Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction...

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Rules for DUNE

Transcript of Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction...

Page 1: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

Rules for DUNE

Page 2: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

Avalon Hill's Dune

I. INTRODUCTION

Frank Herbert's classic science fictionnovelDune will live for manygenerations as a masterpiece of creativeimagination. In this game you can bringto life the forbidding alien planet andthe swirling intrigues of all the book'smajor characters.

Dune - the very name conjures updesolation. Desert sandscapes covermost of the planet surface, broken onlybe great rock ridges. Giant worms aquarter mile long live beneath the sandand attack any who linger on it. Humanlife exists in a few scattered placeswhere precious water is available, buteven those settlements are buffeted byterrifying coriolis storms.

Yet the planet is crucial to the destinyof a galactic empire. Because only onDune can spice be harvested. Spice isthe key to interstellar travel. Only byingesting the addictive drug can theGuild Steersman continue to experiencevisions of the future, enabling them toplot a safe path through hyperspace.Spice is also a geriatric medicine whichprolongs life. Only by assuring a stablesupply of it throughout the galaxy canany Emperor avoid civil revolt. Withspice, in short, one can buy whatever hewants.

Powerful forces struggle for control ofDune. Imperial troops, aristocraticfamilies, Guildsmen, a secretsisterhood, and the nomadic nativeFremen all vie for power on the planet.

All are subject to the rigid economics oftheir joint merchant combine, CHOAM;resources are expensive, shipping iscostly, excellence has a price. And thatprice must be paid in the universalcurrency, the measure of all value:spice.

All need spice. Some will harvest itdirectly when it blows in an isolatedarea of sand, risking the onslaught ofworm and storm alike. But others willtake it violently in battle, or quietly intaxes and fees.

Those controlling large settlements willhave access to ornithopters and covergreat distances quickly. Other will haveto pick their way slowly across sandand rock. And all anxiously await thedecision-making nexus signaled by thesudden appearance of the great sandworm 'Shai-Hulud'.

Massive battles will occur, but often bedecided by a single brilliant leader or anact of low treachery. But death on Duneneed never be tragic. The dead areroutinely rendered up for their body'swater -- so that life on the arid planetmay continue. And even one survivingcell of an individual may be cultured bythe Tleilaxu technicians until theoriginal person is regrown.

You will be one of these characters:

• The youthful Paul Atreides(Muad'dib) - rightful heir tothe planet, gifted with valiantlieutenants and a strange partialawareness of the future, butbeset by more powerful andtreacherous opponents.

• The decadent Baron VladimirHarkonnen - master oftreachery and cruel deeds.

• His majesty the PadishahEmperor Shaddam IV -- keenand efficient, yet easily lulledinto complacency by his owntrappings of power.

• Guild Steersman Edric (inleague with smugglerbands) -- monopolist oftransport, yet addicted to everincreasing spice flows.

• Fremen ecologist Liet-Kynes -commanding fierce hordes ofnatives, adept at life and travelon the planet, and dedicated topreventing any outside controlwhile bringing about Dune'sown natural regeneration.

• Gaius Helen Mohiam,Reverend Mother of the BeneGesserit sisterhood -- ancientand inscrutable, carefullytrained in psychological controland a genius at achieving herends through the efforts ofothers.

• Speaker of the LansraadHouse -- with the GreatHouses of the Lansraad, theImperial governing body,behind you the benefits ofnumbers and the advantages ofthe legal system make otherswary of your power.

• Scytale of the Bene Tleilax -as a force beyond theImperium's normal boundariesyou delve into a good deal,from recreating the dead fromas little as a singe cell, yourmystical presence is pervasive.

• Inquisitor of Ix -- you comefrom a system whose strengthis derived from manufacturingthings, from the exotic to themundane. You find mobilityand technology easy to comeby and hold the keys to newfrontiers.

In Dune you can explore many of thepossible interactions which might havetaken place among these fascinatingcharacters with their own drives, need,and special advantages.

Dune has been divided into a BasicGame, and Advanced Game, andOptional Rules. Learn and play theBasic Game several times beforeventuring into the Advanced Game. TheOptional Rules add extra flavor to thegame.

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Page 3: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

II. EQUIPMENT

A. Game Board

1. Printed on the board is a map of theplanet Dune. The map contains fourtypes of territories.

Sand -- yellow, orange or brownRock -- greyStronghold -- redPolar Sink -- blue

2. The map is also divided by longitudelines into 18 sectors which extend fromthe edge of the Polar Sink to the horizon.

3. Six player dots surround the map.

4. Places have been provided for theSpice and Treachery Decks

B. Character Sets

1. Each set is composed of three types ofcomponents:

a.A playing shield bearing the likeness ofthe character and its advantages.

b.5 large discs - each showing a leaderand his fighting strength.

c.20 small tokens (the starred tokens haveno significance in the Basic Game).

2. All components of each player sethave the same colour for identification.

C. Two Battle Wheels:

(must be assembled and joined with thecenter pin included in game).

D. Card Decks

The game includes a number of carddecks:

1.Spice Deck2.Treachery Deck

Spice Harvest Decks

3.Spice Harvest Deck4.Voting Deck5.Shares Deck6.Access Card Deck

The Duel Decks

7.Dueling Card Deck8. Block Tokens (with little wavy lines)used in the Kanly Duels

E. Spice Tokens

(in denominations of 1, 2 and 4 andprinted on both sides).

F. Storm Marker

A brown storm maker to denote thesection of Dune currently understorm.

G. Storm MovementMarkers

Six storm movement markersnumbered 1-6, these are not printedon the back

H. Player Aid Pad &Instructions

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Page 4: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

BASIC GAME

III. SET-UP FOR PLAY

A. The board is set out on a flat surface

B. All spice tokens are located in aconvenient place hereafter known as thespice bank.

C. The spice and treachery decks areshuffled and placed face down in theappropriate location on the game board.Played cards will be piled face up next tothe decks and discards reshuffled torestock the treachery deck as necessary.

D. Each player gets one Player Aid Sheet.

E. Each player selects one character set.If players cannot agree on the selections,each player chooses a characterrandomly. He reads the shield'sinstructions and sets up his character asfollows. (Note: A player character hasspecial powers that may contradict therules. Its particular powers always haveprecedence over the rules.)

1. He places his shield at the closestplayer dot to his seat at the table.

2. All leader discs (excepting the maincharacter [which is a 10 or an 8 value])are placed face down in the center of theboard and thoroughly mixed. Each playerthen draws four discs at random from thepile and secretly selects one of theopponents' leaders (if he drew one)

to be in his pay as a traitor. Thetraitor's name is then circled on hisPlayer Aid Sheet. All leaders arereturned to the pile which is thenre-mixed. The leader discs are thenturned face up and recovered by theowning player.

3. Spice tokens equal to the amountindicated on each shield are removedfrom the Spice Bank and given tothat player.

4. Each player's tokens are placed onthe board and in reserves asinstructed.

5. One card from the treachery deckis dealt to each player.

IV. OBJECT OF PLAY

Each character has a set of uniqueeconomic, military, strategic, ortreacherous advantages. The object of thegame is to use these advantages to gaincontrol of Dune. Consult the followingchart to determine the number ofstrongholds needed to win.

Cities Needed For Victory

Faction Size

Players 1 2 3+

2 4 - -

3 4 5 -

4+ 3 4 5

V. SEQUENCE OF PLAY

DUNE is played in turns to a maximumlimit of 15 turns. Each turn is composedof six specific rounds that must becompleted in the exact sequencepresented below.

A. Storm Round

The storm marker is moved around themap.

B. Spice Blow

The top card of the spice deck is turnedover and spice tokens are placed in theterritory indicated.

C. Bidding Round

Players bid spice to acquire treacherycards.

D. Revival and MovementRound

First, players reclaim tokens from the

'Bene Tleilaxu Tanks'. Then eachplayer, in turn, lands and moves histokens on the map.

E. Battle Round

Players resolve battles in everyterritory which is occupied by two ormore characters' tokens.

F. Collection Round

Tokens in territories which containspice may collect the spice.

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Page 5: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

VI. STORM

A. In the first storm round only, thestorm marker is placed at a randomlocation along the map edge using thefollowing procedure. The player whoseplayer dots are nearest on either side ofthe storm 'at start' sector willindependently dial a number from 'zero'to 'twenty' on the wheels. The twonumbers are revealed simultaneously,totaled, and the storm marker moved

from the 'at start' sectorcounterclockwise that number of sectorsaround the map.

B. In all subsequent storm rounds, thetwo players who last used the wheels willindependently dial a number from '1' to'3', simultaneously reveal the numbers,add them and advance the storm markerfrom its current positioncounterclockwise that number of sectorsaround the map.

C. Any tokens in a sector of sandterritory (except the Imperial Basin)over which the storm passes or stopsare sent to the 'Tleilaxu Tanks'. Anyspice in a sector over which a stormpasses or stops is removed tothespice bank.

VII. SPICE BLOW

A. The top card of the spice deck isturned over.

1. If it is aterritory card, the amount ofspice indicated on the card is placed fromthe spice bank onto the territory in thesector containing the asterisk. If theasterisk sector is currently in storm, nospice is placed that turn.

2. If it is a worm card, all spice andtokens in the territory last turned up inthe spice deck are removed to the spicebank and tanks, respectively, ANDanother card is turned over, and so on,until a territory card appears and spice isplaced.

B. If a worm card appears, a Nexusoccurs immediately during whichalliances can be formed and broken. (SeeXII. Alliances).

C. If a worm card is drawn, anyadditional worm cards drawn thatround are ignored (excepting theFremen free ride benefits)

D. During the first turn's spice blowonly, all worm cards turned over arereshuffled back into the spice deck.A nexus will not occur on turn 1.

VIII. BIDDING ROUND

A. One of the players deals from theTreachery Deck a number of cardequal to the number of players who canbid for Treachery Cards this round. Aplayer cannot bid for Treachery Cards ifhe already holds4 Treachery Cards.

B. The dealt cards are placed face downin a row along one board edge. The firstcard in the row is now auctioned forspice.

1. The player whose player dot the stormnext approaches begins the bid for thefirst card.

2. The first player may bid one or morespice or pass. Bidding then proceeds tothe player to his right who may raise thebid or pass and so on around the tableuntil a top bid is made and all otherplayers pass. The top-bidding player thenpays the number of spice he bid into tothe spice bank and takes the card.

C. No player may bid more spice than hehas.

D. In subsequent bidding that round, thefirst player to the right of he player whoopened the bid for the previous cardbegins the bidding for the next card. Inthis way every player gets a chance toopen the bidding for a Treachery Card.

E. Bidding for treachery cards continuesuntil all cards available for bid have beenauctioned off or a card is not bid on byanyone. If a card is passed by everyone,all remaining cards are returned to thetop of the Treachery Deck and thebidding round is over.

F. The number (not the type) ofTreachery Cards each player holds mustalways be open to the other playersduring the bidding round. Nobody isallowed to hide the number of cards hehold at this time.

G. A player can never have morethan four cards in his hand at anyone time. If he has a full hand, hemust pass on all cards up for bid.

H. Each player must bid quicklyafter the previous player or he isassumed to have passed. Fiveseconds is the recommended timeframe.

I. CHOAM Charity:

At the start of the bidding round, anyplayer who has no spice may collecttwo spice from the Spice Bank bycalling out "CHOAM Charity".

J. A description of each TreacheryCard is given in the Player Aid Pad.

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Page 6: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

IX. MOVEMENT

A. The player whose player dot the stormnext approaches is termed the 'firstplayer'. He always opens the bidding forthe first Treachery Card and makes thefirst move in a turn. If a storm is on theplayer dot, it is considered to have passedthat player.

B. Token Revival

Before any movement is made, allplayers may revive up to three tokensfrom the 'Tleilaxu Tanks'.

1. A certain number of tokens are revivedfor free as stated on the shield Anyadditional tokens that may be revivedmust be done at a cost of two spice pertoken. All spice expended for tokenrevival is placed in the spice bank.

2. A player cannot revive more than threetokens per turn (excepting TreacheryCard usage or Bene Tleilaxu alliance)

3. Revived tokens must be placed in thatplayers' Reserves.

C. The 'first player' takes his move first.Play then proceeds to the right until allplayers have taken their moves. Eachplayer's moved is composed of twosegments.

1.Shipment:

a. A player may make one shipment ofany number of tokens from his reservesto any one territory on the map.

b. A player must pay spice to the spicebank for his shipment. The cost ofshipping off-planet reserves is one spiceper token shipped into any strongholdand two spice per token shipped to anyother territory. The Fremen player doesnot have to pay as his reserves are on thefar side of DUNE. Please see hisinstructions regarding limitations onwhich areas may be shipped to.

c. No player may ship into a sector instorm or a stronghold already occupiedby two other players. Otherwise,shipments may be placed in any territory.

d. No player may ship tokens from theboard back to his reserves.

