Professional Documents
Culture Documents
game almanac
THE FORMS MUST BE OBEYED
using this book
This book gives detailed rules for all the powers, cards and abilities in the game. The rules located on cards and in various summaries
are, by necessity, brief and abridged, while here we present the rules in full. As a result, the text of this document takes precedence
over every other source.
Further, we have provided a full index of card and marker numbers required to play the game. This allows you to ensure you have the
correct materials available.
faction information
Faction information is split into a number of sections:
Faction Powers
Each Faction has access to a number of special abilities. The abilities may bend or even break the basic rules of the game. Where the
rules and Faction Powers are at odds, the Faction Power takes president.
The powers are split into Basic and Advanced. Advanced powers are only used in the Advanced Game.
Some powers are also “Character Powers” marked with an asterisk (*). If you are playing with the Main Leaders and your Main Leader
is in the ‘Tanks’, then they powers may not be used at all
Note that Karama Treachery Cards may prevent certain powers from being used for a single turn or occurrence. These powers have
been noted in italics. Karama Cards are rare, but these powers still cannot be completely relied upon.
These lists deal with the powers in great detail. They take precedence over any and all summary information.
Alliance Cards
Each faction has a different Alliance Power, as detailed on their Alliance cards.
Faction Set
Each faction begins the game with a number of components as detailed in this section.
Note that components used only in the Advanced Game have been listed here for completeness. They may be set-aside while not in
use.
Planet Cards
Each faction’s abilities in the Spice harvest is covered by their Planet Card.
4
the house atreides
At Start
10 Army Tokens in Arrakeen. 10 Army Tokens in Off-Planet 10 Spice.
Reserves.
5
the bene gesserit sisterhood
At Start
1 Army Token in the Polar Sink 19 Army Tokens in Off-Planet 5 Spice
Reserves.
6
the emperor of known space
At Start
20 Army Tokens in Off-Planet Reserves. 10 spice
7
the fremen of arrakis
At Start
10 Army Tokens freely distributed between Sietch Tabar, 10 Army Tokens in Southern Seitch Reserves.
False Wall South and False Wall West 3 Spice
8
the spacing guild
At Start
5 Army Tokens in Tuek’s Sietch 15 Army Tokens in Off-Planet 5 Spice
Reserves.
9
the house harkonnen
At Start
10 Army Tokens in Carthag 10 Army Tokens in Off-Planet 10 Spice
Reserves.
10
the confederacy of ix
At Start
20 Army Tokens in Off-Planet Reserves. 5 Spice
11
the landsraad council
At Start
20 Army Tokens in Off-Planet Reserves. 30 Spice
12
the bene tleilaxu
At Start
20 Spice
13
alliance card details
House Atreides • You may ship to your Reserves as if they where a
While the Atreides are your allies, you may force your Stronghold;
opponents to show you one element of their battle plan: the In addition, you need pay only half the fee when shipping
Leader; the weapon; the defence or the number selected. If your Army Tokens.
your opponent shows that they are not playing a Weapon You may not use any of these abilities if Edric is in the
or Defence, you may not ask to see another element of the ‘Tanks’.
plan. You must use this ability after any Bene Gesserit
Voice ability has been used or passed on. House Harknnonen
You may not use this ability if Paul Mua'Dib Atreides is in While the Harknonnen are your allies, Traitor Leaders in
the ‘Tanks’. the pay of the Harkonnen may betray your opponent’s as
well at the Harknonnen player’s discretion.
Bene Gesserit Sisterhood
While the Bene Gesserit are your allies, you may 'voice' Confederacy of Ix
your opponent to do as you wish with respect to one of the While the Ixians are your allies, your Army Tokens may
cards they play in the battle plan, i.e., to play or not to play move two spaces per Manoeuvre.
a Weapon: Projectile, Weapon: Poison, Defence: Further, you receive ten extra Spice from the Spice Bank
Projectile, Defence: Poison or Feint Treachery each Collections Phase.
Card. You cannot voice a Special Treachery Card. If they You may not use either of these abilities if Inquisitor is in
can't comply with your command, they may do as they the ‘Tanks’.
wish.
You may not use this ability if Reverend Mother Mohiam is Landsraad
in the ‘Tanks’. At the start of any turn, before the Storm marker position is
determined, you may place a Restricted marker on any
The Emperor of Known Space territory that has no Restricted marker already in it, does
While the Emperor is your ally, when The Emperor pays not have the word “Sietch” in its name, and is not the Polar
you Spice Bribes they are paid to you immediately, rather Sink. In a restricted territory:
than entering your pool of Spice Bribes until the end of the • Any Army Tokens that do not belong to you or your
turn. allies must be moved out of this territory during the
You may not use this ability if Shadam IV is in the ‘Tanks’. upcoming Movement Phase. Failure to do so results in
the Army Tokens being sent to the Axlotl ‘Tanks’.
Fremen of Arrakis • Any Army Tokens that do not belong to you or your
While the Fremen are your allies, your Army Tokens are allies may not be moved into the territory during the
not destroyed if they are in a territory that experiences a entire turn.
