the card is face up in play (either in front of your Player Shield or used in a battle). If a skilled leader is captured, the skill goes with them, but they are placed behind the Harkonnen Player Shield. If a skilled leader is killed, shuffle the Leader Skill Card back into the Leader Skill Deck. Whenever you revive one of your leaders, if you have no Leader Skill Card, you may draw two Leader Skill Cards, ‘choose one to play face up in front of your Player Shield, and assign the newly revived leader to that skill. Shuffle the unchosen Leader Skill back into the Leader Skill Deck. Leader Skills also provide advantages when the skilled leader is used in and survives a battle, When you choose a leader for a battle, you may either leave the skilled leader face up in front of your Player Shield, or take it and the Leader Skill, Card behind your Player Shield. if you use a skilled leader in battle, include its Leader Skill Card in your Battle Plan. This is the only way that both parts of the kill can be in effect in a battle (if applicable). No part of a skill is available to you while a skilled leader and its associated Leader Skill Card are behind your Player, Shield. After the Battle Phase, return skilled leaders in territories on the map and their associated Leader Skill Card in front of your Player Shield. ‘Leader Skill must be used before a faction ability (e.g., the Mentat skill before ‘Atreides Prescience). Any skill that mentions a card type (e.g., Poison Weapon) requires that the card included in the Battle Plan is played as that card type to sain the skill bonus. Therefore, a card like Chemistry would have to be played as a poison weapon to gain the Master of Assassins skill bonus. Pg eek red ‘These cards provide bonuses representing home-field advantage for the factions ‘occupying strongholds. During the Mentat Pause Phase (not during game setup), ‘each faction occupying a stronghold takes its corresponding Stronghold Card from the supply or the faction who previously held the card. If a stronghold is, unoccupied, its Stronghold Card is placed in the supply. FACTION PLAYER SHEETS 19 ATREIDES ‘You have limited prescience. GP A- BIDDING: During the Bidding Phase, you may lock at each Treachery Card as it comes up for purchase before any faction bids on it.® You, and only you, may keep written records about cards B- MOVEMENT: At the start of the Shipment and Movement Phase, before anyone moves, you may look at the top card of the Spice Deck. C- BATTLE: During the Battle Phase, you may fore your opponent to reveal your choice of one ofthe four elements they will use in ther Battle Plan against you: the leader, weapon, defense, or number dialed (number dialed cannot be chosen in battle with a No-Feld Token) If you choose to ask about a weapon or defense and your opponent tells you that ey are not playing that element during this battle, you cannot then ask to see a different element GP D- KWISATZ HADERACH: The Kwisatz Haderach token stats out inactive, Use the Kwisatz Haderach card and counter token to secretly keep track of force losses. Immediately after you have lost 7 or more forces in battle, the Kwisatz Hadrach taken becomes atv fo the est fthe game ard may be used as follow '* To add +2 strength to your leaders or cheap heroes in one territory per turn. If the leader or cheap hero is killed, the Kwisatz Haderach token has no effect in the battle. ‘* Aleader accompanied by the Kwisatz Haderach token cannot turn traitor. * The Kwisatz Haderach token can only be killed if blown up by a tasgun/shield ‘explosion. If killed, the Kwisatz Haderach token may be your 1 leader revival during the Revivals Phase (regardless of how many of your leaders have been. killed) The cost to revive the Kwisatz Haderach token is 2 spice. ‘= The Kwisatz Haderach token has no effect on the rule governing revival of Atreides leaders ({.e., the Kwisatz Haderach token does not need to be in the [AT START: 10 forces in Arrakeen and 10 forces in reserves (off-planet). Start with 10 spice and 1 random Treachery Card. Place the Treachery Deck and the Spice Deck near your player position. You FREE REVIVAL ‘manage these decks. 2 forces/tum Tellaxu Tanks for you to be able to revive your other leaders and can be revived before all your other leaders have died). E - You may assist your allies by forcing their opponent to show them one element of their Battle Plan. F - You may use a Karama Card before Battle Plans are revealed to look at any one player’s entire Battle Plan, BENE GESSERIT ‘You are adept in the ways of, mind control, AT START: 20 forces in reserves (off-planet; see START OF GAME ability). Start with 5 spice and 1 random Treachery Card. ae 1 force/turn ‘A- PREDICTION: After step 1 (Positions) in the Setup Phase, you secretly predict when one other faction will win, placing a turn number card and a faction card from your Prediction Cards face down behind your Player Shield. Place the unused Prediction Cards face down back in the box. If the faction you predicted wins (alone or as an ally, even your ally) in the turn you Predicted, reveal your prediction and win alone. You also can win normally. ‘You can’t predict that the Spacing Guild or Fremen will win with their special victory conditions. © B- START OF GAME: After the Fremen placement (if that faction is in the game), you start with one advisor in any territory of your choice. C- CHARITY: You always receive CHOAM charity of 2 spice regardless of how many spice you already have. @ D- KARAMA: You may use any worthless Treachery Card as a Karama Card. @ E- ADVISORS: Your forces have two sides, the advisor (striped) and the fighter (unstriped). Fighters are normal forces. ‘Advisors are a special type of force that coexists peacefully with other faction forces in the same territory. Advisors have no effect on the play of the other factions whatsoever and cannot collect spice; be involved in combat; count as ‘occupying a stronghold for victory conditions, ornithopter