2.Token Movement

a. Each player may move, as a group,any number of his tokens from oneterritory into one other territory.

1) A player who starts his move with oneor more tokens in either Arrakeen,Carthag, or both has access toornithopters and may move his tokengroup through up to three adjacentterritories. The token group does nothave to be in Arrakeen or Carthag tomake the three territory move. Thelocation of the storm marker on the mapdoes not deprive the owning players ofthis benefit. Example: A player with oneor more tokens in Arrakeen would beable to move tokens starting in Tuek'sSietch through Pasty Mesa and ShieldWall to the Imperial Basin where theymust stop.

2) A player without a token in eitherArrakeen or Carthag at the start of hismove does not have access toornithopters and can only move his tokengroup by foot to one adjacent territory.

b. Each player may make only one moveper turn

c. Sectors have no effect on movement,i.e., tokens can move into or through aterritory ignoring all sectors. As sector'sonly function is to regulate themovement and coverage of the storm andspice collection. No token may moveinto, out of, or through a sector in storm(including non-sand territories). Manyterritories occupy several sectors, so thata player may move into and out of aterritory which is partly in the storm andpart out, so long as the group does notpass through the part covered by thestorm.

d. When ending a move in a territorylying in several sectors, a playermust make clear in which sector ofthe territory he chooses to leave histokens.

e. The polar sink is never in storm.

f. Tokens do not block movementwith one exception: Like shipment,tokens cannot be moved into orthrough a stronghold if tokens of twoother players are already there.Otherwise, tokens are free to moveinto, out of, or through any territoryoccupied by any number of tokens.

D. Leader Revival

1. If all 5 of a player's leaders are inthe 'tanks', a player may revive oneleader per turn until all of his leadershave been revived.

2. To revive a leader the player mustpay the leader's fighting value inspice to the spice bank.

3. A revived leader can be playednormally and is still subject to beinga traitor.

4. A player may revive a leaderonlyat the end of his move.

5. If a revived leader is again killedand sent to the 'tanks' it cannot berevived again until all of the player'sother revivable leaders have beenrevived, killed and sent to the'tanks' again.

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Page 7: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

X. BATTLES

A. Battle Determination

1. Battles must occur between playerswhose tokens occupy the same territory.

2. Battles continue until just one player'stokens or no tokens remain in allterritories on the map with twoexceptions:

a. Players cannot battle one another in aterritory if their tokens are separated by astorm sector. Their tokens can remain thesame territory (in separate sectors) at theend of the round.

b. Players cannot battle in the Polar Sink.It is a free haven for everyone and maybe occupied by more than one faction ata time.

3. When resolving battles, the 'firstplayer' is named the aggressor until all ofhis battle have been fought. Theaggressor chooses the order in which hewishes to fight his battles. Then theplayer to his immediate right becomesthe aggressor and so on, until all battlesituations are resolved.

4. If three or more players are in thesame territory, the aggressor picks whohe will battle first, second, etc., for aslong as he survives.

B. Battle Plan

1. To resolve a battle, each player mustsecretly formulate a battle plan. Eachcombatant picks up a 'battle wheel' andsecretly dials a number from zero to thenumber of tokens he has in the disputedterritory.

2. One leader disc is selected and placedface up in the slot on the wheel.

3. He may play either a weapon ordefense Treachery Card or both byholding them against the wheel.

4. When both players are ready, the battleplans are revealed simultaneously.

5. If the Bene Gesserit 'voice' and theAtreides 'prescience' are both present inthe same battle, the 'voice' is used first,the 'prescience' second.

6. A Truthtrance Treachery Card ifavailable could be played at any point inthis procedure.

C. Battle Resolution

1. The winner is the player with thehigher total of number dialed plusleader's fighting strength (value).

2. In the case of a tie, the aggressor haswon.

3. If the opponent played a weaponTreachery Card and the player did notplay the proper defense Treachery Cardthe player's leader is killed and cannotcount toward his total. Both leaders maybe killed and neither count in the battle.Both leaders could survive and becounted.

4. Any leaders killed are immediatelyplaced in the 'tanks'. The winnerreceives their value (including his ownleader, if killed) in spice from the spicebank. Surviving leaders are retained bytheir owner.

5. The losing player loses all the tokenshe had in the territory to the 'tanks' andmust discard all Treachery Cards heused in that battle.

6. The winning player loses only thenumber of tokens he dialed from theterritory to the tanks. He may keep ordiscard any of the Treachery Cards heplayed.

7. Note that the loser does not lose hisleader as a result of battle. Leaders arekilled only by weapon Treachery Cards.

8. No player may use a survivingleader in battle in another territoryduring the same round. The leadermay be played in another battle inthe same territory, however.

9. If a player has at least one leaderor 'cheap hero(ine)' treacherycard available, he must use one inthe battle plan. A player cannotchoose not to play a leader.

10. If a player cannot play a leader inbattle, i.e., they are all in the'tanks' or have fought in anotherterritory that round, he must stillbattle but he must declare that he iswithout a leader and he cannot playany Treachery Cards as part of hisbattle plan. His total is simply thenumber of tokens he dials.

D. Traitors

1. If during a battle, the player'sopponent displays a leader as part ofhis battle plan which the playerselected as a traitor in his pay at thestart of play, he immediately callsout, 'Treachery' and reveals thecircled name on his Player Aid Pad.The player immediately wins thebattle and the opponent must lose allof his tokens in the territory and thetraitorous leader to the'tanks' anddiscards all cards he played.

2. The player loses nothing,regardless of what was played in thebattle plans. He also receives thetraitorous leader's fighting strengthin spice.

3. If both leaders are traitors, each inthe pay of his opponent, bothplayers' tokens in the territory, theircards played and their leaders arelost. Neither player receives anyspice from this.

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Page 8: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

XI. SPICE COLLECTION

A. Any player with tokens in a sector ofa territory in which there is spice maynow collect that spice. The

collection rate is three spice per token ifthe player occupies Carthag or Arrakeen.It is two spice per token if the playerdoes not occupy Carthag or Arrakeen.

B. Uncollected spice remains whereit is for future turns.

XII. ALLIANCES

A. Once a worm (Shai-Hulud) spicecard is turned over on the second orsubsequent turns, a nexus occurs and playstops immediately.

B. All players have a chance to make,join or break alliances. Once playershave had a chance to do so, playcontinues with the worm devouring spiceand tokens and/or giving a free move tothe Fremen.

1. If using the optional Kanly (Duel)rules, a War of Assassins occurs if noalliances exist at the conclusion of thenexus.

C. Forming an alliance

1. Players may discuss amongthemselves the advantages anddisadvantages of allying and with whom.

2. An alliance may contain any numberof players although a larger number willrequire more sietches for victory (seeRule IV).

3. The members of an alliance must berevealed to all. Alliances are not kept insecret, although the agreements made inreaching an alliance may be.

4. Several alliance may be formed at anexus but no player may belong to morethan one alliance.

5. Once all players have had a chance toally, no further alliances can be madeuntil the next nexus.

D. Breaking An Alliance

1. Any player may break an allianceduring a nexus. He just announces that heis breaking from an alliance.

2. Players who break from an alliancehave an opportunity to immediately joinor form a new alliance.

E. How an Alliance Functions

1. Allied players tokens are consideredthe same for purposes of victory. If,together, they hold the requiredstrongholds at the end of the turn, theyhave jointly won the game.

2. Allies may discuss strategysecretly at any time.

3. During the bidding round, alliesmay help each other by paying someor all of the cost of each other'streachery cards so that one can bidmore spice than he actually has.

4. During the movement round, alliesmay pay for each other's shipments.

5. Allies may not enter any territory(excepting the Polar Sink) in whichone of their allies already has atoken(s) and, thus, may never battleone another.

6. Allies may assist one another asspecified on their shields.

XIII. BRIBERY

A. Players are never required to keepsecret the strength of their reserves,cards, or spice held, or traitors selectedalthough they are never obligated toreveal this information.

B. All reserves and spice should be keptbehind the shield. The number oftreachery cards held must be kept openduring the bidding round but can be keptsecret at all other times.

C. Players can make any kind of verbaldeals or bribes between one another.Once made, these deals and bribes maybe stated aloud and must be honored. Aplayer cannot renege on a deal or bribe.Spice can be part of the bribe or deal.

D. A deal or bribe cannot involve thetransfer or gift of Treachery Cards,Leaders, tokens or character powers.A player cannot make a deal or bribethat would contravene the rules orhis character's powers. These are theonly limitations.

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Page 9: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

OPTIONAL RULES

XIV. INTRODUCTION

Each of the optional rules stands byitself. These may be added in part or inaggregate.

XV. ADDITIONALCHARACTERADVANTAGES

A. Players may include the additionalcharacter advantages listed on the backof the Player Aid Sheet with their regularcharacter powers.

B. Because a description of the BeneGesserit ability to coexist is somewhatdetailed, it is presented here rather thanin the Player Aid Pad.

1. You start one token in any territory ofyour choice (instead of just the PolarSink). This is done after the Fremenplacement.

2. Beginning with the second turn, youautomatically receive CHOAMcharity each bidding round whether youhave spice or not.

3. Whenever any other player shipstokens to Dune from off-planet, you mayship, free, one token from your reserves(spiritual advisors) into the same territory(instead of the Polar Sink).

4. Your tokens may coexist peacefullywith all other players' tokens in the sameterritory. While coexisting, your tokenshave no effect on the play of the otherplayers whatsoever. They are treated as ifthey are not even on the board, i.e. theycannot collect spice, cannot be involvedin combat, cannot prevent anotherplayer's control of a stronghold, cannotreceive three territory movement bonus.They are still susceptible to storms,worms and lasegun/shield explosions.

5. You must announce at thebeginning of the movement round,before any movement is started, allterritories in which you no longerwish to remain in coexistence.Anytime you end your move in anoccupied territory in which youpreviously have no tokens or anotherplayer moves his tokens into aterritory only you occupy, you mustannounce immediately whether ornot you will coexist there. Youcannot ship with another player (asspiritual advisors) into a territory inwhich you have stated (or intend tostate when you land) that you are notin coexistence that turn. Thoseterritories in which you choose to be(or remain) in coexistence must stayin coexistence for the rest of the turn.Your tokens in territories not incoexistence are treated as normaltokens. It is assumed you are incoexistence unless you stateotherwise.

XVI. WEATHER

A. After the first turn's placement of thestorm marker by the battle wheel, allsubsequent weather movement isdetermined randomly.

B. In the first turn during the stormround, the Fremen player randomlyselects one weather movement markerfrom the six placed in a coffee cup. Helooks at it and places it face down on themargin of the game board.

C. In the next storm round the number isrevealed; the storm is movedcounterclockwise that number of sectors;and the number marker is returned to thecup. The Fremen player then selects anumber marker for the next turn's stormmovement. This is repeated each turn.After the first turn the battle wheels areno longer used to move the storm.

D. If the Fremen player is not in thegame, it is suggested that this rulenot be used.

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Page 10: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

XVII. SPECIALKARAMA POWERS

A. In addition to regular Karama powerslisted in the Player Aid Pad, eachcharacter has a unique power that can beused when a player plays a Karama card.

B. When playing a Karama card, aplayer may now use it to prevent oneopponent from using one of hischaracter's advantages or he may use itto implement his character's specialKarama power once.

XVIII. LONGER GAME

A. If players wish to play a longer game,they might use one or both of thefollowing modifications.

1. Eliminate alliances or restrict them tono more than two players.

2. Increase the number of strongholdsneeded for victory by one from three tofour or (for two players) from four to five.

B. If players find it too difficult to win byoccupying four or five strongholds, theymay add the Shield Wall as an additionalterritory for victory. Now players needoccupy four of six territories for victory.The Shield Wall is not treated as astronghold. It retains its identity as a rockterritory.

C. In a larger game (ie with 6 or moreplayers) the False Wall East territorymay be changed to False Wall EastSietches. This is changes the territory toa stronghold. Alternately the Harga PassSietches may be used. This is to decreasethe high density of players and units withexpanded number of players involved.Changing the number of strongholdsneeded for victory is not changed. Notethat if the False Wall East Sietches areused it is adjacent to the Polar Sink andto the Shield Wall as well. Neither ofthese are vulnerable as a result of theShield Wall's demise to Family Atomics.Neither sietch will provide ornithopters.

1. Use both of the sietches asoutlined, increase the number ofstrongholds required for victory bytwo but an alliance/player may counteither Carthag or Arrakeen asdouble.

