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Version 1.

0
See Rules for instructions

art by Ilya Baranovsky (Ilya 77)


4 Faction Dice

Spice Die

Location Die

Traitor Die

Traitor Die for


Thumper variant

Tactics Die for


Tactics expansion
D=16 mm (5/8 In)
Cut out or punch with 5/8” circle chit
Print this page twice to form 2-sided tokens
HOUSE HARKONNEN HOUSE ATREIDES
Ruthlessness: The Harkonnen player can Foresight: At the beginning of the Atreides
choose to treat any rolls on the Traitor Die player's turn, player may choose not to roll
as a Poison, Hunter Seeker or Crysknife on his one die in order to set aside another die with
turn. any result. To clarify, remove one die and
only roll six others. Then re-roll five of those
six etc. Before placing Troops, change one
of the rolled dice to any result.
HOUSE CORRINO SPACING GUILD
SPICE

Financial Support: The House Corrino player Monopoly: After setting aside all the dice,
may keep unused Spice for future turns. but before placing Troops, the Spacing
Guild player may turn the Location Die to any
Sardaukar: When placing Troop Counters on result.
the board, the House Corrino player may Transportation: The Spacing Guild player
spend an additional Spice to make the unit a may move Troop Counters to the Active
Sardaukar Counter. Sardaukar Counters count Location from any location.
as two Troop Counters for purposes of combat.
BENE GESSERIT GAME TURN
Manipulation: At the start of the game, the
Bene Gesserit player secretly chooses a turn
number and records it. The First Player keeps
track of the current turn number. If another player
wins the game on the turn the Bene Gesserit
player has chosen then the Bene Gesserit player
wins instead.
Mind reading: Bene Gesserit cannot be the
target of the Traitor die.
FREMEN
Wormriding: The Fremen player may move
up to five Troops from one location to another if
Shai Hulud is rolled. Player may choose to leave
no Troops in an area.
Desert power: In any combat that the Fremen
player is involved in, player may remove one
Troop Token from elsewhere on the board to
make a Troop Token count as two until the end
of the combat.
Each token is 25x25mm (1x1”)
Cut out and mount 2 sides together.
You should get 24 Defense tokens (6 of each type).

SNOOPER SNOOPER HL. SHIELD HL. SHIELD TRUTH TRANCE TRUTH TRANCE

SNOOPER SNOOPER HL. SHIELD HL. SHIELD TRUTH TRANCE TRUTH TRANCE

SNOOPER SNOOPER HL. SHIELD HL. SHIELD TRUTH TRANCE TRUTH TRANCE

SNOOPER SNOOPER HL. SHIELD HL. SHIELD TRUTH TRANCE TRUTH TRANCE

SNOOPER SNOOPER HL. SHIELD HL. SHIELD TRUTH TRANCE TRUTH TRANCE

SNOOPER SNOOPER HL. SHIELD HL. SHIELD TRUTH TRANCE TRUTH TRANCE

THUMPER THUMPER THUMPER THUMPER THUMPER THUMPER

THUMPER THUMPER THUMPER THUMPER THUMPER THUMPER


QUICK REFERENCE
Advanced Rules v 1.2
OBJECTIVE: Control 3 of the 5 winning locations (marked with flag icon) on the Dune map.
ON YOUR TURN: Roll the dice and set aside at least one die.
Repeat the process until all the dice have been set aside.
Once all of the dice are set aside, you may perform actions allowed by dice results.

Die Result Actions

Your faction For each succesful die you may place 1 Troop counter on the board
(1) in the space matching the Location die result. Spend 1 per each
troop.

Other faction
none
Faction (2-6)
Spice - gives you 1-5 Spice. For each unit of Spice you may place 1
1-5 new Troop counter or move 1 Troop couner from the Polar Sink to any
other location.

Spice (6) Shai Hulud - gives no spice

indicates the Active Location on the board into which you may
1-6 place new Troop Counters, and to which you may move Troop
counters from the Polar Sink.
Location

Poison (1), Crysknife (2), Hunter Seeker (3) - allows you to remove
1 enemy Troop counter from anywhere on the board.

(1-3)

Snooper (4) - take a Snooper token (grants one-time protection from


Traitor Poison)
Holtzman Shield (5) - take a Holtzman Shield token (grants one-time
(4-6) protection from Crysknife)
Truth Trance (6) - take a Truth Trance token (grants one-time
protection from Hunter-Seeker)

Fort - you may place a Fort token on any loacation controlled by


(1)
you (except Polar). Fort causes attacker to lose 2 Troops prior the battle.

Atomics - you may remove any 1 enemy Fort token from the board.
Tactics variant

(2)

Sandstorm - you may place or move a Sandstorm token onto any


Tactics
(3-4) location except Polar Sink. Moving o placing Troops onto location
with Sandstorm cost 1 additional Spice.
Assignment - at the end of your turn you may move any number of
(5-6) your Troops from any location to another loacation controlled by
you. Keep at least 1 Troop per location.

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