use, or Advanced ‘Stronghold Cards; count against a stronghold's 2-faction limit; or play Family ‘Atomics. Advisors are still susceptible, however, to storms, sandworms, lasgun/shield explosions, and atomics. \inenever any other faction ships forces to Dune from off-planet, you may ship for free one advisor from your reserves into that same territory or the Polar Sink. © If Bene Gessert fighters are already present in this territory and not flipped to advisors with your Intrusion advantage, the advisor must be shipped to the Polar Sink (or not at all). All Bene Gesserit forces in a territory must be of the same type (advisor or fighter): + If advisors are ever alone in a territory, they automatically flip to fighters. + Advisors moved to occupied territories without Bene Gesserit forces may flip to fighters or stay as advisors. ® + Bene Gesserit forces shipping/moving into a territory already Containing Bene Gesserit forces ship/move as the type of Bene Gesserit force present in the destination territory. @ F - INTRUSION: When another faction enters a territory where you have fighters, you may immediately lip those fighters to advisors, G- BATTLE: At any time after the Spice Blow and Nexus Phase but before any shipment has occurred, you may flip advisors not under storm or in territories with allies to fighters anywhere you wish to battle. © To do so, publicly announce the flipping, and flip all of your advisors to fighters in each territory {in which you wish to battle. @H- VOICE: You may force your opponent to play or not play a specific card oF type of card (projectile weapon, poison weapon, projectile defense, poison defense, Worthless Card, cheap hero, or specific named special weapon or defense) in their Battle Plan.t If your opponent can’t comply with your command, they are not required to reveal so and may do as they wish. @!- Iman ltiance you may Voice your ally’s opponent. None. 1 The default type for each special weapon is listed below: Chemistry counts as a poison defense Poison Blade counts as both a projectile and poison weapon Polson Tooth counts as a poison weapon ‘Shield Snooper counts as both a shield and snooper Weirding Way counts as a projectile weapon Chemistry and Weirding Way’s alternate types cannot be forced into play with the Voice but can be prevented by it. CHOAM You can manipulate the economy. AT START: 20 forces in reserves (off-planet). Start with 2 spice and 1 random Treachery Card. FREE REVIVAL ‘0 forces/turn ‘A- CHARITY: You collect CHOAM charity first and always receive 2 spice per faction in the game, regardless of how many spice you already have. When other factions collect CHOAM Charity, it is paid to them from your spice. (@ B- TREACHERY: Your hand limit is 5 Treachery Cards; when you have 5 Treachery Cards you must pass during bidding. n addition, at the end of any phase you may discard Treachery Cards as follows: + You may reveal multiple cards from your hand with the same name to discard the surplus cards for 3 spice each. @ + You may discard Worthless Cards for 2 spice each.® Alternatively, you may discard Worthless cards for their corresponding effect listed below: Baliset - Prevent one player from moving forces into a territory you ‘occupy during the Shipment and Movement Phase (they may ship in normally). Jubba Cloak - Protect one group of your forces from losses during storm movement. Kull Wahad - Prevent one player from playing a Karama card for a specific effect (see pg 14) as they attempt to do so. Kulon - Move your forces one extra territory during your Force Movement. La La La - Prevent one player from taking free revival during the Revival Phase. Trip to Gamont = Return force betonging to another player to that player's reserves during thie Mentat Pause Phase. © C- REVIVAL: You pay only 1 spice to revive each of your forces. You may revive any number of your forces during the Revival Phase. @ 0- INFLATION: Once per game during the Mentat Pause Phase, you may place your Inflation Token on the CHOAM Charity Phase of the Phase Trac! In the following game tun, the amount of spice each player collects for CHOAM Charity is either doubled or canceled according to which side of the Inflation “Token is face up. In the Mentat Pause Phase following a doubled or canceled CHOAM Charity Phase, flip the Inflation Token to its other side or remove it from the game if it has already been flipped. Players cannot make spice bribes. ‘while the Inflation Token isin play with the double side face up. @E- AUDITOR: You have a special Leader, the Auditor, who allows you to see cards in your opponent's hand when used asa leader in a bale. Ifthe Auditor survived the battle, you may audit your opponent by looking at upto wo © random cards in their hand (not counting any they used in battle), or one card if the Auditor was killed. ® The audited faction may pay you 1 spice per card you would get to see to cancel the entire audit. The Auditor is eligible to be revived each turn, regardless of how many of your leaders are in the Tleilaxu ‘Tanks. The Auditor cannot be a ghola for the Tleilaxu, captured by the Harkonnens, nor assigned a Leader Skill Card. F - FORCES: When other factions pay spice for support of their forces in battle, half of the total spice paid (rounded down) goes to you (you receive 0 spice when a Traitor is revealed). ® When you pay spice for support of forces, it goes to the Spice Bank @ &- Once per game tyen, atthe end of any phase, you may trade a Treachery Card with your ally. ® The trade must be two-way (each faction giving and receiving a card). You may also pay for some or all of your ally's spice support {in battle (spice you pay goes to the Spice Bank). © H- At any time, you may discard any number of Treachery Cards from your hand to gain 3 spice per card. EMPEROR [AT START: 20 forces in eserves (of-planet). @ ‘Start with 10 spice and 1 random Treachery Card. ‘You have access to great wealth. FREE REVIVAL 4 force/turn ‘A- BIDDING: Whenever any other