D. Highly recommended: Change theMain Character values to "8" insteadof "10". This means they are notquite as strong as all 20 tokens inunsupplied combat (advanced game).The kanly rules should restrictprotection to "8" spice instead of"10". This means the other charactersare also not extremely far away fromthe Main Character values.

XIX. INCREASED SPICEFLOW

During every collection round, eachoccupant of Carthag andArrakeen collects 2 spice and theoccupant of Tuek's Sietch collects onespice. To qualify for collection, a playerneeds to occupy the stronghold only atthe time of collection. If a playeroccupies two or all three of thesestrongholds, he collects spice for eachthat he occupies.

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Page 11: Rules for DUNE - rules.pdfAvalon Hill's Dune I. INTRODUCTION Frank Herbert's classic science fiction novelDune will live for many generations as a masterpiece of creative imagination.

ADVANCED GAME

XX. INTRODUCTION

The Basic Game is changed byincreasing the number of spice blows andaltering the combat system somewhat.

XXI. SPICE BLOW

A. Instead of revealing one territory cardeach spice blow, two territory cards arenow turned over. Two sets of spice blowcards may be used to accomplish this ormake two sets of discard piles andreshuffle the cards on turn 8 when theyrun out. For the first round, all ShaiHulud cards are reshuffled back into thedeck. Worm cards showing up for onediscard pile have no impact on the otherdiscard pile.

B. If using one deck of spice blow cardswith two discard piles then on turn 8,only one territory card will remain in theSpice Deck. This will be placed ondiscard pile #1 and the spice placed atthat location on the map. Any cardsremaining in the spice deck will be wormcards and will affect discard pile #2.Once the deck has been completely usedup, all spice cards including the territorycard just turned over for discard pile deck#2 are reshuffled to restock the spicedeck. Cards are turned over until aterritory appears for discard pile #2. Itcan be the same territory as was turnedover for pile #1. In this case, the territory

gets a second spice blow. Any wormcards turned over are not reshuffledback into the deck and do affect thelast territory turned over in theprevious turn. The reshuffled deckwill last until the end of turn 15.

C. If two separate Spice Decks areused it is possible for both cards tohave a spice blow in the sameterritory on the same turn. If theSpice Harvester Treachery Card isplayed on the spice blow thecombined total is doubled! KullWahad.

XXII. ADVANCEDCOMBAT

A. Spice now plays an important role inthe combat procedure.

1. Each token used in a battle is valued atits full strength if one spice is expendedto support it. A token used in a battlewhich is not supported by one spice isvalued at half strength.

2. When formulating a battle plan, aplayer must put aside the amount of spiceto expend in the battle. If a traitor comes

up, the winner does not have to expendany spice. Otherwise, spice used in thebattle plan must go to the spice bank, winor lose.

B. When dialing the Battle Plan, one-halfincrements can be indicated by lining upthe line between the numbers with theline under the window of the battlewheel. When the winner takes his losseshe may do so in any manner as long as itagrees with the strength dialed and thespice expended. For example, the Fremenplayer has one Fedaykin (worth twotokens) and five ordinary tokens in aterritory in battle. He dials a strength

of "3" and expends one spice. Hewins the battle. He may lose oneFedaykin token at full strength (2)and two ordinary tokens at halfstrength (½ + ½) or he may loseone ordinary token at full strengthand four tokens at half strength (½+1/2 +1/2 +1/2). In once case, heloses a Fedaykin and two ordinarytokens and in the other case he losesfive ordinary tokens. Either choicefulfills his spice/strengthrequirement. Note that the Fedaykincounts as two tokens in combat butrequires only 1 spice for supply.

XXIII. COLLECTIONROUND

During every collection round, eachoccupant of Carthag and Arrakeencollects 2 spice and the occupant ofTuek's Seitch collects one spice. To

qualify for collection, a player needs tooccupy the stronghold only at the time ofcollection. If a player occupies two or allthree of these strongholds he collects thespice for each that he controls.

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XXIV. OPTIONALMODULE THE DUEL

This expansion module may be used ordeleted in the entirety. The game iscomplete without it but the expansionmodule introduces the intrigue andsuspense of a Dueling Arena to thestruggle for control of Dune.

At the beginning of the Bidding Roundeach turn a special stack of the yes/novote cards are shuffled and handed out tothe players. This special stack has anumber of 'no' cards equal to the numberof players. There is also one 'yes' card inthe deck. Make sure the configuration islike this each turn. A card is given toeach player (no charge) and one card isnot distributed. The player with the 'yes'card will hang on his card and all otherplayers will turn their 'no' cards back in.The 'yes' card represents the opportunityto declare Kanly and enter the duelingarena. Players hang onto their 'yes' cardsuntil they declare a Kanly and then theymust turn one card in. These cards maybe traded and may be held andaccumulated. There is always oneopportunity for a new 'yes' card to bedrawn each turn.

Kanly is a formal blood feud betweentwo factions and results in a duel to thedeath between two leaders. Leaders fromother players must attend as 'seconds'and will gain power or lose their livesaccording to the results.

War of Assassins: During the SpiceBlow if a Shai Hulud card is drawn and aNexus occurs but no Alliances areformed OR maintained, then a War ofAssassins occurs. Each player must senda leader to the arena. The War ofAssassins it between all leaders andcontinues until only one leader is left inthe arena, there are no 'seconds'.

Each player starts the game with oneDueling card. Highly recommended:using two or three sets of dueling carddecks, especially if there are manyplayers.

After a Kanly has been declared theDueling Arena is now set out and each ofthe two players involved in the KanlyDuel secretly chooses a leader to enterthe arena. At the beginning of the Duel,the identity of each player's leader disc iskept secret. The leader discs are placedface down on the outer edge of theDueling Arena.

First, the player who threatened Kanlyplaces his or her leader disc, still facedown, into any outer section of the arena;then the other player places his or herleader disc face down on any otheravailable outer ring sector of the arena.Each player may now set out in front ofhis or her shield from 1 to 10 personalspice to "back up" his or her leader (dothis simultaneously).

A. Supporters

Every other player must now choosesides. Players place one of their leadersface down next to the player shield of theside they are supporting. If the side yousupport wins, you regain your leader andcollect the value of the leader in anycombination of spice from the SpiceBank, troop tokens from the 'tanks' orleaders from the 'tanks'. If the side yousupported loses, your leader is killed andgoes to the 'tanks'. You do not have tosend a supporter if you have only yourmain character left. Leaders can not bedeclared as traitors when they are in aKanly Duel or a War of Assassins asfighter or as supporters.

B.The Duel

The player who threatened Kanly movesfirst. Turns alternate between players. Aplayer may make one or two movesduring a turn. A move may be eitherphysically moving your leader from onesector box of the Arena to another orplaying a Dueling Card. Thus you maymove twice, play two cards or move andplay a card. You may not move yourleader into a sector box already occupiedby another player.

Whenever you move your leader intoward the center of the arena, youcollect a Dueling Card from the topof the deck. However, no playersmay have more than four DuelingCards at one time. So, if you havefour, you may not collect anothercard until you have spent one. Aleader can be moved out and thenmoved back in again just so you cancollect another Dueling Card.

Concerning orientation, leaders inthe arena are always considered to befacing in towards the center. Thisallows players to always know theright and left side of each leader inthe arena. To make this orientationeven simpler to visualize, each sectorhas its sides identified Left (L),Right (R), In and Out.

C. Dueling Cards

There are four types of DuelingCards: Attack Cards, Defense Cards,Block Cards, and General (Purpose)Cards.

1. Attack and Defense

Attack cards allow you to attack aleader who is in a sector of the arenawhich is adjacent to you; in, out,right or left. The throwing knifeallows you to attack a leader who isanywhere one or two sectors awayfrom you.

Note! The "Move or Attack Three"card allows you to make, as one ofyour two normal moves, up to 3additional moves in your turn -- thatis 3 physical moves, 3 attacks or acombination. (Apparently this couldbe combined with the second normalmove/attack)

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2. Defense Cards are played only inresponse to an attack and must be playedfrom the correct relative position. Forexample, remembering that each leader isfacing the center of the arena, if yourleader is attacked by a leader to yourleader's left, you may play "PoisonAttacker From Left". The attackingleader would have played "Attack Right"since your leader would have been on his(her) right. There is no defense card forthe thrown knife.

D. The Outcome of the Attack

When you make an attack, you mustreveal your leader. You leader's valuedetermines the strength of your attack.The value of your leader is deductedfrom any spice backing your opponentand then from the value of youropponent's leader and that amount ofspice comes to you.

Example: You attacked with lady Jessica(5). Your opponent had 2 spice "backingup" her leader. The 2 spice go to you, butthere are 3 more spice to pay on the debt.This forces your opponent to reveal herleader as Stilgar (7). Stilgar's worth mustbe decreased by the 3 that is owed toyou. You opponent takes Stilgar's'sspice-worth (7 spice) from the box andpays you 3 spice. The remaining 4 spiceare placed on the Stilgar Disc to showStilgar's new value. Stilgar now has avalue of 4. Any attack where theattacker's value is equal to or greaterthan 4 will mean the end of Stilgar, andwhen Stilgar attacks, his opponent willlose only 4 spice.

The spice which you win in an attack isplaced behind your shield as part of yourpersonal spice reserves. It is not countedas part of the spice you have "backingup" your leader in the duel.

When an attack has a value equal to orgreater than the worth of the leader plusany backing spice, then the attackedleader is killed and removed to the'tanks'. The attacking player collectswhatever spice is available and anyspice-worth the leader has. In the

example above; if the Lady Jessicaattacked again, Stilgar would be killedand the Atreides player would get the last4 spice from Stilgar.

E. Defending

When you are attacked, you may play adefense card from the appropriateposition. The value of your leader is thendeducted from the attacker's backingspice and spice-worth. The process ofshowing the diminishing value of theattacker is the same as in the aboveexample. When you play a defense, youreceive the value of your defender fromthe attacker in spice, first from anybacking spice and then from the leader asdescribed above.

Attacks and defenses are presumed tooccur simultaneously. The outcomecould be the simultaneous demise of bothleaders. For example, if Stilgar has lost 2(and is worth 5) and attacks Jessica at herfull value and Jessica plays theappropriate poison attacker card, Stilgarwill lose 5 and so will Jessica. Both willbe dead. The spice will still go to bothplayers. The seconds get nothing, butthen, they don't forfeit their lives, either.When you play a defense card, you mustreveal your leader if still face down.

F. Survivors

Leaders surviving a Kanly Duel onceagain regain their full face value.

G. Blocking

As one of the moves on your turn youmay play a "Place Block" card. Discardthe card and select a block counter. Placethe block on any vertical border (straightline) in the arena. Consider your cardsand anything you know about youropponent and place blocks where youcan use them to your strategic advantage.Players can not attack or move across aborder with a block token on it. You mayuse the Jump Block card to go over ablock in your way or a Remove blockcard to take a block out of the arena. You

may never have more than six blocktokens in the arena at one time.

H. General

Flee Arena With Honor> Play thiscard to escape the arena with no lossto yourself or your seconds. Theopponents second's collect nothing.It ends your participation in theKanly Duel or the War of Assassins.This card may not be played byplayers acting as seconds.

I. Duel Deck

Once you have used a Duel card, youmust discard it. Whenever the DuelDeck becomes depleted,immediately collect and re-shufflethe cards to start a new deck.

J. War of Assassins

If a Nexus occurs (i.e. Shai Huludappears in the Spice Deck), everyplayer must place a leader in an outersector of the arena face down whilealliance discussions are taking place.The player who plays first in the turnplaces first and so on to the right (ifmore than five players, then placeleaders on the second level sectors aswell). If no alliance is achieved, aWar of Assassins is declared andproceeds following the rules for aduel except that all of the playershave leaders in the arenaparticipating in a free-for-all duel.Again the player who plays first inthe turn moves first, then the playerto his right. There are no spicebacking the leaders and there are nosupporters. Only one leader willleave the arena alive. A player whocan neither play a card or move mustforfeit his remaining move(s) for thatturn.

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K. Cheap Hero(ine)s

Cheap Hero(ine)s cannot be substitutedfor a leader in either the Kanly or War ofAssassins. At the end of the Duel or Warof Assassins all Duel Cards in a player'shand remain there for future use.

