Advanced Rules for Dune

By: Dennis B. B. Taylor

Dune Advanced Rules

Hey there! Welcome to the world of Dune. I’m here to give you the lowdown on some advanced rules that’ll take your gameplay to the next level.

Let’s start with alliances. They can be real game-changers! When you form an alliance with another player, you get to share information and resources. It’s like having a trusted partner in this crazy desert world. But be careful who you trust! Alliances can be temporary or permanent, so choose wisely.

Now, let’s talk combat. When you encounter an opponent, you have to decide whether to fight or negotiate. If you choose to fight, you and your enemy will each have a combat strength based on your forces. The winner gets to decide the outcome, but there are risks involved. It’s like a high-stakes poker game in the sand.

Next up, we have the treacherous storm. It’s a force of nature that can mess with your plans. When the storm hits, you can lose or gain troops, and it can even block your movement. So, always keep an eye on the weather forecast. Mother Nature can be quite unpredictable in this part of the galaxy.

Now, let’s talk about the Bene Gesserit, a secretive sisterhood with mysterious powers. As a player, you can become a member of this powerful group. They have the ability to predict the future and influence other players. It’s like being a master manipulator, pulling strings behind the scenes. Just be careful not to reveal your true intentions too soon.

Last but not least, we have the spice. It’s the most valuable resource in the game, and everyone wants a piece of it. Spice allows you to move, buy, and win battles. It’s like the lifeblood of Dune. But be mindful of others trying to take it from you. Protect your spice with all your might!

So, there you have it, my friend. These advanced rules will make your Dune experience even more exciting and strategic. Don’t forget to have fun and may the desert winds be in your favor!

The Basic Game has undergone changes to make it more exciting. These changes include more Spice Blows, a new advantage for holding a city or Tuek’s Sietch, an improved Karama Card, and an advanced battle system.

One of the major changes is an increased flow of Spice. Now, during every Collection Phase, Carthag and Arrakeen each yield 2 spice, and Tuek’s Sietch yields 1 spice. To be eligible for collection, you only need to occupy the stronghold at the time of collection.

If you manage to occupy two strongholds, you will collect spice for each one you occupy.

Another exciting change is the Double Spice Blow. In Phase 2: Spice Blow and NEXUS, instead of revealing just one Spice Card, two cards will be revealed. There will also be two spice discard piles, A and B.

To start, reveal one Spice Card.

Let the adventure begin!

If you’re in a territory, put some spice there. Then, place the card face up on discard pile A.

Shai-hulud

If it’s Shai-Hulud, something special will happen:

  • If there is any spice or forces on a Territory Card at the top of discard pile A, they are lost. The Shai-Hulud card goes on the spice discard pile.
  • Then another card is turned over. If it’s another Shai-Hulud, it gets discarded on pile A and another card is turned over. This keeps happening until a Territory Card appears and spice is placed on it, just like I mentioned before. The Territory Card is then placed face up on spice discard pile A.

Nexus

Now it’s time for something called a Nexus. Reveal the second spice card and repeat the above procedure, but this time use discard pile B.

Advanced Combat

Did you know that spice is now a crucial part of the battle strategy? It’s fascinating how something as simple as spice can have such a profound impact on the outcome of a fight. Let me break it down for you:

  • In a battle, a force supported by 1 spice is considered to be at full strength. But if a force doesn’t have spice support, it’s only valued at half strength. So, spice makes a big difference in determining the power of a force on the battlefield.
  • Now, when you’re planning a battle, you need to take spice into account. You’ll have to add the amount of spice you plan to use to your Battle Wheel. Here’s the interesting part: if you get a traitor on the Wheel, you won’t have to spend any spice! But if you don’t get a traitor, the spice you allocated to the Battle Plan will have to go to the Spice Bank, regardless of whether you win or lose.

Here’s a cool trick for dialing your Battle Plan: if you want to indicate half increments, just align the line between the numbers with the line below the window on your Battle Wheel. Look at the examples on the right for a better idea.

So, here’s the deal. When you win a battle but still take some losses, you can choose how you want to lose those forces. But hold up! Before you make any decisions, you gotta make sure that the number of forces you lose matches up with the strength you dialed and the spice you spent.

Let me break it down for you with an example. Let’s say you’re the Emperor player, and you have 1 super strong Sardaukar (which is worth 2 forces) and 5 regular forces in a territory. You’re in the middle of a battle, and you decide to dial a strength of 3 and spend 1 spice. Got it so far? Good.

You’ve just witnessed an epic clash on the galactic battlefield, where the Emperor emerges triumphant! As the smoke clears, I have the power to decide the fate of my troops. I can opt to sacrifice a formidable Sardaukar force, consisting of two units at maximum capacity, along with two regular forces that have been weakened, each with an uncertain number of troops.

In the game, there’s a particular situation where you have to make a decision. You can either lose one Sardaukar and two regular forces, or lose five regular forces. Both choices meet the Emperor player’s requirement for spice and strength.

Now, let’s talk about the advanced Karama cards. When you play a Karama card, you can either prevent an opponent from using one of their character’s advantages or use your own character’s special Karama power.

Additionally, besides the regular Karama power, all factions except the Bene Gesserit have special one-time powers that can be used when playing a Karama card.

When I play a Karama Card, I have a couple of options. First, I can use it to prevent one of my opponents from using one of their faction’s advantages, just like in the basic game. Alternatively, I can now use it to activate my faction’s special Karama power once. After I use it, the card is discarded.

Here are the different ways each faction can use a Karama Card:

  • Atreides: I can use a Karama Card to take a look at any player’s entire Battle Plan.
  • Emperor: I can use a Karama Card to bring back up to three forces or one leader for free.
  • Fremen: I can use a Karama Card to place my sandworm token in any sand territory I choose. It acts just like a normal sandworm.
  • Spacing Guild: I can use a Karama Card to block one off-planet shipment from any player.

Harkonnen: You can play a Karama Card to secretly grab any number of cards, including the whole hand, from one player of your choice. But here’s the catch – for every card you take, you have to give that player one of your cards in return.

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