faction pays spice for a Treachery Card, they PC You may share your great wealth with your alles by transferring any pay i to you instead of the Spice Bank, amount of spice to them at any time and for any reason (placed behind their Player Shield). © You may also assist your allies by paying spice for the regal ee. of upto 3 extra of thelr ores from the Tle Tanks per Revival Pha eo=: forces in battle and in taking losses; © against the Fremen they are worth just one force. Sardaukar are treated as one force in revival; however, only one Sardaukar force can be revived per turn. D - You may use a Karama Card during the Revival Phase to immediately revive up to three forces or one leader for free. These revivals do not count against revival limits for the turn. FREMEN You are native to Dune and know its ways. AT START: 10 forces distributed as you like on Sietch ‘abr, False Wall South, and/or False Wall West; and 10 forces in reserves (on the far side of Dune). Start with 3 spice. FREE REVIVAL 3 forces/turn ‘A- STORM RULE: Place the Storm Marker normally using the Battle Wheels on the first turn of the game. Subsequent storm movement is determined by using the Storm Deck. After moving the storm during the Storm Phase, randomly select a card from the Storm Deck, secretly look at it, ® and place it face down next to the game board. In the next Storm Phase, reveal the number on that Storm Card; move the ‘storm counterclockwise the number of sectors indicated on the Storm Card. ‘Shuffle the revealed Storm Card into the Storm Deck, randomly select a Storm Card, and took at it® for the next turn’s storm movement. After secretly looking at the Storm Card, place it face down next to the game board. B- STORM LOSSES: If your forces are caught in a storm, only half of them are killed (rounded up).® You may also ship into a storm at half loss. @ GP C- SHAL-HULUD: If Sha Hulud appears in a territory where you have forces, they are not devoured. © Upon conclusion of the Nexus, you may ride the sandworm and move some oral of your forces in the territory to any sector of any territory (including the HMS), subject to storm and occupancy rules. Any forces in that territory are not devoured, if multiple Sha-Hulud appear during 2 Spice Blow, you may rie each sandworm from the origin teritory to any other territory. D - SANDWORMS: During a Spice Blow, all consecutive sandworms that appear after the first sandworm can be placed by you in any sand territory you wish. @ E- SHIPMENT: Your reserves are on-planet; you do not ship using off-planet shipment rules. For your Force Shipment you may bring any oral of your reserves fr free onto The Great Fiat or onto any one territory within two territories of The Great Flat (subject to storm and occupancy rules). GB F-- MOVEMENT: During your Force Movement you may move your forces two territories instead of one GG - BATTLES: Your forces do not require spice to count at their full strength. (GH FEDAYKIN: Your three starred force, Fedaykin, are worth two normal forces in battle and in taking lasses. They are each treated as one @ force in revival; however, only one Fedaykin force can be revived per tum. © |- FREMEN SPECIAL VICTORY CONDITION: If no faction has won by the end of ‘turn 10 and 1) Fremen forces (or no one) occupy Sietch Tabr and Habbanya Sietch and 2) neither Harkonnen, Atreides, Emperor, nor Richese occupies ‘Tuek’s Sietch (even if they are your ally), your plans to alter Dune have succeeded and you and any allies win the game. @ 4 - You may protect your allies from being devoured by sandworms® and, at your discretion, may also increase their free revival to 3 forces. © In addition, your allies win with you if you win with the Fremen Special Victory Condition. k = You may use a Karama Card during the Spice Blow and Nexus Phase to place the Sandworm Token in any sand territory that you wish. This is treated as a normal sandworm and causes a Nexus. HARKONNEN ‘You excel in treachery. © A- TRAITORS: At the start of the game keep all 4 Traitor Cards you are dealt. ‘Any of these Traitor Cards can be revealed in a battle as a traitor. GP B- TREACHERY: Your hand limit is 8 Treachery Cards; when you have 8 ‘Treachery Cards you must pass during bidding. You start the game with 1 extra Treachery Card (2 total). Every time you buy a Treachery Card (including Richese auctions), you must take an extra Treachery Card for free from the ‘Treachery Deck (unless it would put your over your hand timit). © GP C- CAPTURED LEADERS: After you win a battle you may choose to capture a leader from the loser of the battle. © if you choose to capture a leader, randomly select 1 leader from the loser (including the leader used in the battle, if not killed, but excluding all leaders used elsewhere that turn and in the Tleilaxu Tanks). After looking at the captured leader you must decide to either 1) place the Leader Disc face down into the Tleilaxu Tanks to gain 2 spice from the Spice Bank; or 2) keep the leader and use it once in a battle, after which, if it wasn’t killed during that battle, you must return that leader to its faction. The identity of the captured leader is not required to be revealed. When all of your own leaders have been killed, you must ‘immediately return all captured leaders to their factions. Killed captured leaders are put in the Tleilaxu Tanks from which their factions can revive them (subject to the normal revival rules). Captured leaders used in battle may be claimed as a traitor subject to the normal traitor rules. AT START: 10 forces in Carthag and 10 forces in reserves (off-planet). Start with 10 spice and 2 random treachery cards. ae 2 forces/turn © D- Trator Cards that you hold may be used against your aly’s opponent if you so choose. E- You may use a Karama Card during the Bidding Phase to take, without looking, up to 4 Treachery Cards from any one player. After combining their cards with yours, you must give that player Treachery Cards of your choice (including cards you