L. Dueling Deck

Poison Attacker From In 2 Poison Attacker From Out 2Poison Attacker From Left 2Poison Attacker From Right 2Attack Out 6Attack In 6Attack Left 6Attack Right 6Throw Knife 2Attack/Move 3 2Flee Arena with Honor 2Place Block 8Pick up Block 2Jump Block 2

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XXV. OPTIONALMODULE SPICEHARVEST

This expansion module takes the place ofthe regular setup in the game. Playerswill not place troops on the planetaccording to the starting positions andallotments on the player shields. Insteadthey will engage in a preliminaryeconomic and political intrigue whichfocuses on the management of the Dunespice harvests and the assignment ofprofits to the Emperor, the Great Houses,and the other powerful members of theCHOAM (the Combine Honnete OberAdvancer Mercantiles). The objectives ofthese economic intrigues is control of thebest starting positions and superior troopstrengths on the planet-- the best footholdon Arrakis to begin the strategic andtreacherous contest for the ultimate goal,control of DUNE itself.

A. Setting up the Gameusing the Spice Harvest

Each player draws a Planet Card todetermine his or her main character (orby another method chosen by the playersto determine who is playing whom). ThePlanet Cards show "home" planets foreach main character. Special abilities foreach character are printed on thecharacter's home Planet Card for theSpice Harvest module. The abilitieslisted pertain to this module and will notbe in effect during the main game. Tobegin, set your home Planet Card out infront of you, collect the rest of yourcomponents for your character and set upyour character shield. Do not collect yourmain game spice allotment and do notlocate your troops on Dune.

1. Spice Allotment

Put all the spice tokens into the SpiceBank. Each player draws 10 spice fromthe Spice Bank. For the Spice Harvestmodule portion of the game the playerswill not draw the spice allotment namedfor the main game.

2. The Cards

Separate the Spice Harvest cards intofour piles: Harvest Cards, Access Cards,Share Cards, and Voting Cards. Shufflethe Harvest Cards and then the AccessCards and place them in separate pilesface down and to one side. Place allShare Cards and Voting Cards to oneside; Share Cards and Voting Cards neednot be shuffled, they will be used by theManager and other players.

3. The First Manager of Dune

One player will have an opportunity tostart this expansion set game as the"Manager" of the Dune Spice Harvest. Acanny Manager will be able to maximizepersonal gain and keep other playerspoorer.

4. Determining the First Manager

To determine who gets to be DUNE'sfirst Manager, each player secretlycommits an amount of spice he would bewilling to willing to pay for this honor byhiding that number of spice tokens inhand. Players simultaneously reveal theirspice commitment and the player whoreveals the most spice value gets to bethe first Manager of DUNE. This player,however, must pay all spice he reveals tothe player who reveals the next highestamount of spice. All other players keeptheir spice. Ties may be settled by a dieroll or coin flip. After the Manager hasbeen selected, the other players each takea "yes" and a "no" Voting Card. TheManager never needs to hold VotingCards since he never votes.

B. Spice Harvest Play

Five Dune spice harvests will take placeduring this expansion module. After thefifth harvest and the competitive set-upwhich follows, players will start the mainDune game. The five harvest rounds eachconsist of a Manager's Harvest Report, aCHOAM Meeting (accepting orchallenging the Manager's Report), and aBid for Power in which Access Cards aresold to the highest bidder. The end game

competition includes an opportunityto trade Access Cards, the return ofall leftover spice, collection of spicefor the main game, and a struggle fortroop placement on DUNE usingAccess Cards.

1. The Harvest Manager'sReport

a. Announcing the Harvest

As Manager, you must first pay theEmperor (or the Bank if there is noEmperor player) one spice. If you donot have a spice to pay, then theplayer counterclockwise from yougets to be the Manager and must pay.Then you draw the top Harvest Cardand secretly read the amount shownon the card. This number representshow much spice was harvested thisyear. Now, you must make yourannual harvest announcement toCHOAM (the other players). At thistime you publicly state how muchspice was harvested. You may tellthe truth or you may lie and claim alower number.

b. Distributing the Harvest: Next,you must inform each other playerwhat his share of the harvest is. Todo this, decide on how much of theharvest you want to give each player.These amounts may vary from playerto player. Give each other playerShare Card(s) showing the amountyou decided that player should get.Place cards face down in front ofeach player. Players may look attheir Share Cards but may keep theamount secret from other players.The shares you pass out may equalthe amount you announced or mayadd up to a lower number. You donot give yourself a share. You arelimited to the number of cards in theShare Cards. This may makedistribution a problem if you aretrying to use the same number cardover and over.

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C. The CHOAM meeting

1. Voting

After the Manager has made the HarvestReport and after any discussion with oneanother, each other player must accept orreject the report by playing a "yes" or"no" Voting Card face down. If you thinkthat the Manager both announced anddistributed the same amount of spice aswas harvested, play a "yes" card facedown in front of you. If you think thatthe Manager did not announce or did notdistribute the same amount as washarvested, play a "no" card face down infront of you. After all players havecommitted their Voting Cards, the cardsare turned over simultaneously.

2. Distributing the Harvest

a. First, the Manager reveals the HarvestCard he or she drew, collects that amountof spice from the spice reserves in thebox, and collects an additional 3 spicefrom the box as an administrative fee.The Manager sets this Harvest Spice andthe 3 administrative spice to one side asthe "pot".

b. Each player who played a "Yes" card,gives his share card(s) to the Managerand collects the amount of spice on thatcard from the pot.

c. Then, after the "Yes" voters havecollected their spice, one of two eventstakes place: EITHER

each player who played a "no" Vote Cardturns in his Share Card to the Managerbut collects nothing

OR

if more players played "no" Vote Cardsthan "Yes" Vote cards AND, in fact theHarvest Report was dishonest (theamount on the Harvest Card was not theamount announced by the Manager ORthe total of the shares passed out does notequal the amount announced by theManager), then the players who played"No" Vote Cards divide the balance of

the pot among themselves and theManager gets nothing. If the pot cannotbe divided equally among the players andthey cannot all agree upon a fairdistribution, the excess is returned to thereserves. When a majority of players vote"no" and the Manager's report isdishonest, the DUNE Manager isrelieved of his or her duties and theplayer to the right (counterclockwise) ofthe old Manager becomes the newDUNE Manager.

d. So unless a majority of the otherplayers vote "no" and the Manager'sHarvest Report is dishonest, the Managerkeeps any spice left in the pot andcontinues as Manager by drawing thenext Harvest Card and reporting anddistributing the harvest as describedabove.

D. The Bid for Power

1. Bidding

After each harvest, players compete tobuy Access Cards which represent thestrategic strongholds on DUNE andcertain troop strengths. The number ofcards available for purchase after eachharvest is equal to the number of playersin the game. The Manager deals thisnumber of cards off the top of the AccessCard deck, sets them face down to oneside, and offers them sight unseen one byone for bid. Players bid and pay usingspice. Bidding starts with the player tothe right of the Manager and continuescounterclockwise. The bidding for eachcard continues until the card is bought bythe highest bidder. Spice used topurchase cards goes into the box. Playersshould be given a reasonable amount oftime to bid (5 seconds).

2. Stockpiling Access Cards

After you buy Access Cards, you maylook at them but must keep them secretand set them aside face down until afterthe last (fifth) spice harvest and lastAccess Card purchase. Access Cards willbe used to determine initial placement on

DUNE to begin the game. There aretwo types of Access Cards,Stronghold and Troops. StrongholdCards represent the cities andsietches on DUNE. Troop cardsindicated numbers of troops you mayuse to occupy a stronghold.

E. Trading

After the five spice harvests havebeen reported and five Bids forPower have taken place you maytrade our Access Cards with otherplayers. Trades may be sight unseenor may be verified in advance(players who each other the card(s)they intent to trade). Whether a cardis a troop or sietch card does notrestrict tradeability.

F. Returning the Spice

After all trades have beenannounced, players return anyleftover spice to the Spice Bank.

G. Placement on Dune

1. Committing Troops on DUNE

Once all trades have taken place,players commit troops to the planetDUNE. The DUNE playing board isset out. Players place face down anyAccess Cards representingstrongholds on DUNE they wish tooccupy. Next to each stronghold,they place face down one or moretroop cards. Note: the total numberof troops committed by a player toall strongholds can not exceed 20.

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2. Collecting Spice

Players now convert any uncommittedtroop Access Cards to spice on a one toone basis by discarding each card anddrawing the amount of spice showing onthe card from the Spice Bank. At thistime, all players also collect their regularspice allotment for their characters asstated on their character shields.

3. Winning Strongholds

Each stronghold on DUNE is now readout in counter-clockwise order, startingwith Carthag and ending with Arrakeen.As each name is called, any player whohas committed troops to that stronghold,reveals the stronghold card and the troopcard(s) backing it up.

a. If only one player has committed for astronghold, that player places the numberof his character's tokens (from the maingame) which shows on the troop card(s)he revealed on that stronghold.

b. If no players commit for a stronghold,that stronghold is vacant at the start ofthe game.

c. If two players commit for the samestronghold, the player with the highestnumber of committed troops gets thestronghold, but that player must subtractthe number of troops the other playercommitted from the number of troops hecommitted to determine how manytokens he can place on the stronghold.For example, if you committed 12 troopsto Arrakeen and another playercommitted 8 troops to Arrakeen, youwould occupy the stronghold with (12-8)or 4 of your troop tokens. Troop tokensthat counter-eliminate each other fromthis process are placed in "reserves" notthe tanks.

H. Beginning the Game

Play now beings normally, except thatthe opening strongholds as specified onthe character shields are ignored. TheHarvest, Access, Share and Voting Cardsare not used during the main game.

I. Special Abilities in SpiceHarvest

Each major character has special abilitiesas outlined on his home Planet Card.

Atreides - As the Atreides, during eachHarvest Report you may look at theShare Card(s) passed to one other playerbefore making you decision on thevalidity of the harvest report. You mayalso look at one Access Card before it isbought during each Bid for Power.

Bene Gesserit - As the B.G., you maylook at all of the Access Cards that otherplayers buy. You may tell any playersanything you wish about yourobservations. You may make your B.G.prediction after you observe the openingpositions on DUNE.

Guild -- As the Guild, you may sell theManager the right to draw an extra SpiceHarvest card from the deck for an agreedupon fee of 4-8 spice. You may not lookat this card. The Manager, now, "reports"on the combined amounts of the twoHarvest Cards.

Fremen - As the Fremen, youautomatically become DUNE's Managerwhenever a worm comes up in theHarvest Deck. When the worm appearsanother Harvest card is drawn (there is atleast one numbered harvest card per turn)You may start tokens in False Wall Southand False Wall West without usingAccess cards provided you retain at least10 tokens in reserve. If using accesscards to make all token placements thereis no reserve requirement.

Emperor -- As Emperor, you collect atax of one spice from the Manager beforeeach harvest. If the Manager cannot payyou, the player to the right of theManager becomes the new Manager andmust pay you.

Harkonnen -- As the Harkonnen, if youget caught presenting a dishonest HarvestReport as Manager, you can keep onbeing Manager -- until you get caught asecond time.

Lansraad -- If a Dune Managerrelieved of his duties, the Lansraadplayer may block the appointment ofthe new Manager. In this case, then itis the second player to the right ofthe old Manager who becomes thenew Manager. The Lansraad may notblock the automatic appointment ofthe Fremen to the Dune Managerposition brought on by theappearance of a Worm in the HarvestDeck. The Lansraad has no "homeplanet" but do have a headquarterson Kaitain, the seat of the ImperialCourt.

Bene Tleilaxu -- The Bene Tleilaxumay get their 10 spice likeeverybody else does in the module.They may give spice to one or moreother players before the playersdetermine who will be the firstManager of Dune in return for futureconsiderations during the game. Anyspice left over at the end of the SpiceHarvest module portion of the gamedoes not have to be turned in; insteadthey may keep it as additional spiceto start the main game. The BeneTleilaxu do not receive any spiceduring harvest distribution, and donot bid on any Access cards.

Ix -- If the Ixians are Manager, allHarvest Card values that the Ixiansdraw are increased by 50% (fractionsround down). The home planet of theIxians is Komos, better known as Ix[the ninth planet in their solarsystem].

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XXV.B. RAPID ACCESSVARIANT

If you don't have time for a full fledgedSpice Harvest module try these rules out:

Shuffle the Access Card deck and deal anequal number of cards to each player(five cards suggested). The BeneTleilaxu receive none. The Emperor thendraws an extra card. The Atreides playermay then pick a random card from anyother player, and give that player achosen card from his own hand. TheHarkonnen player may decide to receivetwo extra cards, but in that case mustdraw a card randomly from the HarvestDeck. If that card is a worm, he forfeitsand discards all his Access Cardsincluding the two extra ones. The Fremenplayer then openly selects one of thediscarded Access Cards and adds it to hishand.

The Trading Access Cards step isconducted and players complete theSpice Harvest and deploy on Dune asoutlined above.

