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GAME BOARD
Printed on the board is a
map of the planet Dune. • Six large discs - each showing a leader and his
The map contains four types fighting strength (leaders with strength of 10 are
of Territories: Sand (yellow), used only with Main Leaders advanced rule).
Rock (brown), Stronghold
(red), Polar Sink (white).
Territories control the way
Army Tokens and Spice • Twenty small Army Tokens (some may be
Markers around the board. marked differently for some factions to mark
The map is also divided by longitude lines into Advanced Game abilities), and one faction marker
eighteen Sectors which extend from the edge of for using on “Order Dots” around the map.
the Polar Sink to the horizon. Sectors control the • Five Alliance Cards
way the Storm moves around the board.
• Markers and Cards used by certain factions
Six player dots surround the map to help (Atredies Kwisatz Haderach card, Bene Gesserit
determine play order. Prediction chits).
Map also includes Game Turn track, “Tanks” for All components of each player set have the same
holding currently dead Leaders and Army Tokens, colour for identification.
and Spice Bank.
CARD DECKS
SPICE MARKERS
These markers represent Spice;
currency and power not only on Dune,
but throughout the Imperium.
These may be in any number of
denominations, but the set as a whole
will compose 128 Spice The game includes a number of Card decks, in
addition to a large number of reference cards:
STORM MARKER Spice Deck, Treachery Deck, Traitor Deck, Storm
The storm maker denotes the section of Deck, A set of Bonus cards to mark who has
Dune currently beset by a deadly Coriolis access to certain special abilities.
Storm.
COMBAT CARDS OR WHEELS
FACTION SETS You will have either Combat Wheels or decks of
Each set is composed of the following Combat Cards depending on your copy of Dune.
components:
These allow players to
• A game shield bearing the secretly select forces to
faction’s emblem. This also commit to battle.
summarises the faction’s
special abilities. These With a wheel, simply turn it
change the way the game to display the number you
plays for your faction alone. need.
Some are only used in the With cards, select those
Advanced Game and some card(s) with a total equal to the number you need.
are unavailable in certain circumstances. More Both methods are referred to simply as “selecting
details are provided in the Almanac. a number”.
GAME SET-UP
1. The board is set out on a flat surface Traitor Cards to each player who may look at
2. All Spice markers are placed in the Spice Bank. them, pick one to keep, and return the rest face
down to the bottom of the deck.
3. The various Card decks are shuffled and placed
face down in the appropriate locations on and 10. Each player places their five Leader Discs
around the game board. Played Cards will be behind their Shield, along with any Spice, Army
discarded face up next to the decks and discards Tokens and other game paraphernalia they
re-shuffled to restock the treachery deck as control, unless otherwise directed.
necessary. 11. Each player draws one starting Treachery Card.
4. Place the Turn marker on the turn track - place
it next to the one space.
ABILITY COMMENTARY
• The Bene Gesserit make their Prediction after
5. Place the Storm marker in the sector marked Factions are assigned (step 6) and before markers
“Storm Start”. are placed on dots (step 7).
6. Each player selects one of the player factions to • Fremen place their tokens before the Bene
play. If players cannot agree on the selections, Gesserit and may place Fedaykin Army Tokens
each player chooses a character randomly. with these.
7. Players read and follow their set-up instructions • The Bene Gesserit are not required to start the
from the “At Start” section of their player game with a Co-Existence marker in place with
screens. any starting forces on the board.
8. Each player places their coloured house marker • During step 11, the Harkonnen player draws an
at the closest player dot to your seat at the table. extra Treachery Ca rd.
9. Remove from the Traitor deck the cards for any
and all factions that are not in play and deal four
SEQUENCE OF PLAY
Dune is played in turns to a maximum limit of 4. Revival Round
fifteen Game Turns. Each Game Turn is composed Players reclaim Army Tokens from the 'Tleilaxu
of several specific Rounds that must be ompleted Tanks'.
in the exact sequence presented below, with each
player acting in turn within that Round. 5. Movement Round
1. Storm Round Each player, in turn, lands and moves their Army
The storm marker is moved around the map. Tokens on the map.
2. Spice Blow Round 6. Battle Round
The top Card of the Spice deck is turned over and Players resolve battles in every territory which is
Spice Army Tokens are placed in the territory occupied by two or more characters' Army
indicated. Tokens.
2a. Nexus Round 7. Collection Round
This round will not always occur. It actually occurs Army Tokens in territories which contain Spice
in the middle of the Spice Blow Round. may collect the Spice.
