Dune Factions

By: Dennis B. B. Taylor

Dune Factions


Hey there! Today, I want to talk to you about something really cool: Dune factions. You might be thinking, “What is a faction?” Well, let me explain. In the sci-fi novel Dune, written by Frank Herbert, there are different groups of people called factions. These factions have their own beliefs, goals, and ways of doing things. They play a crucial role in the story and greatly affect the lives of the characters. Isn’t that fascinating? Let’s dive in and explore some of these factions!

The Fremen

One of the most intriguing factions in Dune is the Fremen. They are desert-dwelling people who live on the planet Arrakis. The Fremen are tough and resilient, adapting to the harsh conditions of the desert. They have a deep connection with the planet and its resources, especially the valuable substance called spice.

The Fremen are like warriors, skilled in combat and survival. They live in underground communities and have their own customs and traditions. They are a tight-knit community, bound together by loyalty and a common purpose. Their presence in the story brings excitement and mystery, as they challenge the established order and fight for their freedom.

The Atreides

Another faction in Dune is the Atreides. They are a noble family known for their honor and integrity. Led by Duke Leto Atreides, they are chosen to govern the planet Arrakis. The Atreides have a strong sense of justice and strive to make the lives of the people on Arrakis better.

The Atreides are intelligent and resourceful. They have a deep understanding of politics and strategy. However, they face many challenges as they navigate the treacherous world of Dune. They must be cautious and wise in their decisions to survive and protect their family.

The Harkonnens

Now let’s talk about the Harkonnens. They are the rivals of the Atreides and the antagonists of the story. The Harkonnens are a cruel and ruthless faction, driven by power and control. Led by the cunning Baron Vladimir Harkonnen, they will stop at nothing to achieve their goals.

The Harkonnens are known for their brutality and manipulation. They use fear and intimidation to maintain their grip on power. Their actions bring chaos and suffering to the people of Arrakis. The conflict between the Atreides and the Harkonnens forms a central part of the story, creating suspense and intrigue.


So, there you have it! The world of Dune is filled with fascinating factions that drive the story forward. From the resilient Fremen to the noble Atreides and the ruthless Harkonnens, each faction brings its own unique characteristics and motivations. As you immerse yourself in the world of Dune, take a moment to appreciate the complexity of these factions and how they shape the lives of the characters. Happy exploring!

I am captivated by the epic tale of the Atreides, and I wanted to share with you the incredible journey of the young leader, Paul Atreides, also known as Muad’Dib. He is the rightful heir to a whole planet, and his story is filled with valiant allies and a mysterious ability to glimpse into the future. However, he faces dangerous and cunning adversaries that threaten to undermine his noble cause.


Starting Forces: You begin with 10 forces in Arrakeen and 10 on reserve (off-planet). Additionally, you start with 10 spice. The Treachery Deck and the Spice Deck should be placed near your player position. You have full control over these decks.

Reviving Forces: You can revive 2 forces for free.


You have the gift of limited prescience.

Bidding: During the bidding round, you are allowed to inspect each Treachery Card as it becomes available for purchase, before any other faction has a chance to bid on it. You have the exclusive privilege to keep written records about the cards.

Movement: Before anyone makes their move in the Movement Phase, you have the option to peek at the top card of the Spice Deck.

Battle: In the Battle Phase, you possess the ability to compel your opponent to reveal their choice of one of the four elements they will employ in their Battle Plan against you: the leader, the weapon, the defense, or the dialed number.

If you ask someone about a weapon or defense and they say they’re not using it in the battle, you can’t then ask for a different one.


You can help your allies by making their opponent reveal one element of their Battle Plan.

Advanced Game Advantage

Kwisatz Haderach: The Kwisatz Haderach card starts off inactive and can’t be used. Use the Kwisatz Haderach card and counter token to secretly track force losses.

