How To Use This Guide

When a rule or ability has a + behind it, the rule or ability that follows is an addendum that alters the original rule or ability.

When a rule or ability has a - behind it, the rule or ability that follows supersedes that of the original rule or ability fully or partially.

When a rule describing an ability has an before or after it this indicates a Karama card may be used to cancel this ability as detailed in Karama card description treachery_karama_cancel and treachery_karama_prevent. The faction whose ability is cancelled may recalculate and retake that same action (ex: revival, shipment, movement) without the ability.

Glossary

Active Leaders
Leaders that are under your control (in your leader pool). Leaders in the tanks are not active leaders for any faction.
Aggressor
The player earlier in Storm Order.
Alliance
A formal partnership entered by two players during a Nexus whereby both players cooperate towards a shared victory.
Allied
The status of a player who is in an alliance.
Bribe
A verbal agreement between two players that involves the exchange of spice. Spice received from a Bribe is placed in front of a player's shield and collected in the Mentat Pause Phase. Bribes can not be made during the Mentat Pause Phase.
Buy
When a player purchases a card that is up for auction during the Bidding Phase; that card is then added to their hand.
Control
Having at least one Force in a Territory during the Mentat Pause Phase with no other Faction’s forces occupying that same Territory.
Deal
A verbal agreement between two or more players that does not include the exchange of spice. A Deal must be honored to the player's best ability if able.
Draw
To take the top card of a deck.
Eligible to Bid
Having less cards in your hand than your maximum hand limit.
Enters
A broad term to indicate sending, moving, shipping, worm riding, sending Advisors, or any other way of bringing Forces into a Territory.
First Player
The player whose Player Marker the Storm next approaches counterclockwise is the First Player for the Storm Phase, Bidding Phase, Shipment and Movement Phase, Battle Phase, and Mentat Pause Phase.
Force
One of a players twenty tokens indicated by an image of a soldier that is used for Occupancy, Battles, Control, and Spice Collection.
Map
All Territories printed on the game board. Tokens on the board, even Territory tokens, are NOT a part of the Map.
Move
Place any number of Force(s) and/or token(s) on the board, as a group, from one territory into one other territory.
Non-Stronghold Territory
Any Territory on the board separated by a solid line with one or two bordering lines, such as a Sand Territory, Rock Territory, or the Polar Sink.
Occupier
A faction having at least one Force on a non-native Homeworld.
Occupy
Having at least one Force in a Territory.
Occupancy Limit
The limitation that there may not be more than two factions in a Stronghold Territory at one time.
Phase
One the of nine parts of a Turn (for example: Storm Phase or Spice Blow and Nexus Phase).
Place
Setting a game component on the game board.
Player Marker
Token with a faction symbol on it. It is the same size as a Force token.
Protected
The state of a leader in battle. A Protected leader does not die in battle from any Weapon in that battle.
Put
Setting a game component not on the Board (for example: near the board, in front or behind a Player Shield).
Reveal
Make publicly known by turning a component face up to be visible to all players.
Sector
One of 18 slices separated by dashed lines, extending from the Polar Sink to the edge of the Map. Sectors show where the Storm currently lies and where it may move to in the future.
Send
A designation for certain abilities or rule state to check. To Place or Put token(s) without paying spice. This is not a Shipment.
Set Aside
Setting a game component not on the Board (similar to Put) but specifically not currently under the control of any faction and visible to all players.
Ship
(Shipment) A designation for certain abilities or rule state to check. To Place or Put token(s) by paying spice.
Skilled Leader
An active leader assigned a Leader Skill Card.
Storm Order
The way of resolving actions as well as simultaneous effects. The storm token determines Storm Order; a Factions' Player Marker indicates where in Storm Order they are. The player to the right of the first player is second in Storm Order and so on.
Stronghold
Type of Territory separated by three solid lines. Control of these are the objective of the game.
Supply
Pool of available tokens which is kept behind a player's shield.
Territory
A location on the game board defined with a hard black line or a token that specifically indicates that it is a Territory.
Turn
A section of the game that is divided into nine Phases.
Unallied
Status of a player who is not in an alliance.
Unprotected
The state of a leader in battle. An Unprotected leader does not have a defense for a Weapon Treachery card played (The Weapon Treachery Card may be in that player's own Battle Wheel).
Variant
Expansion elements added to the game, together or separately, irrespective of which factions you choose to include (for example: Nexus Cards, Shield Wall, and Stronghold Cards).

0 Setup of the Game

  1. This category of the rulebook goes over the set up of the game. NOTE: No Deals or Bribes may be made before phases_storm_intro.
  2. Set up the game by doing the following steps through setupgame_firststorm.
  3. LENGTH OF GAME: Determine the number of Turns that will be played. In tournament play, a game will go to a maximum of 10 Turns.
  4. VARIANTS: Determine what variants will be used, if any.
  5. SPICE BANK: Place all spice tokens in the Spice Bank.
  6. SPICE DECK: Shuffle the Spice deck and Put it face down next to the game board. Played cards will be piled face up next to the deck as they are discarded and reshuffled to restock the Spice deck as necessary. +atreides_shufflespicedeck
  7. TREACHERY DECK: Shuffle the Treachery deck and Put it face down next to the game board. Played cards will be piled face up next to the deck as they are discarded and reshuffled to restock the Treachery Deck as necessary. +atreides_shufflespicedeck
  8. SEATING ORDER: Players now determine seating order. In tournament play, remove numbers greater than the number of players from the Prediction deck, each player selects a card at random. The player with number 1 on their card sits nearest Tuek’s Sietch. Each player will sit to the right of the player with a lower number, excluding the highest number drawn (the player who drew number 1 will sit to their right). Prediction cards are returned to the Prediction deck.
  9. FACTION SELECTION: Players now choose factions. In tournament play, each player is dealt two alliance cards (one of a Classic faction and one of an Expansion Faction), each player selects one secretly and returns the other to the box. All players Reveal which card they selected simultaneously. The alliance card they select represents which faction they will play.
  10. FACTION COMPONENTS: Players take their player shields, player sheets, and corresponding faction pieces/cards.
  11. PLAYER POSITIONS: Players Place their Player Marker on the player circle closest to their Player Shield and their seat at the table.
  12. TRAITORS: Remove the cards for all factions that are not in play from the Traitor deck. Then shuffle the Traitor deck thoroughly. Each player is dealt 4 cards. Each player then picks 1 card to keep, Putting it face down behind their shield, this is their Traitor card. The other cards will be Put face down next to their Player Marker, these face down cards may be used for reference throughout the game. ‑harkonnen_traitorsetup ‑faction_tleilaxu_traitorsetup +faction_ecaz_traitorsetup
  13. STARTING SPICE: Spice equal to the amount indicated by a faction's ability 2.XX.01 is removed from the Spice Bank and Put behind each player's respective shield.
  14. STARTING FORCES: Each player's Forces are Placed on the board as indicated by their ability 2.XX.02. All Forces in reserves are Put in front of player's respective shield. ‑bg_forcesetup
  15. STARTING TREACHERY CARD: Each player Draws 1 card from the Treachery Deck. ‑harkonnen_treacherysetup ‑ixians_treacherysetup +leadercards_setup
  16. TURN MARKER: Place the turn marker at 1 on the Turn Track.
  17. FIRST STORM: The first time the storm is moved, the Storm Marker is Placed at a random location along the map edge using the following procedure. The two players whose player markers are nearest on either side of the Storm Start Sector will secretly dial a number from 0 to 20 on the Battle Wheels. The two numbers are simultaneously Revealed, totaled, and the Storm Marker moved from the Storm Start Sector counterclockwise around the map for the sum total of Sectors.

1 Phases of the Game

    1. This Category of the rulebook goes over the Phases of the game and how the base rules are observed.
    2. A faction has special abilities that may contradict the rules. A faction's particular abilities always have precedence over the rules.
    3. A Treachery Card may contradict the rules or a faction's particular abilities. A Treachery Card always has precedence over the rules and faction abilities.
    4. A Variant [4] may contradict the rules, a faction ability, or a Treachery Card. Variants always have precedence over the rules, faction abilities, and Treachery Cards.
    5. When a Karama card is used to cancel an ability, as detailed in Karama card description treachery_karama_cancel and treachery_karama_prevent, the faction whose ability is cancelled may recalculate and retake that same action (ex: revival, shipment, movement) without the ability.
    6. When a faction’s ability is used all other actions that can take place must wait until the ability is complete. After the ability is completely done players may use abilities, play cards, and make Bribes. treachery_karama
  1. Storm Phase

    1. This is the first Phase of the Turn. In this Phase the Storm Marker is moved around the Map and Storm Order is determined for the Turn.
    2. DECIDING FIRST PLAYER: The faction whose Player Marker the storm next approaches will be the First Player for this Turn in each applicable Phase and action.
    3. STORM MOVEMENT: In all subsequent Storm Phases after Turn 1, the two players who last used the Battle Wheels will independently dial a number from 1 to 3, simultaneously Reveal their numbers, add them together, and then advance the Storm Marker from its current position counterclockwise around the Map the sum total of Sectors. ‑faction_fremen_stormrule ‑treachery_weathercontrol
    4. STORM DESTRUCTION: When the Storm Marker moves, any Forces in a Sector of a Sand Territory (except the Imperial Basin) over which the storm starts, passes, or ends on are destroyed. Place these Forces in the Tleilaxu Tanks. Forces that are not on a Sand Territory find protection from the storm. In addition any spice in a Sector which a storm passes over or stops is destroyed and Placed in the Spice Bank. ‑faction_fremen_stormlosses ‑faction_choam_worthless_lalala ‑treachery_familyatomics
    5. OBSTRUCTION: Forces may not Ship/Send/Move into, out of, or through a Sector in Storm. Forces may not battle if either Force is in storm and the other is not or, separated by a sector in storm. ‑faction_fremen_stormmigration
  2. Spice Blow And Nexus Phase

    1. This is the second Phase of the Turn. In this Phase spice is Placed on the board and alliances can be made.
    2. BLOW THE SPICE: The top card of the Spice Deck is Revealed and put on the discard pile. +phases_factionkarama_fremen
    3. FIRST TURN: During the first turn's Spice Blow Phase only, all Shai-Hulud cards Revealed are ignored, Set Aside, then reshuffled back into the Spice deck after this Phase.
    4. NO NEXUS: There can not be a Nexus on Turn one for any reason.
    5. TERRITORY CARD: This is a Spice Blow. The amount of spice indicated on the card is taken from the Spice Bank and Placed onto the Territory in the Sector containing the Spice Blow icon. Then this card is put face up on the Spice discard pile. (If the Spice Blow icon is currently in storm, no spice is Placed for that Spice Blow.)
    6. SHAI-HULUD: A Nexus will occur after the following events: All spice and Forces in the Territory shown on the card now face up in the discard pile are destroyed and Placed in the Spice Bank and Tleilaxu Tanks respectively. Then the Shai-Hulud card is put face up on the Spice discard pile. Then another card is turned over, if it is not a Territory Card it is immediately discarded and another card is turned over. This continues until a Territory Card appears and spice is placed as defined above. The Territory Card is put face up on the Spice discard pile.‑faction_fremen_shaihulud
    7. NEXUS: Revealing a Shai-Hulud card after the first Turn causes a Nexus at the end of the Phase. In a Nexus, Alliances can be formed and broken (See Alliances phases_alliances)
  3. Choam Charity Phase

    1. This is the third Phase of the Turn. Players with 0 or 1 spice may claim CHOAM Charity.
    2. COLLECTING CHOAM CHARITY: All players with 0 or 1 spice can collect spice from the bank to bring their total to 2 by calling out "CHOAM Charity". ‑faction_bg_charity +faction_choam_charity +faction_choam_welfarestate ‑faction_choam_marketcrash
    3. FRAUD SAFE GUARDS: A Player may only Claim CHOAM Charity once a Turn.
  4. Bidding Phase