Shai-Hulud. You may not use this ability if Speaker is in the ‘Tanks’.
In addition, if the Fremen win via their special victory
conditions at the game end (the Fremen (or no one) occupy Bene Tleilaxu
Sietch Tabr and Habbanya Ridge Sietch and neither While the Tleilaxu are your allies, you may revive an
Harkonnen, Atreides nor Emperor occupies Tuek's Sietch), additional three Army Tokens each Revival Phase.
you win a Victory by Subterfuge as well. In addition, you may revive an additional Leader each
Revival Phase, and can revive Leaders in any order at all
The Spacing Guild and do not have to wait for them all to be killed.
While the Guild are you have more options when you make Further, all of your Revivals of any kind are free.
Shipments:
• You may Ship from a single Territory not under storm
on the game board each Shipment rather than just from
your reserve.
14
faction sets
Atreides 1 Alternative Main Leader; 1 Alternative Main Leader;
20 Army Tokens; 1 Player Shield; 1 Player Shield;
5 Leaders; 1 Planet Card; 1 Planet Card;
• Lady Jessica 5; 7 Alliance Cards. 7 Alliance Cards.
• Thufir Hawat 5;
• Gurney Halleck 4; Fremen Ix
• Duncan Idaho 2; 17 Army Tokens; 20 Army Tokens;
• Dr Wellington Yueh 1; 3 Marked Army Tokens; 5 Leaders;
1 Main Leader (Paul Muad'Dib 5 Leaders; • Vizier 3;
Atreides 10); • Stilgar 7; • Bator 2;
1 Alternative Main Leader; • Chani 6; • Bronso 2;
1 Player Shield; • Otheym 6; • Baltem 1;
1 Planet Card; • Shadout Mapes 3; • Levenbrech 1;
7 Alliance Cards; • Jamis 2; 1 Main Leader (Inquisitor 10);
1 Kwisatz Haderach Card; 1 Main Leader (Dr Liet Kynes 10); 1 Alternative Main Leader;
1 Kwisatz Haderach Marker. 1 Alternative Main Leader; 1 Player Shield;
1 Player Shield; 1 Planet Card;
Bene Gesserit 1 Planet Card; 7 Alliance Cards.
20 Army Tokens; 7 Alliance Cards.
5 Leaders; Landsraad
• Alia 5; Guild 20 Army Tokens;
• Margot Lady Fenring 5; 20 Army Tokens; 5 Leaders:
• Princess Irulan 5; 5 Leaders; • Baron Moat 6;
• Reverend Mother Ramallo 5; • Staban Tuek 5; • Earl Viaconte 5;
• Wanna Marcus 5; • Esmar Tuek 3; • Administrator 3;
1 Main Leader (Reverend Mother • Master Bewt 3; • Commissioner 2;
Mohiam 10); • Soo Soo Sook 2; • Council Representative 1;
1 Alternative Main Leader; • Guild Representative 1; 1 Main Leader (Speaker 10);
1 Player Shield; 1 Main Leader (Guild Navigator Edric 1 Alternative Main Leader;
1 Planet Card; 10; 1 Player Shield;
7 Alliance Cards; 1 Alternative Main Leader; 1 Planet Card;
23 Prophecy Cards. 1 Player Shield; 7 Alliance Cards;
24 Co-Existence Markers 1 Planet Card; 3 Hold Cards
7 Alliance Cards; 14 Restricted/Free Movement
Emperor Markers
15 Army Tokens; Harkonnen
5 Marked Army Tokens; 20 Army Tokens; Bene Tleilaxu
5 Leaders; 5 Leaders; 1 Player Shield;
• Count Hasimir Fenring 6; • Feyd-Rautha 6; 7 Alliance Cards;
• Captain Aramsham 5; • Beast Rabban 4; 70 Ghola Cards
• Burseg 3; • Piter DeVries 3; 1 Planet Card;
• Caid 3; • Captain Iakin Nefund 2; 8 Optional Ghola Cards
• Bashar 2; • Umman Kudu 1; 6 Trap Cards;
1 Main Leader (Padishah Emperor 1 Main Leader (Baron Vladimir 15 Tleilaxu Control Markers.
Shaddam Corrino IV 10); Harkonnen 10);
15
planet card details
House Atreides The Spacing Guild
Calidan Highlighner
When the Share Cards have been distributed, you may You may sell the manager the right to draw a second
secretly look at the cards dealt to one other player before Harvest card. Between you, you must agree a price for this
you decide your vote. of between four and eight Spice. You may not look at this
During each Bid For Power, you may look at one Access card.
card of your choice when it is purchased.
House Harknnonen
Bene Gesserit Sisterhood Geidi Prime
Wallach IX You are not fired for a dishonest report the first time you
You may secretly look at each and every Access Card are caught. You will be fired the second time.
purchased by other players, and may then share any
information you wish (true or false) about your findings. Confederacy of Ix
You do not need to make your prediction until you have Ix
observed the opening set-up on the main game board. The value of all Harvest Cards is increased by 50% (round
down) while you are the manager.