Once you’ve lost 7 or more forces in a battle or battles, the Kwisatz Haderach card becomes active for the rest of the game and you can use it like this:

    Kwisatz Haderach

    I want to tell you about an important character in the game called the Kwisatz Haderach. This character is interesting because it has some special abilities that can impact the game. Let me explain:

    • First, it’s important to know that the Kwisatz Haderach can’t be used alone in battle. However, it can provide a +2 strength boost to leaders or cheap heroes in one territory per turn. This means that if you have a leader or a cheap hero in a territory, the Kwisatz Haderach can help make them stronger in battle.
    • Second, if a leader is accompanied by the Kwisatz Haderach, they cannot turn traitor. This means that the Kwisatz Haderach can help ensure the loyalty of your leaders during the game.
    • Third, the Kwisatz Haderach can only be killed if there is a lasgun/shield explosion. This is the only way to defeat this character. If the Kwisatz Haderach is killed, it can be revived like any other leader in the game.
    • Lastly, whether alive or dead, the Kwisatz Haderach doesn’t affect the rule for reviving Atreides leaders. This means that the rules for bringing back leaders in the game still apply even to the Kwisatz Haderach.

    Bene Gesserit

    Let me introduce you to the fascinating world of the Bene Gesserit Sisterhood. At the center of this mysterious and ancient organization is Reverend Mother Gaius Helen Mohiam. She is a remarkable figure, possessing an unrivaled understanding of the human mind and a talent for manipulating those around her to achieve her goals.

    Greetings, fellow players! I’m starting with 1 force in Polar Sink and have 19 forces in reserves (off-planet). Oh, and I have 5 spice to begin with.

    Good news: I get to revive 1 force for free. Isn’t that nice?

    Let me tell you my advantages.

    I’m really good at mind control. Impressive, right?

    Check this out: In the Setup Phase, after step 1 (Positions), I make a secret prediction about when another faction will win. Basically, I pick a card with a turn number and a faction card, then hide them behind my Player Shield.

    Just to be clear, the prediction cards I don’t use go back in the box. If the faction I predicted wins (whether alone or as my ally) on the turn I predicted, I reveal my prediction and win all by myself.

    Oh, and here’s the best part: I can also win the game in the usual way. However, I can’t predict that the Spacing Guild or Fremen will win with their special victory conditions. Fair enough?

    Spiritual Advisors: When any other group brings forces to Dune from space, I can send 1 of my forces from my reserves to the Polar Sink without any cost. But don’t worry, I can also send forces like normal if I want to.

    Voice: Here’s the fun part – I can control one of the cards my opponent plays during their Battle Plan. I can tell them what to do with it! Like telling them to play a specific weapon, defense, or hero. Or even play a useless card. But if my opponent can’t follow my order, they can just do whatever they want.

    For example, let’s say I want to make them play a poison weapon or a shield. Maybe I want to make them play a snooper or a lasgun. Or maybe I just want them to waste a worthless card or play a really cheap hero. It’s all up to me, but only if they can do it.


    If I’m in an Alliance, I can also control the cards my ally’s opponent plays. That means I have even more power over the game!

    Advanced Game Advantages

    Your forces have two sides. On one side, there are the spiritual, striped advisors, and on the other side, there are the fighters with no stripes. The fighters are your normal forces.

    Start Of Game: After the Fremen placement (if they’re in the game), you begin with one peaceful advisor in any territory you choose. If you’re the only one in that territory, you can flip the advisor to a fighter.

    Charity: You always receive 2 spice as CHOAM charity, regardless of how much spice you already have.

    Karama: You can use any worthless card exactly as if it’s a Karama Card.

    Advisors: Whenever another faction sends forces to Dune from off-planet, you can send one advisor from your reserves to that same territory for free (instead of the Polar Sink). Advisors in that territory cannot turn into fighters during this turn, unless there are no other forces in the territory.

    When it comes to Advisors in the Dune board game, they peacefully coexist with forces from other factions. It’s important to note that Advisors don’t have any influence over the gameplay of other factions – they can’t collect spice, engage in combat, disrupt control of a stronghold, interfere with stronghold challenges by other factions, use ornithopters, or play Family Atomics. Advisors, like all other units, are still susceptible to storms, sandworms, lasgun/shield explosions, and atomics.

    Now, let’s talk about Fighters. Whenever you send forces into an unoccupied territory, they have to be shipped as Fighters. If you happen to move Advisors into an unoccupied territory, you must flip them over and turn them into Fighters. However, if you move Advisors into a territory that’s already occupied, they have the option to either remain as Advisors or transform into Fighters.

    Lastly, let me explain Intrusion. If another faction ships or moves their forces into a territory where you already have Fighters, you have the choice to flip those Fighters and turn them into Advisors.

    Fight: Every round, right after the Spice Blow and NEXUS Phase, but before anything gets shipped, I can choose to go towards combat in any of the areas where my advisors are. This means I’ll flip all those advisors into fighters and let the battle begin!