3. Bidding Round 8. Control Round
Players bid Spice to acquire treachery Cards. Players check to see if anyone has gained control
of Dune and won the game.
OBJECT OF THE GAME
The object of the game is to gain control of Dune of Stronghold Territories, each stronghold
either on your own, or as part of a political normally being worth one Control Point. More
alliance. Control of Dune is determined by Control details are given in under “Round 8: Control”.
Points. In addition, certain factions may have secondary
These are calculated every turn in the Control conditions which they can use to win the game
Round, and are normally granted for the control instead.
ROUND 4: REVIVAL
The Revivals Round allows you player's other revivable leaders have been
to regain lost forces. revived, killed and sent to the 'tanks' again.
Starting with the First Player and
proceeding to the right, players
ARMY TOKEN REVIVALS
may revive up to three Army All players may revive up to three Army Tokens
Tokens and one leader from the from the Tanks each Game Turn.
‘Tanks’ in any order as follows. Each Army Token that may be revived may be
done so at a cost of two Spice per Army Token. All
LEADER REVIVALS Spice expended for Army Token revival is placed
If all five of a player's Leader Discs are in the in the Spice Bank.
Tanks, that player may revive one leader per Game A player cannot revive more than three Army
Turn by paying that leader's Strength value in Tokens per turn. Revived Army Tokens must be
Spice to the Spice Bank. A revived leader is placed placed in the owning player’s Reserves.
in the owner’s reserves and is immediately
available for use, but is still subject to treachery Factions may receive a number of “free revivals”.
and other such effects. This is how many Army Tokens may be revived
with their revival cost reduced to zero. This ability
If a revived leader is again killed and sent to the does not itself allow you to revive more than
Tanks they cannot be revived again until all of the three Army Tokens.
ROUND 5: MOVEMENT
By default, all Manoeuvres may be only to
adjacent Territories. Some abilities may increase
this range, allowing the Army Tokens to move
through several contiguous territories as a single
Manoeuvre.
Sectors have no effect on Manoeuvres, that is,
Army Tokens can move into or through a territory
ignoring all sectors save the sector under the
Storm. A sector's only function is to regulate the
movement and coverage of the storm and Spice
collection.
SEGMENT 1: SHIPMENTS
A player may make one Shipment per Movement
Round of any number of Army Tokens from their
Off-Planet Reserves to any one territory on the
map.
A player must pay Spice to the Spice Bank for this
shipment. The cost of shipping Off-Planet No Army Token may move into, out of, or through
Reserves is one Spice per Army Token shipped a sector in storm of any type. Many territories
into any Stronghold or two Spice per Army Token occupy several sectors, so that a player may move
shipped to any other territory. into and out of a territory which is partly in the
storm and part out, so long as the group does not
Payments must be made immediately after each pass through the part covered by the storm. The
shipment is made. polar sink is never in storm.
No player may ship into or out of a Sector of a When ending a Manoeuvre in a territory lying in
Territory underneath the Storm Marker or a several sectors, a player must make clear in which
Stronghold already occupied by two (or more) sector of the territory they chooses to leave their
other players. Otherwise, Army Tokens from each Army Tokens.
Shipment may be placed in any one Sector of any
one Territory Army Tokens do not block Manoeuvres with one
exception:
SEGMENT 2: MANOEUVRES Like Shipments, Army Tokens cannot be moved
Each player may make one Manoeuvre per into or through a stronghold if Army Tokens of
Movement Round in which they may move, as a two other players are already there. Otherwise,
group, any number of their Army Tokens from one Army Tokens are free to move into, out of, or
territory into one other territory. through any territory occupied by any number of
Army Tokens.round 5: movement
ROUND 6: BATTLE
If you cannot play a leader in battle, i.e., they are
BATTLE DETERMINATION all in the 'tanks' or have fought in another
Battles must occur between players whose Army territory that Game Turn, you must still battle but
Tokens occupy the same territory. Battles you must declare that your forces are without a
continue until either only one player's Army leader.
Tokens or no Army Tokens at all remain in all
territories on the map with the following CHOOSE TREACHERY
exceptions: If you have leader included in
• Tokens in different sectors of the same territory your Battle Plan, you may pick
never battle if the sectors they occupy are up to one weapon Treachery
separated by the storm or if one of the Army Card and up to one defence
Token groups is under the storm and the other is Treachery Card from your
not. hand. Worthless cards may be
• Players cannot battle in the Polar Sink. It is a used in their place as a bluff. In
free haven for everyone and may be occupied by addition any other Treachery
more than one faction at a time. cards that say they may be used as part of the
Battle Plan may be selected.
