dune dune - the dice game 4-7 players, minutes

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1 dune dune - the dice game 4-7 players, minutes Version Heiko Günther, Based on and inspired by: Dune by Bill Eberle, Jack Kittredge and Peter Olotka; Dune Express by Felbrigg Herriot; Variants and discussions in the forums on BGG B AC K G R O UND Dune - The Dice Game is a dice-driven game set in the Dune Universe created by Frank Herbert. The players represent various Factions vying for control of Arrakis, the desert planet. Each of the 8 playable Factions has a small set of thematic special abilities that allow them to break certain rules in the game. Each turn, you will need to politicize, ally and employ the means of Kanly wisely, recruit new Troops, ship them to the surface, and attack in just the right spot. Fate, in the form of the dice, can be controlled to a certain degree but still might thwart your plans; Sandstorms and the mighty Shai-Hulud plague the surface of Arrakis; A charismatic leader might tip the balance in a forlorn combat in your favour. The game ends when one Faction or Alliance is in control of a certain number of Arrakis strategic Regions at the end of their turn, or after 6 whole rounds. Inspired by and based on both, this game tries to find a middle ground between the complexity and duration of Dune and the excessive simplicity of Dune Express while staying true to former s general feel and steering closer to the lore of the original novels than both. 1

2 S U P P L IE S Included in the PDF, with mostly minimal assembly needed, are: 8 Faction cards 1 Map board (with: Map with Regions, round track, sandstorm track) faces for 7 six-sided dice (4 Faction dice, 3 Action dice) 16 Loyalty tokens 2 Protection tokens 8 Asset tokens You will need additionally 1 Sandstorm marker and 1 Round tracker marker In matching colours for each of 5 Factions (Bene Gesserit, Bene Tleilax, Harkonnen, Smugglers, Spacing Guild): 12 Troop cubes and 1 Leader cylinder In matching colours for the Atreides Faction: 12 Troop cubes and 2 Leader cylinders In matching colours for the Corrino Faction: 8 Troop cubes, 4 large Troop cubes, 1 spice tracker marker and 1 Leader cylinder In matching colours for the Fremen Faction: 8 large Troop cubes and 1 Leader cylinder This game is component-limited. In other words, a player may only conduct an action if the component exists for them to do so. the map The map is divided into 10 Regions, highlighted in the illustration above. The Polar Sink, in the middle, is a neutral Region: No combat is allowed here, it is never affected by the Sandstorm, and does not affect who wins. S ETU P Place the map board on the table and the round tracker marker on round 1. Shuffle the eight Asset tokens face-down and place one in each Region except the Polar Sink and Carthag. Reveal them, place the Sandstorm marker on the Sandstorm track in the Region with the corresponding Asset token, and remove this token and the blank one from the game. Additionally, if playing with more than 5 players, remove all tokens marked with -5. Place the two Protection tokens in a place accessible to all players. When playing with four players, use only one of the tokens and remove the second one from the game. Determine the starting player in any fashion. Starting with the player to the right of the starting player and going counter-clockwise, every player chooses a Faction and takes the appropriate Faction card together with all cubes of the same colour, placing the latter next to his Faction card, in his Stock. The starting player will be the last to chose a Faction. The Bene Gesserit Faction is only available in games with five or more players, the Bene Tleilax and Smuggler Factions are only available in games with six or more players. Remove all Loyalty tokens of non-player Factions from the game and shuffle the rest face-down as the common supply. In Faction Setup order, marked in a circle under Setup on each Faction card, all player perform their setup. Deal one face-down Loyalty token from the supply to each player. If the Fremen Faction does not take part in the game, give the Protection token(s) to the (two) player(s) to the right of the starting player. Play begins with the starting player and continues clockwise. Note: As an introductory game, you may play with only 3 players, although in this case, you may not Ally, see below. There are five strategic Regions on the map: Sietch Tabr, Arrakeen, Carthag, Tuek s Sietch and Habbanaya Sietch, marked with blue dots. Controlling them is the object of the game. The four other Regions (Great Flat, Cielago Plain, Minor Erg and Broken Land) are non-strategic Regions and do not affect who wins. Troops and Assets are placed in and moved between Regions. For the movement of Troops, two Regions count as adjacent if they share a border. The Sandstorm marker moves counter-clockwise on the Sandstorm track and shows which Region is currently affected by the Sandstorm. It never enters the Polar Sink or Carthag. A few Regions are marked with a (Cielago Plain, Habbanaya Sietch, Great Flat, Sietch Tabr and Broken Land): These are especially exposed and dangerous desert Regions. O B J ECTI V E The object is to be in sole control of 3 of the strategic Regions (Sietch Tabr, Arrakeen, Carthag, Tuek s Sietch and Habbanya Sietch) at the end of your turn, or, for a 2-player alliance, to be in combined control of 4 of these Regions at the end of one of the allied player s turns. A 3-or-moreplayer alliance can not exist and thus not win. 2

