Dune Board Game Player Aid

START

  • Deal to each faction player 4 random Traitor Cards.
  • Deal to each faction player (except TLEILAXU) 4 random Traitor Cards.
    • Each player chooses 1 Traitor card to be their hidden Traitor. Return the unused cards.
    • Each player (except TLEILAXU) chooses 1 Traitor card to be their hidden Traitor. Return the unused cards.
    • HARKONNEN player keeps all 4 Traitor cards. (Optional): Once and only once, HARKONNEN allowed to discard hand and redraw 4 other Traitor cards.
    • After all other factions returned unused Traitor cards to deck, shuffle the returned cards. TLEILAXU draw three cards to keep as hidden Face Dancers.
  • Players receives Treachery Cards based on setup.
  • Set up spice, storm, and alliances as per game rules.
  • Place troops as per faction rules.
  • (Advanced) Instead of starting in the Polar Sink, BENE GESSERIT place one peaceful advisor in any territory of their choice. If they are alone in the territory, flip the advisor to a fighter.
  • Special faction setup rules may apply.

GAME TURN (MAX 10 TURNS)

1. STORM

  • (Round 1 only) Players to the left and right of the storm each use a battle wheel to dial a number from 0 to 20. The sum advances the storm for Round 1.
  • IXIAN may, if Ixian forces occupy Hidden Mobile Stronghold, move the HMS up to 3 territories distance to a non-stronghold territory, pointing at a sector of that territory.
  • IXIAN, if Ixian forces occupy Hidden Mobile Stronghold, as the HMS moves from, into, or through a sector containing spice, immediately collect 2 of those spice per Ixian force in HMS.
  • (Basic) last 2 players to use battle wheels dial a number from 1 to 3. The sum advances the storm.
  • (Basic) last 2 players to use battle wheels dial a number from 1 to 3. The sum advances the storm.
  • (Advanced) FREMEN randomly pick a STORM card to be revealed next round. FREMEN can immediately see the card. The following round, FREMEN advance the storm as indicated by card. Return card to deck then redo the process.
  • (Round 1 only) IXIAN place Hidden Mobile Stronghold in any non-stronghold territory, pointing at a sector of that territory.
  • Forces & Spice in desert touched by Storm go to Tleilaxu Tanks and Spice Bank.

2. SPICE BLOW

  • Reveal top card. (Round 1 only) Ignore worms and Nexus. Reshuffle worms in deck after phase over.
    • If Territory card, place Spice unless Storm in sector.
    • If Worm, Forces and Spice removed from previous territory, then draw until Territory card revealed. Then Nexus happens.
    • FREMEN are not devoured by Shai-Hulud. They may ride the sandworm to any location on the board following resolution of the Nexus. If an additional sandworm is drawn, FREMEN may redirect it to any sand territory.
    • (Advanced) The same rules except there will be two discard piles (Pile A and Pile B). Treat each pile independently.

3. CHOAM CHARITY

  • Players with 0 or 1 Spice can collect Spice to bring their total to 2 Spice by calling out "CHOAM Charity".

4. BIDDING

  • Players must announce how many cards they hold.
  • Auction the same number of Treachery Cards as number of players holding less than max hand. (4 default).
  • IXIAN draws one more Treachery Cards than the number up for bid and looks at them. IXIAN puts one card of their choice to the top or bottom of the deck. Remaining cards are shuffled and placed face down for auction.
    • IXIAN may swap out a Treachery Card about to be auctioned with one from their hand once per Bidding Phase.
  • ATREIDES may look at each card as it is offered for auction.
  • Players take turns to initiate bidding (starting with First Player and then to the right of previous first bidder).
    • Min bid 1 Spice. Pay to EMPEROR. EMPEROR always pays to Bank.
    • Min bid 1 Spice. Pay to the Bank.
  • Auction until all cards claimed, or 1 card unwanted (remaining cards return to top of deck).
  • HARKONNEN may take an additional Treachery Card from the deck for each one they win at auction.
  • Alliances: Players may pay for part or all of the cost of a treachery card purchased by an ally. They may pay up to, but not more than, the amount of spice equal to the card's purchase price. The player gives this spice directly the bank. A bidder cannot bid more than the total of the spice they have plus the spice that their ally is willing to give to them to help pay for the card.
  • Alliances: Players may pay for part or all of the cost of a treachery card purchased by an ally. They may pay up to, but not more than, the amount of spice equal to the card's purchase price. The player gives this spice directly to the EMPEROR. If the EMPEROR is the player aiding the ally, however, the spice goes to the ally and is then paid back to the EMPEROR. Bidders cannot bid more than the total of the spice they have plus the spice their ally is willing to give them to help pay for the card.