When resolving battles, the first player is named
the Aggressor until all battles involving their Army COMMIT ATTACK
Tokens have been fought. The Aggressor chooses When you are sure of your Battle plan, place the
the order in which they wish to fight their battles. cards face down on the table with the Combat
Then the player to their immediate right then Cards or Wheel top-most, and the Leader face-
becomes the Aggressor and so on, until all battles down beneath them.
are resolved.
When both players have done this, the battle
If three or more players are in the same territory, plans are revealed simultaneously to the entire
the Aggressor picks who to battle first, second, table, and the battle is resolved. You may now not
etc., for as long as their Army Tokens are in that change your mind, it is too late.
territory with opponents.
BATTLE RESOLUTION
THE BATTLE PLAN If a player did not select a Leader and had any
To resolve a battle, each player must secretly Leaders available, then their lowest value
formulate a Battle Plan via the following available Leader is now used.
procedure. Note that the Truthtrance Treachery
Card may be used at any point in this process If a player accidentally plays multiple weapons or
before the battle plans are revealed, in order to multiple defences, each type of card has one
gain an advantage. picked at random and the remainder are returned
to hand, along with any other cards not
COMMIT FORCES & SUPPORT appropriate to the Battle Plan.
Each combatant secretly selects a If the number selected is higher than the total
number with a value between Strength of that player’s present Army Tokens,
zero and the total “Battle count the strength of their Army Tokens instead.
Strength” of all Army Tokens If any other invalid element is included in a battle
they have in the disputed plan, it must be removed from the plan when
territory. Normal Army Tokens revealed.
have a Battle Strength of a one. If either player reveals a Leader for which their
Some special rules may grant Army Tokens other opponent holds a matching Traitor card, traitors
Battle Strengths (see Fremen and Emperor may be called as detailed below.
powers).
If your opponent played a weapon Treachery Card
SELECT LEADER and you did not play the appropriate defence
You must play one leader or Cheap Treachery Card, then your Leader is killed and
Hero(ine) card if you have any cannot count toward the battle result. Both
available. You can’t play a leader Leaders may be killed and neither count in the
used in battle on another territory on battle. Both leaders could survive and be counted.
the same turn.
Any Leaders who were killed are immediately 6. Atredies Play Karama to view entire battle plan.
placed in the Tanks. 7. Play Karama to cancel Kwisatz Haderach.
Each player now calculates their Battle Strength, 8. Play Karama to cancel Sardaukar or Fedaykin
by adding the number selected as part of their bonus.
Battle Plan, to the Strength of any surviving
Leader (the value printed on their disc). The player 9. Commit battle plans.
with the highest total wins the battle. Ties are 10. Reveal battle plans.
won by the Aggressor.
11. Resolve the battle.
ROUND 8: CONTROL
change depending on if a player is working on
SPICE BRIBES their own, or as part of an allied group. Alliances
At the start of the Control Round, players may combine the territories their constituent players
collect all Spice Bribes from in front of their control for Control Point purposes.
shields and add them to their store of Spice for
Players in an Alliance may not win the game alone
future use.
by achieving enough Control Points to qualify for
a solo victory.
Control Points Needed For Victory
Alliance Size
Players
1 2 3+
2 4 - -
3 4 5
4+ 3 4 5
COLLECTIONS BONUSES
Advanced rules for the Collection • Each player with a Carryall claims an additional
Round may be used, which allows two Spice directly from the Spice Bank for each
easier spice collection for such Bonus card in the Collections Round;
controlling certain territories. This • Each player with a Smugglers Marker claims an
adds additional revenue streams additional two Spice directly from the Spice Bank
and makes the holding of certain for each such Bonus card in the Collections
territories even more key. Round;
When players claim Bonus cards in the Storm The collection bonus was added during the game’s
Round, the player who controls Tuek’s Sietch development to increase the importance of holding
claims the Smugglers Bonus cards in a similar the city territories and to alleviate the spice-poor
manner, and the controllers of Carthag and condition of the original game. As the additional
Aarakeen claim Carryall Bonus cards in addition to revenue stream via occupation and conquest
those others. enhances play value at no cost, it has become part
of the “classic” Dune rules set.
ADVANCED COMBAT
An amount of Spice is included as part of the While normally, only one Spice blow occurs each
Battle Plan to support the Spice Blow Round, instead two will occur. The
attack, between zero and the procedure for this depends on how many Spice
number of your Army Tokens in Decks your game set has.
the territory the battle occurs in. With two decks, the top Card of the Spice deck is
For each Spice spent in this way, turned over. Each deck will have its own discard,
one Army Token is supported. and does not affect any other deck.