3 TU R N O R DE R In either case you do not have to freeze an additional die before continuing to roll (but may do so, as usual.) This applies every time you roll one or more Sandstorm symbols. Discarded dice will not be available to you for the rest of this turn. You may not discard the Action die that just came up with the Sandstorm symbol. If you have no other unfrozen dice left, you must freeze the Sandstorm symbol. On your turn, you perform the following steps in this order; In the first step of your turn, you lay the foundations to what and how you will be able to accomplish during the rest of this round. In each step you use only certain dice: 1. Roll the dice 2. Ally (Faction dice) 3. Recruit Troops (Faction dice) 4. Kanly (Action dice) 5. Ship Troops (Action dice) 6. Move Troops 7. Combat 8. Sandstorm (Action dice) Best-laid Plans At the end of this step, you may reveal a Loyalty token to turn 1 Faction die to the Faction symbol the Loyalty token shows. You may also discard a Loyalty token face-down, to turn 1 Faction die to your own Faction symbol. The token is shuffled back into the face-down supply. A L LY The Faction dice allow you to recruit new Troops (below) and forge temporary Alliances with other players. the dice You may invite 1 other player to be your Ally for this turn. You may only invite a player if you froze at least 1 Faction die showing their Faction s symbol. The player you invite may either ally with you or decline. If they decline, nothing happens and you are on your own for this turn. If they join you, they are considered your Ally for this turn, and for this turn only. Each of the 4 Faction dice bears six Faction symbols on its sides, from left to right: Atreides, Corrino, Harkonnen, Guild, Bene Gesserit, Fremen. You use these symbols to recruit new Troops and Leaders, and to ally. Alliance abilities During this turn, you may use your Ally s special alliance ability, marked with a knot symbol ( ) on their Faction card. They may not use your special alliance ability. You can only be allied with 1 other player. When your turn ends, the alliance ends as well. However, your former Ally may refresh the alliance on their turn, and so may you again on your next turn, effectively prolonging the alliance. However, in game terms, in between your turns, the alliance does not exist. The six sides of the 3 Action dice, from left to right: 2 Spice, 3 Spice, 3 Spice, Faction Ability, Kanly, Sandstom. All Action dice bear the same symbols. You need Spice to ship your Troops to the surface, the Faction Ability symbol allows you to activate the special ability of your Faction, with the Kanly symbol you can assassinate enemy Troops, and the Sandstorm symbol moves the Sandstorm around the board. R EC R UIT T R O O P S a n d l e a d e rs R O L L THE DICE For each Faction die showing your Faction symbol, you may take 1 Troop or 1 Leader from your supply and place it on your Faction card. You begin your turn by rolling all 7 dice and setting aside ( freezing ) any of the dice you want to keep. You must freeze at least one of the dice. Reroll all dice you did not freeze. Again, freeze at least one of the dice you rolled, and re-roll the rest. Continue in this manner until all of the dice have been frozen. Leaders are never placed on the board and remain on your Faction card until used in combat. Leaders may not be targeted with Kanly, see below. If you have an Ally, they may take one of their Troops from the supply and place it on their Faction card for each Faction die showing their Faction symbol. They do not need your consent for this. They may not take a Leader in this manner. Sandstorm If at any point in the process you roll a Sandstorm symbol on an Action die, you must either freeze this die or discard one of your other unfrozen dice before continuing to roll. If you roll multiple Sandstorm symbols at once, you must freeze only one of them or discard only one unfrozen die. The Troops and Leaders are limited, i.e. if there are none left in your supply, you may not recruit any more. You may not recruit Troops from the map to your Faction card. 3