The Emperor of Known Space
Salusa Secundus Landsraad
Before each Harvest, the Manager must pay you one Hall of Oratory
Spice. If they are unable, they are fired and the player to You may block the appointment of a new manager (save
their right becomes the Manager and must pay you. the Fremen when a Shai Hulud is drawn) in which case the
roles passes on to the left as normal.
Fremen of Arrakis
Arrakis Bene Tleilax
If a Shai Hulud is drawn from the Harvest deck, the Tlielax
manager is fired and you become manager. Since you have no use for Spice in the initial Spice harvest,
you may give your starting spice to other player in return for
future concessions in the main game.
16
treachery card index
“WORTHLESS” Cards.
All Worthless cards have the same text, as follows:
In the Advanced Game, you may play this card at any time in your own turn. Choose player and place this card face down
in front of the owning player’s shield with between one and four Spice from the Spice bank on top.
Each turn, the target player must pay you an amount of Spice equal to that on top of this card, or the card turns over. At
that point you must pay the target player three times as much Spice as is on top of the card, any Spice on this card is
discarded to the Spice Bank, and this card is discarded.
You may return this card to your hand at any time so long as you can hold the extra card, at which point any Spice on top
of it is returned to the Spice Bank.
17
Cone of Silence Family Atomics Harvester
SPECIAL SPECIAL SPECIAL
(Advanced Game “D”, 1 copy) (Basic Game, 1 copy) (Advanced Game “S”, 1 copy)
You may play this card at the start of You may play this card in any turn Play this card in the Spice Blow
any Game Turn. You may select any that you have at least one Army Round when the Spice Blow has
number of players who are not your Token in or adjacent to the Shield been determined. Double the Spice
allies. This Game Turn, those Wall territory during the Storm amount to be placed in one territory
players may not bid on Treachery Round. Play the card immediately in which Spice appeared, then
Cards and may not form (but may after the storm’s movement has discard this card.
break) Alliances in any Nexus been determined but before the If played with the advanced Spice
Round that may occur. Storm moves, and not on the first Blow rules, and two cards both show
If you are using the Duelling rules, turn. a spice Blow in the same Territory,
those players may also not Invoke Any and all Army Tokens and the total of the two cards is doubled.
Kanly this Game Turn. Leaders on the Shield Wall Territory Discard after use.
Discard after use. are killed and moved to the ‘Tanks’.
Place the Irradiated Shield Wall Hunter Seeker
Dust Chasm overlay onto the territory to show it WEAPON: PROJECTILE
SPECIAL has been attacked, and place this (Advanced Game “S”, 1 copy)
(Variant “V”, 1 copy) card face-up in front of your Shield You may play this card as part of
Play immediately after the Spice as a record of your act of infamy. your Battle Plan. If your enemy is
Blow has been resolved without a Hence forth, Imperial Basin, using a Leader, they are killed before
Shai-Hulud being revealed on the Arrakeen and Carthag territories are the Battle is resolved. This card may
same discard pile that turn. No Army affected by the storm in the same be countered by an appropriate
Tokens may enter or move through way as any and all other territories. Defence card used by your opponent
the Spice Blow territory until the start This does not have any further effect (Shield).
of the next Spice Blow Round. Any on the operation of those territories.
Army Tokens in the Spice Blow Imperial Conditioning
territory when this card is played are Gom Jabbar SPECIAL
sent to the ‘Tanks’. Fremen Army (Basic Game, 1 copy) (Variant “V”, 1 copy)
Tokens are not destroyed, but must WEAPON: POISON Play this card at the start of a single
leave the territory in the next You may play this card as part of Battle, before any Battle Plans are
Movement Round or be sent to the your Battle Plan. If your enemy is formulated. Any Leader you play
‘Tanks’. Discard after use. using a Leader, they are killed before may not be revealed as a Traitor for
the Battle is resolved. This card may this one battle.
Elacca Drug be countered by an appropriate
WEAPON: POISON Defence card used by your opponent Jubba Cloak
(Basic Game, 1 copy) (Snooper). WORTHLESS
(Advanced Game “D”, 1 copy) (Basic Game, 1 copy)
You may play this card as part of Hajr
your Battle Plan. If your enemy is (Basic Game, 1 copy) Juice of Sapho
using a Leader, they are killed before You may play this at any point during SPECIAL
the Battle is resolved. This card may your turn in a Movement Round. It (Variant “V”, 1 copy)
be countered by an appropriate allows you make an additional Play this card during the Battle
Defence card used by your opponent Manoeuvre this turn. Discard after Round when your opponent has
(Snooper). use. formulated their Battle Plan, but
before you have formulated yours.
You may examine your opponent's
remaining hand of Treachery Cards.
This must be done before any Voice,
Prescience and Karama effects
occur. Discard after use.