just took) equal to the number of cards that you took. IXIANS. ‘You are skilled in technology and production. [AT START: 6 forces (3 Cyborgs and 3 Suboids) in the Hidden Mobile Stronghotd; 14 forces in reserves (off-planet). Start with 10 spice and 1 Treachery Card (see START OF GAME ability). FREE REVIVAL 1 force/turn © A- START OF GAME: Instead of dealing Treachery Cards normaly and before Harkonnen receives their extra Treachery Card, draw Treachery Cards equal to the number of players. Choose one to keep, shuffle the remaining cards, and deal one to each ofthe other players. (@B- HIDDEN MOBILE STRONGHOLD (HMS): After the first storm movernent at the start of the game, place your Hidden Mobile Stronghold by pointing it at a sector in any non-stronghold territory. This stronghold counts toward the game ‘win and is protected from worms and storms. ‘Subsequently, before the storm is revealed, as long as your forces occupy it, ‘you may move your Hidden Mobile Stronghold up to 3 territories pointing at a sector in any non-stronghold territory. ® When you move into, from, or {through a sector of a territory containing spice, you may immediately collect 2 spice per force in your stronghold. No other faction may ship forces directly into your Hidden Mobile Stronghold ‘or move it if they take control. Other factions must move or ship forces into the territory itis pointing at (including the Polar Sink), and then use their Force Movement to enter, {C- BIDDING: During the Dealer step of the Bidding Phase, draw one more Treachery Card than the number up for bid (not counting Richese auctions), ‘and look at all ofthe drawn cards. Put one card of your choice face down either on the top or bottom of the Treachery Deck. Then, shuffle the remaining cards and place them face down for the bidding round. D - TECHNOLOGY: Once per Bidding Phase, before Atreides gets to look at the ‘card, you may take the Treachery Card about to be bid on, replacing it with ‘one from your hand (except in Richese auctions). @@E- CYBORGS AND SUBOIDS: CYBORGS: Your 7 Cyborg forces are each worth 2 normal forces in battle, are able to move 2 territories, © and can collect 3 spice during the Spice Collection Phase. Your Cyborg forces ship normaly, but each costs 3 spice to revive. SUBOIDS: Your 13 Suboid forces are able to move 2 territories if accompanied by at least one Cyborg and ship normally but are worth % in battle. You can’t increase the effectiveness of Suboids in battle by spending spice. When dialing ¥& for a Suboid, use the hash marks between battle wheel numbers as needed. Subotds can also be used to absorb losses after a battle. After battle losses are calculated, any of your surviving Suboid forces in that territory can be exchanged for Cyborgs you lost in that battle. © For example, if the Ixians had 2 Cyborgs and 6 Suboids in a battle and dialed 6, the Ixians would need to lose a strength of 6, which could be 2 Cyborgs (for 4), and 4 Suboids (for another 2). Then, since they had 2 surviving Suboids, they can swap those with the 2 Cyborgs they just sent to the Tleilaxu Tanks. F - After an ally purchases a Treachery Card during a normal or Black Market auction, they may look at it and decide whether to immediately discard it to draw the top card from the Treachery Deck. G- If your forces occupy the Hidden Mobile Stronghold, you may use a Karama Card to move the Hidden Mobile Stronghold 2 territories during your shipment and movement. RICHESE ‘You have altemative technology. AT START: 20 forces in reserves (off-planet). Start with 5 spice, 1 random Treachery Card, and the 10 Richese Treachery Cards, rae 2 forces/turn ‘A- BIDDING: During the Bidding Phase, you must auction one Richese ‘Treachery Card from your cache in place of one normal Treachery Card (one fewer Treachery Card is put up for auction in the normal Bidding Round). ® at the start of Declaration, you must announce whether your Richese Treachery Card will be auctioned immediately or after the normal Treachery Cards up for bid. When you auction the card, reveal it and choose either a Once Around or Silent Auction method (see below). The winner of the bid pays spice to you (Karama cards can’t be used); you pay spice to the Spice Bank if you win the bid or contribute to your ally’s payment. When discarded, Richese Treachery Cards are discarded to the Treachery Card discard pile. + Once Around Auction—Choose a direction (clockwise or counter- clockwise). Starting with the faction following you in that direction, each faction has a single opportunity to pass or raise the current bid. The highest bidder wins the bid. If everyone else passes, you may either gain the card for free or remove it from the game. + Silent Auction—All factions able to bid place any amount of spice none hhand (including zero). Factions reveal their bids simultaneously and the faction with the most spice in hand wins the bid (ties break to the tied faction earliest in Storm order). Before revealing bids, factions may declare that the spice in their hand contributes to their ally’s bid. If everyone bids zero spice, you may either gain the card for free or remove it from the game. (@®B- NO-FIELD: You have 3 No-Field Tokens representing 0, 3, or 5 forces. However, they are considered 1 force forall effects until revealed (including spice collection). There may never be more than 1 No-Field Token on the planet at a time. When you are in a Battle with a No-Field Token, Atreides may not use Prescience to see the number dialed on your Battle Plan. In place of your normal Force Shipment, you may ship 1 No-Feld Token from behind your Player Shield face down, paying only the cost of shipping a single force.