    1. This is the fourth Phase of the Turn. Players can bid spice to acquire Treachery Cards.
    2. DECLARATION: Before bidding starts, all players must publicly announce how many Treachery Cards they hold.
    3. MAX HAND SIZE: A player's maximum hand size is 4 Treachery cards. ‑faction_harkonnen_treachery ‑faction_choam_treachery +faction_moritani_atomics
    4. INELIGIBLE: Players with a full hand are not eligible to bid and must pass during a bid for a Treachery Card.
    5. DEALER: A selected player deals 1 card for each player who is eligible to bid from the Treachery Deck face down in a row. +faction_atreides_bidding +faction_ixians_changeofstock +faction_richese_bidding +faction_richese_blackmarket
    6. AUCTION: The first card in the row is now auctioned off for spice.
    7. BIDDING: The bidding is started by the First Player. If that player is not eligible to bid the next player to the right who is eligible opens the bidding.
      1. This is the procedure for bidding on a card:
      2. The player who bids first must bid 1 spice or more otherwise they must pass. Bidding then proceeds to the bidder's immediate right. The next bidder may raise the bid or pass, this continues around the table until a top bid is made and all other players have passed.
      3. Buying A Card: The top bidding player then pays the number of spice they bid to the Spice Bank and receives the card currently up for bid, adding it to their hand. ‑faction_emperor_bidding +faction_harkonnen_bidding +faction_ixians_alliance ‑faction_richese_alternateincome
      4. Bid Limit: Players may not bid more spice than they have. ‑phases_alliances_bidding ‑treachery_karama_bidding
      5. Time Limit: Each player must bid within 10 seconds of the previous player or they are assumed to have passed. Players not at the table are assumed to have passed.
    8. NEXT STARTING BIDDER: In subsequent bidding during this Phase, the first eligible player, to the right of the player who opened the bid for the previous card, begins the bidding for the next card.
    9. END OF BIDDING: Bidding for Treachery Cards continues until all cards available for bid have been auctioned off.
    10. BOUGHT-IN: When a face down Treachery card is passed on by everyone, all remaining cards are returned to the top of the Treachery Deck in the order they were dealt out and bidding on face down Treachery Cards is over.
    11. TRANSPARENCY: The amount (not the type) of Treachery Cards a player has in their hand must be made known upon request by another player during the Bidding Phase.
  5. Revival Phase

    1. This is the fifth Phase of the Turn. All players are allowed to revive Forces and leaders from the Tleilaxu Tanks. There is no Storm Order in this Phase.
    2. Force Revival: All players may now revive up to 3 Forces from the Tleilaxu Tanks. ‑phases_factionkarama_tleilaxu ‑faction_emperor_alliance ‑faction_tleilaxu_unlimitedrevival ‑faction_choam_revival ‑variant_strongholdcards_tabr
      1. To revive Forces you must adhere to the following:
      2. FREE REVIVAL: A certain number of Forces are revived for free as stated on the player sheet. +faction_fremen_alliance ‑faction_choam_worthless_lalala
      3. BY SPICE: Any additional Forces that may be revived, beyond your free revival and up to your current limit, must be done at a cost of 2 spice per Force. ‑faction_ixians_cyborgparts ‑faction_tleilaxu_halfpricerevivals ‑faction_tleilaxu_alliance ‑faction_choam_revival
      4. PAYMENT: All spice paid for Force Revival is Placed in the Spice Bank. ‑faction_tleilaxu_revival
    3. TO RESERVES: Revived Forces must be Put in the player's reserves.
    4. Leader Revival: When a player has no Active Leaders they may revive 1 face up leader per Turn until all of their leaders have been revived. +phases_factionkarama_emperor ‑phases_factionkarama_tleilaxu ‑faction_tleilaxu_unlimitedrevival ‑faction_tleilaxu_leaderrevival ‑faction_tleilaxu_gholas +faction_choam_alliance +faction_ecaz_ambassador_tleilaxu ‑faction_ecaz_revivaldukevidal ‑faction_ecaz_revival_leaders ‑treachery_tleilaxughola
      1. To revive leaders you must adhere to the following:
      2. COST: For a leader, a player must pay that leader's fighting strength in spice to revive that leader. ‑faction_tleilaxu_halfpricerevivals ‑faction_tleilaxu_alliance
      3. PAYMENT: All spice paid for leader revival is Placed in the Spice Bank. ‑faction_tleilaxu_revival
      4. REVIVED LEADER STATUS: A revived leader is added to that player's Leader Pool and can be played normally, it is still subject to being a Traitor.
    5. DEAD AGAIN: When a revived leader is killed again, place it face down in the Tleilaxu Tanks. This leader can not be revived again until all the player's other revivable leaders have been revived, killed, and sent to the Tleilaxu Tanks again / are unavailable. ‑phases_factionkarama_emperor ‑faction_tleilaxu_unlimitedrevival ‑faction_tleilaxu_leaderrevival ‑faction_choam_irreplaceable ‑treachery_tleilaxughola
  6. Shipment And Movement Phase

    1. This is the sixth Phase of the Turn. All players are allowed to Ship and/or Move Forces during this Phase, Placing their Forces onto the planet or moving Forces across the board.
    2. The First Player conducts their Force Shipment action and then Force Movement action. Play proceeds in Storm Order until all players have completed this Phase or indicated they will not use their actions. ‑faction_spacing_shipaheadofschedule ‑treachery_richese_juiceofsappho_gofirst ‑treachery_richese_juiceofsappho_golast
    3. Shipment of Reserves: A player with off-planet reserves may make one shipment of any number of Forces from their reserves to any one Territory on the board. ‑phases_factionkarama_spacing +faction_spacing_shipping +faction_spacing_alliance ‑faction_ixians_hmsshipping
      1. On your Ship action you must adhere to the following:
      2. COST: The cost of shipping off-planet reserves is 1 spice per Force shipped into any Stronghold and 2 spice per Force shipped into any Non-Stronghold Territory. ‑faction_spacing_shipping_halfprice ‑faction_spacing_alliance ‑treachery_karama_purchase
      3. PAYMENT: All spice paid for Shipment is Placed in the Spice Bank. ‑faction_spacing_paymentforshipping
      4. SECTORS: When shipping into a Territory lying in several Sectors, a player must make clear in which Sector of the Territory they choose to leave their Forces.
      5. RESTRICTION: No player may Ship into or out of a Sector in Storm. ‑faction_fremen_stormmigration
      6. OCCUPANCY LIMIT: No player may Ship into a stronghold already occupied by two other player's Forces. ‑faction_bg_advanced_advisors ‑ecaz_occupy
    4. Restriction: No player may ship Forces from the board back to their reserves. ‑faction_spacing_offplanet
    5. FORCE MOVEMENT: Each player may Move, as a group, any number of their Forces from one Territory into one other Territory. Unless separated by Storm, that player may Move groups of Forces from different Sectors of the same Territory. ‑faction_choam_worthless_baliset
      1. On your Movement action you must adhere to the following:
      2. ONE FORCE MOVE: Each player may make only one Force movement action per Turn. ‑treachery_hajr ‑treachery_richese_ornithopter_secondmove
      3. Forces are free to Move into, out of, or through any Territory occupied by any number of Forces with certain restrictions and additional movement advantage mentioned below.
      4. ONE ADJACENT TERRITORY: A player without a Force in either Arrakeen or Carthag at the start of their movement can only Move their Forces to one adjacent Territory. ‑faction_fremen_movement ‑faction_ixians_cyborgmovement ‑faction_ixians_suboidmovement ‑faction_choam_worthless_kulon ‑treachery_richese_ornithopter_movelimitincrease
      5. ORNITHOPTERS: A player who starts a force move with one or more Forces in either Arrakeen, Carthag, or both, has access to ornithopters and may Move Forces through up to three adjacent territories. The Forces moved do not have to be in Arrakeen or Carthag to make the three Territory Move.

        Thus, for example, a player with one or more Forces in Arrakeen would be able to move Forces starting in Tuek's Sietch through Pasty Mesa and Shield Wall to the Imperial Basin, where they must stop.

      6. SECTORS: Sectors have no effect on movement. Forces can Move into or through a Territory ignoring all Sectors. A Sector's only function is to regulate the movement and coverage of the storm and spice collection.
      7. STORM: As defined above in the Storm Phase section, no Force may Move into, out of, or through a Sector in storm.
      8. Many territories occupy several Sectors, so that a player may Move into and out of a Territory that is partly in the storm, so long as the group does not pass through the part covered by the storm.
      9. When ending a Move in a Territory lying in several Sectors, a player must make clear in which Sector of the Territory they choose to leave their Forces.
      10. Occupancy Limit: Like Shipment, Forces can not be moved into or through a Stronghold if Forces of two other players are already there. ‑faction_bg_advisor_adaptiveforce ‑ecaz_occupy
    6. SAFE HAVEN: The Polar Sink is never in storm.
    7. CONSTRAINT: At the end of your Shipment and Movement actions, Place all your Forces that are in the same Territory (except the Polar Sink) as your Ally’s Forces in the Tleilaxu Tanks. ‑faction_bg_advisors_coexist ‑ecaz_occupy
    8. Repositioning: A player may use their movement action to reposition their Forces to relocate to a different Sector within the same Territory. Storm limitations still apply.
  7. Battle Phase

    1. This is the seventh Phase of the Turn. Players must resolve battles in every Territory that is occupied by Forces from two or more factions.
    2. Battle Determination: Wherever two or more players' Forces occupy the same Territory, battles must occur between those players. Battles continue until just one player's Forces, or no Forces remain in all territories on the Board. ‑phases_battle_nostormbattle ‑phases_battle_polarsink ‑faction_bg_advisors_coexist ‑ecaz_occupy
      1. Players can not battle one another in a Territory if their Forces are separated by a Sector in storm. Their Forces can remain in the same Territory at the end of the Phase.
      2. BATTLING BLIND: Whenever two or more players’ Forces are in the same Territory and in the same Sector under storm players still battle.
      3. NEUTRAL ZONE: Players can not battle in the Polar Sink. It is a safe haven for everyone.
    3. FIRST PLAYER: When resolving battles, the First Player is named the Aggressor until all their battles, if any, have been fought. The Aggressor chooses the order in which they wish to fight their battles. Then the player next in Storm Order becomes the Aggressor and so on, until all battles are resolved. ‑treachery_richese_juiceofsappho_agressor ‑variant_nexuscards_ecaz
    4. MULTIPLE BATTLES: When there are three or more players in the same Territory, the Aggressor picks who they will battle first, second, etc. for as long as they have Forces in that Territory. ‑variant_nexuscards_ecaz
    5. Battle Plan: To resolve a battle, each player secretly formulates a Battle Plan. ‑phases_factionkarama_atreides ‑faction_atreides_prescience ‑faction_atreides_alliance ‑variant_nexuscards_atreides
      1. A Battle Plan always includes the number of Forces dialed on the Battle Wheel. When possible, it must include a player's leader or a Cheap Hero. It may include Treachery Cards at the player's discretion.
      2. BATTLE WHEEL: Each player picks up a Battle Wheel and secretly dials a number from zero to the number of Forces they have in the disputed Territory. Both players will lose the number of Forces dialed on the Battle Wheel.
      3. LEADERS: One Leader Disc is selected and put face up in the slot on the wheel. A Cheap Hero Card may be played in lieu of a Leader Disc.
      4. DEDICATED LEADER: Leaders that survive battles may fight more than once in a single Territory if needed, but no leader may fight in more than one Territory during the same Phase. ‑phases_battle_traitorreveal
      5. LEADER ANNOUNCEMENT: A player must always play either a leader or a Cheap Hero card as part of their Battle Plan if possible. When it is not possible, a player must announce that they can not play a leader or Cheap Hero.
      6. NO TREACHERY: A player with no leader or Cheap Hero must still battle, but they can not play any Treachery Cards as part of their Battle Plan. (This situation can occur when a player does not have a Cheap Hero and all their leaders are in the Tleilaxu Tanks or have fought in another Territory in that Phase.)
      7. TREACHERY CARDS: Players with a leader or Cheap Hero may play a Weapon Treachery Card, Defense Treachery Card, or both by holding them against the wheel. They may choose not to play Treachery Cards as well. +faction_bg_voice +faction_bg_alliance
    6. REVEALING WHEELS: When both players are ready, the Battle Plans are Revealed simultaneously.
    7. BATTLE RESOLUTION: The winner is the player with the higher total of number dialed on the Battle Wheel, plus their leader's fighting strength. ‑phases_factionkarama_ecaz
      1. NO TIES: In the case of a tie, the Aggressor wins the battle.
      2. WEAPONS: When a player's opponent played a Weapon Treachery Card and the player did not play the proper Defense Treachery Card, the player's leader is killed. When a player played a Weapon Treachery Card that kills his own leader and the player did not play the proper Defense Treachery Card, the player's leader is killed.
      3. KILLED LEADERS: Any leaders killed are immediately Placed face up in the Tleilaxu Tanks, their fighting strength is not added to the total for determining the winner of the battle. The winner immediately receives their value (including their own leader, if killed) in spice from the Spice Bank. ‑treachery_artillerystrike
      4. SURVIVING LEADERS: Leaders who survive remain in the Territory where they were used. (Game effects do not kill these leaders while there.) These are not part of the Leader Pool until Leader Return [phases_battle_leaderreturn]. ‑faction_harkonnen_capturedleaders ‑leadercards_afterbattle
      5. LOSING: The losing player loses all the Forces they had in the Territory to the Tleilaxu Tanks and must discard every Treachery Card they used in their Battle Plan. Note that the loser does not lose their leader as a result of losing the battle.
      6. WINNING: The winning player loses only the number of Forces they dialed on the Battle Wheel. These Forces are Placed in the Tleilaxu Tanks. The winning player may discard any of the cards they played; that player may keep any cards that do not say "Discard after use". ‑phases_factionkarama_moritani ‑faction_ixians_suboidshenanigans
      7. TRAITORS: When you are in a battle and your opponent uses a leader that matches a Traitor Card in your hand, you may call out "Traitor!" and pause the game. This can be done against any Active Leader your opponent has, even when that leader was not one of their Active Leaders at the start of the game.‑faction_atreides_loyalty +faction_harkonnen_alliance +traitor_cheaphero
        1. When a Traitor Card is Revealed the Player who revealed the Traitor Card: immediately wins the battle, loses nothing, regardless of what was played in the Battle Plans (even if a lasgun and shield are Revealed), adds their leader back to their leader pool to be available again this Phase, Places the traitorous leader in the Tleilaxu Tanks, and receives the traitorous leader's fighting strength in spice from the Spice Bank. One time use abilities may be considered not used for this instance (Ex: Kwisatz Haderach, Captured leaders). One time use cards may be kept or discarded by the winner.
        2. The Player Whose Traitor Was Revealed: loses all their Forces in the Territory and discards all of the cards they played.
        3. TWO TRAITORS: When both leaders are traitors (each a traitor for the opponent), both players' Forces in the Territory, their cards played, and their leaders, are lost. Neither player receives any spice.
    8. LEADER RETURN: After all battles have been fought, players collect any of their leaders used in battle still in Territories adding them to their Leader Pool.
  8. Spice Collection Phase