18
Karama Maula Pistol Semuta Drug
SPECIAL WEAPON: PROJECTILE WEAPON: POISON
(Basic Game, 2 copies) (Basic Game, 1 copy) (Advanced Game “G”, 1 copy)
You may play this card to activate a You may play this card as part of You may play this card as part of
single Karama Power of your choice your Battle Plan. If your enemy is your Battle Plan.
from page 20-21. The powers listed using a Leader, they are killed before This card may be countered by an
will tell you when to play this card to the Battle is resolved. This card may appropriate Defence card used by
activate them. Discard after use. be countered by an appropriate your opponent in the battle it is
Defence card used by your opponent played in (Snooper). Once it has
Kriminon (Shield). been used successfully, there is no
WEAPON: POISON way to mitigate the effects.
(Advanced Game “D”, 1 copy) Residual Poison If your enemy is using a Leader, then
You may play this card as part of SPECIAL place this card in front of the
your Battle Plan. If your enemy is (Advanced Game “D”, 1 copy) opponents shield with a number of
using a Leader, they are killed before You may play this card at any time in Spice from the Spice Bank on it
the Battle is resolved. This card may your own turn. Choose any one equal to one less than the enemy
be countered by an appropriate player and place this card face down Leader’s Strength. That Leader’s
Defence card used by your opponent in front of their shield with between Strength is henceforth equal to the
(Snooper). one and four Spice from the Spice number of Spice on this card.
bank on top. Every time the Turn Marker moves a
Kull Wahad Each turn in the Control Phase, the space, remove one Spice marker
WORTHLESS target player must pay you an from this card to the Spice Bank. If
(Advanced Game “D”, 1 copy) amount of Spice equal to that on top ever there are no Spice Markers on
of this card, or the card turns over. At this card, discard it and remove the
Kulon that point any Spice on the card is Leader it affects to the ‘Tanks’.
WORTHLESS discarded to the Spice Bank, and
(Basic Game, 1 copy) any one of the target player’s Shield
Leaders of your choice (other than DEFENCE: PROJECTILES
La la la! their Main Leader) is killed and (Basic Game, 4 copies)
WORTHLESS removed to the ‘Tanks’, and this card (Advanced Game “S”, 1 copy)
(Basic Game, 1 copy) is discarded. You may play this card as part of
You may return this card to your your Battle Plan. If your enemy has
Lasgun hand at any time so long as you can played a “WEAPON: PROJECTILE”
WEAPON: SPECIAL hold the extra card, at which point card, it is discarded without effect,
(Basic Game, 1 copy) any Spice on top of it is returned to unless it was the Lasgun card.
You may play this card as part of the Spice Bank. If you or your enemy played the
your Battle Plan. If your enemy is Lasgun Card as part of their Battle
using a Leader, they are killed before Plan and neither Leader is called as
the Battle is resolved, there is no a Traitor, then every Army Token
defence. and Leader involved in this battle
If you or your opponent has played a and/or otherwise situated in the
“Shield” Card as part of their Battle same territory as the Battle are
Plan and neither Leader is called as destroyed and move to the ‘Tanks’,
a Traitor, then every Army Token and all players jointly lose the Battle.
and Leader involved in this battle
and/or otherwise situated in the
same territory as the Battle are
destroyed and move to the ‘Tanks’,
and all players jointly lose the Battle.
19
Smuggler Stone Burner Tleilaxu Ghola
SPECIAL WEAPON: PROJECTILE SPECIAL
(Variant “V”, 1 copy) (Advanced Game “G”, 1 copy) (Basic Game, 1 copy)
You may play this card immediately You may play this card as part of You may play this card at any time to
the Bidding Round begins and your Battle Plan. immediately take five of your own
before CHOAM Charity is declared. If your enemy is using a Leader, they Army Tokens or any one of your own
Choose one player. That player must are killed before the Battle is Leaders from the ‘Tanks’ as if it
pay you an amount of Spice equal to resolved. This card may be where the Revival Round, but at no
the number of Desert Territories you countered by an appropriate cost in Spice. The recovered pieces
control, or as much as they have, Defence card used by your opponent go to your Reserves as normal, and
whichever is least. (Shield). do not count against your per-turn
Note that Bene Gesseret forces that In addition, this card targets your limits on Revivals, including those for
are in territories with Co-Existence Leader as if the enemy had played a specially marked Army Tokens.
markers do not count for the WEAPON: PROJECTILE card Discard after use.
purposes of control in this way. against you. This card may be
Discard after use. countered by an appropriate Trip to Gamont
Defence card used by you (Shield). WORTHLESS
Snooper Further, all of your enemy’s Army (Basic Game, 1 copy)
DEFENCE: POISON Tokens in this Territory are killed and
(Basic Game, 4 copies) sent to the ‘Tanks’ before the battle Troop Carrier
(Advanced Game “D”, 1 copy) is resolved in the same way as if SPECIAL
You may play this card as part of your enemy had lost the Battle. (Variant “V”, 1 copy)
your Battle Plan. If your enemy has You may play this card during the
played a “WEAPON: POISON” Stunner Movement Round to make an
card, it is discarded without effect. WEAPON: PROJECTILE additional Shipment at normal cost.
(Basic Game, 1 copy) Discard after use.