Access Deck Description

"1" 8 "2" 8 "3" 8 "5" 8 "7" 8 "8" 3Carthag 3Arrakeen 3Tuek's Sietch 3Habbanya Ridge Sietch 3Optional Sietch 3Voting Card DescriptionYes 10 No 10Harvest Deck Description5 Spice 4 8 Spice 4 10 Spice 4 12 Spice 4 15 Spice 425 Spice 240 Spice 2Worm Sign 4

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XXVI. OPTIONALLEADERS - THE MAINCHARACTERS

Included in the game are the maincharacter discs for each faction. Theseare marked with a "10" numeral althoughI recommend using them in the gamewith a value of "8". These leaders are notincluded in the traitor selection process,i.e. your main character will never be atraitor. If your main character is killed (inbattle, kanly, war of assassins, etc.) yourfaction is not out of the game. You stillmaintain your holdings and all spice inyour possession. However, your factionwill lose certain advantages and/or havecertain limitations laid on it. Theadvantages will be restored andlimitations removed only when the MainCharacter Leader is revived from the'tanks'. A player may revive (for theusual cost) his Main Character Leader onany turn in which he has at least oneleader alive. If he has only his MainCharacter Leader left alive, he may startreviving his other leaders per the normalrules.

When all of the leaders, including theMain Character Leader, of a faction arein the tanks at the same time, that factionis out of the game. All of that faction'stokens are removed from the board andall treachery cards are discarded. Spice isreturned to the spice bank. Any leadersof that faction that are prisoners remainprisoners until used and if directed to bereturned to that faction they are removedas well.

Paul Muad'dib Atreides is the giftedindividual who give the Atreides factionits advantages. When he dies, all of thosepowers go with him and will not comeback until he is brought back to life. IfPaul Muad'dib Atreides is dead:

• The Kwisatz Haderach may notbe used. Note: Paul is also killedwhen the Kwisatz Haderach isblown up in a lasegun-shieldexplosion

• Treachery cards may not bepreviewed.

• The top card of the Spice Deckmay not be previewed.

• You may not force youropponent to show you anyelement of his battle plan orallow your allies the sameprivilege.

Baron Harkonnen holds all secrets tohimself. While some of his lieutenants,such as Feyd-Rautha and Piter de Vries,may know some of those secrets, they areusually the same few secrets that theBaron will share. When the Baron dies,knowledge of traitors in his pay and ofhow to get extra weapons (treacherycards) is lost and can not be regaineduntil the Baron is brought back to life. Ifthe Baron dies:

• Only one of the four traitorspicked at the beginning of thegame may be used. TheHarkonnen player must recordwhich traitor is active at the timethe Baron is killed. The othersare inactive

• You may not pick up the extratreachery card when you buyone.

• You may not randomly selectone leader from a loser of abattle for any purpose.

The Bene Gesserit Sisterhood will havean internal struggle for succession andmay not provide a united front. IfReverend Mother Mohiam is dead:

• Your faction loses the power toco-exist with other factions inthe same territory. All tokens onthe board are treated as normaltokens.

• You may not use free shipmentsfor your "spiritual advisors.

• You may not "voice" an ally'sopponent.

Liet Kynes is a leader who broughtall of the Fremen sietches together asa united whole. When he dies,various Fremen groups go back totheir sietches. Only when Liet Kynesis brought back to life will theFremen again have a fanatical leaderto whip them up into a religiousfrenzy and transform the war into aJihad. If Liet-Kynes is dead:

• Token revival isn't free, butinstead costs two spice pertoken (to the spice bank

• Fedaykin counters on theboard are treated as regulartroops. Fedaykin in reserveare placed in the tanks.

House Corrino has manycontenders for the position ofEmperor. If Emperor Shaddam IV isdead:

• All spice paid for Treacherycards goes to the spice bank

• Sardaukar tokens on theboard are treated as regulartokens. Sardaukar in reserveare placed in the 'tanks'.

Edric is a third stage Guildnavigator who is the manager ofGuild operations on Dune and in thesurrounding space. In the event ofhis death, local Guild operations onDune will suffer disruption but not ata catastrophic level. The smugglersand lower level navigators take morethan their share of spice, using thedisruption as a cover for theirembezzlements. If Edric is dead:

• You must take your movewhen it occurs in

• Your allies must pay normal(rule) shipping rates and it ispaid to the spice bankinstead of the Guild.

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The Lansraad has many houses andfactions vying for political control. If theSpeaker of the Lansraad House is dead:

• You lose the power to influencethe other major powers duringthe revival/movement and battlerounds.

• You lost the power to restrictnon-sietch territories to othermajor powers

The Bene Tleilaxu does not have MainCharacter Leader nor any other leaderdiscs. The Bene Tleilaxu may not maketraitors out of the Main Characters beingrevived from the tanks, and they receivethe spice only for the Baron Harkonnen,Paul Muad'dib Atreides, and Liet-Kynes.The other Main Characters are revivedby paying the spice bank. They do notparticipate in Kanly, War of Assassins orhold Dueling cards.

The Ixian Inquisitor coordinatesthe operations of all Ixian militaryforces. When she dies, the variousmilitary units act in an uncoordinatedfashion and various Ixianfunctionaries embezzle spice intotheir own private fortunes. If theInquisitor of the Ixian Confederacyis dead:

• Your tokens may only moveone territory per turn

• You may not receive youautomatic 10 spice per turn,they are considered to belost.

• The Inquisitor cannot berevived for free.

XXVII. DUNESTRATEGY TIPS

Each player in DUNE must amass spice,convert it to effective weaponry,defenses, and other strategic aids, andthen position himself with enough troopsto be able to suddenly move into keystrongholds and defend them. The gamewill be won by daring, strategy, mobility,and treachery.

The storm is important because itdetermines who is first player. Being firstplayer is an advantage in battles (ties goto the first player) but being last is anadvantage in movement (surprisetakeovers by the last player cannot becountered that turn).

The spice blow is important because itslocation will help determine who getsnew spice that turn. Worms are vitalbecause only when they appear can theforces on the planet ally during thediplomatic nexus.

The bidding determines who will gainfighting strength (or the threat of it) thatturn. It is wise to have several cards at alltimes to keep your opponents guessing,but it is also wise if you have off-planetreserves to retain enough spice to shipmore troops onto the board.

The movement round determines battles,spice collection, and often the win.Players should always stay withinstriking distance of several strongholds,and may want to keep some forcesmobile (the Polar Sink is ideal for this asit connects to most territories by shortroutes and is not affected by worm orstorm). Sometimes a player who moveslast may go for the win if earlier playershave left strongholds unprotected. Butgenerally it is not wise to move for thewin unless you can defend your forcesagainst all players within range.

Battles are they key test of strength. Withgood weapons and defenses, and a goodmemory for what other players have, aplayer can swiftly reverse the balance ofstrength in the game. Strategic playerswill carefully watch what weapons anddefenses have been played and discardedor retained, and by whom. He will alsoremember what leaders he can trust, andpit himself when he can against a playerwho has one leader who will betray him.

Since the loser must discard his cards andthe winner may keep his as well asrender up any killed leader for his valuein spice, battles are the turning point ofthe game. However, since worthlesscards can only be discarded by playingthem in battle, often a player with severalwill send one token against a large force,

sacrificing a leader to rid himself ofthe cards. In such a case theopponent may not be sure what isgoing on and may spend several ofhis tokens in an unnecessary defense.Generally, any player with anadvantage, whether it be cards,leaders, tokens, or strategicadvantages, is well advised to pressforward and force battles.

Collection of spice is of courseadvantageous, especially to thosewho need it, but also to those whowant to keep others from having it tothen use for cards or shipping. Butcollection carries with it the risks ofdestruction by storm or worm.

Alliances will usually force an end tothe game within a few turns. Inlarger games it is difficult to winalone, and alliances will benecessary. It is generally wise to allywith someone who can complimentyour advantages. If you are strong onstrategic ability but short onresources, seek an alliance withsomeone who has access to spice. Ifyou are rich, look for strategy ortreachery in your partner.

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Player Info

XXVIII. HARKONNEN

AT START - 10 tokens in Carthag and10 tokens in reserve (off-planet). Startwith 10 spice.

FREE REVIVAL - 2 tokens.

ADVANTAGES - You excel intreachery.

1. At the start of the game you writedown the name of all leaders belongingto other players which you draw. All arein your pay.

2. You may hold up to 8 treachery cards.At first, you are dealt 2 cards instead of1, and every time you buy a card you getan extra card free from the deck (if youhave less than 8 total).

ALLIANCE - Leaders in your pay maybetray your allies opponents, too.

ADDITIONAL CHARACTERADVANTAGES

1. Every time you win a battle you canselect randomly one leader from the loser(including the leader used in battle, if notkilled, but excluding all leaders alreadyused elsewhere that turn). You canimmediately turn the leader into the tanksfor 2 spice; or use the leader once in abattle after which you must return him(her) to the original owner. If all yourown leaders have been killed, you mustreturn all captured leaders immediately totheir original owners. Killed capturedleaders are put in the 'tanks' from whichthe original owners can revive them(subject to the revival rules). A capturedleader is automatically in the pay of theoriginal owner.

KARAMA POWERS

You may use a Karama card to takewithout looking at any number of cards,up to the entire hand of any one player ofyour choice. For each card you take youmust give him one of your cards in return.

STRATEGY

Your major handicap is yourdifficulty in obtaining spice. You areat your greatest relative strength atthe beginning of the game andshould capitalize on this fact byquickly buying as many treacherycards as you can, and then surginginto battle. Since you get 2 cards forevery one you bid for, you can affordto bid a little higher than most, but ifyou spend too lavishly at first youwill not have enough spice to ship intokens or buy more cards at a laterdate. There is nothing so pitiful tosee as a Harkonnen on ChoamCharity. The large number of cardsyou may hold will increase yourchances of holding worthless cards.To counteract this you should pickyour battles, both to unload cardsand to flush out the traitors in yourpay.

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XXIX. ATREIDES

AT START - 10 tokens in Arrakeen and10 in reserve (off-planet). Start with 10spice.

ADVANTAGES - You have limitedprescience.

1. During the bidding round, you maylook at each treachery card as it comesup for purchase before any player bids onit.

2. At the start of the movement round,you may look at the top card of the spicedeck.

3. During the battle round, you may forceyour opponent to show you your choiceof one of the four elements he will use inhis battle plan against you; the leader, theweapon, the defense or the numberdialed. If your opponent shows you thathe is not playing a weapon or defense,you may not ask to see another elementof the plan.

ALLIANCE - You may assist your alliesby forcing their opponents to show themone element of their battle plan.

ADDITIONAL CHARACTERADVANTAGES

1. Any turn after losing a total of at least7 tokens in battle(s), you may use theKwisatz Haderach counter. It cannot beused alone in battle but may add its +2strength to any one leader or cheaphero(ine) per turn. If the leader or cheaphero(ine) is killed, the Kwisatz Haderachhas no effect in the battle. KwisatzHaderach can only be killed if blown upby a lasegun-shield explosion. A leaderaccompanied by Kwisatz Haderachcannot turn traitor. If killed, KwisatzHaderach must be revived like any otherleader. If not killed, it has no effect onAtreides leader revival.

KARAMA POWERS

You may use a Karama card to look atone player's entire battle plan.

STRATEGY

You are handicapped by the fact thatyou must both purchase cards andship onto Dune, and you have nosource of income other than the spiceon the planet's surface. This willkeep you in constant battles. Sinceyou start from Arrakeen you havethe movement advantage of 3 fromthe outset, and it is wise to protectthis. Your prescience allows you toavoid being devoured by the wormsand helps you to get some slighthead start on the spice blow. Inaddition, you can gain some slightadvantage over those who would dobattle with you by yourforeknowledge of one element oftheir battle plan.

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XXX. GUILD

AT START - 5 tokens in Tuek's Sietchand 15 tokens in reserve (off-planet).Start with 5 spice.

FREE REVIVAL - 1 token.

ADVANTAGE - You control allshipments onto and off Dune.

1. You are capable of making one ofthree possible types of shipments eachturn. You may ship normally fromoff-planet reserves to Dune; or you mayship any number of tokens from any oneterritory to any other territory on theboard; or you may ship any number oftokens from any one territory back toyour reserves.

2. You need pay only half the fee whenshipping your tokens. The cost forshipping to your reserves is one spice forevery two tokens shipped or fractionthereof.

3. When any other player ships tokensonto Dune from off-planet reserves, hepays the spice to you instead of to thespice bank.

4. If no player has been able to win thegame by the end of play, you haveprevented control of Dune andautomatically win the game.

ALLIANCE - Allies may use the sametypes of shipments and a the same cost asyou. They may win with you if no oneelse wins.