    1. This is the eighth Phase of the Turn. Forces in territories that contain spice may collect the spice. phases_advanced_increasedspiceflow
    2. HARVESTING SPICE: Any player whose Forces Occupy a Sector of a Territory in which there is spice may now collect that spice. This is done by taking the spice tokens you are entitled to from the Territory and Putting them behind your shield.
    3. COLLECTION RATE: The collection rate of spice for each Force is 2 spice per Force. If the player occupies Carthag and/or Arrakeen their collection rate is now 3 spice per Force. ‑faction_ixians_cyborgcollection
    4. UNCLAIMED SPICE: Uncollected spice remains where it is for future turns.
  9. Mentat Pause Phase

    1. This is the ninth Phase of the Turn. A winner (or winners) is declared, or players take some time to evaluate their positions on the map, then move the Turn Counter to the next position on the Turn Track to begin the next Turn.
    2. Collect Bribe Spice: Add any spice from in front of your shield to your spice reserves.
    3. Stronghold Victory

      1. Players now check to see if the following requirements are met to achieve Stronghold Victory for one or more players.
      2. Unallied Stronghold Victory: The requirement for an Unallied player to win is to Control three or more Strongholds with at least one of their Forces during the Mentat Pause Phase.
      3. Allied Stronghold Victory: The requirement for an Alliance to win is to Control, between the Allied players, a total of four or more Strongholds with at least one or more Forces during the Mentat Pause Phase. +faction_ecaz_cooccupied_control +faction_ecaz_cooccupied_win

        For example: if the Atreides are in an Alliance with the Fremen, and the Fremen Control Sietch Tabr, Carthag, and the Atreides Control Tuek's Sietch and Arrakeen during the Mentat Pause Phase, they win the game together.

    4. MULTIPLE WINNERS: A player or alliance that has met the Stronghold requirement wins the game. When multiple player(s) and/or alliance(s) meet the requirements (as defined in phases_mentat_strongholdvictory) for a stronghold victory only the player or alliance first in Storm Order wins the game. ‑faction_bg_prediction
    5. WAR CONTINUES: When there are no winners, players mull over their positions on the board, consider their options and, when they are ready, move the turn marker to the next position on the Turn Track to begin the next Turn.
    6. END GAME OR DEFAULT VICTORY: The game is over when the desired number of Turns are reached. On the last Turn if no one has won and the Spacing Guild is not in the game the Fremen win. When the Fremen are not in the game either, the player Occupying the most Strongholds wins. If several qualify, all who qualify win. +faction_spacing_specialvictory +faction_spacing_alliance_specialvictory
  10. Alliances

    1. Once a Shai-Hulud (sandworm) card is turned over on the second or subsequent turns, at the end of the Spice Blow and Nexus Phase, a Nexus occurs. During a Nexus, all players have a chance to make, join or break Alliances. Once players have had a chance to do so, play continues.
    2. NEXUS

      1. Discussion: Players may discuss among themselves the advantages and disadvantages of allying, and with whom.
      2. Forming an Alliance: A player may ally once per Nexus. Two players may announce that they are forming an Alliance, they are now allied.
      3. Transparency: The members of an Alliance must be made known to all. Alliances cannot be secret. Swap Alliance Cards as a reminder of who is in an Alliance.
      4. Alliance Limits: No more than two players may be in an Alliance with each other.
      5. Landsraad Limits: Several Alliances can be formed during a Nexus, but no player can be a member of more than one Alliance.
      6. Breaking an Alliance: Any player may break an Alliance during a Nexus. A player announces that they are breaking from an Alliance, they are now unallied.
      7. Conclusion of A Nexus: Once all players have had a chance to ally, no further Alliances can be made until the next Nexus. ‑ambassador_token_ecaz ‑faction_moritani_enemyofmyenemy
    3. How an Alliance Functions

      1. Allied players' Forces are considered the same for the purposes of victory.
      2. The win condition is now 4 strongholds instead of 3 for players in an Alliance. If together their joint Forces Control 4 or more strongholds in the Mentat Pause Phase, they have jointly won the game. ‑faction_ecaz_cooccupied_win
      3. Ally Secrecy: Allies may discuss and share strategy and information secretly at any time.
      4. Separate Spice Holding: Allies may not give spice to one another. ‑faction_emperor_alliance_spice
      5. Bidding: During the Bidding Phase, allies may help each other by paying some or all the cost of each other's Treachery Cards so that a player can bid more spice than they actually have. ‑faction_richese_bidding_silentauction
      6. Movement: During the Shipment and Movement Phase, allies may pay for each other's shipments.
      7. Constraint: At the end of your Shipment and Movement actions, Place all your Forces that are in the same Territory (except the Polar Sink) as your Ally's Forces in the Tleilaxu Tanks. ‑faction_bg_advisors_coexist ‑ecaz_occupy
      8. Shared Advantages: Allies may assist one another with any abilities labeled: ALLIANCE.
  11. Secrecy

    1. Players are never required to keep their cards, spice holdings, or the traitors they selected secret. They are not obligated to Reveal this information either.‑faction_choam_corruptofficials ‑ambassador_token_atreides ‑ambassador_token_harkonnen ‑treachery_truthtrance +treachery_amal
    2. SPICE RESERVES: All spice holdings should be kept behind the Player Shield.
    3. HIDDEN HAND: The amount of Treachery Cards that any player has must be made known to any player that asks during the Bidding Phase but can be kept secret during any other Phase of the Turn.
  12. Deals and Bribes

    1. ALLIANCE DEALS: Any Player can make any kind of verbal Deal between one another. Once made, the conditions of these Deals must be stated aloud and must be honored to the best of a player's ability. Players who are not members of the same Alliance can make any kind of verbal Bribe between one another. Once made, the conditions of these Bribes must be stated aloud and must be honored.A player cannot renege on a Deal or Bribe. ‑faction_choam_corruptofficials
    2. BRIBE SPICE: When Spice is paid as part of a Deal it is considered a Bribe. Allies can make deals with one another so long as it is not a Bribe.
    3. BRIBE CONSTRAINTS: When spice is transferred as part of a Bribe, the spice is Put in FRONT of the recipient's player shield. Players collect spice from in front of their player shields and add it to their spice reserves during the Mentat Pause Phase, Collect Bribe Spice [phases_mentat_bribes].
    4. NO BRIBES DURING GAME SET UP: A deal or bribe cannot involve the transfer or gift of Treachery Cards, leaders, Forces, or faction abilities. This leaves secret information, future actions, and, of course, spice. A player can not make a deal or bribe that would contravene the rules or the player's faction powers. These are the only limitations.
    5. BRIBE TIMING: A Deal or Bribe can not be made until after setupgame_firststorm.
    6. TIME TO COLLECT: A Bribe can not be made after Mentat Pause Phase [phases_mentat] of any Turn.
  13. Advanced Game

    1. For experienced players the game is changed by adding these rules: increasing the number of Spice Blows, adding a spice advantage for holding a city or Tuek's Sietch, (the smuggler stronghold), an enhanced Karama Card, an advanced battle system, and additional faction abilities (as stated in 2.xx.00). Decide as a group if you are playing Advanced in Set Up before any other step (setupgame_intro).
    2. Increased Spice Flow: During Collection Phase [phases_spicecollection], each occupant of Carthag and Arrakeen collects 2 spice and the occupant of Tuek's Sietch collects 1 spice. To qualify for collection, a player needs to occupy the stronghold only at the time of collection. If a player occupies two or three of these strongholds, they collect spice for each that they occupy. +ecaz_occupy
    3. DOUBLE SPICE BLOW: After phases_spiceblow_topcard another Spice Card will be Revealed creating a second Spice Card discard pile (discard pile A and discard pile B).
      1. When using double spice blow:
      2. When a Shai-Hulud appears in the first discard pile (Pile A) any spice and Forces on a Territory Card at the top of discard pile A (if any) are lost to the Spice Bank and Tleilaxu Tanks respectively. The Shai-Hulud card is Put on the spice discard pile. Then another card is turned over. If it is a Shai-Hulud it is immediately discarded on pile A and another card is turned over. This continues until a Territory Card appears and spice is placed as defined in phases_spiceblow_territorycard. The Territory Card is put face up on spice discard pile A. Then a Nexus occurs.
      3. Now Reveal another spice card and repeat the above procedure using discard pile B.
    4. SPICE DECK RESUFFLE: When the Spice Deck needs to be reshuffled, Shuffle in all discarded territory and Shai-Hulud cards under the top most territory card in Spice Discard Pile A and all Territory and Shai-Hulud cards in Spice Discard Pile B into the deck.
    5. SPICE DIALING: Each Force used in a battle is valued at its full strength if 1 spice is paid to support it. ‑faction_fremen_battlehardened ‑faction_ixians_suboidstrength
      1. Spice now plays an important role in the combat procedure. When using spice dialing:
      2. UNSPICED FORCES: A Force used in a battle that is not supported by 1 spice is valued at half strength. ‑faction_ixians_suboidstrength
      3. NUMBER DIALED CALCULATION: When dialing a Battle Plan, one-half increments can be indicated by lining up the line between the numbers with the line under the window of the Battle Wheel.
      4. SPICED FORCES: When creating a Battle Plan, a player must add the amount of spice they plan to pay in the battle to their Battle Wheel. faction_choam_alliance
      5. PAYMENT: All spice paid for Spice Dialing is Placed in the Spice Bank. ‑faction_choam_forcespice
    6. LOSING NOTHING: When a traitor card is played, the winner keeps all spice paid to support their Forces.
    7. ONE TIME ULTIMATE: When playing a Karama Card [treachery_karama], in addition to it's normal effects a player may now use it to implement their Faction's special Karama power once per game.
  14. Faction Karama Power

    1. In addition to the regular Karama power, all factions gain a unique power that can be used once in a game when the player plays a Karama Card [treachery_karama]. The Karama Card is discarded to use the ability. ‑phases_factionkarama_bg
    2. Atreides: During Battle Phase [phases_battle] you may use a Karama Card to look at any one player's entire Battle Plan.
    3. Emperor: During Revival Phase [phases_revival] you may use a Karama Card to revive up to three of your Forces or one of your leaders for free.
    4. Fremen: During Spice Blow and Nexus Phase [phases_spiceblow], after turn 1 you may use a Karama Card to Place your sandworm token in any sand Territory that you wish. This is treated as a normal sandworm and will cause a nexus as described in Spice Blow Nexus [phases_spiceblow_nexus].
    5. Harkonnen: During the Bidding Phase [phases_bidding] you may use a Karama Card to take the entire hand of another player and add their cards to your hand. For each card you added to your hand, you must then give that player one card in return.
    6. Spacing Guild: During Shipment and Movement Phase [phases_shipment] you may use a Karama Card to cancel one off-planet shipment of any one player.
    7. Bene Gesserit: Instead of a once a game ability you may use any worthless card as if it is a Karama Card.
    8. Ixians: During the Shipment and Movement Phase [phases_shipment] when it is your turn to take your Shipment and Movement actions, you may use a Karama Card to move the Hidden Mobile Stronghold 2 territories (as long you occupy it with one or more Forces), as well as take your normal Shipment and Movement.
    9. Tleilaxu: During Revival Phase [phases_revival] you may use a Karama Card to prevent a player from performing their standard revival (Forces and/or leader).
    10. CHOAM: At any time, you may use a Karama Card to discard any Treachery Cards, even Worthless Cards, from your hand and gain 3 spice each. During the Shipment and movement Phase flip any or all Star Forces in one territory.
    11. Richese: At any time, you may use a Karama Card and pay 3 spice to secretly add one of your Richese Treachery Cards from your cache to your hand.
    12. Ecaz: During Battle Phase- Battle Resolution [phases_battle_resolution], you may use a Karama Card to add the difference between your leader disc and your opponent's leader disc to your number dialed, if you played neither a weapon nor a defense. At the Start of the Shipment and Movement Phase you may use a Karama card to designate one Territory on the Map. You Co-Occupy with all factions in the designated Territory for the rest of the Turn using any Forces. Control of that Territory counts for you as well as any other Faction that you are Co-Occupied with.
    13. Moritani: During Battle Phase- Winning [phases_battle_winning], you may use a Karama Card to force your opponent to discard or keep any or all Treachery Cards they played, when you lose a battle. Trigger a Terror token at the start of a battle, you choose the benefactor of the abilities.
    14. Free Traders: During Battle PHASE [], you may use a Karama Card to flip all Smugglers in one Territory to fighters.

