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DUNE Factions&TreacheryCards+EXP1-3 v2
DUNE Factions&TreacheryCards+EXP1-3 v2
DUNE Factions&TreacheryCards+EXP1-3 v2
10 1/4 1 10 10
Free Revival: Shipment Cost: Movement Range:
Arrakeen 2 2 1 1 3
Paul Atreides of the Planet Caladan
You have powers of prescience. This gives you knowledge of Treachery Cards, the
location of the next Spice Blow, and elements of your opponents' Battle Plan. The KARAMA: You may play a Karama card once per game to force
Atreides have an excellent intelligence network, you are the only player allowed to your opponent to reveal their entire Battle Plan (dial value,
take notes during the game. leader, and any treachery cards).
ALLIANCE: You may assist your allies by forcing their
The Kwisatz Haderach becomes available once you have lost 7 forces in battle. opponent to show them one element of their Battle Plan.
7. Battle Phase
3. CHOAM Phase Resolve battles in each territory that is occupied by more than
Claim up to 2 CHOAM Charity if you have only 1 or no spice. one faction.
9. Mentat Phase
Collect bribes. A faction occupying 3 strongholds (or an alliance
5. Tleilaxu Revival Phase [Free Revival 1] holding 4 strongholds) wins the game. Holding all 3 Tech Tokens
Additional forces may be revived at a cost of 2 spice per force. No counts as a stronghold but cannot be shared between allies. If no
more than 3 forces may be revived per turn. faction has won the game by the end, you have prevented
control of Dune and automatically win the game!
Treachery Cards 10 Special Cards:
1 Weather Control ‐ played at the start of a Storm Phase, enables player to
control the storm this phase and move it from 0 to 10 sectors in a
38 Battle Cards: counterclockwise direction.
5 Projectile Weapons ‐ used as weapons during battle. 1 Family Atomics ‐ played after storm movement is revealed but before
5 Shields ‐ defends your leader against any Projectile Weapon in battle. the storm moves. You must have forces on or next to the Shield Wall
5 Poison Weapons ‐ used as weapons during battle. without a storm blocking you. This blows up the Shield Wall and all forces
5 Snoopers ‐ defends your leader against any Poison Weapon in battle. on it. Place the Destroyed Shield Wall token on the wall as a reminder. The
1 Weirding Way ‐ a special weapon. Counts as a Projectile Weapon, Imperial Basin, Carthag, and Arrakeen are no longer protected from the
unless played with another weapon. Then it counts as a Projectile Defence storm. Remove the card from the game after use.
(not as a Shield).
1 Chemistry ‐ a special defence. Counts as a Poison Defence, unless 1 Thumper ‐ played at the beginning of a Spice Blow Phase. Instead of
played with another defence. Then it counts as a Poison Weapon. revealing the next Spice Blow Card, it causes a sandworm to appear. Phase
1 Shield Snooper ‐ a special defence. Both a Shield and Snooper. proceeds as though Shai‐Hulud has been revealed.
1 Poison Blade ‐ a special weapon. Both a Projectile and Poison Weapon. 1 Harvester ‐ played just after Spice Blow comes up. Double the Spice Blow
1 Lasgun ‐ a special weapon. There is no defence against a lasgun. But, amount.
should a Shield be played in the same battle, a nuclear explosion occurs,
wiping the territory clean with both sides losing everything. 1 Hajr ‐ played during Shipping and Movement Phase. Allows one extra
1 Poison Tooth ‐ a special weapon. Kills both leaders without possible movement for either forces that have already moved this turn or those that
defence. Decision is made after Battle Plan is revealed. Discard if used. have not been moved.
1 Artillery Strike ‐ a special weapon. Kills both leaders unless shielded.
Leaders do not count towards battle total, nor do dead leaders yield spice. 1 Recruits ‐ played during Revival Phase to double the base Free Revival
3 Cheap Hero ‐ played in place of a leader in battle. Has no value and is rates and raise the normal revival limit to 7 for all factions.
discarded afterwards.
6 Worthless Cards ‐ have no value in play and must be used instead of a 2 Truthtrance ‐ played at any time against any player. Forces that player
weapon or defence to get rid of. Special to the Bene Gesserit and CHOAM. to answer any one "yes" or "no" question concerning the game. May
1 Reinforcements ‐ Play instead of a weapon or defence. Adds 2 to dial answer "I don't know" if the question is about a future action that is not
and then sends 3 forces from reserves to tanks. Discard after use. known.
1 Harass and Withdraw ‐ Play as a weapon or defence. Your undialed 1 Amal ‐ played at the start of any phase. All players must discard half
forces return to your reserves. Canceled by traitor. Discard after use. their spice (rounded up) to the Spice Bank.
1 Tleilaxu Ghola ‐ play at any time to get an extra revival. Immediately get
2 Karama Cards: either one of your leaders or 5 of your forces back to your reserves.
When played can do any one of the following:
A) Use the special Karama power of the player's faction. See faction sheet for details.
B) Prevent other players from using one of their advantages once, at execution. Can stop alliance benefits. Preventable advantages are preceded by
C) Play during Shipment Phase to ship at discounted Guild rates (1/2 price of shipment) or allow ally to do so. Spice paid goes to the Spice Bank.
D) Play to immediately win an auction, or to pay for a bid that is higher than player's spice total at auction.
Padishah EMPEROR
10 1/4 1 0 20
Free Revival: Shipment Cost: Movement Range:
1 2 1 1 3
Padishah Emperor Shaddam IV of House Corrino
You have access to great wealth. All proceeds from the Bidding Phase are paid to
KARAMA: You may play a Karama card once per game to
you and you may make direct contributions to your ally.
revive up to 3 forces or one leader for free.
You command the elite Sardaukar terror troops of Selusa Secundus. ALLIANCE: You may share your great wealth with your allies.
You may also pay spice directly to the bank to revive up to 3
additional forces for your ally