    Supreme Leader

    I, as the Emperor, Shaddam IV, hold immense power and authority. However, this power can sometimes blind me to the dangers that lurk in the shadows.

    When Starting: I begin the game with 20 forces in reserves that are off-planet. Additionally, I have a starting supply of 10 spice.

    Revival: During each Revival Phase, I can bring back 1 force for free.


    I have access to great wealth, which gives me a significant advantage in the game.

    Bidding: Whenever any other faction pays spice to acquire a Treachery Card, they must pay me instead of the Spice Bank. It’s worth noting that discounts are not allowed, and the full price must be paid.


    I can share my wealth with my allies, allowing them to benefit as well. I can pay spice directly to the bank to revive up to 3 additional forces for them during each Revival Phase. This means a possible total of 6 forces can be revived for my allies using the Tleilaxu Tanks.

    Advanced Game Advantage

    Sardaukar: My elite forces, known as the Sardaukar, have a special fighting capability. In battle and when taking losses against all opponents except Fremen, each Sardaukar is worth two normal forces. This gives me a significant advantage over other factions in combat.

    So here’s the deal: your starred forces don’t hold much weight against the Fremen. When it comes to bringing them back to life, they’re all treated as a single force. You can only bring one Sardaukar force back per turn, so choose wisely.


    Imagine a world where a group of people live in a vast desert and have adapted to survive its harsh conditions. That is what it means to be Fremen.

    To be Fremen is to be resourceful and resilient. In the desert, water is scarce, so Fremen have developed methods to conserve and reuse it. They understand the importance of every drop and have mastered the art of water conservation.

    The Fremen are known for their strong sense of community. They live in tribes and work together to support one another. They understand that survival in the desert is a collective effort and that their strength lies in their unity.

    But being Fremen is not just about survival. It is also about freedom. The Fremen have a deep connection to the desert and see it as their home. They have learned to navigate its vastness and harness its power. They are in tune with the rhythms of the desert and have harnessed its energy to sustain themselves.

    The Fremen are nomadic, always on the move. They understand the importance of staying flexible and adapting to new challenges. They have honed their skills to be able to travel long distances in the harsh desert environment.

    Being Fremen is a way of life. It is about embracing the challenges of the desert and using them as opportunities for growth. It is about being resourceful, resilient, and connected to the land.

    So, if you find yourself in the desert, facing the harsh conditions and seeking a sense of community and freedom, consider joining the Fremen. Their way of life may be challenging, but it is also deeply rewarding. It is a life of adventure, strength, and connection to the natural world. Join them and discover the true essence of being Fremen.

    I am Liet-Kynes, the planetary ecologist who leads the powerful Fremen. We are a determined group of native people who know how to survive and thrive on the planet Dune. Our mission is clear – we will do everything in our power to protect Dune from outside influences and ensure its natural rebirth.

    Starting Forces: You get to distribute 10 forces as you please between Sietch Tabr, False Wall South, and False Wall West. Additionally, you have 10 forces in reserves on the far side of Dune. At the beginning, you have 3 units of spice.

    Revival: You are granted 3 forces for revival, but you cannot purchase any more.


    Being a native of Dune, you have an advantage of knowing the ways of the planet.

    Shipment: During shipment, you have the ability to bring any or all of your reserves onto the Great Flat or on any territory within two territories of the Great Flat. However, please keep in mind the rules regarding storms and occupancy.

    Movement: You have the advantage of moving your forces two territories at a time, instead of the usual one territory at a time during the movement phase.

    Hey there! Let’s talk about a couple of cool things in the game. First, Shai-Hulud. If this giant worm shows up in a territory where you have your troops, don’t worry, they won’t get eaten! When the Nexus event ends, you can ride the sandworm and move some or all of your forces to any territory that follows the storm and occupancy rules. And guess what? Your troops won’t get eaten there either. If Shai-Hulud shows up again and you still have troops in the original territory, you can do this all over again. How awesome is that?

    Now, let’s move on to the Fremen Special Victory Condition. If the game reaches its final turn and no faction has won yet, and if you or nobody else is occupying Sietch Tabr and Habbanya Sietch, and the Harkonnen, Atreides, or Emperor haven’t taken over Tuek’s Sietch, well guess what? Your awesome plan to change Dune has succeeded! You and all your buddies win the game. Isn’t that a great feeling?