2 Factions

    1. This Category goes over the Factions a player can play as and how these rules interact and supersede the rules of the game.
    2. A faction has special abilities that may contradict the rules. A faction's particular abilities always have precedence over the rules.
    3. A Treachery Card may contradict the rules or a faction's particular abilities. A Treachery Card always has precedence over the rules and faction abilities.
    4. A Variant [4] may contradict the rules, a faction ability, or a Treachery Card. Variants always have precedence over the rules, faction abilities, and Treachery Cards.
    5. When a Karama card is used to cancel an ability, as detailed in Karama card description treachery_karama_cancel and treachery_karama_prevent, the faction whose ability is cancelled may recalculate and retake that same action (ex: revival, shipment, movement) without the ability.
    6. When a faction’s ability is used all other actions that can take place must wait until the ability is complete. After the ability is completely done players may use abilities, play cards, and make Bribes. ‑treachery_karama
  1. Atreides

    1. When playing Basic rules use only abilities atreides_setupspice through faction_atreides_alliance. When playing Advanced Rules use abilities atreides_setupspice through faction_atreides_ascension.
    2. Starting Spice [setupgame_spicedistribution]: Put 10 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 10 Forces in Arrakeen and 10 in reserves (off-planet).
    4. PROPER MANAGMENT: After Player Positions [setupgame_playerpositions] Put the Spice Deck and the Treachery Deck near your player position. You manage these decks.
    5. FREE REVIVAL: 2 Forces.
    6. BIDDING: During the Bidding Phase when a Treachery Card comes up for purchase, you may look at it before any faction bids on it. +faction_ixians_technology
    7. FILAMENT BOOK: You, and only you, may keep written records about Treachery cards.
    8. WORMSIGN: During Shipment and Movement Phase [phases_shipment], before anyone ships, you may look at the top card of the Spice Deck.
    9. PRESCIENCE: Before Battle WheelDuring Battle Wheel [phases_battle_plan_wheel], before any elements of the Battle Plan are determined you may force your opponent to Reveal your choice of one of these elements they intend to use in their Battle Plan against you: the leader, the weapon, the defense, or the number dialed. If you choose to ask about a weapon or defense and your opponent tells you that they are not playing that element during this battle, you may not then ask to see a different element. ‑faction_richese_blindprescience +treachery_harasswithdrawl +treachery_reinforcements
    10. ALLIANCE: In your ally's battle you may use ability Prescience [faction_atreides_prescience] on your ally's opponent.
    11. THE SLEEPER HAS AWAKENED: The Kwisatz Haderach card starts out inactive and the Kwisatz Haderach token may not be used. Use the Kwisatz Haderach card and counter token to secretly keep track of Force losses. Once you have lost 7 or more Forces in a battle or battles, the Kwisatz Haderach token becomes active for the rest of the game.
    12. KWISATZ HADERACH: In your battle you may add the Kwisatz Haderach token to your leader or Cheap hero's strength (+2) in one Territory per Turn. If the leader or Cheap Hero is killed the Kwisatz Haderach does not add its +2 strength.
    13. ATREIDES LOYALTY: A leader accompanied by Kwisatz Haderach can not turn traitor.
    14. PROPHECY BLINDED: The Kwisatz Haderach token can only be killed if blown up by a lasgun/shield explosion.
    15. REAWAKEN: When killed, the Kwisatz Haderach must be revived like any other leader. When all other leaders have died once and/or become unavailable you may use your one leader revival action to revive this token instead of a leader. ‑phases_factionkarama_tleilaxu
    16. ASCENSION: Alive or dead, the Kwisatz Haderach does not prevent the Atreides from reviving leaders.
  2. Bene Gesserit

    1. When playing Basic rules use only abilities faction_bg_setupspice through bg_force_tokens. When playing Advanced Rules use abilities faction_bg_setupspice through faction_bg_advanced_universalstewards.
    2. Starting Spice [setupgame_spicedistribution]: Put 5 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 1 Force in Polar Sink and 19 forces in reserves (off-planet).‑bg_forcesetup
    4. PREDICTION: After Player Positions [setupgame_playerpositions], you secretly predict when one other faction will win via Stronghold Victory, placing a turn number card and a faction card from your prediction deck face down behind your Player Shield. Putting the unused prediction cards face down back in the box. If the faction you predicted has met the requirements for victory during phases_mentat_win (alone or as an ally, even your ally) in the Turn you predicted, Reveal your prediction, and win alone. You also can win normally via Stronghold Victory. You cannot predict the Spacing Guild or Fremen to win with their special victory conditions.
    5. FREE REVIVAL: 1 Force.
    6. SPIRITUAL ADVISORS: Whenever any other faction Ships Forces onto Dune from off-planet, you may Send 1 Force (fighter) for free from your reserves to the Polar Sink. ‑faction_bg_advanced_advisors
    7. VOICE: After Battle Plans [phases_battle_plan_intro]Before Battle Wheel [phases_battle_plan_wheel] you may command your opponent to play or not play one of the following cards in their Battle Plan: poison weapon, projectile weapon, poison defense, projectile defense, a worthless card, a Cheap Hero, a specific special weapon by name, or a specific special defense by name. Your opponent must comply with your command as well as they are able to.
    8. ALLIANCE: In your ally's battle you may use ability Voice [faction_bg_voice] on your ally's opponent.
    9. ADVANCED STARTING FORCES: During Forces setup [setupgame_forces], Place 1 advisor in any Territory on the Map of your choice. If you are alone in the Territory, flip the advisor to a fighter. This is done after the Fremen placement (if that faction is in the game). This ability replaces the normal Bene Gesserit Starting Forces ability [faction_bg_setupforces].
    10. CHARITY: You always receive CHOAM Charity of at least 2 spice regardless of how much spice you already have.
    11. NONCOMBATANTS: Your Force tokens have two sides, the spiritual, striped side (advisor) and the battle side with no stripes (fighter). Fighters are normal Forces.
    12. ADVISORS: When using ability Spiritual Advisors [faction_bg_advisors], you may send 1 advisor for free from your reserves into the same Territory (and same Sector) that faction ships to, in place of sending a fighter to the Polar Sink. You may only do this when you do not have fighters already present in that Territory.
    13. COEXISTENCE: Advisors coexist peacefully with other faction Forces in the same Territory, including allies. Advisors have no effect on the play of the other factions whatsoever and cannot collect spice, be involved in combat, prevent another faction's Control of a Stronghold, prevent another faction from challenging a Stronghold (Occupancy Limit), use ornithopters, or play Family Atomics. Advisors are still susceptible to storms, sandworms, lasgun/shield explosions, and Family Atomics.
    14. FIGHTERS: When you use your normal shipment action [phases_shipment_reserves] Forces must be shipped as fighters. Fighters may not be shipped to Territories already occupied by Advisors.
    15. ENLISTMENT: When you Move advisors to an unoccupied Territory, you must flip them to fighters.
    16. INTRUSION: When a Force of another faction that you are not allied to enters a Territory where you have fighters, you may flip them to advisors.
    17. TAKE UP ARMS: When you Move advisors into an occupied Territory, you may flip them to fighters following occupancy limit if you do not already have advisors present.
    18. WARTIME: Before Shipment and Movement [phases_shipment_intro], in each Territory that you have advisors, you may flip all of those advisors to fighters. This change must be publicly announced.
    19. PEACETIME: Advisors can not flip to fighters with an ally present.
    20. STORMED IN: Advisors can not flip to fighters under storm.
    21. ADAPTIVE FORCE: When you Move advisors or fighters into a Territory where you have the opposite type they flip to match the type already in the Territory.
    22. UNIVERSAL STEWARDS: When advisors are ever alone in a Territory before Battle Phase [phases_battle], they automatically flip to fighters.
    23. KARAMA: You may use any worthless card as if it were a Karama Card.
  3. Emperor

    1. When playing Basic rules use only abilities faction_emperor_setupspice through faction_emperor_alliance. When playing Advanced Rules use abilities faction_emperor_setupspice through faction_emperor_advanced_sardaukartraining.
    2. Starting Spice [setupgame_spicedistribution]: Put 10 spice behind your shield from the bank.
    3. Starting Forces setupgame_forces: Place 20 Forces in reserves (off-planet).
    4. FREE REVIVAL: 1 Force.
    5. PAYMENT FOR TREACHERY: During Buying A Card [phases_bidding_buying], when any other faction pays spice for a Treachery Card, they pay it to you instead of the Spice Bank. ‑faction_richese_alternateincome
    6. FAIR MARKET: You may not discount the price of Treachery Cards; the full price must be paid.
    7. ALLIANCE: You may give spice to your ally at any time for any reason. Spice you give to your ally goes behind their shield and is now their spice.
    8. ALLIANCE: You may pay spice for the revival of up to 3 extra of your ally's Forces beyond their current limit from the Tleilaxu Tanks.
    9. SARDAUKAR: Your five starred Forces, elite Sardaukar, have a special fighting capability. They are worth two normal Forces in battle and in taking losses against all opponents except Fremen.
    10. SARDAUKAR WEAKNESS: Your starred Forces are worth just one Force against Fremen Forces.
    11. SARDAUKAR REVIVAL: They are treated as one Force in revival.
    12. SARDAUKAR TRAINING: Only one Sardaukar Force can be revived per Turn.
  4. Fremen

    1. When playing Basic rules use only abilities faction_fremen_setupspice through faction_fremen_alliance_specialwin. When playing Advanced Rules use abilities faction_fremen_setupspice through faction_fremen_battlehardened.
    2. Starting Spice [setupgame_spicedistribution]: Put 3 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 10 Forces distributed as you like on Sietch Tabr, False Wall South, and False Wall West; and 10 Forces in reserves.
    4. NATIVES: Your Reserves are in a Territory on the far side of Dune (in front of your shield, off the board). Unlike other factions you do not have Off-Planet Reserves and can not ship with the normal Shipping method.
    5. FREE REVIVAL: 3 Forces.
    6. SHIPMENT: During the Shipment [phases_shipment_reserves], you may Send any or all your reserves for free onto the Great Flat or onto any one Territory on the Map within two territories of the Great Flat (subject to storm and Occupancy Limit). This ability costs 1 shipment action to use. +variant_strongholdcards_shieldwall
    7. MOVEMENT: During movement you may Move your Forces two territories instead of one.
    8. SHAI-HULUD: When Shai-Hulud appears in a Territory where you have Forces, they are not devoured.
    9. BEAST OF BURDEN: Upon conclusion of the Nexus, you may ride the sandworm and Move some or all the Forces in the Territory as long as they are not in Storm to any Territory subject to storm and occupancy limits. Any Forces in that Territory are not devoured. If Shai-Hulud appears again and you still have Forces in the original Territory, you may do this again.
    10. FREMEN SPECIAL VICTORY CONDITION

      1. When the Spacing Guild is in the game and no faction has won by the end of the last turn your plans to alter Dune have succeeded, you and your allies win the game if you meet the following criteria
      2. Only your Forces (or no Forces) occupy Sietch Tabr and Habbanya Sietch
      3. Neither Harkonnen, Atreides, nor Emperor Forces occupy Tuek's Sietch. +faction_richese_fremenspecialvictory
    11. ALLIANCE: You may decide to protect (or not protect) your allies from being devoured by sandworms.
    12. ALLIANCE: At your discretion, your ally's free revival is 3.
    13. ALLIANCE: Your allies win with you when you win with the Fremen Special Victory Condition (ability faction_fremen_specialvictory).
    14. STORM RULE: Move the Storm Marker normally using the Battle Wheels on the first Turn of the game. You randomly select a card from the Storm Deck and Put it face down on the margin of the game board. In the next Storm Phase the number on that Storm Card is Revealed; the storm is moved counterclockwise that number of Sectors and your Storm Card is returned to the Storm Card Deck. You then shuffle the Storm Deck, randomly select a Storm Card for the next turn's storm movement, and Put it face down on the margin of the game board. ‑treachery_weathercontrol
    15. THERE'S A STORM COMING: At the end of the Storm Phase [phases_storm] you may secretly look at the Storm Card.
    16. SANDWORMS: During Spice Blow [phases_spiceblow], all additional sandworms that appear after the first sandworm in a Spice Blow can be Placed by you in any sand Territory you wish. Any Forces there, except yours, are devoured.
    17. STORM LOSSES: When your Forces are caught in a storm, only half of them there are destroyed (rounded up)you may prevent half (rounded down) of them from being destroyed. A storm landing on your Forces then moving in a subsequent Turn does not destroy half of your Forces a second time.
    18. STORM MIGRATION: You may Send your reserves into a storm at half loss.
    19. FEDAYKIN: Your three starred Forces, Fedaykin, have a special fighting capability. They are worth two normal Forces in battle and in taking losses.
    20. FEDAYKIN REVIVAL: They are each treated as one Force in revival.
    21. FEDAYKIN TRAINING: Only one Fedaykin Force can be revived per Turn.
    22. BATTLE HARDENED: Your Forces do not require spice to count at full strength in battles.
  5. Harkonnen