ADDITIONAL CHARACTERADVANTAGES

1. You are not required to take yourmovement when it occurs in the turnsequence during the movement round butmay take it at any turn in the sequencethat you wish. The rest of the playersmust take their turns in the propersequence. You do not have to revealwhen you intend to take your turn untilthe moment you wish to take it.

KARAMA POWERS

You may use a Karama card to stop oneoff-planet shipment of any one player.

STRATEGY

Your major handicap is your weakarray of leaders and your inability torevive quickly. In addition, youusually cannot buy treachery cards atthe beginning of the game. You arevulnerable at this point and shouldmake your stronger moves afterbuilding up your resources. Ifplayers do not ship on at a steadyrate you will have to fight for spiceon the surface or collect only theisolated blows. Your majoradvantage is that you can ship on toDune inexpensively and can shipfrom any one territory to any other.This mobility allows you to makesurprise moves and is particularlyuseful when you are the last player inthe movement round. If the game isout of reach and well along, trysuicide battles against the strongestplayers to weaken them and preventa win until the spice deck runs out:the victory is then yours.

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XXXI. BENE GESSERIT

AT START - 1 token in the Polar Sinkand 19 tokens in reserves (off-planet).Start with 5 spice.

FREE REVIVAL - 1 token.

ADVANTAGES - You are adept in theways of mind control.

1. At the start of the game (before traitorsare picked) you write down the name ofone other player and the turn in whichyou think he will win (you can't predictthe automatic Guild or Fremen victory atthe end of play). If that player wins(alone or as an ally, even your own)when you have predicted, you reveal theprediction and you alone have won. Youcan win normally, of course.

2. Whenever any other player shipstokens onto Dune from off-planet, youmay whip free 1 token from yourreserves (spiritual advisors) into the PolarSink. You may also ship normally, ofcourse.

3. You may 'voice' your opponent to doas you wish with respect to one of thecards he plays in his battle plan, i.e., toplay or not to play a projectile, shield,poison, snooper, lasegun or worthlesscard. You cannot voice a cheap hero(ine) card. If he can't comply with yourcommand, he may do as he wishes.

ALLIANCE - In an alliance you may'voice' an ally's opponent.

ADDITIONAL CHARACTERADVANTAGES - You have the powerto coexist.

1. You start one token in any territory ofyour choice (instead of just the PolarSink). This is done after the Fremenplacement.

2. Beginning with the second turn, youautomatically receive CHOAMcharity each bidding round whether youhave spice or not.

3. Whenever any other player shipstokens to Dune from off-planet, you mayship, free, one token from your reserves(spiritual advisors) into the same territory(instead of the Polar Sink).

4. Your tokens may coexist peacefullywith all other players' tokens in the sameterritory. While coexisting, your tokenshave no effect on the play of the otherplayers whatsoever. They are treated as ifthey are not even on the board, i.e. theycannot collect spice, cannot be involvedin combat, cannot prevent anotherplayer's control of a stronghold, cannotreceive three territory movement bonus.They are still susceptible to storms,worms and lasegun/shield explosions.

5. You must announce at the beginningof the movement round, before anymovement is started, all territories inwhich you no longer wish to remain incoexistence. Anytime you end your movein an occupied territory in which youpreviously have no tokens or anotherplayer moves his tokens into a territoryonly you occupy, you must announceimmediately whether or not you willcoexist there. You cannot ship withanother player (as spiritual advisors) intoa territory in which you have stated (orintend to state when you land) that youare not in coexistence that turn. Thoseterritories in which you choose to be (orremain) in coexistence must stay incoexistence for the rest of the turn. Yourtokens in territories not in coexistenceare treated as normal tokens. It isassumed you are in coexistence unlessyou state otherwise.

KARAMA POWERS

You may use any 'worthless' card as aKarama card.

STRATEGY

Your major handicap is your lowrevival rate. You must not allowlarge numbers of your tokens to besent to the tanks or you may findyourself without sufficient reservesto bring onto the planet. Yourstrengths are that you have theability to win by correctly predictinganother winner and the secretlyworking for that player. In addition,you can be quite effective in battlesby voicing your opponent andleaving him weaponless ordefenseless. You can afford to bideyour time while casting subtleinnuendoes about which player youhave picked to win.

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XXXII. FREMEN

AT START - 10 tokens distributed asyou like on Sietch Tabr, False WallSouth, and False Wall West; and 10tokens in reserve (on the far side ofDune). Start with 3 spice.

FREE REVIVAL - 3 tokens (youcannot buy additional revivals).

ADVANTAGES - You are native toDune and know its ways.

1. You may move your token group twoterritories instead of one.

2. You may bring any or all of yourreserves onto any territory within twoterritories of and including the Great Flat(subject to storm and occupancy rules).You may not move onto Dune in anyother way than this.

3. If a worm appears in a territory whereyou have tokens, they are not devouredbut, immediately upon conclusion of thenexus, may move to any one territory onthe board (subject to storm andoccupancy rules).

4. If no player has won by the end of thelast turn and if you (or no one) occupiesSietch Tabr and Habbanya Ridge Sietchand neither Harkonnen, Atreides norEmperor occupies Tuek's Sietch, youhave prevented interference with yourplans to alter Dune and youautomatically win the game.

ALLIANCE - Your allies are notdevoured by worms. They win with youif you win at the end of the last turn.

ADDITIONAL CHARACTERADVANTAGES

1. You select and may look at next turn'sstorm movement marker (used only withoptional rule XVI).

2. During a spice blow, all additionalworms which appear after the first wormcan be placed by you in any territory youwish. They cannot devour tokens if not ina desert territory.

3. If caught in a storm, only half yourtokens are killed (any fractions arerounded up). You may bring yourreserves into a storm at half loss.

4. Your three starred tokens (Fedaykin)have a special fighting capability. Theyare worth two normal tokens in battle andin taking losses. They are treated as onetoken in revival. Only one Fedaykintoken can be revived per turn.

KARAMA POWERS

You may use a Karama card to cause aworm to appear in any territory that youwish. The worm is not drawn from thespice deck. A worm cannot devourtokens if not in a desert territory.

STRATEGY

Your major handicap is poverty.Usually you can't purchase treacheryfor several rounds, since the otherswill outbid you. You must be patientand move your forces into anyvacant strongholds, avoiding battlesuntil you are prepared. You canafford when you do battle to dialhigh and sacrifice your troops sincethey have a high revival rate and youcan bring them back into play at nocost. To your advantage is bettermobility than those without a city,and good fighting leaders. Yourgame plan will be to bide your timeand wait for an accessible spice blowthat no one else wants in order tobuild up your resources.

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XXXIII. EMPEROR

AT START - 20 tokens in reserve(off-planet). Start with 10 spice.

FREE REVIVAL - 1 token.

ADVANTAGE - You have access togreat wealth.

1. Whenever any other player pays forspice for a treachery card, he pays ittoyou instead of to the spice bank.

ALLIANCE - You may give spice toyour allies to purchase treachery cards, torevive tokens and to make shipments.Their payment for any treachery cardeven with your own spice comes rightback to you.

ADDITIONAL CHARACTERADVANTAGES

1. Your five starred tokens (eliteSardaukar) have a special fightingcapability. They are worth two normaltokens in battle and in taking lossesagainst all opponents except Fremen.Your starred tokens are worth just oneagainst Fremen. They are treated as onetoken in revival. Only one starred tokencan be revived per turn.

KARAMA POWERS

You may use a Karama card to revive upto three tokens or one leader for free.

STRATEGY

Your major handicap is that youmust ship in all of your tokens at thestart of the game, and often thismove requires a battle before you areprepared. Even though you do notneed to forage for spice on thesurface of Dune often, you still arequite subject to attack since you arelikely to concentrate on the cities forthe mobility they give you. On theplus side you will never need spicebadly, since the bidding will keepyou supplied.

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XXXIV. BENE TLEILAXU (OPTIONAL)

AT START - Start with 5 spice and 4Treachery cards. They have no tokens,player dot, or traitors.

ADVANTAGE - The Bene Tleilaxucontrol the revived dead.

1. Whenever a player revives tokens orleaders, he pays spice to the BT playerinstead of to the spice bank.

2. After all other combat has beencompleted each turn, you may attack oneleader of any player. The leader musthave just led tokens in battle and must beattacked in the territory of the battle.

3. You may make a traitor of any onerevived leader per turn. When yourtraitor is used in combat to gain aterritory, you may announce your traitorand gain control of the territory. You donot receive your traitor's value in spice,but if the territory has spice, you maycollect it. You do not have to announcestronghold betrayals immediately (seeReviving the Ghola explanation).

4. You may win by spice count. At theend of any collection round you mayplace 35 spice in open view of allplayers. If at the end of the nextcollection round you still have over 35spice and no one else has won, you win.

ALLIANCE - You may grant freerevival of up to 6 tokens and 2 leaders(one may be made a traitor) per turn toeach of your allies.

ADDITIONAL CHARACTERADVANTAGES

1. The BT can lay traps in strongholdswhich he controls or in unoccupiedstrongholds at the start of the game.These traps are Treachery cards laid facedown outside the board sector containingthe stronghold. The first tokens moved orshipped onto the stronghold trigger thetrap. These tokens are frozen and maynot move any farther that turn. At thebeginning of the combat round, before allother combat, a leader of the triggeringonce is drawn at random. That leader isattacked by the trap. He may play adefense card. (NOTE: As the trap cardhas already been played, the BeneGesserit CANNOT voice it. The Atreidesplayer can, however, look at the card.)Combat is resolved normally, with thetrap card being discarded afterwards. Ifthe leader is killed, the BT gains hisvalue in spice. Tokens in the strongholdare not harmed unless a lasegun/shieldcombination occurs.

2. In the Bidding round, AFTERTreachery cards are dealt face down butBEFORE bidding begins, the BT playercan give Treachery cards in his hand toany other player. The BT cannot give aplayer more cards than he can hold.Opponents may not refuse to acceptgiven cards.

3. Instead of playing a weapon card in atrap or leader attack, the BT may play aworthless card (Kulon, Trip to Gamont,etc.). The card either: (a) prevents thedefender from shipping down any tokensduring the next turn; or (b) prevents thedefender from moving any on boardtokens during the next turn. The BT canchoose which power the card has when itis revealed.

KARAMA POWERS

1. You may use a Karama card as alasegun in an attack on a leader, or(optional rule) as both a lasegun and ashield when played as a trap.

STRATEGY

The strength of the BT lies in twoareas. The first is obvious they areunreachable. There are no BT tokensto blast to the tanks, no Tleilaxuleaders to turn traitor. The only waysthe BT can be restrained are throughKarama cards and the "voice" of theBG (Bene Gesserit). This strength isalso a weakness. The BT has anincredibly hard time making theirplans concrete. Their veryintangibility makes the other playersnervous and reluctant to freely goalong with the BT whims.Association and alliance becomes amatter of cost, and even then thealoof mystique that surrounds the BTnever diminishes.

The other unalienable strength is thetanks. As long as there is combat,spice will flow into the hands of theBT. The basic problem here is one ofattrition only so much battling can beexpected before players lose theircombat potential. Luckily time has away of solving these ills.

The most prominent problem withthe BT is the multi- sided Tleilaxuparadox. This is first encounteredthrough the BT's ability to ambushan opponent's leaders. This gives theBT the chance to fuel the tanks anddoubly collect spice (once for killingthe leader and again when the leaderis revived). On the negative side,attacking leaders further alienates theplayer whose leader was liquidated.Such alienation cannot be avoided inthe latter turns of the game, but asthe game begins it can be damaging.

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The strongest forte of the leader attack isthe threat of a leader attack. The BT isnot limited to movement and battle theycan attack and withdraw unharmed nomatter where or how strong the leader orhis accompanying token force is. Thedefenders (all who participated in combatthat turn) must be prepared. In this waythe leader attack also becomes adiplomatic tool. The BT can become theprofessional hit man, the ultimateassassin. It is a staggering threat.

In many ways the backbone of the BT isits traitors. Although they can be used togain any territory, their main targetsshould be spice and strongholds (the onlyother logical area of attack would be theshield wall). In this way they grant theBT the chance for a normal win via threestrongholds. Therefore the BT should tryto build up a large number of traitors.

The natural process of leader deaths totheir revival and recirculation is long andtense. The manipulation powers of theBT must be used to spur early pitchedbattles that will quickly devastate at leastone player's stable of leaders. A goodbyproduct of this is the filling of thetanks with tokens.

Revealing traitors can make or break theTleilaxu cause. Ideally the BT couldreveal three in stronghold victories all inone turn, but that is rare. The BT mustface the unhappy prospect of defendinghis strongholds without tokens. He hasthree options: (I) laying a Karama trap toblast all who try to take the stronghold;(2) attacking the leader of one of theinvaders and hoping for a lasegun/ shieldcombination; or (3) manipulating theinvaders so that they will wipe each otherout or again use a BT traitor in victory.All three options should be utilized, ifpossible . A trap, whether a Karama ornot, should be played. It is a threat thatprobably will not deter determinedplayers from the stronghold, but it mayprompt a player to use another Karama todestroy it (and provide a good laughwhen the player discovers it was a"shield" trap).

