You are on page 1of 32

dune

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.

Basic Faction Powers: Advanced Faction Powers:


Intensive During the Revival Round The At the start of the game set up the Kwisatz Haderach
Training you may revive up to two Prophecy card face-up beside your Shield, with the Kwizatz
Army Tokens for free. Haderach Marker on the “0” space.
Spy During the Bidding Rise of a Every time one of your Army Tokens is killed, move
Network* Round, you may secretly Messiah the Kwisatz Haderach marker one space along the
look at each Treachery track on the Kwisatz Haderach Card. If the Kwisatz
Card that is to be bid upon Haderach reaches the final space, you may take and
as it comes up for make use of the marker for the rest of the game,
purchase before any even on battles in the same turn.
player bids on it. You may See Future You may play a Karama Treachery Card during a
not look at Treachery Battle to look at one target player's entire battle plan
Cards that are not bid before their opponent selects their own battle plan.
upon or that are drawn by Reveal the card instead of their opponent’s Battle
any other method. Plan. Only then does the opponent put together their
Foresight* At the start of the own Battle Plan. If you are not the opponent of the
Movement Round, you target, only you may look at the revealed Battle Plan,
may secretly look at the but you may then tell the opponent anything you
top card of each and every wish (true or false) about the Target’s Battle Plan.
Spice Deck. See Without Your Main Leader is immune to the effects of the
Prescience* During the Battle Round, Eyes Stone Burner Treachery Card.
you may force your Voice from You may use the Kwisatz Haderach counter
opponent to show you the Outer immediately the counter reaches space seven on the
your choice of one of the World* Kwisatz Haderach card, even in battles in the same
four elements they will use turn. It cannot be used alone in battle but may add its
in their battle plan against +2 Strength to any one Atreides Leader or cheap
you: the Leader; the hero(ine) fighting for the House Atreides per turn. If
weapon; the defence or you do this you may not also use Paul “Mua’dib”
the number dialled. If your Atreides that Battle Round. If the Leader or cheap
opponent shows you that hero(ine) is killed, the Kwisatz Haderach has no
they are not playing a effect in the battle. Kwisatz Haderach can only be
Weapon or Defence, you killed if blown up by a lasgun-shield explosion which
may not ask to see will also kill Paul “Mua’dib” Atreides. A Leader
another element of the accompanied by Kwisatz Haderach cannot turn
plan. You must use this traitor. If killed, Kwisatz Haderach must be revived
ability after any Bene like any other Leader at a cost of 2 Spice. . whether
Gesserit Voice ability has or not he is killed, it has no effect on Atreides
been used or passed on. Leader revival order.

5
the bene gesserit sisterhood
At Start
1 Army Token in the Polar Sink 19 Army Tokens in Off-Planet 5 Spice
Reserves.

Basic Faction Powers: Advanced Faction Powers:


Prediction At the beginning of the game, after Political You may use any WORTHLESS Treachery Card as a
Factions are assigned but before Manipulatio Karama Treachery Card.
any pieces are placed on the game n
board, you must predict who you Co- You may place at the beginning of the Movement
believe will win the game and on Existence* Round, before any movement is started by any player,
what turn. Take the two Prediction a Co-Existence marker in any and all Territories in
cards that match this (one for the which you have Army Tokens and wish to remain in
game turn and one for the faction) co-existence.
and place them face-down in front Each and every time any movement or effect causes
of your shield. If the selected faction your Army Tokens to start occupy a territory with those
(or an alliance they belong to) wins of another, player you may choose to immediately
a Victory by Conquest on the place a Co-Existence marker in that Territory if there is
selected turn, you may reveal your not already one there .
prediction and win a Victory by These are the only times you may place such markers.
Subterfuge alone. You cannot If you decline an opportunity to place a Co-Existence
predict a Victory by Subterfuge. marker, you may not later place said marker unless a
Breeding During the Revival Round you may fresh opportunity arises.
Program revive up to one token for free If an opportunity to place a Co-Existence marker
Spiritual Whenever any other players ship occurs which involves an ally, you MUST use the
Advisers Army Tokens onto Dune from off- opportunity to place the marker.
planet, you may ship free one All Co-Existence markers are removed from the board
Token from your reserves into the at the end of each Control Round.
Polar Sink. You may also ship Be at Peace* In Territories with Co-Existence Markers, your Army
normally, of course. As the Fremen Tokens count as not being present. They have no
and special Guild shipments do not effect on the play of the other players whatsoever.
ship from off-planet, you may not They cannot collect Spice, cannot be involved in
ship with them. combat, cannot prevent another player's control of a
The Voice You may force your opponent to do stronghold, cannot gain control over strongholds, and
as you wish with respect to a ignore Restricted Markers.
specific one of the cards they will They are still susceptible to effects that destroy all
play in their battle plan, i.e., to play Army Tokens in a territory. They may use bonus cards
or not to play particular kind of if you gain them for control of an appropriate territory
Treachery Card (as listed in the line via Tokens who are not Co-Existing.
under the card title in the index of Your Army Tokens in territories not in Co-Existence
cards presented in this volume). are treated as normal Army Tokens. It is assumed you
You cannot voice a “Special” or are not in Co-Existence unless you place a marker
“Weapon – Special” Treachery otherwise.
Card, or specify what other cards Combat Whenever you send “Spiritual Advisers” with another
they must use. If they can't comply Advisers* player’s Shipment, they may ship to the same
with your command, they may do as destination as that player’s Army Tokens, but you
they wish but do not have to state MUST use any Co-Existence opportunity that arises.
this until the Battle Plan is revealed. Piety* Beginning with the second turn, you automatically
receive CHOAM Charity each Bidding Round
whether you have Spice or not.

6
the emperor of known space
At Start
20 Army Tokens in Off-Planet Reserves. 10 spice

Basic Faction Powers: Advanced Faction Powers:


Prison Planet During the Revival Round you may Combat You may play a Karama Card at any time
revive up to one Token for free Medics to revive up to three Army Tokens or one
Great Wealth You may give Spice to your allies at Leader for free. These pieces go directly to
any time in the turn and do not have your reserves and do not count against
to wait for the Collections Round to your per-turn limits on Revivals, including
do so. This does not allow you to pay those for Saradukar.
part of or all of their costs directly, nor Elite Your five specially marked Sardaukar
to reduce any costs in some way. Legion* Army Tokens have a special fighting
Golden Lion Whenever all other players pay for capability. They count as Combat Strength
Throne* Spice for a Treachery Card, they pay two unless you are Battling against
it directly and immediately to you Fremen. They are treated as one Token in
instead of to the Spice Bank. This Revival. Only one Sardaukar Token can be
even applies if you gave them the revived per turn. If you lose your Main
Spice in the first place. This does not Leader, all Saradukar in your reserve go to
allow you to discount the cost of the ‘Tanks’.
Treachery Card purchases directly
however, which must be paid for in
full.

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

Basic Faction Powers: Advanced Faction Powers:


Desert Your Army Tokens may move an Taste the When the Storm Card has been selected and
Creatures additional space per Manoeuvre. Air placed each Storm Phase., you may secretly look
Native You may use a special Deployment at it and then return it.
each and ever time you may make a Bless the During a Spice Blow Round, all additional Shai-
Shipment according to the rules. Maker Huluds which appear after the first one in the
You do not use the normal Shipping same draw/discard pile may be have their target
rules. You may not move onto Dune Territory selected by you. This can be any
in any other way than this unless Territory but they cannot devour Army Tokens if
you gain an ability from some other not in a desert territory. This has no effect on any
source. Nexus Round, but you may use the ability to
Your Deployment brings any or all of make an extra move with your ability to ride
your reserves onto any territory worms.
within two territories of and including Sandcraft If caught in the Storm, you may chose to lose only
the Great Flat (subject to occupancy half your Army Tokens (any fractions are rounded
rules). Although you may not end up).
your deployment in a Desert You may end your deployment of reserves in a
Territory/Sector combination with Ghosts territory affected by the Storm, but half are lost to
the Storm, you may pass through it the ‘Tanks’ (round up).
as part of the Deployment for no Thumpers You may play a Karama Treachery Card during
penalty. You do not have to pay to the Spice Blow or during your turn in the
Deploy Army Tokens from your Movement Round to cause a Shai-Hulud to
reserve. appear in any territory you wish, as if it had
Sandriders If Shai-Hulud affects a territory appeared there during a Spice Blow Round. The
where you have Army Tokens, they Shai-Hulud is not drawn from the Spice deck. A
are not devoured and, immediately Shai-Hulud cannot devour Army Tokens if not in a
upon conclusion of the Nexus desert territory. No Nexus Round results from
Round, may move to any one this Shai-Hulud and this does not replace any
territory on the board (subject to Spice draw.
storm and occupancy limit rules). Outcast You may not ally with the Landsraad. You may
This has no further affect on the ignore “Restricted” markers
destination territory. Long Live Your three specially marked Fedaykin Army
Liet’s Plan If no player has won by the end of the Tokens have a special fighting capability. They
the last turn and if you (or no one) Fighters* have a Battle Strength of two and count as two
occupy Sietch Tabr and Habbanya normal Army Tokens in taking losses. They are
Ridge Sietch and neither treated as one Token in revival. Only one
Harkonnen, Atreides nor Emperor Fedaykin Token can be revived per turn. If you
occupies Tuek's Sietch, you have lose your Main Leader, any Fedaykin in reserve
prevented interference with your go to the ‘Tanks’. Your Fedaykin may be used as
plans to alter Dune and you and any part of your starting forces.
allies automatically win a Victory by
Subterfuge.
Underestimated During the Revival Round you may
* revive up to three Army Tokens for
free.

8
the spacing guild
At Start
5 Army Tokens in Tuek’s Sietch 15 Army Tokens in Off-Planet 5 Spice
Reserves.

Basic Faction Powers: Advanced Faction Powers:


Protected During the Revival Round you may revive up Control You may play a Karama Treachery
to one Token for free. Shipping Card during the Shipment segment of
Masters of You have more options when you make another player’s Movement Round
Ships Shipments: when a standard Shipment or special
You may Ship from a single Territory not under Guild Shipment by your ally is declared.
storm on the game board each Shipment rather That one Shipment is prevented and no
than just from your reserve. Spice is paid for it. That player still
You may ship to your Reserves as if they counts as having used said Shipment
where a Stronghold; opportunity however.
Privileged You need pay only half the fee when Shipping This may not affect any other form of
your own Army Tokens. Round any fractions moving Army Tokens onto the board.
up. This does not affect the target’s
Monopoly When any other player makes a standard Manoeuvres.
Shipment of Army Tokens onto Dune from off- See You are not required to take your
planet reserves, or one of the special Danger* movement when it occurs in the turn
Shipments they may make as your ally, they sequence during the Movement Round
pay the Spice immediately to you at full listed but may take it at any turn in the
costs instead of to the Spice Bank. This does sequence that you wish. The rest of the
not include any other form of deployment. players must take their turns in the
The Spice If no other faction or alliance has been able to proper sequence. You do not have to
Must Flow win the game by the end of the final turn (by reveal when you intend to take your turn
Conquest or Subterfuge), you and any allies until the moment you wish to take it, but
have prevented control of Dune and you may not interrupt another player’s
automatically win a Victory by Subterfuge. turn to take your move. You will
participate in the Battle Round in the
normal turn order regardless of which
order you moved in.

9
the house harkonnen
At Start
10 Army Tokens in Carthag 10 Army Tokens in Off-Planet 10 Spice
Reserves.

