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QUICK START GUIDE ’s classic fiction novel will live for generations as a masterpiece of creative imagination. In this game, you can bring to life the alien planet and the swirling intrigues of all the book’s major characters. Atreides Harkonnen The Atreides led by the The Harkonnens, led youthful Paul Atreides by the decadent Baron (Muad’Dib) — rightful — heir to the planet, gifted master of treachery and with valiant lieutenants. cruel deeds.

Bene Spacing Gesserit Guild The The Sisterhood, represented represented by by Reverend Mother steersman Edric (in Gaius Helen Mohiam — league with smuggler ancient and inscrutable. bands) — monopolist of transport, yet addicted to ever increasing spice flows.

Emperor The Emperor, his The Fremen majesty the Padishah represented by the Emperor Shaddam IV planetary ecologist Liet- — keen and efficient, Kynes — commanding yet easily lulled into fierce hordes of natives, complacency by his own adept at life and travel trappings of power. on the planet.

Quick start Guide A.indd 1 28/06/19 11:22 AM SETUP: SPICE BANK SETUP: TREACHERY & SPICE DECKS, STORM MARKER I’m of the House Atreides. Prepare to become immersed in the world of Dune. Here’s Feyd-Rautha of House Harkonnen here. how to set everything up. We are masters of treachery and cruel deeds! atreides Next, shuffle the Treachery & Spice Decks and set them next to the board.

I am Stilgar of the Fremen. We are adept Staban Tuek, at life and travel on of the Spacing the planet Dune. bene gesserit Guild coalition. First set out the We control all game board map. shipments on and off Dune. Put the Storm Marker on the Storm Start Location.

emperor

Hasimir Fenring, of the Emperor’s court. Accumulating wealth is our strength. The map has 4 Now take all the Spice Tokens and put STRONGHOLDS POLAR SINK SAND ROCK territory types: them in the Spice Bank. 2

Quick start Guide A.indd 2 28/06/19 11:22 AM SETUP: FACTION SETS Each player gathers up Each faction gets a reserve of tokens, spice allocation, PLAYER SHIELD their factions components 5 Leader Discs, a Player Shield, Player Sheet, and Player and reviews their strengths Marker. Next we’ll look at how to arrange all the players PLAYER MARKER PLAYER SHEET and weaknesses. on the board. atreides fremen RESERVE SPICE RESERVE SPICE

Leaders Leaders 10 10 10 3

bene gesserit spacing Guild RESERVE SPICE RESERVE SPICE

Leaders Leaders 19 5 15 5

emperor harkonnen RESERVE SPICE RESERVE SPICE

Leaders Leaders 20 10 10 10 3

Quick start Guide A.indd 3 28/06/19 11:23 AM SETUP: Player Positions, Spice, and Traitors SETUP: Forces SETUP: Treachery Cards and Turn Marker

H Now all players place A N A R E T S their faction’s forces. KONN REIDE The factions require 10 10 different strategies, based on their unique force placement rules.

Players, setup your faction sets like this. Place your player marker on the Player Circle closest to you. Take the spice amount Here’s my favorite part - Traitors! found on the Player Sheet, Remove any Faction Cards not in and stash it behind your play from the Traitor Deck, then Player Shield! shuffle the deck. Each player is dealt 4 Traitor

Cards and then secretly selects B 1 E IT and keeps one of their opponents’ N E R leaders (if they drew one) to be GESSE their traitor. If they draw their own leaders instead of an opponent’s leader, they still keep 1 card. Return the other cards face down to the 10 bottom of the Traitor Card Deck. F REMEN

By the way, 5 Harkonnen get to keep ALL All forces off-planet at game start. S traitors they P D E A IL find! M R C U 4 PERO ING G

Quick start Guide A.indd 4 28/06/19 11:23 AM SETUP: Treachery Cards and Turn Marker 1 card from the PL AY: Storm Phase Treachery Deck is dealt to each Dune is played in turns, each composed of 9 game phases. player. 1 2 3 4 5 6 7 8 9 STORM SPICE BLOW CHOAM BIDDING REVIVAL SHIPMENT & BATTLE SPICE MENTAT & NEXUS CHARITY MOVEMENT HARVEST PAUSE

The Storm Phase is first. The Storm Marker is moved around the map. The faction whose Player Place the Game Marker the storm Turn Counter at next approaches will First Player 1 on the Turn be the for Track. this turn.

The first time the storm is moved, you will place the Storm Marker at a random location along the Storm Track. Here’s how to get that location: The players whose Player Markers are nearest on either side of the Storm Start sector will secretly dial a number from Harkonnen 0 to 20 on the Battle Wheels (in gets 2 all subsequent turns the players Treachery dial a number from 1 to 3). The Cards! two numbers are simultaneously revealed. Starting from the Storm Start The players dialed a 2 sector, the sum total and 11. So the is the number of Storm Marker sectors that the moves 13 Storm Marker moves sectors counterclockwise counter- around the map. 5 clockwise.