4 K AN L Y MOVE TROOPS Kanly allows you to employ assassins against your enemies and to gain control of protective technology such as Snoopers or Shields, to defend your own Faction against such threats. Pick exactly one of the ten Regions on the map. This is the target Region for your turn. You may move any number of your Troops from adjacent Regions (and any Region with the Thopter Asset) into the target Region at no cost. Once you are finished, your Ally may do the same, with or without your consent. For each Action die showing a Kanly symbol ( ), you may take one of the two possible Kanly actions below. You may take the same action multiple times. Remember that Troops in Regions affected by the Sandstorm may not move at all, and you may not move Troops into Regions affected by the Sandstorm. a ss a ss i n e n e m i e s Remove 1 Troop of your choice from anywhere on the board and return it to the owner s supply. You may not remove Troops from under the Sandstorm. You may not remove a Troop belonging to a player currently holding a Protection token. You may not target a Leader. acquire protection C O M B AT Take ( steal ) a Protection token from whomever currently holds it and place it in front of you. If playing with 5 or more players, you may chose wich of the two tokens you want to steal. You may hold two Protection tokens. If you now have Troops in Regions together with Troops from other Factions not allied to you, combat occurs in all of these Regions, in any order you decide. You count as the attacker. There is never combat in the Polar Sink Region. This is a safe zone and multiple factions may have their Troops here. For example, if you have 2 Kanly symbols available, with the first, you might steal the Protection token from a player, and with the second, you might remove one Troop of the same player, if they don t hold the second Protection token. F o rt i f i c at i o n s First, if the contested Region contains a Fortification, remove one of the attacking Troops from this Region. You may remove a Troop belonging to your Ally. S HI P T R O O P S s e n d T r o o ps & l e a d e r s t o b a t t l e Then, take all Troops belonging to your Faction from this Region and hide them under the table. If you have a Leader on your Faction card, also take it and hide it. Your opponent does the same. Using Spice, you may ship your and your Ally s Troops to the surface of the planet. At the start of your Ship Troops step, sum up the Spice symbols you have frozen on Action dice; This is the amount of Spice you have collected and available this turn. Add 2 for each Harvester in a Region where you have at least one Troop present. This total amount may be zero, in which case you may not ship any Troops. If you have an Ally and they have Troops in the contested Region, you use them as if they were of your Faction. You may not use your Ally s Leader, unless your Ally offers you to do so. They may offer their Leader even if none of their Troops are present in the contested Region. You may ship Troops from your Faction card to the Polar Sink Region or to any Region you already have at least one Troop present in. Each Troop placed this way costs 1 Spice. Each Troop is shipped separately and may be shipped to any viable Region. If your Ally consents, you may also ship Troops to Regions you do not yet have Troops present in, but they do. If there are Troops from more than one opponent (i.e. Factions not allied to you) in the contested Region, the Faction who took their turn last is considered the opponent, all other Factions are considered their Allies. The opponent may use their Ally s Troops as if they were his own. They may not use their Ally s Leader, unless their Ally offers them to do so. If you have an Ally, they may also ship Troops from their Faction card to the Polar Sink Region or Regions they or you already have Troops present in. You have to consent and pay the Spice for this. Both you and your opponent now secretly decide how many of your Troops and Leaders you will send into battle. Take those Troops and Leaders into your closed fist and hold them in front of you to show that you are ready. Once both players have done so, open your hands and reveal the Troops and Leaders sent into battle. You and your Ally may negotiate each single shipment, larger combined shipments, or even the whole Ship Troops Step as one block. Shipping agreements are to be considered binding. defection After you have finished your Roll step, you may spend any Spice you have rolled at any time during your turn. You may, however, only ship Troops during your Ship Troops step. All Spice you do not spend until the end of your turn is lost, you can not save Spice for later turns. You may now reveal a Loyalty token, if it shows the Faction symbol of a Troop fighting for your opponent. The targeted Troop changes sides: it is discarded to its owner s supply and replaced with a Troop from your supply, which it now fights for. If there are no Troops left in your supply, it leaves combat completely instead. Your opponent may then do the same, no matter if you did reveal a Loyalty token or not. Loyalty tokens may target the opponent s Ally s Troops and Troops that already changed sides due to another Loyalty token. Loyalty tokens may not target Leaders. Loyalty tokens may not target Troops not sent into battle. Ally s Loyalty tokens may not be used. Revealed Loyalty tokens are shuffled back into the face-down supply. 4