    1. When playing Basic rules use only abilities faction_harkonnen_setupspice through faction_harkonnen_alliance. When playing Advanced Rules use abilities faction_harkonnen_setupspice through faction_harkonnen_noloyalty.
    2. Starting Spice [setupgame_spicedistribution]: Put 10 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 10 Forces in Carthag and 10 Forces in reserves (off-planet).
    4. TERRIBLY TRAITOROUS: During Traitors setup [setupgame_traitors] keep all four Traitor cards you are dealt.
    5. MYSTERY CARD: After Starting Treachery Card [setupgame_treachery] Draw a Treachery Card.
    6. FREE REVIVAL: 2 Forces.
    7. TRAITORS: All four of the Traitor cards you kept during Traitors setup [setupgame_treachery] can be used normally.
    8. TRAMENDOUSLY TREACHEROUS: You hand limit is 8 Treachery Cards. When you have 8 Treachery Cards you must pass during bidding. ‑phases_factionkarama_harkonnen
    9. TOP CARD: When you Buy a card, you Draw an extra card for free from the Treachery Deck (unless you are at 7 cards, because you can never have more than 8 total Treachery Cards in hand).
    10. ALLIANCE: In your ally’s battle you may use your Traitor Cards on your ally’s opponent. This is Treated as if your ally played the Traitor Card.
    11. CAPTURED LEADERS

      1. After you win a battle and all effects have been resolved randomly select 1 Active Leader from the loser (including the leader used in the battle, if not killed, but excluding all leaders already used elsewhere that Turn), you may choose to activate either ability:
      2. KILL: Place the Leader Disc face down into the Tleilaxu Tanks to gain 2 spice from the Spice Bank. ‑faction_choam_protections
      3. CAPTURE: That leader is now in your Active Leader Pool. After it is used in a battle, if it wasn’t killed during that battle, the leader is returned to the Active Leader Pool of the player who last had it. ‑faction_choam_protections
    12. PRISON BREAK: When all your own leaders have been killed, you must return all captured leaders immediately to the players who last had them as an Active Leader.
    13. TYING UP LOOSE ENDS: Killed captured leaders are Placed in the Tleilaxu Tanks from which their factions can revive them (subject to the revival rules).
    14. NO LOYALTY: A captured leader used in battle may be called traitor with the matching Traitor Card!
  6. Spacing Guild

    1. When playing Basic rules use only abilities faction_spacing_spicesetup through faction_spacing_alliance_specialvictory. When playing Advanced Rules use abilities faction_spacing_spicesetup through faction_spacing_restoffactions.
    2. Starting Spice [setupgame_spicedistribution]: Put 5 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 5 Forces in Tuek's Sietch and 15 Forces in reserves (off-planet).
    4. FREE REVIVAL: 1 Force.
    5. PAYMENT FOR SHIPMENT: When another faction ships Forces onto Dune, they pay the spice to you instead of to the Spice Bank. ‑treachery_karama_purchase
    6. THREE TYPES OF SHIPMENT: You are capable of making one of three types of shipments each Turn.
      1. NORMAL SHIPMENT: You may ship normally from off-planet reserves to Dune.
      2. CROSS-SHIP: You may ship any number of Forces from any one Territory to any other Territory on the board.
      3. OFF-PLANET: You may ship any number of Forces from any one Territory back to your reserves.
    7. HALF PRICE SHIPPING: You pay only half the normal price (rounded up) when shipping your Forces.
    8. RETREAT CALCULATIONS: The final price of your Forces shipped back to reserves is 1 spice for every 2 Forces.
    9. SPACING GUILD SPECIAL VICTORY CONDITION: If no faction has been able to win the game by the end of play, you have prevented control of Dune and automatically win the game.
    10. ALLIANCE: Your ally may use the ability HALF PRICE SHIPPING [faction_spacing_shipping_halfprice].
    11. ALLIANCE: Your ally may use the ability CROSS-SHIP [faction_spacing_crossship].
    12. ALLIANCE: Your ally wins with you when you win with the Spacing Guild Special Victory Condition [faction_spacing_specialvictory].
    13. SHIP AS IT PLEASES YOU: During the Shipment and Movement Phase you may activate either ability SHIP AND MOVE AHEAD OF SCHEDULE [faction_spacing_shipaheadofschedule] or HOLDING PATTERN [faction_spacing_holdingpattern]. ‑treachery_richese_juiceofsappho_gofirst
      1. The rest of the factions must make their shipments and movements in the proper sequence. You do not have to make known when you intend to make your shipment and movement action until the moment you wish to take it.
      2. SHIP AND MOVE AHEAD OF SCHEDULE: You may take your shipment and move action before any player earlier in storm order than you. This would allow you to go first, or after any player has taken their complete Shipment and Movement action. ‑treachery_richese_juiceofsappho_gofirst
      3. HOLDING PATTERN: When you are up next in storm order you may announce, "Delay". You may take your shipment and move action after any player later in storm order than you. This would allow you to go last, or after any player has taken their complete Shipment and Movement action. ‑treachery_richese_juiceofsappho_golast
  7. Ixians

    1. When playing Basic rules use only abilities faction_ixians_setupspice through faction_ixians_alliance. When playing Advanced Rules use abilities faction_ixians_setupspice through faction_ixians_suboidstrength.
    2. Starting Spice [setupgame_spicedistribution]: Put 10 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 6 Forces (3 Cyborgs and 3 Suboids) on the Hidden Mobile Stronghold token, and 14 Forces (4 Cyborgs and 10 Suboids) in reserves (off-planet).
    4. POCKET CARDS: At the start of Starting Treachery Card [setupgame_treachery] before Treachery Cards are drawn, draw one card for each faction in the game. Choose one card to keep as your starting Treachery Card. Shuffle the remaining starting Treachery Cards; players draw their starting cards from this pile instead of the Treachery Deck.
    5. DEPLOY HMS: After First Storm [setupgame_firststorm] Place your Hidden Mobile Stronghold token on the Map by pointing it at a Sector in any non-stronghold Territory.
    6. FREE REVIVAL: 1 Force.
    7. MANUFACTURING PLANT: Free Revival may be used to revive either Suboids and/or Cyborgs.
    8. SUPPLY CHAIN: Before Bidding Phase- Dealer [phases_bidding_dealer], draw one more Treachery Card than the number up for bid, and look at all of them. Put one card of your choice face down either on the top or bottom of the deck. Then shuffle the remaining cards. +faction_richese_bidding_intro
    9. CHANGE OF STOCK: The dealer uses Treachery cards seen and shuffled by the Ixians as a part of ability Ixian BIDDING [faction_ixians_bidding], if available, instead of from the Treachery deck.
    10. CYBORGS: Your seven starred Forces, Cyborgs, have a special fighting capability. They are worth two normal Forces in battle and in taking losses.
    11. CYBORG PARTS: Each Cyborg costs 3 spice to revive.
    12. CYBORG REVIVAL: They are treated as one Force in revival.
    13. CYBORG MOVEMENT: During your movement action you may Move your Cyborgs two territories instead of one.
    14. CYBORG COLLECTION: During Spice Collection Phase- Collection Rate [phases_spicecollection_rate], Cyborgs can collect 3 spice instead of 2.
    15. SUBOIDS: Your 13 Suboid Forces ship normally but, are worth ½ in battle. When dialing ½ for a Suboid use the hash marks between battle wheel numbers as needed.
    16. SUBOID SHENANIGANS: After battle losses are calculated, any of your surviving Suboid Forces in that Territory can be exchanged for Cyborgs you lost in that battle.
    17. SUBOID MOVEMENT: During your movement action you may Move your Suboids two territories instead of one when accompanied by at least one Cyborg.
    18. HIDDEN MOBILE STRONGHOLD: This token counts as a Territory within the Territory and Sector it is pointing to. This Territory is a Stronghold.
    19. MOBILE ARMY STRONGHOLD HAJR: Before Storm Phase- Storm Movement [phases_storm_movement]During Mentat Pause Phase- War Continues [phases_mentat_warcontinues] as long as you have one or more Forces occupying it, you may move your Hidden Mobile Stronghold up to 3 territories (NOT into, out of or through the storm) pointing at a Sector in any non-stronghold Territory.
    20. HARVESTER: Once per Phase when your Hidden Mobile Stronghold moves into, from, or through a Territory whose Sector contains spice, you may immediately collect 2 spice for each of your Forces in your stronghold.
    21. HOME FIELD ADVANTAGE: No other faction may ship Forces directly into your Hidden Mobile Stronghold, or move it if they take control.
    22. ALLIANCE: After your ally Buys a face down Treachery Card, they may look at it and immediately discard it to Draw the top card from the deck. Once per Turn after your ally Buys a face down Treachery Card, they may use the TECHNOLOGY [faction_ixians_technology] ability.
    23. TECHNOLOGY: Once, during the Bidding Phase, before bidding begins on a card and before Atreides looks at the card, you may take the Treachery Card about to be bid on, and replace it with one from your hand. Once per Turn during the Bidding Phase after you Buy a face down Treachery Card, you may immediately discard it and Draw the top card from the deck.
    24. SUBOID STRENGTH: Suboids are always considered half strength for dialing. You can not increase the effectiveness of Suboids in battle by paying Spice.
  8. Tleilaxu

    1. When playing Basic rules use only abilities faction_tleilaxu_setupspice through faction_tleilaxu_alliance. When playing Advanced Rules use abilities faction_tleilaxu_setupspice through faction_tleilaxu_gholas.
    2. Starting Spice [setupgame_spicedistribution]: Put 5 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 20 Forces in reserves (off-planet).
    4. NO ONE IS SAFE: During Traitors setup [setupgame_traitors] you are not dealt Traitor Cards. After traitors have been selected, you shuffle the deck & all Traitor Cards by other Player's Markers, then draw the top 3 cards. These are your Face Dancers.
    5. FREE REVIVAL: 2 Forces.
    6. FACE DANCERS

      1. When another faction wins a battle you may Reveal their leader to be a Face Dancer, and the following occurs:
      2. The battle still counts as a win for that player (they keep or discard treachery cards, Place tokens and killed leaders in the Tleilaxu Tanks, collect spice for any leaders killed, and claim any rewards if appropriate).
      3. The Face Dancer leader is sent to the tanks if it was not already killed, but no spice is collected for it.
      4. The remaining Forces in the battle go back to their reserves and are replaced up to the total of those Forces with your Tleilaxu forces from your reserves and/or from anywhere on the planet.
    7. RESUPPLY: Once you have Revealed all 3 Face Dancers (Traitor Cards), add all 3 cards to the Traitor deck, shuffle, and Draw 3 new Face Dancers.
    8. REPLACEMENT: During Mentat Pause Phase- War Continues [phases_mentat_warcontinues], if there is an unrevealed Face Dancer you wish to replace, you may shuffle that Face Dancer (Traitor Card) into the Traitor Deck and Draw a new Face Dancer.
    9. UNLIMITED REVIVAL: You have no limit to the number of Forces you may pay to revive. You may revive as many leaders per Turn for a maximum of five Active Leaders.
    10. HALF PRICE REVIVALS: You pay only half the normal cost (rounded up) when reviving leaders and your Forces.
    11. PAYMENT FOR REVIVALS: When another faction revives Forces and/or leaders, they pay the spice to you instead of to the Spice Bank.
    12. FORCE REVIVAL: You may increase the 3 Force revival limit for any other faction(s) to 5.
    13. SUBSIDIZED REVIVAL: For each faction using free revival or a Ghola Card, you receive 1 spice from the Spice Bank.
    14. LEADER REVIVAL: Upon request by another faction for a particular one of its leaders in the tanks, you can set a price and, if met, revive that leader (whether it is face up or face down). You may do this, however, only when fewer than five of that faction's leaders are in the tanks. When all five are there, normal revival rules apply.
    15. ZOAL: The leader token named Zoal has a value in battle equal to the value of the opponent's leader disc (zero against a Cheap Hero), before any bonuses are applied. Zoal's value for collecting spice upon his death is equal to the opponent's leader disc in that battle. Zoal costs 3 Spice to revive, this ignores ability Half Price Revivals [faction_tleilaxu_halfpricerevivals].
    16. ALLIANCE: You may reduce your allies' Forces and leader revival rates to half price (rounded up).
    17. GHOLAS: When you have fewer than five Active Leaders and after all other factions have revived any leaders or indicated that they will not revive one, you may revive dead leaders of other factions at your discounted rate and add them to your leader pool as your Active Leader. ‑faction_choam_protections
  9. CHOAM