5. REVIVAL

  • Each faction may revive maximum 3 forces from Tleilaxu Tanks.
  • TLEILAXU may revive forces from Tleilaxu Tanks with no maximum number. Other factions may revive maximum 3 forces from Tleilaxu Tanks, or maximum 5 forces if TLEILAXU agrees.
    • Revived forces are placed in the faction's reserves.
  • Each force costs 2 Spice to revive from Tleilaxu Tanks.
    • IXIAN Cyborg cost 3 Spice to revive.
    • A faction's “free revival” number waives the Spice cost for revival of that many forces each turn.
    • A faction's “free revival” number waives the Spice cost for revival of that many forces each turn. TLEILAXU gain 1 Spice from Spice Bank when another faction uses this.
  • Leaders of a faction may not be revived until after all that faction's leaders have been sent to Tanks.
    • When a different faction has fewer than 5 leaders in the Tanks, TLEILAXU may charge a Spice cost to revive one of that faction's leaders.
    • Each faction may revive maximum 1 Leader from Tleilaxu Tanks.
    • Each Leader costs Spice equal to the leader's combat value to revive from the Tanks.
    • TLEILAXU Leader Zoal costs 3 Spice for revival.
    • When fewer than 5 Tleilaxu leaders alive, TLEILAXU may revive a different faction leader as their own.
    • Revived leaders may not be revived again until all leaders for that faction have been revived and again sent to the Tanks.
    • When a Tleilaxu Ghola card is played, TLEILAXU gain 1 Spice from the Spice Bank.
  • Spice to pay for revival goes to Spice Bank.
  • TLEILAXU pay only half cost (round up) for Revival, to the Spice Bank. All other factions pay to TLEILAXU.
    • TLEILAXU ally pays only half cost (round up) for Revival, to TLEILAXU.

6. SHIPMENT & MOVEMENT

  • ATREIDES may look at the top card of the Spice Deck before any player acts in this phase.
  • No Shipment/Movement: from / through / into sector in Storm, territory with ally, Stronghold with forces of 2 other factions.
  • Shipment
  • SPACING GUILD may choose to make their shipment and movement at any time they choose in this phase. Pay shipping costs to the Spice Bank.
  • Players may add Forces from reserves to any 1 territory. 1 Spice per force into Stronghold, 2 Spice per force into other territory. Pay to SPACING GUILD (SPACING GUILD pays to the Bank).
  • Players may add Forces from reserves to any 1 territory. 1 Spice per force into Stronghold, 2 Spice per force into other territory. Pay to the Bank.
  • During Shipment only, FREMEN may bring their reserves into the storm (losing half).
  • Anytime a player ships from off-planet, BENE GESSERIT may ship 1 advisor for free to the same territory (including Mobile Stronghold) or to the Polar Sink.
  • FREMEN may bring any or all of their reserves for free onto or within two territories of the Great Flat.
    • (Advanced) FREMEN allowed to move through/ship in Storm at half loss.
    • Must be clear which sector Forces are shipped or moved.
  • Movement
  • Players may move any number of forces from any 1 territory to adjacent territory. Move up to 3 territories if theyhave presence in Arrakeen or Carthag. (sectors don't count for movement distance)
  • IXIAN Cyborg (starred) forces, and any Suboid forces with them, move up to 2 territories distance.
    • You may move the same forces you shipped.
    • FREMEN forces may move two territories on foot.
    • Moving to a diferent sector within same territory counts as a movement action.
  • SPACING GUILD may make one of three types of shipment and then one movement: [1] Ship from home planet to Dune. [2] Ship from one territory to another. [3] Ship from Dune to home planet.
  • Alliances: A player may pay for part or all of the cost of an ally's shipment. They may pay up to, but not more than, the amount of spice equal to the shipment's cost. The player gives this spice directly to the bank.
  • Alliances: A player may pay for part or all of the cost of an ally's shipment. They may pay up to, but not more than, the amount of spice equal to the shipment's cost. The player gives this spice directly to the SPACING GUILD. Any spice that the SPACING GUILD is paying for the shipment goes to the Spice Bank.