5 GAME END c o m b at r e s u lt The game ends early when, at the end of their turn, a player is in sole control of 3 strategic Regions. That player is declared the winner. Count the Troops fighting for each side. Leaders counts as multiple Troops, the Faction card tells you as how many ( strength of the Leader). The side that sent more Troops wins. In case of a tie, the defender wins. If, at the end of a player s turn, they and their current Ally have combined control of 4 strategic Regions, both win together. None of the two allied players may share any strategic Region with a third player. If a solo victory is possible, no allied victory may be declared. All Troops and Leaders sent into battle are discarded to their owner s supplies. All Leaders not sent into battle are returned to their owner s Faction cards. All Troops of the losing side not sent into battle are lost and discarded to the supply as well. All remaining Troops of the winning side are placed into the Region. If none such Troops exist, the Region remains empty. If no-one has won until the end of round 6, the first of the following Factions controlled by a player wins: Spacing Guild, House Corrino, House Harkonnen. For example, in a three-player game between Atreides, Harkonnen and Fremen, Harkonnen would win. In the case of a solo victory: If the Bene Gesserit picked the winning Faction during Setup, they win instead. This may affect one of the default victories, as described above. S AND S T O R M If one or more Action dice show the Sandstorm symbol, the Sandstorm moves as many spaces along its path around the outside of the map now. The Sandstorm always moves counter-clockwise. A S S ET S (Example: The Sandstorm token currently rests on the Region Arrakeen. Two Action dice show the Sandstorm symbol. The Sandstorm token is moved two spots counter-clockwise on its track and stops at the Region Sietch Tabr.) During Setup, the Asset tokens are randomly distributed. Asset tokens stay in the Regions they have been placed in for the whole game, no matter who controls the Region. F o rt i f i c at i o n A Fortification token kills 1 attacking Troop before combat begins. The attacker decides which Troop is lost to the Fortification. In Desert Regions ( ), a Fortification also protects all Troops from the Sandstorm. If the Sandstorm stops in a Desert Region (all Regions marked : Cielago Plain, Habbanaya Sietch, Great Flat, Sietch Tabr and Broken Land) without a Fortification token, 1 Troop of each Faction present there is immediately killed. Harvester Add 2 Spice to the Spice from your Action dice roll for each Harvester in a Region where you have at least 1 of your Troops present at the start of your Ship Troops step. A Harvester in a Region affected by the Sandstorm does not produce Spice. Th o p t e r An Thopter token allows all Troops from that Region to move to the target Region, even if not adjacent. A Region affected by the Sandstorm is effectively in total stasis until the Sandstorm leaves again. Troops cannot Ship to, Move to or Move out of a Region affected by the Sandstorm. Troops in that Region can not be targeted with the Kanly die. No combat happens in that Region. Harvesters in that Region do not produce Spice. However, even a Region affected by the Sandstorm counts as being controlled by one or multiple players when checking for victory. Regions the Sandstorm passes through during its movement are not affected by it, only the Region it stops in at the end of its movement. F ACTI O N S Each Faction has a set of abilities which supersede any rules mentioned above. Each Faction also has a special Faction ability (marked with a symbol below and on the Faction cards) that they may only use if they freeze the corresponding symbol on an Action die. It does not matter how many symbols have been frozen on the Action dice, the special ability is only activated once. The ability may not be used if no symbol has been frozen. The Sandstorm never enters the Polar Sink or Carthag Region. END O F TU R N At the end of your turn, check for victory. If you did not win, the game continues. Most Factions have one special Alliance ability (marked with a symbol below and on the Faction cards) that may not only be used by themselves, but also by the active player during the turn they are allied to this Faction. Remember that each alliance ends at the end of the active player s turn. You may now draw one random Loyalty token from the face-down supply. If you now have two Loyalty tokens, shuffle one of them back into the face-down supply. You may look at both Loyalty tokens before deciding which one you return to the supply. Then pass the dice to the next player in clockwise direction, who takes their turn now. Setup occurs in the order the Factions are listed on the next pages. When passing the dice to the starting player, advance the round marker by one. After 6 full rounds, the game ends. 5