® During your Force Movement, you may move No-Field Tokens on the planet like they are forces. ‘ANo-Field Token must be revealed when caught in a storm, by a worm, in a lasgun/shield explosion, and when revealing your Battle Plan, but you may optionally reveal a No-Field Token at any time before the Battle Phase. When a No-Field Token is revealed: + Place the indicated number of forces from your reserves (or up to that amount if you have fewer forces left in reserves) in the territory where the No-Field Token was revealed. These forces are subject to any effects triggering their reveal (e.g., they are destroyed by the storm). + Place the revealed No-Field Token face up in front of your Player Shield, and return any No-Field Token already there behind your Player Shield. @@ C- BLACK MARKET: At the start of the Bidding Phase, before Declaration, you ‘may auction one Treachery Card from your hand. © You may announce what you are selling, and you may lie, but you do not show any player what is up for auction (Atreides may use their faction ability to look). Choose a normal, Once Around, or Silent Auction method. If the normal bidding method is, chosen, proceed in storm order and resume bidding on normal Treachery Cards where bidding left off. The winner of the bid pays spice to you (Karama cards can’t be used). If no player bids any spice for your card, you must keep it, and the phase proceeds. Ifa card from your hand is sold, one fewer Treachery Card is put up for auction in the normal Bidding Round. D- For your ally’s Force Shipment, you may offer to ship their forces from off- planet using one of your available No-Field Tokens. ® Reveal the forces immediately upon shipping (if you already had a No-Field Token on the planet, ‘it must first be revealed). Either you or your ally may pay for this shipment, E-At any time, you may pay 3 spice to buy one of your Richese Treachery Cards, secretly choosing which one. SPACING GUILD ‘You control all shipment onto and off of Dune. 'A- PAYMENT FOR SHIPMENT: When other factions ship forces onto Dune from their off-planet reserves, they pay the spice to you instead of to the Spice Bank. B - THREE TYPES OF SHIPMENT: You are capable of making one of three types of Force Shipment each turn: + Normally from off-planet reserves to any one sector of any one territory; + Cross-shipping any number of forces from any one territory to any one sector of, any other territory on the board, subject to storm and occupancy rules; ® + Returning any number of forces from any one territory back to your reserves. ® (@C- HALF PRICE: You pay only half the normal fee (rounded up) when shipping your forces; you pay 1 spice for every 2 of your forces shipped back to reserves. © D- SHIP AND MOVE WHEN YOU WISH: You may take your Force Shipment and Force Movement out of turn.@® This allows you to go first, last, or in between ‘other players’ tums, The rest of the factions must make their shipments and movements in the proper sequence. You do not have to reveal when you intend to make your Force Shipment and Force Movement until the moment you wish to take them. © E-- SPACING GUILD SPECIAL VICTORY CONDITION: If no faction has been able to win the game by the end of play, you have prevented control of Dune and automatically win the game. AT START: 5 forces in Tuek’s Sietch and 15 forces in reserves (off-planet). Start with 5 spice and 1 random Treachery Card. ro 1 force/turn F - Allies may ship from their off-planet reserves onto Dune or cross-ship from ‘one territory to another with forces that are already on Dune at the Spacing, Guild half-price rate (including cross-shipping Fremen forces from reserve). Your allies win with you if you win with the Spacing Guild Special Victory Condition. G - You may use a Karama Card during the Shipment and Movement Phase to stop one off-planet shipment of any one player. TLEILAXU ‘You have superior genetic engineering technology. 'A- FACE DANCERS: At the start of the game you are not dealt Traitor Cards. After traitors have been selected and unused Traitor Cards returned to the deck, shuffle the Traitor Deck and take the top 3 cards. These are your Face Dancers. ‘When another faction wins a battle using a leader that matches a Face Dancer you control, you may reveal your Face Dancer and pause the game. When a Face Dancer is revealed: 1. The battle still counts as a win for that player (they keep or discard ‘Treachery Cards, place tokens and killed leaders in the Tleilaxu Tanks, collect spice for any leaders killed, and claim a Tech Token if appropriate). 2. The Face Dancer leader is sent to the Tleilaxu Tanks if it was not already killed, but no spice is collected for it. 3. The remaining forces in the territory go back to their reserves and are replaced with up to the same number of Tleitaxu forces from your reserves and/or from anywhere on the planet. ‘Once revealed you do not replace a Face Dancer (Traitor Card) until you have revealed all 3. When that happens, place all 3 Face Dancers in the Traitor Deck, shuffle, and draw 3 new Face Dancers. During the Mentat Pause Phase, you may discard 1 unrevealed Face Dancer (Traitor Card). Shuffle it into the Traitor Deck and draw a new Face Dancer. AT START: 20 forces in reserves (off-planet). Start with 5 spice and 1 random Treachery Card. FREE REVIVAL 2 forces/turn B- TLEILAXU REVIVAL: Other factions make revival payments to you instead of to the Spice Bank, ® You make revival payments to the Spice Bank at half price (rounded up). You may revive any number of your forces and/or leaders during the Revival Phase, even before all 5 of your leaders are in the Teitaxu Tanks. © C- FORCE REVIVAL: You may increase the 3-force revival limit for any other faction to 5.® Also, take 1 spice from the Spice Bank for each faction using free revival or a Ghola Card including yourself). © (@ D- LEADER REVIVAL: Each faction with at least 1 leader in their leader pool can request you to revive one of their specific leaders (including Atreides’ Kwisatz Haderach token) in the Tleilaxu Tanks per Revival Phase. You can set a price in spice (including 0) and, if met, revive that leader. E - GHOLAS: When you have fewer than § leaders in your leader pool you may revive other factions’ dead leaders to your leader pool (at half price, up to a limit of 5 total leaders in your \eader pool). @ F - ZOAL: Zoal’s fighting strength matches the printed fighting strength of the ‘opponent’s leader (0 against a Cheap Hero) and for collecting spice for his death. Zoal’s revival cost is 3 spice. G- You may allow your allies to revive their forces and leaders at half price (rounded up). H.