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dune player aid

Based on revised rules (2011).


START:
Each player receives 4 random Traitors, and keeps 1
Traitor. No mulligan if all 4 are own leaders.
Set up as per player shield. 1 treachery card.
GAME TURN: (MAX 10 OR 15 TURNS)
1. STORM
Draw top Storm card, move Storm, shuffle cards.
Tokens & Spice in desert touched by Storm go to
Tleilaxu Tanks.
2. SPICE BLOW
If Territory card, place Spice unless Storm in sector
If Worm, Nexus starts immediately, then tokens and
Spice removed from previous territory, then draw
until Territory card revealed.
Ignore all Worm cards in first round
3. BIDDING
Bankrupt player gets 2 spice.
Same # of treachery cards as # players revealed to
be bid, for players holding less then 4 cards.
Players take turns to initiate bidding.
Min bid 1 spice.
Auction until all cards claimed, or 1 card unwanted
(remaining cards return to top of deck).
4. REVIVAL
Revive max 3 tokens to Reserve, paying Spice where
needed.
Revive max 1 leader per turn if all 5 normal leaders
had been in tanks at same time. Pay Spice equal to
leader strength.
May only revive 2nd time if all other players leaders
have been revived and killed again.
5. MOVEMENT
No Shipment/Movement: from / through / into
sector in Storm, territory with ally, Stronghold with
tokens of 2 other factions.
Be clear into which sector you ship or move.
A. Shipment
Add tokens from reserves on any 1 territory. 1 Spice
per token into Stronghold, 2 Spice per token into
other territory.
B. Movement
Move any # of tokens from any 1 territory to
adjacent territory. Move up to 3 territories if you
control Arrakeen or Carthag.
6. BATTLE
Must be in all territories with 2+ factions, except if
separated by Storm, or at Polar Sink.
Aggressor side determined by player order, and
decides order of battles involving him. Aggressor wins
ties.
Combatants secretly select # from 0 to total
strength of tokens in territory, and leader (mandatory
unless no more), and optionally 1 weapon and/or 1
defense treachery card if leader present. Weapon kills
leader unprotected by defense. Killed leaders dont
count.
Winner gains spice = killed leader (including own)
and may keep treachery cards. Lose # token as dialed.
Loser loses all tokens and treachery cards.
Leader may not be killed as result of battle, only by
weapon card.
Leader surviving battle may not battle in another
territory in same round.
Instant win if enemy leader is Traitor in your pay.
Traitor killed. If both are traitors, all die, no one gains
spice.
7. COLLECTIONS
2 Spice per token on territory, or 3 Spice per token if
player controls Arrakeen or Carthag.
8. CONTROL
Factions in Strongholds control them until next
Control round (& may use Stronghold bonuses).
Check for victory - number of Strongholds to win:
Total players Alliance size
1 pl 2 pl 3+ pl
2 pl 4 - -
3 pl 4 5 -
4+ pl 3 4 5
NEXUS (ALLIANCES)
May join / leave / create alliances
Alliances are open info, but deals made to form
them need not be.
Allies may help each other to pay Spice for cards in
Bidding round, or for shipment in Movement round.
This doesnt allow them to directly transfer Spice
between each other in these rounds.
Allies win together.
BRIBES & DEALS
Only public deals must be honored at full.
May involve Spice but not cards, tokens, leaders etc.
Transferred Spice is placed in front of receiving
players shield. Only in Collections round player may
take it.
OTHER
First Player = player whose dot is next to be hit by
Storm (not the dot under Storm).
In rounds 3-7 players act in Dot Order starting
from First Player, then anti-clockwise.
Polar Sink: never in Storm, no battles, allies may
share this territory.

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