6 A Storm is coming - After your Ally step, you may re-roll one Action die showing the Sandstorm symbol once. You must accept the result it shows after this, and may use it as if you had frozen it regularly. AT R EIDE S Setup: Both Leaders on your Faction card, 2 Troops on 1 non-strategic Region of your choice Leader: Leto, strength 3 (+2) Charismatic Leaders: You may keep up to 2 Loyalty Tokens (instead of the usual 1) at the end of your turn. B ENE T L EI L A X Setup: 2 Troops on Polar Sink, Leader and 2 Troops on your Faction card Duncan Idaho - You may recruit a second Leader token. In combat, you may use one or both. If you use one, it has a strength of 3. If you use both, they have a combined strength of 5. Only discard Leader tokens you used in a combat. Leader: Scytale, strength 2 Axolotl Tanks - After your»roll«step, pick a Faction. All dice showing this Faction s symbol count as showing your Faction for recruiting Troops. You may still ally with this Faction, but each die may only be used to recruit 1 Troop. To ally with you, other players may use any Faction symbol. Honourable Duel - If you use at least one Leader in a combat, draw 1 Loyalty token after revealing Troops. You may use this token in the Defection step of the same combat, if possible. On their turn, the Tleilaxu decide on one Faction symbol after rolling, which they use as theirs for this (=their own) turn only. If they use the same symbol to invite an Ally, they have to decide how many (at least one) dice they offer to the invited player for recruiting Troops. Note that there is only one Atreides Loyalty token in total. HA R K O NNEN On another player s turn, this player may pick one of the Faction symbols they rolled and offer the Tleilaxu an Alliance using this symbol. This may well be the active player s own Faction symbol, in which case the active player has to decide how many (at least one) dice they offer the Tleilaxu player for recruiting Troops. Each die may still only be used once. Setup: 2 Troops on 1 empty non-strategic Region of your choice. Move 1 Asset of your choice there. Take this Asset token from the Region it was placed in during the first setup steps. You may not take an Asset from the Region the Atreides player placed their Troops in. If the Region you picked already contained an Asset token, move this to the Region you took the Asset away from. Face Dancers - Draw one additional Loyalty token. Draw the Loyalty token the moment you freeze the result. In this fashion, you may draw multiple additional Loyalty tokens per turn. You may use these tokens for Best-Laid Plans at the end of the Roll step. You may use multiple Loyalty tokens in a single combat. At the end of your turn, after drawing one Loyalty token, discard down to one, no matter how many you hold. Leader: Baron Vladimir, strength 4 Siridar Baron: You win if Spacing Guild and House Corrino are not in play and no one else has won after 6 rounds. Piter De Vries - During Kanly, you may kill one regular Troop anywhere on the board, except under the Sandstorm. You may not target Sardaukar or Fremen. Gholas - At any time during your turn, even multiple times, you may pay 1 Spice to retrieve your Leader. Infiltration - When attacking, you may ignore the defensive ability of Fortifications C O R R IN O Setup: Leader, 1 Troop, 1 Sardaukar, 3 Spice, all on your Faction card F R EMEN Leader: Padishah Emperor Shaddam IV, strength 3 Setup: Leader on your Faction card, distribute 3 Troops on empty nonstrategic Regions, take all Protection tokens. You may place all 3 Troops in the same Region. You start the game holding both Protection tokens (only 1 in a four player game). Backed by the Landsraad: You win if the Spacing Guild is not in play and no one else has won after 6 rounds. Salusa Secundus - When recruiting, instead of regular Troops, you may recruit Sardaukar. They cost, ship, and move like regular Troops. In combat, they count as 2 regular Troops. Leader: Liet Kynes, strength 3 Desert Warriors - During your turn, the first of your Troops is free to recruit, but each additional costs 2 of your Faction results. During other player s turns, they only cost 1. They ship and move like regular Troops. In combat, they count as 2 regular Troops. They are never killed by the Sandstorm. Using Loyalty tokens, you may only convert an enemy Troop to a Sardaukar if you have no non-sardaukar Troops left in your hand. With a Corrino Loyalty token, other players may only target a Sardaukar Troop if there is no non-sardaukar Corrino Troop left in the battle. Chair of the CHOAM - At the end of your turn, for every 1 unit of Spice you did not use from your action dice roll, increase your Spice reserve by 2. These may be spent like regular Spice on your next turn. You may give of those to your Ally on their turn. Recruit the free Troop at the start of your recruit step. Recruiting your Leader costs 1 Faction symbol as usual. Fremen Troops count as regular Troops for all Defection purposes. For example, converting a Fremen to a Harkonnen would let you remove 1 Fremen Troop cube and replace it with 1 Harkonnen Troop cube, and vice versa. You may not store more than a maximum of 5 Spice in your Spice reserve. Your Ally can not store Spice, only receive Spice from your storage. You may also store Spice from Harvesters. Shai-Hulud - Once per turn, at the start of a combat, remove 1 enemy Troop from this combat. This happens after Fortifications took effect. You may not remove Ally s Troops. This is not the same as Defection. 6