- You may use a Karama Card during the Revival Phase to prevent any one player from reviving forces and/or leaders. USO EU ut Family Atomics card text should read: ‘You may play this card during any Storm Phase after the first game turn i you have one or more forces on the Shield Wall or a territory adjacent to the ‘Shield Wall with no storm between your sector and the Wall (even if your Sector or the Shield Wal si stor. Play after the storm movements Calculated but before the storm s moved. QE AIl forces on the Shield Wall are destroyed. Place the Destroyed Shield Wall token on the Shield Wall as a reminder. The Imperial Basin, Arrakeen, and Carthag are no longer protected from the Storm for the rest of the game. The Shield Wall remains a rock territory and may be ‘entered normally. Remove this card from the game after use. Tleilaxu Ghola card text should read: Play at any time to immediately revive 1 of your leaders or up to 5 of your forces from the Tleilaxu Tanks for free, regardless of how many leaders you have in the Tleitaxu Tanks. ‘These revivals do not count against your normal revivals for the turn. Hajr card text should read: Play during the Shipment and Movement Phase immediately after your Force Movement. ‘ake an extra on-planet Force Movement subject to normal movement rules. ‘The forces you move may be a group you've already moved this phase or another group. Poison Tooth replacement card text (CHOAM expansion) reads: Play as part of your Battle Plan. Kills both leaders, and is not stopped by a Snooper. After seeing the battle results, you may choose not to use this weapon. If you win the battle and did not use this card, you may keep it. Otherwise, it is discarded. Artillery Strike replacement card text (CHOAM expansion) reads: Play as part of your Battle Plan. Kills both leaders. Both players may use Shields to protect their leader against the Artillery Strike, Surviving (shielded) leaders do not Count towards the battle total; the side that dialed higher wins the battle. No spice is collected for any leader killed in this battle. Discard after use. Karama card text should read (aligned to the CHOAM expansion replacement. cards): ‘After game setup and factions have completed their "At Start” actions, use this, card to stop one use of a faction advantage (including alliance abilities) when a player attempts to use it. When used on faction advantages during a battle tis must be played before Battle Plans are revealed. y, this card may be used to do one of the following when appropriate: + Purchase any player's Force Shipment at Guild rates (4 normal), paid to the Spice Bank. + Bid more spice than you have (without reveating this card) and/or Purchase a Treachery Card without paying spice for it (cannot be used for Richese Auctions or if your hand is full). + Use your faction’s Special Karama Power (\imit once per game). Cannot be used to stop a Special Victory Condition or Special Karama Power. Discard after use. ‘Truthtrance card text should read: Play at any time to publicly ask one other player a single yes/no question about the game. They must answer “yes” or “no” publicly and do everything in their power to abide by their answer during the current turn. If it is impossible to abide by their answer later in the turn, they are no longer bound by their answer. If a player is asked something beyond that player's ability to decide to do they may answer “I don’t know.” If a player can’t answer a ‘Truthtrance question, the player playing it can ask a different question, or choose to play Truthtrance at a future point. ‘The game pauses until an answer is given. © E- Advisors cannot be used to play Family Atomics. CUS OO EU ait Are players allowed to take notes about matters other than cards? How about taking notes about public knowledge including cards played and retained in battles, traitors, etc. “Answer: Yes, and those notes can be kept secret. In competitive play, tournament rules apply and the expectation may be that no written notes of any kind can be kept other than the Atreides bidding advantage. What happens if at the end of the last turn, no one has won, and the Spacing Guild are not in play? ‘Answer: The Fremen win. If they are not in play, the player occupying the ‘most strongholds wins. If several qualify, all who qualify win. In the Advanced Game, when reshuffling the Spice Deck, must you reshuffle the entire deck? ‘Answer: Yes. In the Advanced Game, do the Fremen get the sandworm advantage bonus if a second sandworm appears in a Spice Phase? “Answer: Yes, os long as the second sancwarm fs drawn first one. Can the Atreides faction use the kwisatz Haderach token immediately after losing their 7th token? “Answer: Yes, you can lose the token in one battle and use the Kwisatz Haderach token in another one that turn. y did you decide not to adopt the alliance constraint rulings from the rules and jovember 2020 FAQ.os written? Answer: Including Bene Gessertt advisors in the all unnecessarily complicates the alltance constraint 1 changes the game by effectively locking down any stron ‘advisors in from their alltes (which fs more than likely most of the strongholds). it also departs from the consistency of the ruling that “advisors have no effect on the play of the other factions whatsoever” when advisors already adkere to the alliance constraint rule intent cla November 2020 FAQ of “allies may never battle one another.” If players choose to play with the alliance constraint rule as written in the November 2020 FAQ, I suggest also allowing Bene Gesserit pi to the tanks at any time in order to provide their alliance some measure of movement flexibiti