Basic Faction Powers: Advanced Faction Powers:


False During the Revival Round you Opportunistic You may play a Karama Treachery Card at any time
Demise may revive up to two Army not forbidden by some other ruling to take any
Tokens for free. number of Treachery Cards at random from another
Master of Your hand limit for Treachery player. When you do so, look at them and set them
Lies Cards is increased by four. aside. You then take an equal number of Treachery
Take If your ally's opponent in a cards from your hand and give them to the player
Advantage Battle reveals a Leader whose you stole from. Only now may you add the stolen
Traitor Card you hold, you may cards to your hand. This can invalidate the prior use
choose to reveal that Leader of “The Voice” by the Bene Gesserit. It is poor form
as a traitor even though you to use this ability to ensure that you cannot abide by
are not directly involved in the the answers given to Prescient questions by the
battle. Atreides, but that’s what we expect from the
Many At the start of the game you Harkonnens.
Secrets* keep all Traitor Cards showing A Subtle Every time you win a battle you may optionally
Leaders belonging to other Poison* choose to secretly select randomly one Leader from
Factions which you draw. All the loser (including the Leader used in the Battle you
are in your pay. If you lose this just won to trigger this ability, if not killed, but
ability, pick one Traitor to keep excluding all Leaders already used in Battles in other
and set the others aside until territories that Battle Round). You may immediately
the ability is regained. place the Leader into the ‘Tanks’ and gain two Spice;
Duplicitous* Every time you buy or are or use the Leader once in a battle after which you
instructed to draw a Treachery must return the Leader to the original owner. If all
Card you receive an extra card your own Leaders are in the ‘Tanks’, you must return
free from the deck (if you have all captured Leaders immediately to their original
space in your hand for it), owners. Captured Leaders killed in Battles are put in
which is added directly to your the ‘Tanks’ from which the original owners can revive
hand. The Atredies player may them (subject to the revival rules). A captured Leader
not look at this bonus card. is automatically in the pay of the original owner as a
This includes during set-up Traitor without need of a Traitor Card.
step 11.

10
the confederacy of ix
At Start
20 Army Tokens in Off-Planet Reserves. 5 Spice

Basic Faction Powers: Advanced Faction Powers:


Flawed You must always move first in the Movement Forbidden You may play a Karama Treachery
Tactics Round. You move before the First Player Technology Card as part of your Battle Plan. If
and the Guild player may not choose to move you do so, every Army Token in
before you. You sill act in the normal order this Territory has half a point of
during the Battle Round. Strength added to it until the end of
Supply During the Revival Round you may revive up that battle. (If you play with the
Lines to two Army Tokens for free. Optional Advanced Combat Rules,
Price of When reviving your Main Leader, no effect this occurs after calculating Battle
Technology will alter the amount of Spice you pay you Strengths for Supported and non-
may never Revive them for free. Supported Army Tokens). This
Mechanised* Your Army Tokens may move an additional allows you to select half values
space per Manoeuvre. This is not cumulative when selecting a number in your
with any other such bonus. Battle Plan.
Wealthy* At the start of each Collection Round, you You still select a number based on
automatically receive ten Spice directly from the total strengths of the Army
the Spice Bank in addition to any Spice you Tokens you wish to commit to the
would normally receive. Battle and still take casualties
based on those strengths.

11
the landsraad council
At Start
20 Army Tokens in Off-Planet Reserves. 30 Spice

Basic Faction Powers: Advanced Faction Powers:


United we During the Revival Imperial Once during the game you may play a Karama Card at the start
Stand Round you may Favours of the Battle Round to play a second “Hold” card in the same
revive up to three turn you played one in the Movement Round.
Army Tokens for Administration At the end of every Control Round, you must remove any and
free all “free movement” markers from the board and then turn over
Proud You may not ally all “Restricted” markers on the board.
with the Fremen. Red Tape Spaces with “Free Movement” markers affect only you and your
Influence* Once per Game allies to prevent you from playing Restricted markers.
Turn, you may play The Forms* At the start of any turn, before the Storm marker position is
a Hold card on one determined, you may place a Restricted marker on any territory
other player. that does not have the word “Sietch” in its name, nor in the Polar
Against the Tleilaxu Sink.
player this will be in In a restricted territory:
the Battle Round, o Any Army Tokens that do not belong to you or your allies
against all others, it must be moved out of this territory during the upcoming
must be in the Movement Round. Failure to do so results in the Army
Movement Round. Tokens being sent to the ‘Tanks’ at the start of the Battle
See page 21 for Round.
details of the Hold o Any Army Tokens that do not belong to you or your allies
card. may not be moved into the territory during the entire turn.