Slip Tip You may play this card as part of
WEAPON: PROJECTILE your Battle Plan. If your enemy is
(Basic Game, 1 copy) using a Leader, they are killed before
You may play this card as part of the Battle is resolved. This card may
your Battle Plan. If your enemy is be countered by an appropriate
using a Leader, they are killed before Defence card used by your opponent
the Battle is resolved. This card may This card may be countered by an
be countered by an appropriate appropriate Defence card used by
Defence card used by your opponent your opponent (Shield)..
(Shield).
Thumper
SPECIAL
(Advanced Game “S”, 1 copy)
You may play this card when a Spice
Card is due to be turned over.
Instead, no card is turned over, and
the draw counts as a Shai-Hulud.
Further draws continue as normal.
Discard after use.
20
Truthtrance Weather Control Weirding Way
SPECIAL SPECIAL SPECIAL
(Basic Game, 1 copy) (Basic Game, 1 copy) (Variant “V”, 1 copy)
You may play this card at any time to You may play this card at the start of Play this card at the start of any one
ask one other player a single yes/no the Storm Round before the Storm’s Battle before any and all other
question about the game which must movement has been determined. abilities are used. If you loose, your
be answered publicly. No game or Instead, the storm moves a number opponent loses twice as many Army
rule effect may interrupt the answer of sectors of your choice Tokens as they normally would.
being given, barring some effect that anticlockwise, between zero and ten. Discard after use.
prevents the use of the Truthtrance This replaces the Storm’s normal
Treachery Card. movement. Ya Ya Yawm
The player must answer ‘yes’ or ‘no’ WORTHLESS
truthfully. Questions to future Weather Scanner (Advanced Game “S”, 1 copy)
intentions or events may be asked, SPECIAL
and the player must answer truthfully (Variant “V”, 1 copy)
to the best of their knowledge. This You may play this at any time to look
however does not limit the answering at the Fremen Weather Card in play
player in any way save when the without revealing it. Discard after
relevant decision or event occurs, use.
when they must fulfil their answer so If you are the Fremen, you may treat
far as they are able. If they cannot the card as a WORTHLESS or pay
abide by the answer at this time, three Spice to The Guild (or Spice
they must publicly state this is the Bank if there is no Guild player) to
case before actions involving the remove the card from the game.
question are resolved.
Discard after use.
21
karama effects
BASIC GAME
• Play this card when the Harkonnen player buys a Worm appears in the topmost territory of the Spice
Treachery Card and before they draw an extra free Deck discards as normal.
Treachery Card. They may not take a second free • Reveal and discard this card when you win a bid for a
Treachery Card this time. Treachery Card, you do not have to pay for the card
• Play this card when the Atreides attempt to look at a you have won. You may bid more Spice than you have
hidden card (but not a complete Battle Plan). They may while holding this card so long as you have free space
not look on this occasion. If it was during a Battle Plan, in your hand to allow you to bid in the first instance. If
their immunity to the Stone Burner Treachery Card is you suspect another player is bidding with Karama, you
lost for this battle. If played during the Bidding Round, may bid “infinity” and reveal this card immediately to
they lose their ability to look at hidden cards for the win the Auction.
entire round. • Play this card when you are about to pay for a
• Play this card when the Atreides asks a Prescience Shipment to make a Shipment from Off-Planet
Question but before Battle Plans are revealed. On this Reserves at half cost (round up). The payment goes to
occasion the Question has no effect, and any answer the Spice Bank and not the Guild. This takes the place
already given may be ignored. of one normal Shipment for that round.
• Play this card after the Bene Gesserit announces they • Play this card when the Tleilaxu announces a Leader
will use ‘The Voice’ but before Battle Plans are as a traitor. The Leader retainss to their original
revealed. On this occasion ’The Voice” has no effect. allegiance and the Ghola Card is returned to the supply.
You may wait to hear the command before playing this • Play this card to tax the Tleilaxu ten Spice which must
ability if you wish. be paid immediately to the Spice Bank. If the Tleilaxu
• Play this when the Bene Gesserit attempt to use a has less than ten Spice they must pay what they have.
WORTHLESS Treachery Card as a Karama Treachery. • Play this card to take all the spice owned by the Ixian
On this occasion the Worthless card is instead player and put it back in the spice bank.
discarded without effect. • Play this card when the Landsraad player plays a Hold
• Play this card when a Shai Hulud is drawn, or a Worm card. The card is returned to the Landsraad player who
appears by some means other than a Karama Card, to may not play it again this turn.
prevent the Fremen or their allies from controlling the
worm on this occasion. All players’ tokens in the
territory are destroyed and taken to the ‘Tanks’, and the
worm cannot be redirected to other Territories. The
22
ADVANCED GAME
• Play when the Harkonnen player has selected a Leader Tokens count as normal Army Tokens for this battle but
to capture. The Leader is returned to the owning faction may re-evaluate their Battle Plan based on this.
unharmed. • Play this card at the start of the Movement Round to
• Play this card at any point before Battle Plans are force the Guild to take their move in the proper turn
revealed. The Atreides player may not use the Kwisatz order this Movement Round.
Haderach in this particular Battle, but may re-evaluate • Play this card to destroy an un-triggered Tleilaxu trap,
their Battle Plan based on this. discarding the Treachery Card played on the trap.