mediately after the Player to ship and move. | recognize others may atsagree with these rutings and enc to play how they find the game mast fun. ‘Are forces in the sector where the storm begins its movement killed by the storm? Answer: No, only forces in a sector of sand territory (except the Imperial Basin) over Which the storm passes or stops are killed. Should Weather Control be played first and then Family Atomics, or the other way around, or are both ways allowed? ‘Answer: You can play them in either order, but their effects are executed in the order they are played. Are revived leaders still subject to turning traitor? ‘Answer: Yes. Once a leader is a traitor, they are always a traitor for the entire game; however, they can now be used safely in battles with any faction except the one that holds it as a traitor. Can players revive leaders if their other leaders have been captured by the Harkonnens or are Tleilaxu Gholas? ‘Answer: Yes. All players can begin to revive their leaders if they don’t have any of their own leaders available to play in battle. When the Fremen ship, must they include the Great Flat when counting the two territory range from the Great Flat? ‘Answer: No. Never include the Great Flat when counting the two-territory range. Can a player's forces, that have moved into different sectors of the same territory at different times, move or ship as a single group? ‘Answer: Yes. If a storm is over Arrakeen or Carthag does it affect the three territory (ornithopter) move? ‘Answer: No, except of course, into, out of, or through the storm. US OO EU adi May the same weapon or defense card be played in more than one battle in the same phase if victorious? Answer: Yes. Can a player's forces that have moved into different sectors of the same territory at different times battle as a group? ‘Answer: Yes, they must fight as a single group (if the storm permits). What happens if Truthtrance, Bene Gesserit Voice and Atreides Prescience or some combination thereof, are being used in the same battle? “Answer: The Bene Gesserit Voice must always be used before the Atreides Prescience. Truthtrance can be played at any time in this interaction. Please note that a player has the ability to alter components of their Battle Plan that are not affected after being Voiced, Prescienced [sic] or Truthtranced. Can you still use the leader with the Mentat Skil in a battle if you use the skill to ask about a weapon? Answer: Yes. The Mentat skill’s effect takes place before Battle Plans are made, so you may use the effect and then still take that leader behind your Player Shield {to potentially use in battle). What happens if a player's Presclence answer becom due to subsequent play of a Karama card)? Answer: Yous must provid before battle plans at happens if a player's revealed Battle Plan isn't legal (e.g., dials @ number igher than their tokens and/or spice paid allows, contains multiple Leader Discs or Treachery Cards of the same type, or dogsn’t Include @ leader when one fs available to play)? ‘Answer: If ¢ number is ciated in excess of what can be supported, it is reduced to the highest supportable number. For excess Leader Discs or Treachery Cards, randomly select which fs included from those played and return the other elements to the player's supply. If a leader fan't Included tr a Battie Plan when it was available to be included, the lowest available Leader Disc from that player is used for the battle, = Impossible to meet (e. an updated valid answer to the Prescience question revealed. ‘What is the standard rule for discarding Treachery Cards after they are played? ‘Answer: Treachery Cards must be discarded unless the card says they can be returned to your hand. When a card is used in battle, the winning player may choose to keep any cards they used, unless the card specifically indicates that it is discarded (e.g., cheap hero). Can a Tleilaxu Ghola Card allow a leader to fight in the same phase in which they were killed? ‘Answer: Yes, a leader revived by this card during a Battle Phase can be used in the same Battle Phase. Does Thumper cause a Nexus? If another Sandworm is drawn after the Thumper is played, can the Fremen cause that worm to appear anywhere in the Advanced Game? ‘Answer: Yes to both questions. Is Poison Tooth stopped by Chemistry? Is it stopped by any other kind of poison defense? ‘Answer: Yes to the first question. No to the second; any poison defense defined as a Snooper does not stop Poison Tooth. Can Shield Snooper trigger a Lasgun-Shield explosion? Does it keep your leader safe from Artillery Strike? ‘Answer: Yes. Is your leader safe from Artillery Strike if you use Weirding Way? Does Weirding Way used as a projectile defense trigger a Lasgun-Shield explosion? ‘Answer: No to both questions. Weirding Way can be a projectile defense but does not count as a shield. ‘What are the defautt types for special weapons with more than one possible categorization? ‘Answer: Chemistry counts as a poison defense, Poison Blade counts as both a projectile and poison weapon, Poison Tooth counts as a poison weapon, Shield Snooper counts as both a shield and snooper, Weirding Way counts as a projectile weapon. Because of this, Chemistry and Weirding Way’s alternate types cannot be forced into play with the Voice but can be prevented by it. USC OO EU uit How does the Sandtrout work? ‘Answer: The Sandtrout is an anti-Nexus. If any alliances existed when you draw the Sandtrout, they are canceled. Furthermore, the next time you draw ‘a Shai-Hulud, anew Nexus does not occur. When you immediately draw that Shai-Hulud’s replacement card, if itis another Shai-Hulud, you then have a normal Nexus. But if the replacement card is a Spice Blow, it is doubled. Using Double Spice Blow Advanced rules, does Atreides get to look at two cards? ‘Answer: No, only one. What does Atreides get to see when using Prescience to see a weapon if the ‘opponent is using Weirding Way and a weapon? Or if Atreides asks to see a defense