Quick start Guide A.indd 5 28/06/19 11:23 AM PL AY: Spice Blow & Nexus, CHOAM Charity PL AY: Bidding Declaration: Before bidding starts, PL AY: Revival all players must declare how many Dealer: One player Treachery Cards they hold. During a Spice Blow, the deals cards from the The hand limit is 4. Players with 4 top card of the Spice Deck Treachery Deck face cards must pass during bidding. is turned over. The amount down in a row, 1 card of spice shown for each on the card is player who placed in the is allowed highlighted to bid. territory.

But there are Alerts mixed in with the Auction: Spice! The first card in the row is now auctioned off for spice. If Shai-Hulud appears First Player during a Spice Blow, The bidding is started by the . If that player a Nexus occurs and already has 4 Treachery Cards, the next player to the right the players have the who does not have 4 Treachery Cards opens the bidding. opportunity to make The player who bids first must bid 1 or more spice or and break Alliances. pass. Bidding then proceeds to the bidder’s immediate More on this later... right. The next bidder may raise the bid or pass and so on around the table until a top Those are the bidding Any player with 0 or 1 spice can bid is made and all other players pass. The basics, but do check collect spice from the Spice Bank top bidding player then pays the number of the full rule book and to bring their total to 2 by calling spice they bid into the Spice Bank and takes Player Sheets for other out “CHOAM Charity.” 6 the card. important details.

Quick start Guide A.indd 6 28/06/19 11:23 AM PL AY: Revival PL AY: Revival

As Atreides, you get a free revival of 2 forces. Check your Player Sheet, some factions are different.

Force Revival: As the game progresses, Leader Revival: If all 5 of a player’s leaders forces will end up in the Tleilaxu Tanks. In are in the Tleilaxu Tanks, they may revive revival, all players may revive up to 3 forces one leader per turn until all of their leaders from the Tleilaxu Tanks. have been revived. Free: A certain number of forces are Fighting Strength: To revive a leader, revived for free as stated on the Player a player must pay that leader’s fighting Sheet. strength in spice to the Spice Bank. By Spice: Any additional forces that may Revived Leader Status: A revived leader be revived must be done at a cost of can be played normally and is still subject to 2 spice per force. All spice expended for being a traitor. force revival is placed in the Spice Bank. Dead Again: If a revived leader is killed Limit: A player can never revive again, place it face down in the more than 3 forces per turn. Tleilaxu Tanks. This leader To Reserves: Revived forces cannot be revived again until all must be placed in the player’s of the player’s other revivable reserve. leaders have been revived, killed and sent to the Tanks again.

I’ll take my 2 free forces, Finding myself with plenty plus I’ll pay another 2 of spice but no leaders, spice to take an I’ll pay 6 to revive additional 1 force Feyd-Rautha! to my reserve. 7

Quick start Guide A.indd 7 28/06/19 11:23 AM PL AY: Shipment & Movement PL AY: Shipment & Movement PL AY: Battles

Each player may move, as a group, any number of their The first player ships forces from one territory into and moves. Play then one other territory. proceeds to the right until all players have Forces are free to move completed this phase. into, out of, or through any territory occupied by any FORCE SHIPMENT number of forces. Shipment of Reserves: A player with off-planet FORCE MOVEMENT reserves may make one Ornithopters: A player who shipment of any number starts a force move with of forces from their one or more forces in either reserves to any one Arrakeen, Carthag, or both territory on the map. has access to Ornithopters Payment: and may move forces A player Now I’m moving 4 of my through up to three adjacent must pay spice to the forces from Carthag territories. Spice Bank for their to Arrakeen shipment. The cost One Adjacent Territory: because I have of shipping off-planet A player without a force in Ornithopters. reserves is 1 spice per either Arrakeen or Carthag force shipped into any at the start of their move stronghold and 2 spice does not have access to per force Ornithopters and shipped into can only move any other their forces territory. by foot to one adjacent territory.

Those are the shipping & movement basics, but check the full I’m paying 4 spice to rule book and Player ship 4 forces from my Sheets for other reserves into the important details. stronghold of Carthag. 8

Quick start Guide A.indd 8 28/06/19 11:23 AM PL AY: Battles

I only have 2 forces, so I’m going to commit Lady Jessica, one of my best fighters, to the Battle Determination fight to try and tip the balance. Wherever two or more players’ forces I’m only going to commit 1 force so I will still occupy the same territory, battles have a troop in Arrakeen if I win. must occur between those players. Battles continue until just one player’s forces or no forces remain in all territories on the map. Now, we are set up for the Battle Plan Harkonnen and Atreides to To resolve a battle, each player must secretly formulate hold a battle in Arrakeen! a Battle Plan. A Battle Plan always includes the number of forces dialed on the battle wheel. If possible, it must include a faction’s leader or Cheap Hero Card, and it may include Treachery Cards at the player’s discretion. Battle Wheel: Each player picks up a battle wheel and secretly dials a number from zero to the number of forces they have in the disputed territory. Both players will lose the number of forces dialed on the battle wheel.

Leaders: One Leader Disc is selected and placed face up in the slot on the wheel.