• Play this card to when a declared Shipment is resolved, • Play this card when the Landsraad player declares a
The Bene Gesserit may not have an Army Token territory “Restricted”. The Restricted marker is removed
accompany this particular shipment. and the Landsraad player may not play it again this
• Play this card at any point before Battle Plans are turn.
revealed. The Fremen player’s Fedaykin Army Tokens
count as normal Army Tokens for this battle but may re-
evaluate their Battle Plan based on this.
• Play this card at any point before Battle Plans are
revealed. The Emperor player’s Saradukar Army
23
other cards
HOLD CARD (MAIN VERSION) Ornithopter Bonus Card
(Three Copies) (Three Copies)
You may claim this card at the end of the Storm Round if
Side A you fulfil certain conditions.
When this card is played on you place it in front of you this While you hold this card you have access to flying
side up. machines.
You must miss your turn during the Movement Round in In the Movement Round you may Manoeuvre your Army
which this card is played on you. Token group(s) through up to two additional adjacent
If you are the Bene Tlielaxu, instead you may not play Trap Territories (for a total of three) each Manoeuvre.
Cards in the Battle Round this card is played on you. Multiple copies of this card provide no additional benefit.
No Hold cards may be played against you while this card is Return this card at the start of the Control Round.
in front of you.
If this card is in front of you at the end of the Control
Round, turn it over. Harvester Bonus Card
(Three Copies)
Side B You may claim this card at the end of the Storm Round if
No Hold cards may be played against you while this card is you fulfil certain conditions.
in front of you. This card has no other effect. While you hold this card you have access to automated
If this card is in front of you at the end of the Control Spice mining equipment.
Round, return it to the Landsraad player. In the Collections Round, you may collect an additional
Spice with each Army Token in any and all Territories and
Sectors (for a total of three Spice markers per Army
KWISATZ HADERACH Token).
(One Copy) Multiple copies of this card provide no additional benefit.
At the start of the game place this card face-up beside your Return this card at the start of the Control Round.
Shield, with the Kwizatz Haderach marker on the "0" space.
Every time one of your Army Tokens is killed as a result of
a Battle, move the marker one space along the track. If the Carryall Bonus Card
marker reaches the final space, you may take and make (Two Copies)
use of the marker for the rest of the game, even on battles You may claim this card at the end of the Storm Round if
in the same turn. you fulfil certain conditions.
While you hold this card you have access to advanced
Spice mining equipment.
HOLD (VARIANT VERSION) In the Collections Round, you may collect an additional
(Two Copies) two Spice directly from the Spice Bank.
This card is cumulative with other abilities.
Both Sides Return this card at the start of the Control Round.
When this card is played on you place it in front of you.
You must miss your turn during the Round this card is
played on you (either Movement or Battle). Smuggler Bonus Card
No Hold cards may be played against you while this card is (One Copy)
in front of you. You may claim this card at the end of the Storm Round if
If this card is in front of you at the end of the Control you fulfil certain conditions.
Round, return it to the Landsraad player. While you hold this card you have access to illicit Spice
mining equipment.
In the Collections Round, you may collect an additional
one Spice directly from the Spice Bank.
This card is cumulative with other abilities.
Return this card at the start of the Control Round.
24
tleilaxu power sheet
Making Traitors Laying Traps
You may make a traitor of any one revived Leader per turn, You can lay traps in strongholds which you control or in
using the following procedure: currently unoccupied strongholds, using the following
1. Each time a Leader other than a Main Leader is procedure:
revived, take either one “distraction” Ghola card or that • These traps are Treachery Cards laid face down in front
Leader’s Ghola card from your stock. of your Screen with the corresponding Stronghold card
2. Without showing the card to anyone, place it with any face-up on top of it. Only one Treachery card may be
others in front of your screen. You may only put out one placed with each Trap card at any given time.
card is not a distraction each turn. • The first Army Tokens moved or shipped onto the
3. At the end of Leader Revivals, you will take cards from stronghold trigger the trap. These Army Tokens are
the pile in front of your screen and secretly look at frozen and may not move any further that turn.
them. • At the beginning of the Battle Round, before all other
4. Pick one card to keep, and set it aside, before revealing combat, a Leader of the triggering faction is drawn at
the rest to the other players. The revealed cards must random from those available for use in battle at the
all be Distraction cards. Trapped Stronghold this turn. That Leader is attacked
5. If the cards you reveal to the other players include any as if you were launching an attack on a leader at the
non-distraction cards, all these cards, plus the one you end of a turn. (NOTE: As the trap card has already
set aside, are returned to your stock. been played, the Bene Gesserit CANNOT voice it. The
6. If the revealed cards are all Distraction cards, you Atreides player can, however, look at the card.)
return the revealed cards to your stock and put the set- • Following the trap being resolved, the Treachery Card
side card in your hand with any other Traitor and Ghola is discarded if the attack failed, or returned to hand if
cards you have. the attack succeeded.
7. Finally place two Distraction cards in front of your
Screen for next turn.