12
the bene tleilaxu
At Start
20 Spice

Basic Faction Powers: Advanced Faction Powers:


Outside During setup, do NOT select Traitors in step 9. Also, draw three Traps You may lay traps using
Influence extra Treachery Cards during step 11. Treachery Cards. See
Shadow If any other player moves Army Tokens into a Territory with a the Tleilaxu Power
Control Tleilaxu Control marker, you must immediately remove your Sheet for information.
Tleilaxu Control marker. Plans Instead of playing a
Peddlars of Whenever any player Revives Army Tokens or Leaders, they pay Within Weapon Treachery
Flesh Spice to you instead of to the Spice Bank. Bene Gesserit, Plans Card in a Leader Attack,
Emperor, Guild and Ix Main Leader Revivals are paid to the Spice you may play a
Bank instead. Worthless Treachery
Psychic You may make a traitor of any one revived Leader per turn using Card. The card either:
Poison your Ghola Cards. See the Tleilaxu Power Sheet for information. (a) prevents the
The Trigger You may declare traitors form the Ghola Cards in hand instead of defender from making
as a Traitor Card from your hand. Once played these are one Shipment in the
discarded to your stock of un-used Ghola Cards. next turn;
Gain In the Storm Round you may claim bonus markers for territories (b) prevents the
Favours with Tleilaxu Control markers. defender from moving
Sleeper After all other combat has been completed each Battle Round, any Army Tokens to or
Agents you may attack one Leader of any player. The Leader must have from that stronghold
just led markers in a Battle and must be attacked in the Territory space during the next
of that Battle. To do this you must both formulate and resolve turn.
Battle Plan with no Army Tokens. You may play a single Weapon You may choose which
card (even though you have no Leader), and your opponent may power the card has
play a single Defence card, with neither player using any other when it is revealed.
Treachery cards. Deadly In the Bidding Round,
Faster than You act first in the Collections Round, even before the First Gifts AFTER Treachery
you can Player. Cards are dealt face
imagine down but BEFORE
Perfect You may declare Leaders on the board Traitors in the bidding begins, you can
Timing Collections Round. The treacherous Leader and all their give Treachery Cards in
accompanying Army Tokens are sent to the ‘Tanks’, but you gain your hand to any other
no Spice for this. You may place a Tleilaxu Control marker on that player. You cannot give
Territory a player more cards
Efficient Any and all Spice markers in a Territory with a Tleilaxu Control than they can hold.
marker are immediately collected by you in the Collections Opponents may not
Round. refuse to accept given
Manipulation In the Control Round you score Control Points for every Territory cards.
with a Tleilaxu Control marker. Reckless You may use a Karama
Breaking You may win a Victory by Subterfuge. At the end of any Control Treachery Card in a
Monopolies Round you may place 35 Spice in open view of all players. You leader attack. In a
do not have to reveal all your spice in this way. If in the next normal attack it counts
Control Round you still have over 35 Spice and no one has won as a Lasgun, while in a
a Victory by Conquest, you win a Victory by Subterfuge. This Trap it counts as a
occurs before any other Victory by Subterfuge condition. Stoneburner.

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:

This card has no abilities in of itself.


You may play it in the place of either a WEAPON or DEFENCE card as part of a Battle Plan, but it will have no effect on
the outcome of the Battle.

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.