Leaders are supported for free. With a single deck, two cards are drawn, each to a
The Battle Strengths of all Army Tokens who are different discard pile. Once the deck runs out, all
not supported are halved. You may select half- but the top-most card showing spice are removed
values on your battle plan in this case, using the from each discard pile and the cards re-shuffled
half-value Combat cards. into a new draw deck.
In both cases, it is possible for both Cards to have utility of spice), and in battle (by making uncertain
a Spice blow in the same territory on the same each player’s ‘best’ Battle Plan). It was controversial
turn. This then counts as a single Card with the because (1) some players found the calculation
combined total, and any game effects apply requirements created additional complication
against this single “Card”. without enhancing play, (2) it caused play
Advanced Combat was introduced by Avalon Hill imbalance by weakening the Fremen and (3) while
during development, and represents the most the original game suffered from being spice-poor,
controversial element to “classic” Dune. The the advanced game suffered from being spice-rich,
original game as submitted by Future Passtimes (which caused drag to determining victory by
suffered from two items the publishers considered seeing surplus spice make its way into the hands of
to be flaws, (1) drawing only one spice territory per any player trying to stop the win).
turn occasionally leads to long droughts between Players of “classic” Dune remain divided into two
nexus, which in turn severely hindered alliance camps, one which sees advanced combat as a
evolutions and (2) without the additional element needless complication and the other which views
of spice, combat was too predictable. the difference between the basic and advanced
The ‘fix’ by Avalon Hill enhanced strategy on the game as similar to the difference between draughts
game board (by adding another contested territory and chess.
each turn), in player interaction (by increasing the
EXPANDED TREACHERY
One or more of the three extra sets of Treachery divorced from the material found in those
Cards (Marked with an icon (D, S or G) in the expansions that they can be used as you wish.
bottom-right corner) may be mixed in with the Altering the original 33-card treachery deck can
basic set. For balance purposes it is suggested have an impact ranging from negligible to
that any sets are added in their entirety. considerable upon game strategy and play balance,
Experienced players who understand the balance depending on the mix of cards selected. Because
matters may find it is not necessary to use the alterations to the deck can enhance strategy
whole of any given set, and some groups will without adding complexity or playing time, it is an
prefer to add only certain cards. intriguing method to enhancing the enjoyment of
Note that while the letters indicate the Expansion “classic” Dune. However, the wrong mix of
those cards originate from (The Duel, Spice Harvest treachery cards can be detrimental to a good game
and Grand Dune), their content is sufficiently of Dune, so cautious experimentation is advised.
DIVERSIFIED VICTORY
To enhance the flow of the game especially when • Use the following Control Point chart Control
playing with six or more: Points Needed For Victory
• The Harg Pass territory is changed to Harg Pass Players Alliance Size
Sietches territory. Use the overlay marker to show
1 2 3
this change, which makes the territory into a
Stronghold worth one Control Point. 2 6 - -
• Carthag and Arrakeen are worth two Control 3 6 7 -
Points each, rather than one. 4+ 5 6 7
MAIN LEADERS
Main Leaders (with a strength of ten) may be Army Tokens are removed from the board and all
used giving you a total of six leaders. This gives Treachery Cards are discarded.
each faction a better selection of leaders, Spice is returned to the Spice Bank. Any Leaders
however the loss of Main Leaders in battle will of that faction that are prisoners remain prisoners
cost your faction greatly, and can slow your until used and if directed to be returned to that
advancement towards your goals. faction they are removed as well.
Should your Main Leader be killed, your faction Main leaders do not have respective Traitor cards,
(and possibly even your allies) will loose access to thus these leaders can never turn traitors.
certain of your special abilities until such time as
they are revived from the tanks, as detailed in the These rules integrate two later errata to those
Almanac. A Main Leader may be revived even if found for Main Leaders in The Duel expansion. The
any or all other Leaders are alive. originals are included in the variants section.
This counts as that player’s Leader Revival for that The main leaders as they originally appeared were
turn, but does not affect the order of future too unbalancing in favour of factions that could
revivals of normal leaders. protect their leaders in battle. The adjustments
corrected this problem to an extent, but did not
When all of a player’s normal Leaders AND Main diminish the basic hurdle, which was that the
Leader are in the Axlotl Tanks at the same time, additional pieces were unnecessary and did not
that faction is out of the game. All of that faction's enhance game strategy.