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Dune express

Dune Express is a dice game, that means it's The Dice


played predominantly with dice. But not normal
• 4 Faction Dice, showing the names of
dice! This game uses special dice that you'll
the factions: Atreides, Bene Gesserit,
make yourself. The game works best with 3-4
Corrino, Fremen, Spacing Guild and
players but you can be played with 2 or 5. With
Harkonnen.
more than 5 it's a very long game (not
• 1 Traitor Die, showing Crysknife,
recommended!)
Shield, Poison, Snooper, Hunter Seeker
and Truth Trance.
Background • 1 Location Die, showing the locations:
This game is themed around the fight for Dune Sietch Tabr, Carthag, Arrakeen, Tuek's
(also known as Arrakis), which is a planet Sietch, Polar Sink and Habbanya Sietch.
featured in a series of books by Frank Herbert. If • 1 Spice Die, showing 1 Spice, 2 Spice, 3
you're a fan of the book, then you might well Spice, 4 Spice, 5 Spice and Shai Hulud.
find this little game to your taste. There is a
fantastic board game simply called DUNE, and
this is a dice based express version of that game. Objective
In the book and the game a number of factions The objective of Dune Express is to be in sole
war against each other to gain control of the control of three of the five winning locations on
planet Dune. Dune is the only planet in the the Dune map. These are Sietch Tabr, Carthag,
universe that produces “Spice” - a drug that Arrakeen, Tuek's Sietch and Habbanya Sietch.
extends the life of its users, as well as giving The Polar Sink region is not a winning location.
them various levels of prescience. If at the end of your turn you are the sole
In this game you will play the part of one of the occupant of three winning locations you
factions trying to gain control of the planet. instantly win!