Baliset Chaumas Cheap Hero/Cheap Heroine


WORTHLESS WEAPON: POISON SPECIAL
(Basic Game, 1 copy) (Basic Game, 1 copy) (Basic Game, 3 copies)
You may play this card as part of In any Battle Plan, you may play this
Break Imperial Conditioning your Battle Plan. If your enemy is card even if you are without a
SPECIAL using a Leader, they are killed before Leader, but do not then declare you
(Variant “V”, 1 copy) the Battle is resolved. This card may are without a Leader. You may then
You may play this card if your be countered by an appropriate resolve the battle as if you had a
opponent has just played the Defence card used by your opponent Leader of Strength zero present,
Imperial Conditioning card in a (Snooper). including playing other Treachery
battle. Both these cards are Cards.
discarded without further effect. Chaumurky It is poor form to not play this card if
WEAPON: POISON you have no other Leaders available,
Crysknife (Basic Game, 1 copy) and while no others will know, it is a
WEAPON: PROJECTILE You may play this card as part of stain on your honour and your
(Basic Game, 1 copy) your Battle Plan. If your enemy is faction.
You may play this card as part of using a Leader, they are killed before You may choose to play this card
your Battle Plan. If your enemy is the Battle is resolved. This card may with a Leader in which case the
using a Leader, they are killed before be countered by an appropriate Leader you used is returned to the
the Battle is resolved. This card may Defence card used by your opponent place where they started the battle.
be countered by an appropriate (Snooper).
Defence card used by your opponent
(Shield).

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.

In this way you may make up to one revived Leader into a


Ghola. You must, however, decide when a Leader is
revived whether to make that Leader a Ghola, or hold-out
for a better leader being revived, which may not happen.

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.

Attack Out Move/Attack Three Place Block


Play this card as an action to allow Play this card as an action to gain Play this card as an action only if
you to attack a Leader who is in a three more actions this Duelling turn. there are fewer than six Blocking
sector of the arena which is adjacent Discard after use. Markers in the Duelling Arena. Place
to you and closer to the outside of a Blocking Marker on any radial
the arena than you. You deal Poison Attacker from In border (straight line) in the arena.
damage to your opponent as per the Play this card as an action when you Discard after use.
Duelling rules. Discard after use. are attacked by another Leader who
is in a sector of the arena which is Lift Block
Attack Left adjacent to you and closer to the Play this card as an action to remove
Play this card as an action to allow centre of the arena than you. You a Blocking Marker from the Duelling
you to attack a Leader who is in a deal damage to your opponent as Arena. Discard after use.
sector of the arena which is adjacent per the Duelling rules. Discard after
to you in a clockwise direction which use. Jump Block
is not separated from you by a Playing this card as an action moves
Blocking Marker. You deal damage Poison Attacker from Out you one space even if there is a
to your opponent as per the Duelling Play this card as an action when you Blocking Marker in the way. Discard
rules. Discard after use. are attacked by another Leader who after use.
is in a sector of the arena which is
Attack Right adjacent to you and closer to the Flee Arena With Honour
Play this card as an action to allow outside of the arena than you. You Play this card as an action to escape
you to attack a Leader who is in a deal damage to your opponent as the arena with no loss to yourself or
sector of the arena which is adjacent per the Duelling rules. Discard after your seconds. The opponents
to you in an anticlockwise direction use. seconds collect nothing. It ends your
which is not separated from you by a participation in the Kanly Duel or the
Blocking Marker. You deal damage Poison Attacker from Left War of Assassins. This card may not
to your opponent as per the Duelling Play this card as an action when you be played by players acting as
rules. Discard after use. are attacked by another who is in a seconds. Discard after use.
sector of the arena which is adjacent
to you in a clockwise direction. You
deal damage to your opponent as
per the Duelling rules. 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

rule books written art & graphics


by Jean Baer
Christophe Peulvast
Slev Sleddeddan Fabrice Lamy
Olivier Vatine

proofing Mick Uhl


Chris White
Glenn McMaster Scott Everts
Brad Johnson Kevin Craine
John Eskioglou Ilya Baranovsky
Joel K
Vangelis

reference materials
Colin Stobbe
Jeffery Vaca
Brad Johnson

You might also like