I really want Arrakeen, so I’m going to commit my best fighter. I don’t want to lose too many troops, so I’m only going to commit 2 troops to the battle. Battle Plans continue on the next page... 9

Quick start Guide A.indd 9 28/06/19 11:23 AM PL AY: Battles, Treachery Cards PL AY: Battles, Battle Resolution

...Battle Plans continued Revealing Wheels & I only have a Crysknife Battle Resolution Treachery Cards: projectile weapon and a Winner: The winner is Now you may play Snooper poison defense, the player with the higher either a weapon or and am arming Lady total of number dialed plus defense Treachery Jessica with both. leader’s fighting strength. Card or both by holding them Weapons: If a player’s against the wheel. opponent played a weapon Treachery Card but the Remember, all player did not play the Battle Plans are proper defense Treachery Lady Jessica dies - our kept secret behind Card, the player’s leader Snooper defense doesn’t the wheels! is killed and cannot count stop the Stunner! toward their total. And our Crysknife weapon Killed Leaders: Any is blocked by the Shield on leaders killed are the Harkonnen’s side. immediately placed face up in the Tleilaxu Tanks. The Feyd-Rautha lives - our Shield winner receives their value projectile defense stopped (including their own leader, the Crysknife. And our if killed) in spice from the Stunner is not blocked by Spice Bank. the Snooper defense Surviving Leaders: of the Atreides. Leaders who survive remain in the territory where they were used until all battles in other territories have been resolved. Then they are retrieved by their owners.

The total is: I’m arming Feyd-Rautha with a Stunner projectile Atreides: 1 (Wheel dial 1 + 0 for killed leader) weapon and a Shield projectile defense. Harkonnen 8 10 (Wheel dial 2 + 6 for surviving leader)

Quick start Guide A.indd 10 28/06/19 11:24 AM PL AY: Spice Collection

The spice must flow! Now its time to collect the spice.

Lady Jessica goes to the Any player with Tanks as she was killed by forces in a sector of Harkonnen’s Treachery Card, a territory in which along with our 2 forces. Plus there is spice may now our Treachery Cards are collect that spice. discarded. If you control Carthag or Arrakeen your Losing: The losing player loses all of the forces can collect 3 forces they had in the territory to the spice per force in the Tleilaxu Tanks and must discard every sector. Take the spice Treachery Card they used in their Battle from the sector and Since I no longer Plan. Note that the loser does not lose his put it behind your control Arrakeen leader as a result of battle. Leaders are Player Shield. my force in Broken killed only by weapon Treachery Cards. Land only collects Forces only collect 2 Since I control Carthag 2 spice. Winning: The winning player loses only the spice per token if you my troops in Hagga Basin number of forces they dialed on the don’t control Carthag collect 3 spice Battle Wheel. These forces are or Arrakeen. placed in the Tleilaxu Tanks. each, for a total of 6 The winning player may also spice. keep or discard any of the cards they played.

Harkonnen losses are 2 forces for the number dialed on the wheel. Uncollected spice Feyd-Rautha gets to remains where it is for return home and we’ll future turns. keep the Treachery Cards in this case.

11

Quick start Guide A.indd 11 28/06/19 11:24 AM PL AY: Mentat Pause Phase SEQUENCE OF PLAY QUICK REFERENCE Now it’s time to see if anyone has won. 1.Storm Phase 6. Shipment and If any player occupies three strongholds The Storm Marker is moved around Movement Phase with at least one of the map. The faction whose Player Starting with the First Player and their forces in the Marker the storm next approaches will proceeding counterclockwise, each First Player Mentat Pause Phase, be the for this turn. player in turn ships forces down to that player wins the the planet or brings in forces from the game. 2. Spice Blow and southern hemisphere (Fremen) and Nexus Phase then moves their forces on the game If players in an board. Alliance control The top card of the Spice Deck is four strongholds turned over and the amount of spice between them, that shown on the card is placed in the 7. Battle Phase Alliance wins the highlighted territory. If Shai-Hulud Players must resolve battles in every game. For example appears during the Spice Blow Phase, territory that is occupied by forces if the Harkonnen a Nexus occurs and the players have from two or more factions. and Fremen were the opportunity to make and break in Alliance Alliances. 8. Spice Harvest here they would win 3. CHOAM Phase the game. Charity Phase Forces in territories that contain spice may collect the spice. Players with 0 or 1 spice may claim CHOAM Charity. 9.Mentat Pause Phase 4. Bidding Phase Factions either declare a winner No one controls Players bid spice to acquire Treachery (or winners) or take some time to three strongholds, Cards. evaluate their positions on the map and no Alliance holds and then move the Turn Counter to Check your Player four strongholds, the next position on the Turn Track to Sheets. 5. Revival Phase so the game begin the next turn. All players are allowed to reclaim goes for Some factions forces and leaders from the Tleilaxu another have special victory Tanks. turn. conditions that trigger at the end of turn 10. 12 www.GF9GAMES.com

Quick start Guide A.indd 12 28/06/19 11:24 AM