7 S P ACING GUI L D Esmar Tuek - Recruit your Leader. Place your Leader on your Faction card for free the moment you freeze your first symbol. Addtional symbols you freeze do not have anyy effect. Setup: Leader and 3 Troops on your Faction card Leader: Edric, strength 2 Rat Runs - You may ship to empty Regions, as if you had Troops present there. Evacuation - You may evacuate any Troops killed during your turn. They are placed directly on their owner s Faction card, not into their supply. You may evacuate any Troop that is killed during your turn, no matter for which reasons, given the owner s agreement. E X AM P L E TU R N Jessica, playing House Atreides, has 2 Troops on her Faction card and 1 Troop on the Region Arrakeen at the start of her turn. She rolls the dice. Using a few re-rolls, and discarding 1 Faction die to avert a Sandstorm, her result is: Ruthless Opportunism - You win if no one else has won after 6 rounds. Shipping Authority - You may ship Troops not only from your Faction card, but also from other Regions. Faction Dice: Atreides, Atreides, Corrino Action Dice: 2 Spice, Kanly, Faction ability You still have to pay Spice for shipping Troops this way. Note that there are three Spacing Guild Loyalty token overall. Jessica offers Irulan, the Corrino player an Alliance and Irulan accepts. For this turn, Atreides and Corrino are considered Allies, and Jessica may use the Corrino s ability, see below. B ENE GE S S E R IT Using the 2 Atreides Faction dice, she adds 2 Atreides Troop tokens from the supply to the 2 Troop tokens still on her Faction card from a previous round. Using the Corrino Faction die, her Ally, Irulan, adds 1 Corrino Troop tokens from the supply to any Troop tokens still on her Faction card from previous rounds. Setup: Leader on your Faction card, 3 Troops on Polar Sink, pick Faction Leader: Reverend Mother Gaius Helen Mohiam, strength 3 Voice - Your invitation to ally may not be declined. You do not need the consent of your Ally to place Troops in one of their Regions during the Ship Troops step. Using the Kanly symbol, Jessica steals a Protection token from Feyd, the Harkonnen player, and places it next to her Faction card. Prana-bindu Training - Your Troops are immune to Kanly attacks. Consuming the 2 Spice from the Action die, she ships 2 of the 4 Troops on her Faction card to Arrakeen, which is under her control from an earlier round, taking them from her Faction card and placing them next to her single Troop already on the Region. To stage a successful attack against the neighbouring Carthag Region, this is not enough. She asks her Ally, Irulan, to help her out with some of her CHOAM spice. Irulan agrees to give 4 spice to Jessica, under the condition that 2 of her own Troops are shipped to her own Sietch Tabr. Jessica agrees to this and ships 2 of her Troops to Arrakeen and 2 of Irulan s Troops to Sietch Tabr. Culminating plans - Before the game, during your setup, secretly pick a Faction using the Loyalty chips; If the game is won by that Faction (but not in an alliance), you win instead During your setup, take all Loyalty tokens from the common supply, pick one of them and place it face-down on you Faction card. This Loyalty token is effectively removed from the game; It stays on your Faction card until revealed at game end and may not be used in any other way. You may look at it. Shuffle the remaining tokens face-down as the common supply. Jessica picks Carthag as her target Region. Since Arrakeen is adjacent to Carthag, she may now move any Troops from there to the Carthag Region. She leaves 2 Troops behind and moves 3 to Carthag. Irulan could move in as well, since Sietch Tabr is adjacent to Carthag on the other side, but decides not to, in spite of all of Jessica s pleas. If you pick the Spacing Guild, House Corrino or Harkonnen, you also win if they win through their default victory. Note that even though you do not have a special alliance ability, other players may still Ally with you. Carthag is controlled by Feyd. He has 2 Troops placed there. Combat begins. Feyd takes all his Troops from Carthag, as well as his Leader cube from his Faction card and hides them underneath the table. Jessica takes all her Troops from Carthag and hides them underneath the table. She doesn t have a Leader cube on her Faction card at the moment. Both hide the Troops they want to participate in their hands and reveal them at the