The second point, that of attacking aleader in hopes of a lasegun/shieldcombo, can be seen as a desperate act ofguesswork. That does not have to be true.One of the coldest, yet most successfulagreements is that of a player who lost inthe stronghold battle sacrificing hisleader to a BT attack. The sacrificedleader plays a shield defense to the BTlasegun attack, thereby wiping out thetokens in the stronghold. This act ofrevenge does not return the stronghold tothe control of the BT, but it furtherstrengthens the tanks and thus futurerevenue through revival. This illustratesanother facet of the Tleilaxu paradox,that of the failure of winning bystrongholds strengthening the chance ofwinning by spice. The inverse of this isalso true.

If the backbone of the BT is in traitors,the flesh is the BT's manipulative force.This has already been brought outthrough the threats of traps and leaderattacks. The main strength of the BTarsenal of diplomatic ploys is inTreachery cards; indeed the cards are thephysical extent of their power. It is alsohere that the Tleilaxu paradox strikeshardest. To attack leaders or to lay trapsthe BT must buy Treachery cards, thusdraining their spice. Their maindiplomatic tool also demands that theybuy cards to give them away. The BTtherefore continually needs to purchasecards. The costs of this, however, are notas damaging as it may seem.

First, it must be understood that the BTmust give cards away. Out of the 33cards in the deck, there are 14 the BT canuse only as fake traps and discards. Allare of value to the other players, andtherefore bargaining power when the BTinadvertently buys one. Another result ofthe ability to give cards "AFTERTreachery cards are dealt face down butBEFORE bidding begins" is that itbecomes easier to fill an opponents fourcard hand, leaving a Treachery card onthe block that he can no longer buy. Thecard can then be picked up at a cheapercost.

Still another result of the giving ofcards is a knowledge of the otherplayers' hands. Careful watch by theBT of how other players use theircards can lead to situations where theBT can guide players against eachother and predict the results. The BTcan also watch for defenses playershave for their leaders in preparationfor the BT leader attack.

The last factor to be observed ingiving cards away is that it makesroom for the purchasing of morecards, a good way to fill the BT handwith valuable cards. To this goal, itis also suggested that traps be laidduring the bidding round if possible.The cost of this is spice. To surviveas a player the BT must buyTreachery cards. which then lowershis chance for a spice win. Thegiving of cards counters this bycoaxing players to battle.

The last power of the BT, the use ofworthless cards as movementimpairers, is a futuristic one. Timedcorrectly, this can isolate a tokenforce for accumulated assault notunlike Custer's Last Stand.Occasionally this can be used tokeep players from moving onto a BTstronghold. The main pull of thispower, however, is as a diplomatictool. It should not be underestimated.

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XXXV. IXIANS (OPTIONAL)

AT START - 20 tokens in reserves(off-planet). Start with 20 spice.

FREE REVIVAL - 2 tokens.

ADVANTAGE - You control productionand distribution of illegal machines.

1. Your tokens move 2 spaces per turn.

2. At the start of each spice collectionround, you automatically receive 10spice per turn in addition to any spiceyou would normally receive, ChoamCharity included.

DISADVANTAGE - You must alwaysmove first.

ALLIANCE - Allies can take advantageof Ixian movement and spice bonuses.

KARAMA POWERS

1. You may use a Karama card to makeall Ixian tokens fight at full strengthwhether or not they are supplied byspice. If also supplied by spice eachtoken counts as 1 ½ for combat (4tokens counts 6).

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XXXVI. THE LANSRAAD (OPTIONAL)

AT START - 20 tokens in reserves(off-planet). Start with 30 spice.

FREE REVIVAL - 3 tokens.

ADVANTAGE - You have Influenceover almost all major powers (except theFremen and Bene Tleilaxu) on Dune.

1. During a turn, you may use yourpower of Influence during therevival/movement or the battle round.You may not use the power of influenceagainst the same player two turns in arow.

a. In the revival/movement round, youmay order any player to "hold in place".That player will not be able to reclaimtokens from the tanks, ship tokens ontoor off Dune, or move his tokens on themapboard during the round.

b. During a battle round, you may orderany player to "hold in place". That playerwill not be able to attack anyone duringthat round, but may defend if attacked byanother party.

ALLIANCE - You may not ally with theFremen. Allies may make use of theLansraad "Optional Advantage" ofrestricting territories; the same conditionsas to who may be affected is imposed.

ADDITIONAL CHARACTERADVANTAGES

At the start of any turn, before the Stormmarker position is determined, you maydeclare any non-sietch territory on themap board (except for the Polar Sink)"restricted". AU tokens that do notbelong to the Lansraad player, aLansraad-allied player, the Fremenplayer, or are co-existing Bene Gesserittokens must be moved out of thisterritory during the upcoming revival/movement turns. Failure to do so resultsin the tokens being sent to the tanks.With the exception of theabove-mentioned token types, tokensmay not be moved into the territoryduring the entire turn. The Lansraadplayer may not declare the same territory"restricted" for two consecutive turns.

KARAMA POWERS

1. You may use a Karma card onceduring the game to use your power ofInfluence during both therevival/movement and combat rounds ofthe same game turn. The card would beplayed at the start of the battle round.

STRATEGY

Plentiful spice, a high revival rate,decent leaders, and a very effectivespecial power are the Lansraad'sgood points; its starting with all itstokens off planet and commencingplay with a natural enemy (theFremen) are its bad ones. If youdecide to start a seven-player gamewith a sietch invasion, I adviseagainst invading any Fremen sietch.Any victory you gain against thedesert dwellers will be short-lived.As time passes, the wise Lansraadplayer will join in an alliance,preferably of an anti-Fremen nature.His power of "restriction" can allowhis allies to cordon off spiceterritories for their own use. But, youmust be careful who you pick asyour friends and what they get out ofthe deal, for someday they may beyour enemies.

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XXXVII. TREACHERY CARDS

A. The first section of cards are used incombat and may be reused, see combatrules

1. Projectile Weapons [6 cards] -- Useas a weapon in combat, stopped by theShield defense.

2. Shield [7 cards] -- Defends a leaderagainst projectile weapons in combat.See also Lasegun.

3. Poison Weapons [6 cards] -- Use as aweapon in combat, stopped by theSnooper defense.

4. Semuta Drug (Poison) [1 card] --used as a poison weapon. This weapon isplayed in a battle normally and can beblocked by a snooper. If not blocked by asnooper, it does not immediately kill theopposing leader. Instead, it reduces thefighting strength of the leader by one.The Semuta card remains with the leaderafter the battle, unless the leader is killed.At the beginning of each following gameturn, that leader's fighting strength isfurther reduced by one until the turn itreaches zero, in which case the leader issent to the tanks and the Semuta card isdiscarded. Such a leader is revivednormally and at full strength. Leaderswho have a Semuta card on them leadbattle and duel at their reduced strength.When the drugged leader is killed, thewinner of the battle collects only theamount of spice equal to their currentreduced strength at the time of death.

Semuta is a powerful narcotic derivedfrom the Ellaca Drug. One dose causespermanent addiction. The drug causes theaddict to slowly lose his or her abilitiesas the addict spends more and more timein drug-induced euphoria. Addicts do notdie from the drug itself but fromdeprivation of food, sleep, and othernecessities that the addict denies himself.

5. Poison Snooper [7 cards] -- Defends aleader against poison used in combat.

6. Lasegun [1 card] -- Use as a weaponin combat. There is no direct defenseagainst a lasegun. It automatically killsan opponent's leader. But should you oryour opponent play a shield in the samebattle, a nuclear explosion occurs and alltokens and spice (even those notinvolved in the battle) in the territory arelost to the 'tanks' as well as all leadersplayed (no spice is paid for them). Alltreachery cards played in the battle mustbe discarded.

7. Stone Burner [1 card] -- used as aspecial weapon. This weapon, playednormally in battle, automatically kills anopponent's leader and all of his tokens inthe territory, plus the friendly leader.Both players may use shields to protecttheir leaders against a stone burner, butall of the opponent's tokens are stillremoved to the tanks. A player who usesa stone burner in battle still loses thenumber of tokens he dials for the battle.If a lasegun/shield explosion occurs inthe same battle, the lasegun/shieldexplosion takes precedence, destroyingall leaders, tokens, and spice in theterritory. Optional Rule: Unless aKarama card has been used in the samebattle to prevent Atreides prescience,character Paul Muad'dib is not affectedby the blast of a stone burner.

A stone burner is a small nuclear devicewhich is used to bore through solid rock.While not a very powerful explosivedevice, it emits a particular radiation overa wide radius, which permanently blindsany unshielded person, thus neutralizingany force in the vicinity of the blast, InDune Messiah, Paul was so blinded, butused prescience and the eyes of hischildren to function.

These are used once and discarded:

8. Cheap Hero(ine) [3 cards]-- Playin battle in place of a leader. This ispermitted in addition to the defenseand weapon card played (if any). Thecheap hero has a 0 value forleadership The cheap hero is used inthe leader position and may not bediscarded as a weapon or defense.

9. Worthless Cards [ Kulon, Trip toGamont, La La La, Ya Ya Yawn,Baliset, Jubba Cloak (7 all together)]These cards have no value in play.These cards may be discarded byusing in the weapons or defenseposition in combat. They may alsobe disposed of under the residualpoison attack (see Residual Poison).

B. These cards may be played atcertain times during the game andthen must be discarded.

1. Truth Trance [2 cards] -- Playedat any time against a player. Forcesthat player to answer truthfully anyone "Yes/No" question concerningthe game that you ask him.

2. Weather Control [1 card] -- Playat the start of the storm round, itenable a player to control the stormthat round and move it from 0 to 10sectors in acounterclockwise direction.

3. Hajj [1 card] -- Play during aplayer's movement round enablinghim to take an extra on-planetmovement, subject to the normalrules.

4. Ghola [1 card] -- Play at any time,permits the player to immediatelyrecover one leader from the 'tanks'without payment, or to revive up to 5tokens from the 'tanks' to hisreserves. A revived leader may notbe used until the next battle round.

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5. Family Atomics [1 card] -- Play justafter the storm has been determined butbefore it moves by a player who has oneor more tokens on the Shield Wall or in aterritory adjacent to it. It destroys theshield wall (and all tokens there) so thatthe Imperial Basin, Arrakeen andCarthag are no longer protected from thestorm. Once played, the card is placed offboard near the Shield Wall to indicate ithas been permanently destroyed. Sincethe Family Atomics card is played beforethe storm moves it will impact theseareas only if the storm moves into them(not starts in them). The card may beplayed even if the areas in question areunder storm.

6. Mercenary [1 card] -- permits theaddition of one mercenary leader or fivemercenary tokens to the reserves. Fremenmercenaries must be shipped in fromoff-planet. The mercenary card may beplayed for you or for the benefit ofanother player. Lost units are placed backin the mercenary pool, i.e. they are notrevivable by the player. Mercenaryleaders are not included in the traitorselection process (unless all players wishto include them)

7. Karama [2 cards] - When played cando any one of the following:

a. Prevent other players from using someof their advantages once as explainedbelow.

1. Prevents the Atreides from seeing thefuture, once; or (optional rule) preventsthe Atreides from using the KwisatzHaderach once.

2. Prevents the Harkonnen from taking asecond free treachery card, once; or(optional rule) prevents Harkonnen fromcapturing a leader once.

3. Prevents the Bene Gesserit fromaccompanying one shipment; using the'voice' once; or (optional rule) using aworthless card as a Karama card once.

4. Prevents the Fremen from controllinga worm once (their tokens in the territoryare destroyed and taken to the tanks); or(optional rule) from counting Fedaykinbonus in one battle.

5. Enables a player to bid for and buyone treachery card without paying for it;or (optional rule) prevents the Emperorfrom counting Sardaukar bonus in onebattle.

6. Enables a player to land tokens fromoff-planet reserves at the Guild cost (halfrate). The payment goes to the spice bankand not the Guild. This takes the place ofthat player's normal shipment for thatround. Or (optional rule) prevents theGuild from taking his move when hewants. He must make his move in hisproper turn in the movement sequence.

7. Prevents the Bene Tleilaxu fromannouncing a leader as a traitor. Theleader reverts to his/her originalallegiance. Or it taxes the BT ten spicewhich must be paid immediately to thespice bank. If the BT has less than tenspice he must pay what he has. Or(optional rule) it can destroy anuntriggered trap.