Making the Game Setting up


There are two pages to print. The first is the 1. Place the board in the center of the table.
board, which features the six areas of the planet 2. Pick a random starting player; play will
used in this game. You can just print this out to proceed clockwise.
normal paper and leave it at that if you want. Yet 3. Starting with the last player and going
if you mount the paper on a cardboard backing it backwards in turn order, players each choose a
will make the game more substantial and stop it Faction to play this game.
“blowing away” in a draft. 4. The starting player begins.
The second sheet contains a number of dice
faces. Once again, you can print this to paper On Your Turn
and then cut out all of the faces and stick them You begin your turn by rolling the dice and
to some standard dice with tape. Each row on setting aside any of the dice you want to keep.
the sheet contains the faces for one die. You must set aside at least one of the dice. After
I would however recommend that you print setting aside those you wish to keep, you may
these faces onto thin card and cut them out, then roll the remaining dice again. Once again you
use white glue to stick these to standard dice. must set aside at least one of these dice. Your
When all 7 dice are dry, you are ready to play! keep repeating this process until all the dice
You are also going to need a number of counters have been set aside. Remember you must set
for each player, of different colours. You can use aside at least one die after each roll.
poker chips, glass beads or even coins of
different denominations. At most you're likely to Once all of the dice are set aside, you have
need about 10-15 each. finished rolling. Look at your results.
Results Examples
Example 1
Traitor Die Paul is playing the Atreides faction and after
If your Traitor die shows Poison, Hunter Seeker rolling until all dice were set aside, the
or Crysknife then you may immediately remove following results were gained:
one of your opponent's Troop Counters from • Faction Dice
anywhere on the board. If the die says anything Atreides
else then it has no effect. Atreides
Harkonnen
Location Die Spacing Guild
The Location indicated on this die indicates the • Traitor Die
Active Location on the board into which you Poison
may place new Troop Counters, and to which • Location Die
you may move Troop Counters from the Polar Carthag
Sink. The Polar Sink space is a special location - • Spice Die
it is the only location on the board from which 3 Spice
you can move Troop Counters to another
location on the board. Paul has rolled “Poison”, so he immediately
removes one Troop Counter of his Harkonnen
Faction Dice opponent from Arrakeen.
There are four Faction dice. Each die result Paul has rolled 3 Spice, which means he could
which shows your faction represents one Troop potentially move/place three Troop Counters.
Counter that you may place on the board in the The Carthag result on the Location die indicates
space matching the face you rolled on the that Paul's Troop Counters can only be
Location die. moved/placed into Carthag.
However, the amount of troops you are able to Paul's two Atreides Faction dice give him two
place is dependent on your Spice die result new Troop Counters, and as he has three Spice
giving you sufficient funds. Paul can spend two Spice to place these two
Troop Counters directly into Carthag.
Spice Die This leaves Paul with 1 Spice still to spend.
The result on the Spice die is important to the So if Paul had any troops in the Polar Sink he
placing and movement of would be able to spend his remaining Spice to
Troop Counters on the board. For each unit of move one Troop Counter from the Polar Sink
Spice you've rolled allows you to place one into Carthag. However, he has no Troop
Troop Counter into the Location on the board Counters in the Polar Sink, so he ends his turn,
that matches your Location die, up to the passing all the dice to the player on his left.
maximum allowed by your Faction Dice result.
It also costs 1 Spice to move a single Troop
Counter from the Polar Sink to the Location on Example 2
the board matching the result on the Location Pieter is playing the Harkonnen faction, after
die. rolling until all dice were set aside, the
If the Spice Die shows the Shai Hulud result, following results were gained:
then you can't move or place any Troop • Faction Dice
Counters this turn. Harkonnen
Harkonnen
Harkonnen
Harkonnen
• Traitor Die
Shield
• Location Die
Polar Sink
• Spice Die ADVANCED RULES
1 Spice
Snoozefest's Special Faction Powers
The Traitor die shows Shield so Pieter receives
no benefit from it. Bah! House Atreides
Pieter has lucked out and rolled his Faction on Prescience: At the beginning of the Atreides
all four of the Faction dice. However, player's turn, he may choose not to roll one die
unfortunately he has only rolled a 1 on the Spice in order to set aside another die with any result.
die, meaning he will only be able to place 1
Troop Counter in the Polar Sink location on the House Harkonnen
board. Underhanded: The Harkonnen player always
treats rolls on the Traitor Die as a Poison, Hunter
Combat Example Seeker or Crysknife result on his turn.
The Tuek's Sietch location has two Spacing
Guild Troop Counters in it. Three Corrino Troop House Corrino
Counters are moved into Tuek's Sietch. Combat Financial Support: The House Corrino player
immediately takes place, with the troops may keep unused Spice for future turns (you will
eliminating each other on a 1 to 1 basis. Here, need to make your own Spice counters).
two Spacing Guild Troop Counters are Sardaukar: When placing Troop Counters on
eliminated, as are two Corrino Troop Counters. the board, the House Corrino player may spend
This leaves 1 Corrino Troop Counter in the an additional Spice to make the unit a Sardaukar
space, and the Corrino player in control of the Counter. Sardaukar Counters count as two Troop
location. Counters for purposes of combat. (You will need
to make your own Sardaukar Counters.)
Q &A
Q : Am I able to keep Faction Dice or Spice Die Fremen
results which were not used in my turn for next Resourceful: The Fremen player gains 1 free
turn? Spice each turn, and may keep unused Spice for
A: No, no die result carries over into your next future turns (you will need to make your own
turn. Spice counters).
Q : What does Shai Hulud mean on the Spice Hardy: In any combat that the Fremen player is
Die? involved in, he may spend 1 Spice or remove 1
A : You're not able to place any new troops or of his Troop Counters from the table to make
move troops from the Polar Sink. any of his Troop Counters count as two until the
Q : What do Shield, Snooper and Truth Trance end of the combat.
results on the Traitor Die do?
A : Nothing at all. Bene Gesserit
Q : I didn't roll any Faction Dice for my Faction. Manipulation: At the start of the game, before
Can I still move Troop Counters from the Polar the First Player takes their turn, the Bene
Sink? Gesserit player secretly chooses a round number
A : Yes, if you happen to have Troop Counters in and writes it down on a piece of paper.
the Polar Sink, and have the Spice available to Whenever the First Player receives the dice for
do so. their turn, they move the round number up one.
Q : Can I move Troop Counters into any If at any point any player ends their turn in
location during my turn? control of three winning locations on the round
A : No. You may only move Troop Counters into the Bene Gesserit player has chosen, he reveals
the location indicated by the Location Die. the round number on the sheet, and immediately
wins the game.
Spacing Guild
Monopoly: After setting aside all the dice, but
before playing his turn, the Spacing Guild player Dune Express original game design by FNH1.
may turn the Location Die to any result he http://www.boardgamegeek.com/user/FNH1
wishes.
Transportation: The Spacing Guild player may Advance Rules by Snoozefest.
move Troop Counters to the Active Location http://www.boardgamegeek.com/user/snoozefest
from any location.
Thumper Variant by Steamrunner.
Alternate Dice Rules http://www.boardgamegeek.com/user/steamrunn
Regular Dice Variant er
If you don't want to put together your own set of
Dune Express dice, you may use regular six- Board design by Mechanicalfish
sided dice of different colours, using the http://www.boardgamegeek.com/user/mechanica
following as a key: lfish

Faction Dice – 4 White Dice – Roll success on a Alternative Dice Design by FezAZ.
1. http://www.boardgamegeek.com/user/FezAZ
Traitor Die – 1 Black Die – 1, 2, and 3 are
Poison, Hunter Seeker and Crysknife Rules compiled by Katatonic.
respectively. 4, 5, and 6 are Shield, Snooper http://www.boardgamegeek.com/user/katatonic
and Truth Trance respectively.
Spice Die – 1 Red Die – 1-5 is the amount of See the BoardGameGeek page for Dune Express
Spice available, 6 is Shai Hulud. http://www.boardgamegeek.com/boardgame/426
Location Die – 1 Blue Die – 1-6 correspond to 17
the locations found on the map below.

Snoozefest's Dice Variant


Snoozefest's advance rules use the following
rules for the dice:

Same as Regular Dice Variant, except:


Faction Dice – Succeeds on a 1 or 2.
Traitor Die – Succeeds on a 1 or 2.

Chris Heinzmann (steamrunner)'s Thumper


Variant
In this variant, a roll of Shai Hulud cannot be re-
rolled, and immediately is set aside. Traitor Die
results are resolved as normal.

Alternatively, a three-roll limit may be imposed


upon players in order to add tension to the rolls.

The Shield result on the Traitor Die is replaced


with a Thumper result. When a player rolls a
Thumper result, he takes a Thumper Token. In a
later turn, the player may discard the Thumper
Token in order to re-roll one Shai Hulud result.

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