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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 don’t 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 player’s 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.

Dune Player Aid

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Player aid for Dune boardgame

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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.