    1. When playing Basic rules use only abilities faction_choam_setupspice through faction_choam_alliance. When playing Advanced Rules use abilities faction_choam_setupspice through faction_choam_noforcespice.
    2. Starting Spice [setupgame_spicedistribution]: Put 2 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 20 Forces in reserves (off-planet).
    4. FREE REVIVAL: 0 Forces.
    5. CHARITY: Before Collecting CHOAM Charity Phase [phases_choamcharity_collection] each Turn, you collect 2 spice from the bank for each faction in the game. During During Collecting CHOAM [phases_choamcharity_collection] when another faction collects CHOAM Charity, it is paid to them from your spice.
    6. TREACHERY: You may hold up to 5 Treachery Cards.
    7. OPEN MARKET: You may Reveal cards with the exact same name (e.g., Snooper) from your hand, and discard the surplus ones for 3 spice each at the end of any Phase. You may also discard "Worthless" cards for 2 spice each at the end of any Phase.
    8. MULTIPURPOSE PRODUCT

      1. You may discard Worthless cards for special effects in the following manner (as applicable):
      2. Baliset - Prevent a player from moving Forces into a Territory you Occupy during Shipment and Movement. They may ship in normally.
      3. Jubba Cloak - Prevent a loss from the Storm of your Forces in one Territory.
      4. Kull Wahad - Prevent a player from playing a Karama card this Phase as they attempt to do so.
      5. Kulon - During Shipment and Movement Phase [phases_shipment] one of your Force movements Move one extra Territory.
      6. La La La - Prevent a player's Free Revival ability during Revival Phase- Free Revival [setupgame_revival_free].
      7. Trip to Gamont - During Mentat Pause Phase [phases_mentat_intro], for free, Ship any 1 Force belonging to another player to that player's reserves.
    9. REVIVAL: You have no free revival, but you have no limit to the number of Forces you may pay to revive and it only costs you 1 spice for each Force.
    10. INFLATION: During Mentat Pause Phase- War Continues [phases_mentat_warcontinues], you may Place your Inflation token on the CHOAM Charity Phase of the phase track (with either the Double or Cancel side face up).
    11. WELFARE STATE: During CHOAM Charity [phases_choamcharity], when your Inflation token is on the phase track with the double side face up the amount you collect in ability faction_choam_charity is doubled for that Turn. The amount any faction collects during CHOAM Charity Phase- Collection [phases_choamcharity] is also doubled.
    12. MARKET CRASH: During CHOAM Charity [phases_choamcharity], when your Inflation token is on the phase track with the cancel side face up the amount you collect in ability faction_choam_charity is zero for that Turn. The amount any faction collects during CHOAM Charity Phase- Collection [phases_choamcharity] is also zero.
    13. INFLATION FLUXUATION: Before Mentat Pause Phase- War Continues [phases_mentat_warcontinues], flip the Inflation token to the other side if it is on the phase track. If the token has already been flipped, instead remove it from the game.
    14. CORRUPT OFFICIALS: No Bribes can be made when your Inflation token is in play with the Double side face up.
    15. ALLIANCE: Once per Turn you may trade a Treachery Card with your ally. This trade must be done at the end of any Phase, the trade must be two-way (each faction giving and receiving a card). At the end of the CHOAM Charity Phase [phases_choamcharity] your ally may collect two Spice from the spice bank, regardless if they collected CHOAM Charity this Turn.
    16. ALLIANCE: You may pay for some or all of your ally's Forces in battle.
    17. AUDITOR: Gain the Auditor Leader Disc and shuffle the Auditor Traitor card into the Traitor deck at the start of the game.
    18. PAID INTEL: Whenever you use the Auditor as a leader in a battle, if the Auditor survived, you may look at two cards in your opponent's hand at random (not counting any they used in battle), or one card if the Auditor is killed. That faction may cancel the entire audit by paying you 1 spice per card you would see in that audit.
    19. REPLACEABLE: The Auditor may be revived from the Tleilaxu Tanks as your one revived leader per Turn, as if all of your leaders were in the Tleilaxu Tanks.
    20. PROTECTIONS: The Auditor can not be a ghola for the Tleilaxu, nor captured by the Harkonnens. The Auditor can not be assigned a Leader Skill Card.
    21. FORCES: When another player pays spice for their Forces in battle, half of the spice (rounded down) goes to you.
    22. When you pay spice for Forces, it goes to the Spice Bank. None of the spice goes to you from another player who Revealed a Traitor.
    1. When playing Basic rules use only abilities faction_choam_setupspice through faction_choam_alliance. When playing Advanced Rules use abilities faction_choam_setupspice through faction_choam_noforcespice.
    2. Starting Spice [setupgame_spicedistribution]: Put 2 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 20 Forces in reserves (off-planet).
    4. FREE REVIVAL: 0 Forces.
    5. OVERAGE DISTRIBUTION: Before Collecting CHOAM Charity [phases_choamcharity_collection] each Turn, you collect 2 spice from the bank for each faction in the game. During Collecting CHOAM [phases_choamcharity_collection] when another faction collects CHOAM Charity, it is paid to them from your spice.
    6. Consensus Estimate: During Mentat Pause Phase- War Continues [phases_mentat_warcontinues], you may Place one of your Earnings tokens face down on the CHOAM Charity PHASE of the phase track.
    7. Quarterlies: At the start of CHOAM Charity [phases_choamcharity] flip over your Earnings token.
    8. Dividends: When using ability OVERAGE DISTRIBUTION [faction_choam_charity] if there is a face up Earnings token collect spice equal to its value from the bank for each player in the game instead. Other players collect CHOAM Charity from you up to the value on your face up Earnings token.
    9. TREACHERY: You may hold up to 5 Treachery Cards.
    10. OPEN MARKET: You may discard "Worthless" cards for 2 spice each at the end of any phase.
    11. MULTIPURPOSE PRODUCT

      1. You may discard Worthless cards for special effects in the following manner (as applicable):
      2. Baliset - Prevent a player from moving Forces into a Territory you Occupy during Shipment and Movement. They may ship in normally.
      3. Jubba Cloak - During your Movement action your Forces may move through the Storm, they may not end their movement under the Storm.
      4. Kull Wahad - During the Spice Blow and NEXUS Phase [] end your alliance with your ally.
      5. Kulon - During Shipment and Movement Phase [phases_shipment] one of your Force movements Move one extra Territory.
      6. La La La - Increase your revival limit by 1.
      7. Trip to Gamont - Send 1 Force for free into a Territory you occupy.
    12. HIGHER CONTRACTS: Nine of your Force tokens have two sides, the stared side (Elite Mercenaries) and the side with no stars (Mercenaries). Mercenaries are normal Forces.
    13. REVIVAL: It only costs you 1 spice to revive each normal Force.
    14. ELITE MERCENARIES: Your nine starred Forces, Elite Mercenaries, have a special fighting capability. When they are flipped to the Star (Elite) side they are worth two normal Forces in battle and in taking losses.
    15. ELITE MERCENARIES REVIVAL: When paying spice to revive Stared Forces it costs two spice. When Reviving Stared Forces for free you may revive them with the Star side face up.
    16. ELITE MERCENARIES TRAINING: Only three Elite Mercenaries may be Revived per Turn.
    17. ELITE MERCENARIES SHIPMENT: Elite Mercenaries cost twice the current rate to ship when the Star side is face up.
    18. ALLIANCE: At the end of the CHOAM Charity Phase [phases_choamcharity] your ally may collect two Spice from the spice bank, regardless if they collected CHOAM Charity this Turn.
    19. ALLIANCE: Your ally may use ability MULTIPURPOSE PRODUCT [faction_choam_worthless].
    20. ALLIANCE: You may pay for some or all of your ally's Forces in battle.
    21. ALLIANCE: You may add the Auditor to your ally's leader pool during the Shipment and Movement Phase [phases_shipment], your ally will use its ability PAID INTEL [faction_choam_paidintel] when applicable. If it survives you add it back to your leader pool during Leader Return [phases_battle_leaderreturn].
    22. AUDITOR: Gain the Auditor Leader Disc and shuffle the Auditor Traitor card into the Traitor deck at the start of the game.
    23. PAID INTEL: Whenever you use the Auditor as a leader in a battle, if the Auditor survived, you may force your opponent to reveal to you their exact spice count. If the auditor is killed, you may estimate the amount of spice your opponent has, and they confirm if it is at/below that amount or greater. That faction may pay you 2 spice to cancel the exact spice count audit or 1 spice to cancel the estimate audit.
    24. REPLACEABLE: The Auditor may be revived from the Tleilaxu Tanks as your one revived leader per Turn, as if all of your leaders were in the Tleilaxu Tanks.
    25. PROTECTIONS: The Auditor can not be a ghola for the Tleilaxu, nor captured by the Harkonnens. The Auditor can not be assigned a Leader Skill Card.
    26. FORCES: When another player pays spice for their Forces in battle, half of the spice (rounded down) goes to you.
    27. When you pay spice for Forces, it goes to the Spice Bank. None of the spice goes to you from another player who Revealed a Traitor.
  10. Richese

    1. When playing Basic rules use only abilities faction_richese_setupspice through faction_richese_alliance. When playing Advanced Rules use abilities faction_choam_setupspice through faction_richese_blackmarket_stormorderfaction_richese_disrupted_supply.
    2. Starting Spice [setupgame_spicedistribution]: Put 5 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Place 20 Forces in reserves (off-planet). Choose a No-Field token, Place it face down in the Polar Sink.
    4. During Players setup [setupgame_takefactionelements] Put the 1015 Richese Treachery Cards marked with your faction symbol near your player shield, these cards will be used for ability phases_bidding_dealer. These cards are not part of your hand. Put the threefour "No-Field'' tokens (numbered 0, 2, 3, and 5) in your Supply.

      Richese Treachery Cards: Replace Stone Burner with Artillery Strike.
      Mirror Weapon:(edit) You may keep this card if you won and your opponent did not play a Weapon.
      Add five additional distrans cards: Amtal, Axolotl Tank, Levenbrech, Poison Dart, and Desert Seeded Water.