if the opponent played Chemistry with a Snooper? Answer: Weirding Way only counts as a weapon if no other weapon is played with it, so Atreides gets to see the other weapon. In the case of Atr asking to see the defense when you play Weirding Way with a weapon, the Weirding Way counts as a projectile defense, and that’s what Atreides would see. Similarly, Chemistry does not count as a defense when played with ‘another defense, so the other defense is the one revealed. Can the Bene Gesserit ship a spiritual advisor when Ixians ship directly to the Hidden Mobile Stronghold? ‘Answer: Yes. Concerning battles with traitors and Face Dancerswhat should the order of revealing be? ‘Answer: First the traitor is declared; then the winner of the battle is declared; and finally, the Face Dancer is declared. Can an Atreides leader accompanied by the Kwisatz Haderach token be a Face Dancer? Answer: Yes. Can Tleilaxu revive other players’ face down leaders as Gholas per their Advanced Game ability? ‘Answer: Yes. If they die again, they are placed face down in the Tanks (and tthe Tleilaxu could revive them again if they have fewer than 5 leaders). ‘What happens if CHOAM uses Trip to Gamont on Richese at a location where they have a No-Field token? ‘Answer: The No-Field Token must be revealed, and one Richese force placed there would return to reserves. If none are there, the card is still considered used. If Tleilaxu have Rihani Decipherer and gain a Traitor Card, does it count as a Traitor or a Face Dancer? ‘Answer: It counts as a Face Dancer, but it can only replace an unrevealed Face Dancer. Okan cued Default Game Alliance | Alonger game Players look for synergy with 2 Player Alliance limit fone other player and try to a win together but must try to 4 Strongholds to win hold on to the strongholds they have. 2 Player Alliance timit | Ashorter game Players look for synergy with +3 Strongholds to win cone other player and try to win together by holding or capturing 3 strongholds. 3 Player Alliance limit | Alonger short game May devolve into 3 strongest 4 Stronghold to win against 3 weakest, etc. but supposedly weaker players may be able to reverse the stronger players’ fortunes and tip the balance. 3 Player Alliance limit __| Probably the shortest May devolve into 3 strongest ‘3 Strongholds to win | game against 3 weakest, but supposedly weaker players may pull off a surprise win by winning key battles. ‘Any number of Players in | Amore exotic game Alliances: 13 Strongholds to win ‘The original Dune rules Alliance game; adversity creates ingenuity. Ptr) Original rules Game Design: Peter Olotka, Jack Kittredge, Bill Eberle Development & Quick Start Gui Greg Olotka Special Thank You to lan Allen at Seventh Son Games for Rules Consulting Play Testing Thanks to the North Shore Gamers: Greg Schmit, Joe Don Richardson, Rowan Miller, David Kuznick, Bob King, John Grubb and Alex Bowers Avalon Hill Credit Developmer Mark Uhl and Richard Hamblen. Avalon Hill Playtest: Don Greenwood, Bruce Milligan, George Uhl, Robert Uhl, Seth Carus, Paul O'Neil, 4Jim Skinner, Future Pastimes and the people at Johns Hopkins U., Carmen, Brandy and Doug Artwork: llya Baranovsky Producers: Peter Simunovich, John-Paul Brisigotti Graphic Design: Casey Davies, Victor Pesch Logo Design: Vicki Tunkel Genuine Entertainment Producer: Joe LeFavi Special Thank You to Robert Blance, Richard Foster, Reid Pittams, Simon Paton, and the Battlefront ‘Studio Team. Brian Herbert, Kevin J. Anderson and the Herbert properties team. Elie Dekel, Lisa Lilly, Eric Morreel and the Legendary team. Games Design © Gale Force Nine 2019. Gale Force Nine is a Battlefront Group ‘Company DUNE © 2019 Legendary. All Rights Reserved. DUNE is played over the course of up to 10 turns, each comprised of nine specific phases. Each turn must be completed in the exact sequence presented below. 1. Storm Phase OB OB The Storm Marker moves. The faction whose Player Marker the storm next approaches will be the First Player for this turn, 2. Spice Blow and Nexus Phase @6,0,J OK OB Tur over the top card of the Spice Deck and place the amount of spice shown on the card in the indicated sector of the highlighted territory. If Shai-Hulud appears a Nexus occurs, and players have the opportunity to ‘make and break alliances. 3. CHOAM Charity Phase Oc @ Players with 0 or 1 spice may claim CHOAM Charity. 4. Bidding Phase @A @8 OA O8 GE OCD,F OAc Players bid spice to acquire Treachery Cards. 5. Revival Phase © @C,E O8,c OD OH OE OB,C,0,E,F,6 OH All players are allowed to reclaim forces and leaders from the Tleitaxu Tanks. ‘Shipment and Movement Phase ©8 OLFG OBEF QE OG OB,0 ©A,B,C,0,F OG Starting with the First Player and proceeding counterclockwise, each player in ‘turn ships forces to the planet and then moves their forces on the game board. 7. Battle Phase OCD,E OF @EF,G OFH,1 O8 OGH OCD GE OB Oa Players must resolve battles in every territory that is occupied by forces from ‘two of more factions. 8. Spice Collection Phase OE OE GB Forces in the sector of a territory containing spice may collect that spice. Mentat Pause Phase Q ore oo'is"Ser en Check to see if any player or Alliance has won the game. If there are no winners, move the Game Turn Counter to the next position on the Turn Track to begin the next turn. ‘Advantages that can be executed “at any time” must be used either before or after Battle Plans are revealed or any player's action. $ H - Discard Treachery Cards from your hand to gain 3 spice per card. B - May reveal a No-Field Token at any time before the Battle Phase. @P D- Give your ally a Richese Treachery Card from your hand. {QE- Pay 3 spice to buy 1 of your Richese Treachery Cards secretly. ‘Some abilities can be executed at the end of any phase. @ 8B - Discard duplicate Treachery Cards for 3 spice each. @ 8 - Discard Worthless Cards for 2 spice each or special effect. @ G-Once per turn trade a Treachery Card with your ally.

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