    If you want to protect your allies from being eaten by sandworms, it’s up to you. You also have the option to let them revive 3 forces for free when they come back to life. Plus, if you achieve victory with the Fremen Special Victory Condition, your allies win too!

    The Good Stuff

    Storm Rule: On the first turn of the game, you move the Storm Marker as usual by using the Battle Wheels. After that, it’s all up to you. You decide the storm movement by using your Storm Cards. Here’s how it works: randomly pick a card from the Storm Deck, take a sneak peek at it, and place it facedown on the edge of the game board.

    When the next Storm Phase rolls around, that’s when the magic happens. You reveal the number on the Storm Card you picked earlier, and then the storm moves counterclockwise that many sectors. Finally, your Storm Card goes back into the Storm Card Deck.

    When I play the game, the first thing I do is shuffle the Storm Deck. Then, I randomly select a Storm Card and take a look at it. This card will determine the movement of the storm for the next few turns. Once I’ve checked it out, I place the card face down on the side of the game board.

    Now, let’s talk about sandworms. During a Spice Blow, which is when the sandworms appear, you have the power to place any additional sandworms in any sand territory you want. It’s pretty cool because any other forces that are in that territory, except yours, get devoured by the sandworms.

    What happens if your forces get caught in a storm? Well, you’re in luck because only half of your forces will be killed. And if you have reserves, you can bring them into the storm, but you’ll still lose half of them.

    Finally, let’s talk about the Fedaykin forces. These are some special ones. They have a special fighting capability and they are worth two normal forces in battle and when it comes to taking losses. When it’s time to revive forces, each Fedaykin force is treated as one force. But there’s a catch – you can only revive one Fedaykin force per turn.

    Let’s Talk About Battles: When it’s time to go to war, it’s important to consider the dynamics of your forces. You don’t want to be caught off guard and lose the advantage, do you?

    The Role of Spice: In the world of battles, spice is a double-edged sword. On one hand, it can give your troops an extra boost and elevate their performance. On the other hand, it can also become a crutch and cause dependence.

    Understanding the Balance: It’s crucial to strike a balance when it comes to spice. Too little, and your forces may not be at their peak. Too much, and you risk losing control and facing adverse effects.

    The Power of Adaptation: When someone mentions battles, you might think of strength and aggression. However, the ability to adapt is just as important. The ever-changing nature of warfare requires flexibility and quick thinking.

    Interpreting the Terrain: If you’re going into battle, it’s essential to study and understand the terrain. Knowing the lay of the land gives you an advantage, allowing you to plan your strategy accordingly.

    By Following Your Instincts: Instincts can be a powerful tool in battles. Trusting your gut and making split-second decisions can be the difference between victory and defeat.

    In Conclusion: Battles are complex and multifaceted, but with these factors in mind, you can tilt the odds in your favor. Remember to consider the role of spice, the importance of balance, the power of adaptation, and the significance of interpreting the terrain. Trust your instincts, and may you find triumph on the battlefield.

    Spacing Guild

    Have you ever wondered how people are able to travel across vast distances in the universe? Well, one of the answers lies with the Spacing Guild. They are a powerful and enigmatic organization that plays a crucial role in space travel.

    The Spacing Guild possesses a remarkable ability called the Navigators, who have the power to fold space, allowing ships to travel incredible distances in a matter of moments. It’s almost like magic! Their skill is the result of the spice known as melange, which they consume to enhance their abilities.

    But there’s a catch. The spice melange is incredibly rare and can only be found on the planet Arrakis. This makes the Spacing Guild dependent on the Emperor, who controls Arrakis and the spice production. They must closely ally themselves with the Emperor to secure their supply of melange.

    Because of their monopoly on space travel, the Spacing Guild has become extremely powerful and influential. They have a hand in interstellar politics and have a say in many major decisions. Their power is further augmented by their monopoly on the Navigators, making them indispensable for long-distance travel across the known universe.

    So, the next time you gaze up at the stars and wonder how people can journey through the vastness of space, remember that it’s all thanks to the Spacing Guild and their Navigators. They are the gatekeepers of interstellar travel, holding the key to unlocking the mysteries of the universe.

    Welcome, my friend! Let’s talk about the Spacing Guild – those folks who control all the transportation in our universe. Sounds pretty cool, right?