    5. FREE REVIVAL: 2 Forces.
    6. DECLARED: During Bidding Phase- Declaration [phases_bidding_declaration], announce whether your Richese Card will be the first card for bid, or the last card for bid. If first complete ability RICHESE AUCTION [faction_richeses_bidding] immediately.
    7. ALTERNATE INCOME: Whenever any other faction pays spice for a Treachery Card you sold using ability RICHESE AUCTION [faction_richese_bidding] or BLACK MARKET [faction_richese_blackmarket], they pay it to you instead of the Spice Bank (or Emperor).
    8. PROPER PROCEDURE: When you buy your own card using ability RICHESE AUCTION [faction_richese_bidding], the spice goes to the Spice Bank or the Emperor normally. When you buy your own card using ability BLACK MARKET [faction_richese_blackmarket], you receive the spice. Whenever a Richese Treachery Card is discarded it will go to the normal Treachery discard pile. Treachery Cards you sell using ability RICHESE AUCTION [faction_richese_bidding] or BLACK MARKET [faction_richese_blackmarket] cannot be bought or acquired with a Karama. Whenever a Richese Treachery Card is discarded it will go to the normal Treachery discard pile. Treachery Cards you sell using ability RICHESE AUCTION [faction_richese_bidding] can not be bid on or bought with a Karama.
    9. RICHESE AUCTION: Use this ability only when declared in ability faction_richese_declared. During Bidding Phase- Dealer [phases_bidding_dealer], one fewer card is put up for auction.
      1. You must reveal and auction one Richese Treachery Card that was Put near your shield during faction_richese_declared by activating either ability faction_richese_bidding_oncearound or ability faction_richese_bidding_silentauction:
      2. ONCE AROUND AUCTION: Choose a player to your left or right; starting with that player and continuing in that direction, each player has only one opportunity to place a Bid on the card up for auction. Each player may pass or bid higher; the highest bidder Buys the card. If everyone else passes, you must either add the card for free to your hand (if it is not full) or set aside this card faceup.
      3. SILENT AUCTION: All factions able to bid put any amount of spice in one hand (including zero spice). Factions reveal simultaneously. The faction that had the most spice in hand Buys the card (ties break according to Storm Order). If all factions bid zero spice, you must either add the card for free to your hand (if it is not full) or set aside this card faceup. Allies may not help buy cards in this Auction.
    10. BAD MEMORY: You may look at any face down No-Field token at anytime.
    11. NO-FIELD: When making a Shipment of Forces, you may pay the cost of one Force and use a No-Field token from your Supply instead of shipping normally. When you do, Place a No-Field token face down in the Territory where your shipment lands. Return any No-Field tokens from in front of your Player Shield to your Supply. NO-FIELD: When taking a Shipment action, you may include a single No-Field token from your Supply as part of your Shipment of Forces or use it as your sole Shipment. The cost of a No-Field is the cost of one Force. When you do, Place a No-Field token face down in the Territory where your shipment lands. Return any No-Field tokens from in front of your Player Shield to your Supply.
    12. MOVE AS ONE: A No-Field token is treated as one Force for purposes of movement, spice collection, and occupancy limits.
    13. NOT AS IT SEEMS: Once per turn you may reveal a No-Field token at any time other than during a Battle.
    14. NO-FIELD REVEALED: After revealing a No-Field token for any reason Put it face up in front of your shield adding any current No-Field tokens there to your Supply, then Place the indicated number of Forces from your reserves (or all remaining reserve Forces if you have fewer Forces left in reserves) into the Territory and Sector it occupied.
    15. LOST FORCES: A No-Field token is revealed using ability NO-FIELD REVEALED [faction_richese_nofield_revealed] when the storm moves over or lands on it, is caught in an explosion, or when a worm appears in that territory, then normal effects apply.
    16. NO NO-FIELDS: There may never be two No-Field tokens on the Board at the same time. Many NO-FIELDS: When revealing multiple No-Fields at the same time you decide which one is Put in front your Player Shield first.
    17. SURPRISE ASSAULT: When you are in a battle, you must reveal any No-Field tokens in that Territory when revealing your Battle Plan and use ability NO-FIELD REVEALED [faction_richese_nofield_revealed].
    18. BLIND PRESCIENCE: When Atreides uses ability PRESCIENCE [faction_atreides_prescience] on you and a No-Field token is present, they may not force you to reveal the number dialed.
    19. FREMEN SPECIAL VICTORY CONDITION: Richese counts as one of the factions, in the 2nd criteria, that can not have Forces occupying Tuek's Sietch in order to fulfill the ability FREMEN SPECIAL VICTORY CONDITION [faction_fremen_specialvictory].
    20. ALLIANCE: You may allow your ally to ship their Forces from off-planet using one of your available No-Field tokens in your supply, revealing the Forces immediately upon shipping using ability NO-FIELD REVEALED [faction_richese_nofield_revealed]. You may allow your ally to pay the cost of one Force and use a No-Field token as their sole Shipment action when Shipping off-planet reserves, revealing the Forces immediately upon shipping using ability NO-FIELD REVEALED [faction_richese_nofield_revealed].
    21. ALLIANCE: At any time (other than during a bid) you may give your ally a Richese Treachery Card from your hand if their hand is not full.
    22. BLACK MARKET: Before Bidding Phase- Declaration [phases_bidding_declaration], you may intervene and offer one Treachery Card from your hand up for auction. DISRUPTED SUPPLY CHAIN: After Bidding Phase- Declaration [phases_bidding_declaration], look at the bottom two cards of the Treachery Deck (one if only one is available). Set one Aside facedown and put the other card (if you have seen two) on the bottom of the deck. There is one fewer card up for bid this Turn. In the Bidding Phase [phases_bidding_dealer], after the Dealer has dealt the row you put the set aside card on the row before or after any other face down Treachery Card selecting when it will be bid on, turn this card sideways to denote this is the card you have seen.
    23. During ability BLACK MARKET [faction_richese_blackmarket] you may announce what you are selling, and you may lie, but you do not show any player what is up for auction (although the Atreides may still look). The card you offer from your hand may be auctioned the normal way or by using ability ONCE AROUND AUCTION [faction_richese_bidding_oncearound] or ability SILENT AUCTION [faction_richese_bidding_silentauction]. If no other player bids any spice for your card, you must keep it, and your intervention ends. If a card from your hand is sold, one fewer Treachery Card is put up for auction as part of the normal Bidding Round.
    24. Any bids on Black Market cards that use the normal bidding method proceed in Storm Order, and normal bidding resumes where normal bidding left off, or in Storm Order if Once Around Auction or Silent Auction was used.
  11. Ecaz

    1. When playing Basic rules use only abilities faction_ecaz_setupspice through faction_ecaz_alliancefaction_ecaz_alliance. When playing Advanced Rules use abilities faction_ecaz_setupspice through faction_ecaz_spicecollectionfaction_ecaz_battle_hardened.
    2. During Spice setup [setupgame_spicedistribution] 12 spice behind your shield from the bank.
    3. During Forces setup [setupgame_forces] Place 6 Forces in the Imperial Basin and 14 Forces in reserves (off-planet).
    4. During Turn Marker [setupgame_turnmarker] Put a supply of Ambassador tokens consisting of the Ecaz Ambassador token and 5 random Ambassador tokens, Put them face up in front of your player shield. Put the five unused Ambassadors facedown near your shield. your 12 Ambassador tokens face up in front of your player shield, then Place one face up in the same territory and sector as your starting Forces.
    5. FREE REVIVAL: 2 Forces.
    6. AMBASSADORS: After Revival Phase [phases_revival_deadagain], you may pay spice to Place Ambassador tokens from your supply in any stronghold not in storm that does not have one. Each Ambassador Token is considered to be a Force for the purpose of Revival, Shipping, moving, using Ornithopters, determining Occupancy, battling, collecting spice, Controlling strongholds, and any function a Force would have. When Shipping/Sending an Ambassador you must ship it face up.
    7. The cost to Place an Ambassador token is 1 spice for a single Ambassador token, the cost increases by 1 spice for each subsequent Ambassador token placed that turn. Co-Occupied: When your Ambassador token matches another Faction's Force(s) in a Territory your Forces are Co-Occupied. Co-Occupied Forces coexist peacefully with other faction Forces in the same Territory not separated by Storm. Co-Occupied Forces have no effect on the play of the other factions whatsoever and cannot collect spice, be involved in combat, prevent another faction’s Control of a Stronghold, prevent another faction from challenging a Stronghold (Occupancy Limits), use ornithopters, or play Family Atomics. Co-Occupied Forces are still susceptible to storms, sandworms, lasgun/shield explosions, and Family Atomics.
    8. When another faction (other than your ally, advisors, or the faction matching the marker) enters a stronghold with an Ambassador, you may trigger its ability [ambassador_token], then set it aside. At the end of Revival you may flip any Ambassadors facedown. Facedown Ambassadors are Normal Forces and lose the ability to Co-Occupy and their ability listed in Ambassador Effects [ambassador_token].
    9. After all 5 of your random markers have been triggered, return them to the unused tokens (with the exception of the Bene Gesserit, see ambassador_token_bg) and draw a new supply of 5 Ambassador tokens at random. Keeping Diplomatic Ties: You may not Ship/Send an Ambassador to a Co-Occupied territory where other factions have met the Occupancy Limit. ‑ambassador_token_choam
    10. Ambassadors are vulnerable to game effects like storm or explosions, returning to your supply. Peace Keeping: You may not move an Ambassador to a Co-Occupied territory where other factions have met the Occupancy Limit. ‑ambassador_token_choam
    11. Clean Withdraw: When you are Co-Occupied where others factions have met Occupancy Limits in that Territory your Forces may only leave the territory if either at least your Co-Occupied Ambassador there remains or none of your Forces remain in the Territory.
    12. Declare hostility: When another faction matching the marker (other than your ally or advisors) enters a territory with an Ambassador, you may flip it face down if your Co-Occupied Forces would not break Occupancy Limits.
    13. Defending Foreign Soil: When the Faction's Forces that you are Co-Occupied with are no longer in the territory you are no longer Co-Occupied. All normal rules and effects apply.
    14. If at any time other than your Shipment and Movement actions there is more than one face up Ambassador in a Territory other than the Polar Sink, return any additional face up Ambassadors beyond one to your reserves. ‑ambassador_token_choam
    15. Diplomatic immunity: When your Ambassadors would go to the tanks from the board for any reason instead Put them face up in front of your Player Shield.
    16. Ambassadors have either a battle ability triggered during Battle Plan [phases_battle_plan_intro] where the Ambassador is battling or an on going ability that may be used when the applicable action is taken.
    17. Ambassador Effects:

      1. Ambassador tokens have faction symbols representing the following effects when triggered: Ambassadors have either a battle ability triggered during Battle Plan [phases_battle_plan_intro] where the Ambassador is battling or an on going ability that may be used when the applicable action is taken. Ambassador tokens have faction symbols representing the following effects when used:
      2. Atreides - See that faction's hand. During Battle Plans [phases_battle_plan_intro], with this Ambassador you may ask your opponent if they have a Treachery Card by name, or a type of Weapon, or a type of Defense, they must answer “yes” or “no” truthfully.
      3. Bene Gesserit - Trigger the effect of any Ambassador that was not part of your supply, then remove the Bene Gesserit Ambassador token from the game. Every time another Faction Ships Forces here you may Send a Force to this territory in the same sector as your Ambassador.
      4. Emperor - Gain 5 spice from the Spice Bank. This Ambassador has a special fighting capability, it is worth two normal Forces in battle and in taking losses.
      5. Fremen - Move a group of your Forces on the board to any Territory (subject to storm and Occupancy Limit). Forces in the same territory as this Ambassador are not destroyed by the worm and after a worm appears in that territory may Move to any Territory (subject to storm and Occupancy Limit).
      6. Harkonnen - Look at a random Traitor Card that faction holds. During Battle Plans [phases_battle_plan_intro], with this Ambassador you may ask your opponent if a specific Ecaz leader is one of their Traitor card(s), they must answer “yes” or “no” truthfully.
      7. Spacing Guild - Send up to 4 of your Forces in reserves to any Territory not in storm for free. You may ship this Ambassador and any number of Forces from the Territory with this Ambassador to any other Territory on the board (subject to storm and Occupancy Limit).
      8. Ixians - Discard a Treachery Card, then draw a new one from the deck. Your Forces in the Territory with this Ambassador may move two territories instead of one.
      9. Tleilaxu - Revive one of your leaders or up to 4 of your Forces for free. During Battle Plans [phases_battle_plan_intro], with this Ambassador you may take an Ecaz or Tleilaxu leader from the tanks, and use it in this battle. At the end of the battle the taken leader is returned to the tanks.
      10. CHOAM - Discard any of your Treachery Cards and gain 3 spice for each one from the Spice Bank. There may be one other face up Ambassador in the Territory with this Ambassador. Co-Occupied rules take affect for both Ambassadors.
      11. Richese - Pay 3 spice to the Spice Bank to draw the top card of the Treachery Deck if your hand is not full. Instead of taking a normal Shipping Action you may ship three Forces to the Territory with this Ambassador as if shipping one.
      12. Ecaz - Duke Vidal becomes one of your Active Leaders (if he is not in the Tanks, captured, or a ghola until used in a battle) or form an alliance with the faction triggering the token (if neither of you are allied and they agree to form an alliance). You may then add Duke Vidal to that faction's Leader Pool for this Turn if they allied with you. This token returns to your available supply. When this Ambassador Enters a Territory with another faction or another faction ENTERS the Territory with this Ambassador you may form an alliance with that faction (if neither of you are allied and they agree to form an alliance).
      13. Moritani - During Battle Plans [phases_battle_plan_intro] with this Ambassador you may add Duke Vidal to your Active Leader Pool taking him from anywhere other than the tanks.
    18. OCCUPY: When you are in an alliance, you and your ally's Forces do not go to the tanks at the end of either of your movement actions' when Occupying the same Territory. When you are both collecting spice from a desert Territory, you split the collection however you both agree, or as evenly as possible with your ally gaining the remainder if you can't agree. REVIVAL: You may always revive Duke Vidal for 6 spice, no matter how many of your leaders are in the Tanks. Whenever Duke Vidal is revived he does not immediately return to your Leader Pool; he is Set Aside. He can now be added to your Leader Pool using ability Moritani Ambassador [ambassador_token_moritani].
    19. BATTLING Co-Occupied: When you or your ally are in a battle with another faction while you are Co-Occupied, you decide which of you is considered the faction in the battle (choosing a leader and playing Treachery Cards) once battle order is determined. You may revive leaders normally when at least 5 of your leaders are in the Tanks (counting Duke Vidal) until all of your revivable leaders have been revived per Revival Phase-No Active Leaders [phases_revival_leaders].
    20. BATTLING Co-Occupied RESOLUTION: When using ability Battling Co-Occupied [ecaz_battle_coop], regardless of who fights the battle, your ally's Forces are the ones dialed, and half of your Forces in the Territory (rounded up) are added to the number dialed (without needing spice in the advanced game). After the battle, half of your Forces (rounded down) remain in the Territory if your side wins, and the rest go to the Tanks. When battling without ability Battling Co-Occupied ecaz_battle_coop while also Co-Occupied, Forces of the ally not in battle all stay when their ally wins, and all go to the tanks when their ally loses. ALLIANCE: You may Co-Occupy with your ally using the Ecaz Ambassador.
    21. If you and your ally both Occupy a stronghold at the end of a Turn, it only counts as one stronghold for both of you, and you Control it. LOYALTY: Before Traitors setup [setupgame_traitors] Set Aside a random Traitor Card of your faction face up for all players to see. It is never added to the Traitor deck.
    22. ECAZ SPECIAL VICTORY CONDITION: If you and your ally are both Co-Occupied in three strongholds, it only takes three strongholds for you and your ally to win. BATTLE HARDENED: Your Ambassadors do not require spice to count at full strength in battles.
    23. REVIVAL: You may always revive Duke Vidal for 5 spice, no matter how many of your leaders are in the Tanks. Whenever Duke Vidal is revived he does not immediately return to your Leader Pool; he is Set Aside. He can now be added to your Leader Pool using ability Ecaz Ambassador [ambassador_token_ecaz].
    24. You may revive leaders normally when at least 5 of your leaders are in the Tanks (counting Duke Vidal) until all of your revivable leaders have been revived per Revival Phase-No Active Leaders [phases_revival_leaders].
    25. ALLIANCE: You may choose to have your ally benefit from a triggered Ambassador token's effect.
    26. LOYALTY: Before Traitors setup [setupgame_traitors] Set Aside a random Traitor Card of your faction face up for all players to see. It is never added to the Traitor deck.
    27. COLLECTION: During Spice Collection Phase [phases_spicecollection], when your ally collects spice for occupying Arrakeen, Carthag, and/or Tuek's Sietch, and you are Co-Occupying, you collect the full amount of spice for occupying the strongholds as well.
  12. Moritani