Betrayal Cards
Path of Peace (1) The Aftermath (5)
At the end of the game, if your alliance wins, you may steal the victory if: At the end of the game, if your alliance wins, you may steal the victory if:
You have more Army Tokens in the Polar Sink Territory than each of You control more Territories than each of your allies.
your allies.
Lead the Assault (6)
Cautious Command (2) At the end of the game, if your alliance wins, you may steal the victory if:
At the end of the game, if your alliance wins, you may steal the victory if: You control more Strongholds than each of your allies.
You have fewer Army Tokens in the 'Tanks' than each of your allies.
Rule the Skies (7)
Control the Spice (3) At the end of the game, if your alliance wins, you may steal the victory if:
At the end of the game, if your alliance wins, you may steal the victory if: You control both the Arraken and Carthag Territories.
You have more Spice than each of your allies.
Master of Deceit (8)
Control Arraakis (4) At the end of the game, if your alliance wins, you may steal the victory if:
At the end of the game, if your alliance wins, you may steal the victory if: You personally have zero Victory Points.
You have more Army Tokens on the board than each of your allies.
25
duelling cards
Attack In Throw Knife Poison Attacker from Left
Play this card as an action to allow Play this card as an action to allow Play this card as an action when you
you to attack a Leader who is in a you to attack any Leader who is in a are attacked by another Leader who
sector of the arena which is adjacent sector of the arena which is not is in a sector of the arena which is
to you and closer to the centre of the separated from you by a Blocking adjacent to you in an anticlockwise
arena than you. You deal damage to Marker. You deal damage to your direction. You deal damage to your
your opponent as per the Duelling opponent as per the Duelling rules. opponent as per the Duelling rules.
rules. Discard after use. Discard after use. Discard after use.
26
index of card decks
Access Deck Traitor Deck Share Deck
8 One Administrator (Landsraad 3) 3 Zero
8 Two Alia (Bene Gesserit 5) 3 One
8 Three Baltem (Ix 1) 3 Two
8 Five Baron Moat (Landsraad 6) 3 Three
Bashar (Emperor 2)
8 Seven 3 Four
Bator (Ix 2)
3 Eight 3 Five
Beast Rabban (Harkonnen 4)
2 Carthag Bronso (Ix 2) 2 Six
2 Arrakeen Burseg (Emperor 3) 2 Seven
2 Tuek’s Sietch Caid (Emperor 3) 2 Eight
2 Habbanya Ridge Sietch Captain Aramsham (Emperor 5) 2 Ten
2 Sietch Tabar Captain Iakin Nefund (Harkonnen 2) 2 Twelve
2 Optional Sietch Chani (Fremen 6) 2 Fifteen
Commissioner (Landsraad 2)
Duelling Deck Count Hasimir Fenring (Emperor 6) Spice Deck
6 Attack In Dr Wellington Yueh (Atreides 1) (each deck, two available)
6 Attack Out Duncan Idaho (Atreides 2) 1 Broken Land (8)
Earl Viaconte (Landsraad 5)
6 Attack Left 1 Cielago North (8)
Esmar Tuek (Guild 3)
6 Attack Left Feyd-Rautha (Harkonnen 6) 1 Cielago South (12)
2 Throw Knife Gurney Halleck (Atreides 4) 1 Funeral Plain (5)
2 Move/Attack Three Jamis (Fremen 2) 1 Great Flat (8)
2 Poison Attacker from In Lady Jessica (Atreides 5) 1 Habbanya Erg (10)
2 Poison Attacker from Out Levenbrech (Ix 1) 1 Habbanya Ridge Flat (6)
2 Poison Attacker from Left Margot Lady Fenring (Bene Gesserit 1 Hagga Basin (6)
2 Poison Attacker from Left 5) 1 Minor Erg (8)
8 Place Block Master Bewt (Guild 3) 1 Old Gap (6)
2 Lift Block Otheym (Fremen 6) 1 Red Chasm (6)
2 Jump Block Piter DeVries (Harkonnen 3) 1 Rock Outcroppings (10)
Princess Irulan (Bene Gesserit 5)
2 Flee Arena With Honour 1 Sihaya Ridge (10)
Representative (Guild 1)
Representative (Landsraad 1) 1 South Messa (8)
Harvest Deck Reverend Mother Ramallo (Bene 1 Wind Pass North (6)