    So, the Spacing Guild is run by a guy named Edric. He’s like the captain of the ship, making sure everything runs smoothly. But here’s the thing: the Guild is addicted to this thing called “spice.” It’s like their lifeblood. They need it to keep their powers of transportation going.

    Now, the Guild has a bit of a monopoly going on. They’re the only ones who can transport people and goods from one place to another. But here’s the catch – they’re not the most trustworthy bunch. They sometimes team up with smugglers to get what they want.

    It’s a bit of a strange situation, really. On one hand, they have all the power when it comes to transportation. But on the other hand, they’re kind of dependent on this spice stuff. It’s like a double-edged sword for them.

    So, that’s the Spacing Guild for you – controlling the universe’s transport, addicted to spice, and working with smugglers. They’re a pretty interesting bunch, wouldn’t you say?

    As I start, I have 5 forces in Tuek’s Sietch and 15 forces in reserve (off-planet). I also begin with 5 spice.

    Additionally, I receive: 1 free force revival.

    Let’s Talk Advantages

    First, I have control: I get to monitor and manage all shipment onto and off Dune.

    Payment For Shipment: Whenever other factions decide to ship forces onto Dune from their off-planet reserves, they have to pay the spice to me instead of to the Spice Bank.

    So, there are three types of shipments I can make each turn:

    • I can make a regular shipment from my off-planet reserves to Dune.
    • I can ship as many forces as I want from one territory to another on the board.
    • I can send any number of forces from a territory back to my reserves.


Hey there! Did you know that when you ship your forces, you only have to pay half the normal fee? And, when you ship them back to your reserves, it only costs you 1 spice for every 2 forces shipped. Pretty cool, right?

Now, here’s a secret: If nobody manages to win the game by the end, you have actually prevented control of Dune! And guess what? You automatically win the game! How’s that for a victory condition?


Let me tell you about alliances. If you have allies, you guys can ship forces from your off-planet reserves onto Dune. But that’s not all! You can also move your forces from one territory to another on Dune itself. And here’s the best part: you get to do all of this at the Spacing Guild half-price rate. Plus, if you manage to win with the Spacing Guild Special Victory Condition, your allies win with you. Teamwork makes the dream work!

Advanced Game Advantage

Ready to hear about an advanced game advantage? Get this: you have the power to ship your forces and take your move action whenever you want. Yup, that’s right! You can go before, after, or even in between other players’ turns. Total freedom to do as you please! How awesome is that?

When it’s time for everyone to make their shipments and moves, each faction needs to follow the correct order. You don’t have to tell anyone when you plan to make your shipment and move until you’re ready to do it.

The Harkonnen

So, there’s this group called the Harkonnens. They’re led by this guy, the Baron Vladimir Harkonnen. Let me tell you, he’s not a nice guy. In fact, he’s known for being really sneaky and doing a lot of mean things.

Starting Setup: I begin the game with 10 forces in Carthag and 10 forces in reserve (off-planet). I also start with 10 spice to kick things off.

Free Revival: I can revive 2 forces for free.


I excel in treachery and deceit.

Traitors: When the game starts and I draw 4 Traitor Cards, I get to keep all of them, including my own. Additionally, I can use any leader cards from other factions as traitors during battles.

Treachery: I have the ability to hold up to 8 Treachery Cards. However, when I have a full hand of 8 cards, I must pass during bidding.

Unlike other factions, I am dealt 2 cards at the beginning of the game instead of just 1. Additionally, every time I purchase a card, I receive an extra card for free from the Treachery Deck. (Note: I cannot exceed a total of 8 Treachery Cards in hand, so if I already have 7, I won’t receive an extra card.)


If I want, I can use the Traitor Cards I hold against the opponent of my ally.

Get an Edge with Advanced Game Tactics

Seize Leaders: Whenever you win a battle, you have a few options. You can take 1 leader at random from the losing side (including the one you used in the battle, if they survived) and place their Leader Disc face down in the Tleilaxu Tanks. This action earns you 2 spice from the Spice Bank.

Alternatively, you can choose to keep the captured leader and use them once in a future battle. However, if they manage to survive that battle, you must return them to their faction afterward.

If all of your leaders are defeated, you must promptly return all captured leaders to their respective factions. Leaders who were killed in action are placed in the Tleilaxu Tanks, where their factions can bring them back to life (following the revival rules). There is a possibility that a captured leader used in battle may be labeled a traitor.

Leave a Comment