8. Take all the spice owned by the Ixianplayer and put it back in the spice bank.

9. Prevents the Lansraad from using hispower of Influence or optional"restriction" once. The card would beplayed right after the Lansraad ordered aplayer to hold in place or declared aterritory restricted.

b. (Optional Rule) Allows players to usea special power suited to their characteronce.

1. Harkonnen - You may use a Karamacard to take without looking at anynumber of cards, up to the entire hand ofany one player of your choice. For eachcard you take you must give him one ofyour cards in return.

2. Atreides - You may use a Karamacard to look at one player's entirebattle plan.

3. Guild - You may use a Karamacard to stop one off-planet shipmentof any one player.

4. Bene Gesserit - You may use any'worthless' card as a Karama card.

5. Fremen - You may use a Karamacard to cause a worm to appear inany territory that you wish. Theworm is not drawn from the spicedeck. A worm cannot devour tokensif not in a desert territory.

6. Emperor - You may use a Karamacard to revive up to three tokens orone leader for free.

7. Bene Tleilaxu - You may use aKarama card as a lasegun in anattack on a leader, or (optional rule)as both a lasegun and a shield whenplayed as a trap.

8. Ixian - You may use a Karamacard to make all Ixian tokens fight atfull strength whether or not they aresupplied by spice. If also supplied byspice each token counts as 1½ forcombat (4 tokens counts 6).

9. Lansraad - You may use a Karmacard once during the game to useyour power of Influence during boththe revival/movement and combatrounds of the same game turn. Thecard would be played at the start ofthe battle round.

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XXXVIII. DUNE SYNOPSIS

The Atreides family had governed theplanet, Caladon, for twenty generations.In that time, their continued impartial andefficient leadership had earned for themthe respect of their noble peersthroughout the galaxies and, gradually,they began to acquire more and moreinfluence in the noble assembly, theLansraad. The present head of theAtreides family, Duke Leto, had justbeen selected the unofficial spokesmanfor the Lansraad, its highest position.

This growing influence of the Atreideswas viewed with great concern by apowerful personage of no less rank thanthe Padishah Emperor, Shaddam IV.Shaddam had grown politically warwisein a regime long hoary with intrigue andcorruption. The emergence of the uprightand charismatic Duke Leto as a powerfulleader of the nobility, he realized, couldbe a very real threat to his own position.

His simplest solution would be to sendhis fanatical police army, the Sardaukar,to arrest Duke Leto. Unfortunately, theDuke's character was so exemplary thatno believable pretext for his arrest couldbe devised. A more subtle andserviceable plan began to creep into hisdevious mind. Why not reward Leto forhis services to the Empire with apromotion to the governorship of a newand more important planet, Arrakis. Heknew that the present governor ofArrakis, Baron Harkonnen, would notgive up this planet without a struggle andwould prepare a trap to surprise the Dukeand his family when most vulnerable -just after arrival on their new planet. Infact, he would secretly aid the Baron bylading him Sardaukar disguised inHarkonnen livery. If Duke Leto refusedthe governorship, he would be ostracizedby his fellow nobles and forced tobecome a renegade. Either way ShaddamIV would be rid of him.

For over two thousand years, thereligious and semi-mythical sisterhood ofthe Bene Gesserit had groomed thepeoples of the Empire to prepare for a

messiah, a Kwisatz Haderach. To achievethis end, they had trained themselves toinfluence and impress the people by acombination of religious mysticism andthe power of the 'voice' - the ability tocontrol others merely by selected toneshadings of their voice. They also hadsecretly conducted a rigorous and carefulgenetic program to match mates with theultimate object of producing a KwisatzHaderach - one who through hisgenetically developed ability to contacthigher dimensions could utilize theinsights gained to bring a new order tothe universe.

The Bene Gesserit were upset with oneof their sisters, the formal concubine toDuke Leto Atreides, Lady Jessica. Asone of the final agents in their breedingprogram, she had been instructed to beara female child who was then to marryFeyd-Rautha Harkonnen, the Baron'snephew. There was a high probabilitythat a male offspring of that union wouldbe a Kwisatz Haderach. For some reasonnever quite understood, even by herself,Lady Jessica upset the program bybearing a son. This boy, named Paul,became the direct heir to the Atreidesline and, along with his mother, was nowaccompanying his father to the newplanet. The sisters would have to watchthe events as they unfold on Arrakis verycarefully or they might just lose theirgenetic investments.

Duke Leto was aware of the truesignificance behind the Emperor'smagnanimous gesture. He and his humancomputer mentat, Thurfir Hawat hadanalyzed the situation and devised a plan- one that might bring them out of thedanger alive. Very little concern hadbeen given to the Fremen, the natives ofArrakis, bu either the Emperor or BaronHarkonnen. In fact, they considered themlittle more than small bands of raiders notworth any serious consideration. YetThurfir Hawat discovered that thesenatives were much more numerous thanever supposed by the Imperium and itwas well known that they hated the

despotic rule of the Harkonnens. Asecret alliance with these nativesmight be just enough to stave off theimpending blow. The only realworry was gauging their fightingability. Nothing was really knownabout the Fremen. They were asmysterious as the planet theyinhabited.

Arrakis (or Dune as it is referred toby all of its inhabitants) had one ofthe most inhospitable surfaces onany planet in the Imperium. Therewas practically no water to be foundanywhere. Except in a few civilizedareas into which tremendousamounts of water had to becontinually imported at an exorbitantprice, the only way a human couldsurvive the aridity was by wearing astillsuit. This unit would continuallyrecycle the body's water therebypreventing any from escaping intothe atmosphere. Without a stillsuit oran imported water supply, a bodywould be unable to replace even thewater lost through perspiration. Inthis dry environment, tremendousCoriolis sand storms often reachedspeeds of up to 700 kilometers perhour. They could eat flesh off bonesand etch the bones to slivers. Nobeing could survive these storms ifcaught in the open. There were alsostrange giant creatures often aquarter mile in length calledShai-Hulud by the Fremen orsandworms by everyone else. Theseworms lived in the deserts whichcovered most of the planet. Theslightest noise or vibration would besufficient to arouse and attractworms for miles around, any one ofwhich could swallow a housewithout a moment's pause. Only inthe towns and few rocky ridgeswhich criss-crossed through thedeserts was one safe from thesemonsters.

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It would seem that such a forbiddingplace would hardly be the likely settingfor the events that were about totranspire. Yet how often underneath aharsh surface is found a cache of greatvalue. There was one item valued aboveall others in the universe and there wasjust one place where it could be found.The item was melange and the place wasDune. Melange was a spice found only inthe deserts - a by-product of thesandworm metamorphic life cycle. Itawarded to its consumer prolonged lifeand prescient abilities. It was so highlyprized that the entire economic structureof the Imperium was based upon it.Space navigation was not possiblewithout the prescient abilities itconferred. Laws must be obeyed,properties must be observed but let noman restrict the flow of melange spicefrom Dune for whatever reason.

Like the planet he lived on, the featuresof the Fremen were harsh, desiccated anduninviting. Yet, also like the planet, therewas hidden a spirit inured to hardshipand dedicated to the ideals necessary forsurvival. It was the stuff of which greatfighters were made and it was this hiddenasset that Duke Leto hoped to exploit tohis advantage.

Even as Duke Leto was preparing for hisjourney to Dune, yet another party waswatching the situation very closely. TheGuild had a monopoly on all spacetransport and along with the Emperor andthe Lansraad formed the triumvirate thatcontrolled the Imperium. The Guildguarded its monopoly zealously as it wasits only basis for power. No one couldtravel anywhere through space except ina Guild spacecraft. Anyone whoinfringed upon its monopoly or broke itsrules was immediately denied all spacetransport. The Guild had just oneweakness, it could not navigate in spacewithout the melange spice. It was moredependent upon the spice flow than allthe others. They, too, would have tomonitor the impending conflict on Dunevery closely and, perhaps, even activelyinterfere if the flow of spice were to bethreatened.

As Duke Leto and his forces arrived attheir dune residence, Arrakeen, nothingseemed amiss. Every object had beencarefully checked for traps and poison bythe advance party. Envoys sent to theFremen reported back favorably inregards to the alliance against theHarkonnens. Perhaps the transfer ofpower would occur without difficultyafter all. Suddenly, the blow struck and itcame unexpectedly from within. Dr.Yueh, the family Suk doctor, and onewho had undergone Imperialconditioning (the highest conditioningagainst taking human life), had turnedtraitor. His training had been subvertedby Baron Harkonnen who held thedoctor's wife as hostage. The doctorsecretly turned off the electronic sensorsand drugged the Duke and his family tocoincide with the Harkonnen surpriseattack. He did his job well and thecombination of surprise and theadditional Sardaukar force was enough tooverwhelm the defenders. The Duke waskilled along with practically all of hisforces. Paul and his mother, LadyJessica, just barely escaped in anornithopter, a bird-like flying machine,into the desert. For the Baron, victorywas complete. From the triumvirate camea sigh of relief, the internecine squabblehad been concluded and even though animportant noble had been killed, thespice would continue to flow.

The baron was not finished, though. TheFremen had interfered with hisdestruction of the Atreides forces byaiding the remnants to get away. Hedecided to get rid of the native scumonce and for all and gave his nephew,and Feyd-Rautha's brother, the 'Beast'Rabban Harkonnen, the power to initiatea pogrom to eliminate the Fremen fromthe face of the planet. The Emperor evenloaned the Sardaukar (still disguised inHarkonnen livery) to help.

Several years passed and storiesbegan to filter back to the Baron.The pogrom was not proceeding aswell as expected. There were reportsof raids of increasing intensity on theoutlying villages conducted byspecially trained Fremen troopscalled Fedaykin. These raiders wereinflicting many more casualties thanthey were receiving, and theharvesting of spice was beginning tosuffer. Especially alarming were thereports of a messianic leader calledMuad'dib who was organizing,training and leading these Fremen tovictory after victory. The cutback inspice was beginning to cause seriousrepercussion throughout theImperium. A decision was finallymade at the highest level for acooperative and concerted effort bythe emperor, the Lansraad and theGuild to aid Baron Harkonnen indestroying the Fremen resistanceforever.

Meanwhile how had Lady Jessicaand Paul fared? Having survived asand storm and a sand worm, theywere trapped by a band of Fremenwho, following their law of survival,were about to kill them for theirwater. Although Paul had beenspecially trained since birth inweapons fighting, Mentat computingand the Bene Gesserit ways, hedemonstrated an extraordinaryability to maintain control of thesituation. He and his mother soimpressed the band that they decidedto take them back with them to theirsietch, an underground strongholdwhere the Fremen make their home.Many centuries before, the BeneGesserit had prepared the Fremen forthe coming of the Kwisatz Haderachby a prophecy. 'A Bene Gesserit andher offspring would hold the key tothe Fremen future.' Perhaps thesevisitors were the fulfillment of thelegend. Whether or not they were,their abilities could be used to aid thefight against the Harkonnens.

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Paul, himself, began to see strangevisions and gradually became more andmore aware of a great revolt, a jihad, thathe would lead. This awareness of hisown destiny began to confirm his ownsuspicion that he might be the KwisatzHaderach. A final test with the Water ofLife convinced him that he was indeedthe one the Bene Gesserit sought.

The next few years were spent in trainingand preparing the Fremen for the terriblepurpose ahead. The final step would havebeen the restoration of himself as hisfather's son to his rightful place asGovernor or Dune. The sides had beenchosen and the final confrontation was athand.

On paper, the Harkonnen, Emperor,Guild and Lansraad alliance seemedoverwhelming when compared to theFremen forces that Paul could muster.But Paul had a few surprises of his ownready. Not all of the alliance force wason the planet, only enough deemedsufficient to stamp out the Fremenuprising. The remainder of the force wasin orbit as an emergency reserve. Paulrealized that by threatening to destroy allspice, he had the leverage to force theGuild to his side. The final result of thisswitch meant that none of the reservewould land on the planet because, ofcourse, the troops were on Guild spaceships. That reduced the strengthimbalance considerably. Now he onlyhad to deal with the advance force whichwas conveniently in camp preparing fortheir campaign.

Calling upon his newly realizedpowers, Paul summoned atremendous sand storm to cover hisambush. Quietly and quickly hedistributed his troops behind theShield Wall which was protectingthe Imperial forces and waited forthe right moment. As soon as thesand storm passed over the wall andinto the camp, Paul used his familyatomics to blow a gaping hole in thewall. The Fremen poured throughriding on the backs of the sandworms! The surprise was completeand the battle over quickly. Paul hadregained his rightful title to Dune.

So ends the first book of the Dunetrilogy. The second and third bookscontinue the jihad as it spreads fromDune across the galaxies.

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