4 Five Spice Gesserit 5) 6 Shai-Hulud
4 Eight spice Shadout Mapes (Fremen 3)
4 Ten Spice Soo Soo Sook (Guild 2) Betrayal Cards
4 Twelve Spice Staban Tuek (Guild 5) Path of Peace (1)
4 Fifteen Spice Stilgar (Fremen 7) Cautious Command (2)
2 Twenty-five Spice Thufir Hawat (Atreides 5) Control the Spice (3)
2 Forty Spice Umman Kudu (Harkonnen 1) Control Arrakis (4)
4 Shai-Hulud Vizier (Ix 3) The Aftermath (5)
Wanna Marcus (Bene Gesserit 5)
Lead the Assault (6)
Rule the Skies (7)
Master of Deceit (8)
27
Alliance Deck Leader Discs Tleilaxu Ghola Deck (Basic)
7 Atreides Administrator (Landsraad 3) 22 Distraction
7 Benes Gesserit Alia (Bene Gesserit 5) Administrator (Landsraad 3)
Baltem (Ix 1) Alia (Bene Gesserit 5)
7 Emperor Baron Harkonnen (Harkonnen M 10/8) Baltem (Ix 1)
7 Fremen Baron Moat (Landsraad 6) Baron Moat (Landsraad 6)
7 Guild Bashar (Emperor 2) Bashar (Emperor 2)
7 Harkonnen Bator (Ix 2) Bator (Ix 2)
7 Ix Beast Rabban (Harkonnen 4) Beast Rabban (Harkonnen 4)
Bronso (Ix 2) Bronso (Ix 2)
7 Landsraad Burseg (Emperor 3) Burseg (Emperor 3)
7 Tleilaxu Caid (Emperor 3) Caid (Emperor 3)
Captain Aramsham (Emperor 5) Captain Aramsham (Emperor 5)
Combat Cards (Option 1) Captain Iakin Nefund (Harkonnen 2) Captain Iakin Nefund (Harkonnen 2)
two each of 1-20 Chani (Fremen 6) Chani (Fremen 6)
Commissioner (Landsraad 2) Commissioner (Landsraad 2)
two of 1/2 Count Hasimir Fenring (Emperor 6) Count Hasimir Fenring (Emperor 6)
Dr Wellington Yueh (Atreides 1) Dr Wellington Yueh (Atreides 1)
Combat Cards (Option 2) Duncan Idaho (Atreides 2) Duncan Idaho (Atreides 2)
2 Zero Earl Viaconte (Landsraad 5) Earl Viaconte (Landsraad 5)
2 Half Edric (Guild M 10/8) Esmar Tuek (Guild 3)
Emperor Shaddam IV (Emperor M 10/8) Feyd-Rautha (Harkonnen 6)
2 One Esmar Tuek (Guild 3) Gurney Halleck (Atreides 4)
2 Two Feyd-Rautha (Harkonnen 6) Jamis (Fremen 2)
2 Four Gurney Halleck (Atreides 4) Lady Jessica (Atreides 5)
2 Five Inquisitor (Ix M 10/8) Levenbrech (Ix 1)
2 Ten Jamis (Fremen 2) Margot Lady Fenring (Bene Gesserit 5)
Lady Jessica (Atreides 5) Master Bewt (Guild 3)
Levenbrech (Ix 1) Otheym (Fremen 6)
Combat Cards (Option 3) Liet Kynes (Fremen M 10/8) Piter DeVries (Harkonnen 3)
19 Zero Margot Lady Fenring (Bene Gesserit 5) Princess Irulan (Bene Gesserit 5)
8 Half Master Bewt (Guild 3) Representative (Guild 1)
8 One Reverend Mother Mohiam (Bene Representative (Landsraad 1)
Gesserit M 10/8) Reverend Mother Ramallo (Bene
8 Two Otheym (Fremen 6) Gesserit 5)
8 Four Paul Muad-Dib (Atreides M 10/8) Shadout Mapes (Fremen 3)
8 Five Piter DeVries (Harkonnen 3) Soo Soo Sook (Guild 2)
8 Ten Princess Irulan (Bene Gesserit 5) Staban Tuek (Guild 5)
Representative (Guild 1) Stilgar (Fremen 7)
Representative (Landsraad 1) Thufir Hawat (Atreides 5)
Other Cards Reverend Mother Ramallo (Bene Umman Kudu (Harkonnen 1)
Kwisatz Haderach Card Gesserit 5) Vizier (Ix 3)
6 Storm cards (1/2/3/4/5/6) Shadout Mapes (Fremen 3) Wanna Marcus (Bene Gesserit 5)
20 Vote Cards (10 “Yea”, 10 Soo Soo Sook (Guild 2)
“Nay”) Speaker (Landsraad M 10/8)
Tleilaxu Ghola Deck (Optional)
Staban Tuek (Guild 5)
9 Planet cards (one per faction) Stilgar (Fremen 7)
Edric (Guild 10/8)
3 Hold Cards Reverend Mother Mohiam (Bene
Thufir Hawat (Atreides 5)
Gesserit 10/8)
2 Optional Hold Cards Umman Kudu (Harkonnen 1)
Paul Muad-Dib (10/8)
7 Trap Cards Vizier (Ix 3)
Emperor Shaddam IV (Emperor 10/8)
Wanna Marcus (Bene Gesserit 5)
Liet Kynes (Fremen 10/8)
Baron Harkonnen (Harkonnen 10/8)
Inquisitor (Ix 10/8)
Speaker (Landsraad 10/8)
28
credits
original game design
Bill Eberle Jack Kitterdge Peter Olotka
additional game design
Alan Arvold
Kenneth Burke
Kirby Lee Davis
Stuart K Tucker
Paul Snow
Brad Johnson
Joel K
reference materials
Colin Stobbe
Jeffery Vaca
Brad Johnson