same time: Feyd sends no Troops but Baron Vladimir, counting for 4 Troops, while Jessica sends 2 of her 3 Troops. Feyd wins. Baron Vladimir and all of Jessica s Troops on Carthag are discarded to the supply. S MUGG L E R S Setup: Leader on your Faction card, 3 Troops on Polar Sink Leader: Esmar Tuek, strength 3 Soldiers of Fortune - You don t use Faction dice to recruit Troops but instead ship your Troops directly from your stock. Pay 1 Spice for any Troop you ship to the Polar Sink, 2 Spice anywhere else. To ally with you, other players may use any Faction symbol. They only need one Faction symbol to Ally, no matter how many of your Troops they ship. Since no Action die was frozen with a Sandstorm icon showing, the Sandstorm is not moved. The next player, Irulan, starts her turn, does not refresh the Alliance with Jessica but instead attacks the now sufficiently weakened Carthag herself, taking it over easily. At the start of your turn, discard your Leader. 7

8 pl a y a i d 1. R oll t h e d i c e 9. S a n d s t or m ( a c t i o n d i c e ) Roll all dice, freeze one, re-roll, until all dice are frozen. Only if 1 or more Action dice shows Sandstorm symbol ( ): Move Sandstorm token by 1 space counter-clockwise per symbol. If Sandstorm symbol ( ) shows on an Action die, must freeze this die or discard other unfrozen die. May discard Loyalty token ( If Sandstorm stops on desert Region ( ) without Fortification Asset ( ): Remove one Troop of each Faction present. ) to change 1 Faction die E n d of t u r n 2. Ally ( F a c t i o n d i c e ) Check for victory: In sole control of 3 or in allied control of 4 strategic Regions. Offer alliance to one player with their Faction symbol showing on at least one Faction die. Alliance may be accepted or declined. Otherwise draw new Loyalty token and discard down to one, then pass dice to next player. If starting player receives dice, advance turn marker. 3. R e c r u i t Troops ( F a c t i o n d i c e ) After 6 full rounds, the game ends, and the Spacing Guild or House Corrino or House Harkonnen wins. Move 1 Troop or Leader from your supply to your Faction card per own Faction symbol showing on the Faction dice. 4. K a n ly ( A c t i o n d i c e ) Per Kanly symbol ( ) showing on an Action die: Remove 1 enemy Troop from the board. May not target Troops of players holding Protection token, Troops under Sandstorm, or in the Polar Sink. OR Steal 1 Protection token from a player. A L L i a n c e s u m m a ry A l ly s t e p 5. S h i p Troops ( F a c t i o n d i c e ) Active player: May invite one player to Ally with at least 1 die showing their Faction symbol. Target player: May consent and form alliance. If not, no alliance happens this turn. Ship Troops from your Faction card to Polar Sink or Regions you control. Pay 1 Spice ( ) per Troop shipped. May not ship into Sandstorm. Receive 2 Spice per Harvester controlled. Recruit step 6. Mov e Troops Active player: Recruit as normal. Allied player: Recruit number of Troops equal to number of dice showing their Faction symbol. May not recruit Leaders. Does not need consent of active player. Pick one Region as target Region. Move Troops from adjacent Regions or Regions with a Thopter Asset to target Region. May not move into or out of Sandstorm. 7. Co m b a t S h i pp i n g s t e p Active player: Ship as normal. If allied player consents, may also ship Troops to Regions with no own but only allied player s Troops present in. Allied player: With consent of active player, may ship to Regions controlled by either player or Polar Sink. Active player pays Spice for Troop shipped. Happens in all Regions except Polar Sink and Regions with Sandstorm containing active player s Troops and non-allied Troops, in any order. Remove 1 attacking Troop for Fortification. Attacker (=active player) and defender hide all their Troops from contested Region and Leaders from their Faction cards under the table. Both players decide secretly which of these Troops and / or Leaders to send into battle. Hold these in closed fist and reveal at the same time. Move step Active player: Move as normal. Move first. Allied player: Move as normal. Does not need consent of active player. First attacker, then defender may reveal Loyalty token showing the Faction symbol of an opponent to make 1 Troop change sides. Co m b at s t e p Side with the greater force in battle (Troops count 1, Leaders their strength value) wins. In case of a tie, the defender wins. Active player: Combat as normal. May use Troops of allied player in contested Region. Does not need consent of allied player. Allied player: May additionally offer their Leader to be used in combat. Discard all Troops and Leaders sent into battle to the supply. Return all Leaders not sent into battle to their owner s Faction cards. Discard all remaining Troops of the losing side to the supply. Place all remaining Troops of the winning side (if any) into the Region. The dice must flow. 8

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