7. BATTLE

  • Players must battle in all territories with 2 or more factions, except if separated by Storm, or at Polar Sink.
  • First Player is aggressor and must resolve ALL their battles. Then the aggressor passes to the right and so on. Aggressor wins ties.
  • Combatants secretly dial a number from 0 to total strength of Forces in territory, and leader/cheap hero (mandatory unless none available, must announce if so), and optionally 1 weapon and/or 1 defense treachery card if leader/cheap hero present. (Useless card replaces a weapon/defense card). Weapon kills leader unprotected by defense. Killed leaders don't count in battle.
    • TLEILAXU leader Zoal has combat strength equal to opponent's leader.
  • (Basic) Forces have 1 combat strength per token.
  • IXIAN Suboid forces have 0.5 combat strength per token, Cyborg (starred) forces have 2 combat strength per token.
  • (Advanced) Forces have 0.5 combat strength per token (Emperor Sardaukar is 1) unless fed 1 spice per Force, then they are worth 1 strength (Sardaukar is 2)
  • FREMEN forces fight at full strength without paying spice. FREMEN Fedaykin commandos are worth two normal forces in battle and when taking losses.
  • IXIAN Cyborg are worth two normal forces in battle. Suboids are worth half a force. Suboids cannot be supported with spice but each can be sacrificed to spare a Cyborg that would be lost after battle.
  • BENE GESSERIT may Voice opponents to play or not play cards.
  • ATREIDES may force their opponent to reveal either their dial value, leader, weapon card, or defence card.
  • A player in the battle may reveal a Traitor card matching the Leader played by their opponent. The traitor's side loses the battle: all forces and the Leader are lost to the Tanks, Treachery cards played are discarded. The winner of the battle keeps all forces, all Spice supporting those forces, their Leader and Treachery cards.
    • If both played Leaders are revealed as Traitors, both sides lose the battle as described and there is no winner.
  • When any battle is won, TLEILAXU may reveal a Face Dancer (Traitor card) matching the Leader played by the winner. The battle result does not change. If still alive, the Leader is sent to the Tanks but no Spice is collected for it. The winner's remaining forces return to reserves and are replaced with up to the same number of Tleilaxu forces from reserves or other territories.
    • If TLEILAXU has revealed all 3 Face Dancers, shuffle them into the Traitor deck and TLEILAXU draws 3 replacement Face Dancers.
  • The winner of the battle collects Spice equal to the combat strength of each leader (either side or both) sent to the Tanks.
  • HARKONNEN may capture a random leader from their oppenent if HARKONNEN win the battle. They may either (a) immediately kill the leader and receive 2 spice or (b) keep the leader to use in battle, but then return that leader to their faction once used.

8. SPICE HARVEST

  • Players collect spice from territories.
    • 2 Spice per Force in territory, or 3 Spice per Force if player controls Arrakeen or Carthag.
    • IXIAN Cyborg forces instead collect 3 Spice each.
    • (Advanced) In addition, 2 Spice each for who occupies Arrakeen/Carthag and 1 Spice for Tuek's Sietch.

9. MENTAT PAUSE PHASE

  • Players gather the Spice they received as bribes (from in front of their shields).
  • If players in an alliance have forces in 4 strongholds, they win the game.
  • If a player not in an alliance has forces in 3 strongholds, they win the game.
  • FREMEN win if: 1) FREMEN or no faction occupies Sietch Tabr and Habbanya Sietch, and 2) None of the great houses (Harkonnen, Atreides, Richese, or the Emperor) occupies Tuek's Sietch.
  • TLEILAXU may discard one unrevealed Face Dancer card, shuffle into the Traitor deck, and draw a replacement Face Dancer.
  • SPACING GUILD win if no other faction has won the game by the end
  • BENE GESSERIT win alone If the faction they predicted win in the turn they predicted.