    1. When playing Basic rules use only abilities faction_moritani_spicesetup through faction_moritani_alliancefaction_moritani_alliance_distrans. When playing Advanced Rules use abilities faction_moritani_spicesetup through faction_moritani_traitorlostfaction_moritani_bounty.
    2. Starting Spice [setupgame_spicedistribution]: Put 12 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: At the end of Forces setup Place 6 Forces in any unoccupied Territory after all other factions have placed Forces and 14 forces in reserves (off-planet).
    4. At the start of Traitors [setupgame_traitors], with out looking at them take one random Traitor card from each faction in play (including your own) and shuffle those Traitors face down. This pile is your Bounty Board.
    5. During Traitors [setupgame_traitors] you are not dealt Traitor Cards, instead draw two Traitor Cards from your Bounty Board, choose one to be your Traitor and shuffle the other back into the Bounty Board.
    6. During Faction Components [setupgame_takefactionelements] Put the 67 Terror tokens behind your shield.
    7. FREE REVIVAL: 2 Forces.
    8. TERRORIZE: During Mentat Pause Phase- War Continues [phases_mentat_warcontinues], you may Place a Terror token face down in any stronghold that doesn't have one (other than the Ixian Hidden Mobile Stronghold), even one under storm, or move one to a stronghold that doesn't have one. At the end of Revival Phase [phases_revival], you may take up to three Terrorize actions by activating either ability faction_moritani_terrorize_plot, faction_moritani_terrorize_plan, or faction_moritani_terrorize_scheme.
      1. Terrorize Actions can be taken in any order and in any combination.
      2. PLOT: Place a Terror token face down in any territory on the board other than the Ixian Hidden Mobile Stronghold. You may look at this token at any time.
      3. PLAN: Move a Terror token to any Territory on the board other than the Ixian Hidden Mobile Stronghold.
      4. SCHEME: Add a Terror token from in front of your shield to your supply.
    9. You may reveal and trigger a Terror token when another faction (other than your ally) enters a stronghold containing one (either ending their movement or shipment there, including advisors), applying effects to that faction. ORGANIZED STRIKE: At the start of a Battle you are in before Battle Plans [phases_battle_plan_intro], you may reveal and trigger one Terror token in the same Territory as your Forces and apply its effect.
    10. AFTERMATH: After revealing a Terror token Put it face up in front of your Shield. ‑faction_moritani_atomics ‑faction_moritani_extortion
    11. INTANGIBLE PLOY: Terror tokens are not vulnerable to game effects like storm, sandworms, or explosions.
    12. Revealed tokens are removed from the game. moritani_enemy_of_my_enemy
    13. Traps: Terror tokens are not vulnerable to game effects like storm, sandworms, or explosions.
    14. Terror Token Effects:

      1. Terror tokens have custom symbols representing the following effects when triggered:
      2. AssassinationHostage [Spiked Hexagon] - Choose a random Active Leader from the opponent and send it to the Tanks. Collect spice for the killed leader (3 for Zoal). Put it face up in front of their shield. After resolving the battle if you won, kill the leader, Place it in the Tleilaxu Tanks, and collect spice equal to its fighting strength; if you lost the battle the Hostaged leader is returned to the opponent's Leader Pool.
      3. Atomics [Mushroom Cloud] - All Forces in the Territory go to the Tleilaxu Tanks. Place the Atomics Aftermath token [Black Crater] in the Territory. No Forces may ever ship into this Territory (including Fremen). From this Turn forward, your hand limit is reduced by 1 (as well as your ally's), discarding a random card if a hand exceeds the limit. Put all other Terror tokens on the board into your supply. All Forces and spice in the Territory go to the Tleilaxu Tanks and Spice Bank. The battle ends. Set Aside this token.
      4. Extortion [Dagger with Spice Symbol] - Put 5 spice from the Spice Bank, in front of your shield, collect it during the Mentat Pause Phase [phases_mentat]. During Mentat Pause Phase- War Continues [phases_mentat_warcontinues], regain this Terror token unless any one player in Storm Order pays you 3 spice. Collect 6 spice from the bank unless your opponent pays you 3 spice from their reserves. Return this token to your supply.
      5. Robbery [Hand with Spice and Treachery Symbols] - Steal half the spice (rounded up) from that player or take the top card of the Treachery Deck (then discarding a card of your choice if you exceed your hand size ). Your opponent can not make a Bribe until this battle is resolved. Your opponent Sets Aside half the amount of spice they have rounded up. After resolving the battle if you won, gain the spice that was Set Aside; if you lost the battle your opponent gains the spice back.
      6. Sabotage [Cracked Gear with Small Cogs] - Choose a random Treachery Card from your opponent's hand and discard it if possible. Then you may give that player a Treachery Card of your choice from your hand. , look at it, then Set it Aside facedown. Give that player a Treachery Card of your choice from your hand if able. Add the Set Aside card to your hand.
      7. Sneak AttackAmbush [Two Ornithopters] - Send up to 5 of your Forces from reserves into that Territory at no cost (subject to storm and occupancy limits), even if the Atomics Aftermath token is there. ‑faction_fremen_stormmigration
      8. Duke Vidal [Silhouette] - Add Duke Vidal to your leader pool taking him from anywhere other than the tanks or revive him and Set Aside his leader disk.
    15. TERROR MOVES: When making a Force Movement or Shipment action you may move/ship any amount of Terror tokens with your Forces if it has the same starting and ending destination for free. ENEMY OF MY ENEMY: When a faction (other than Ecaz) would trigger a Terror token, you may offer to enter into an alliance with that faction before the token is revealed.
    16. DUKE VIDAL LIVES: Duke Vidal may be revived from the Tleilaxu Tanks as your one revived leader per Turn, as if all of your leaders were in the Tleilaxu Tanks. When you revive Duke Vidal Set him Aside. When a faction accepts an Alliance using ability Enemy of My Enemy [faction_moritani_enemyofmyenemy], you both are now allied (breaking existing alliances either or both of you were in). Your Terror token is not revealed and returns behind your shield. If that faction does not accept, the Terror token must be triggered.
    17. BOUNTY BOARD: In the Mentat Pause Phase [phases_mentat] you may draw a new Traitor Card from the Bounty Board; if you have an unrevealed Traitor Card you must first set it aside, shuffle the Set Aside Traitor card into the Bounty Board after you have drawn the new one. DUKE VIDAL: At the end of the Shipment and Movement Phase [phases_shipment] Duke Vidal becomes one of your Active Leaders if you are in at least two battles in strongholds (not counting battles involving Ecaz) if he is not in the Tanks, taking him from any faction he is currently an Active Leader for.
    18. ALLIANCE: You may use ability Organized Strike [faction_moritani_terrortrigger] in your ally's battle and treat them as the benefactor. During Mentat Pause Phase [phases_mentat], if Duke Vidal is one of your Active Leaders, set him aside if he's not in the Tanks or captured.
    19. BOUNTY: In addition to being able to use your Traitor card as normal you may activate Abilities Alive [2.12.18.01] or Dead [2.12.18.02].
      1. When your Traitor Card is Revealed (used) for any reason Dead, Alive, or as a normal Traitor call leave it face up in front of your shield for the rest of the game, when you do the corresponding leader is Placed face down in the tanks.
      2. ALIVE: When the leader matching your Traitor Card dies in a battle Reveal your Traitor card and steal the spice collected for that leader's death. This leader is Placed face down in the tanks.
      3. DEAD: In the Spice Collection phase [phases_spicecollection] Reveal your Traitor card to collect spice equal to its leader strength if that leader is in the Tanks. This leader is Placed face down in the tanks.
      ALLIANCE: When your ally loses a battle that had a winner, they may keep one Treachery Card they played in the battle that they would have been able to keep had they won.
    20. ASSASSINATE LEADERS: When you lose a battle in which the opposing player had a leader disc that was not killed (and no Traitor was called), you may reveal a Traitor Card for the same faction (other than the leader you opposed). If they are not in the Tanks, kill that leader and collect spice for them. During Mentat Pause Phase- War Continues [phases_mentat_warcontinues], set the revealed card aside face up as a marker, then draw a new Traitor Card. This ability may only be used once against each faction in the game.
    21. You may reveal a Traitor Card normally, but then this ability is lost.
  13. Free Traders

    1. When playing Basic rules use only abilities faction_freetraders_spicesetup through faction_freetraders_alliance_secrettunnels. When playing Advanced Rules use abilities faction_freetraders_spicesetup through faction_freetraders_scrapheap.
    2. Starting Spice [setupgame_spicedistribution]: Put 5 spice behind your shield from the bank.
    3. Starting Forces [setupgame_forces]: Your forces have two sides, the smuggler, striped side and the battle side with no stripes (fighter). Fighters are normal Forces. At the end of the first Spice Blow and Nexus Phase [phases_spiceblow] Place 5 Forces in any Non-stronghold territory (subject to storm) and 15 Forces in reserves (off-planet).
    4. FREE REVIVAL: 2 Forces.
    5. BLACK MARKET AUCTION: In the Bidding Phase, before Declaration [phases_bidding_declaration], players may auction off their own Treachery cards.
      1. In Storm Order a player may publicly reveal one Treachery card.
      2. Each player starting with the player to the right of the auctioneer may bid one or more spice than the previous bid. A player may pass, in which case they may reenter the bidding when another bid has been placed.
      3. The top bidding player pays the number of spice they bid to the auctioneer (the Emperor does not receive this spice unless he is the auctioneer); spice must be paid.
      4. The auctioneer pays one fourth rounded up to the Free Traders.
      5. If no spice was bid the card is put back into a player's hand.
      6. Allies can not bid on each others cards.
    6. SMUGGLERS: You may ship Smugglers (striped side of Force token) into any Territory (other than the Ixian HMS) for one spice per Force. Smugglers coexist peacefully with other Forces in the same Territory. Smugglers have little effect on the play of the other factions and can not be involved in combat, prevent another faction from challenging a stronghold (second force), use ornithopters, or play family atomics. Smugglers are still susceptible to storms, sandworms, Lasgun/Shield explosions, and atomics. They can, however, collect spice from uncontested Spice Blows.
    7. INFILTRATION: At the end of Spice Blow and NEXUS Phase flip all Smugglers to fighters that are in territories without allied forces.
    8. SMUGGLERS WAY IN: Any Forces you revive in the Revival Phase [phases_revival] you may Ship them into a single Territory and Sector where you already have Forces or into the Polar Sink. The Forces you Ship this way must match the type already present.
    9. SMUGGLERS WAY OUT: When another faction enters a Territory where you have fighters, you may Send them back to your reserves for free.
    10. SECRET TUNNELS: After you win a battle, you may pay 1 spice per Force to ship Forces from reserves to that territory up to the amount of Forces that were sent to the tanks in that battle. You may only use this ability if at least one force remains in the territory after you win the battle. The spice is paid to Spacing Guild or the bank if they are not in the game.
    11. SECRET HARVESTERS: All of your forces Collect three spice per force.
    12. ALLIANCE: Allies may buy your card in the Black Market Auction [faction_freetraders_blackmarket].
    13. ALLIANCE: Ally may use ability Secret Tunnels [faction_freetraders_secrettunnels].
    14. SCRAP HEAP: When another faction losses a battle to you, they Put any weapons or defenses they would have discarded in front of your shield. After the Battle Phase [phases_battle] you may swap one of your defense or weapon Treachery cards with a card of matching color from in front of your shield. Then discard all cards in front of your shield.

3 Treachery Cards

    1. This Category goes over the Treachery Cards a player can play and how these rules interact and supersede the rules of the game and Faction abilities.
    2. A faction has special abilities that may contradict the rules. A faction's particular abilities always have precedence over the rules.
    3. A Treachery Card may contradict the rules or a faction's particular abilities. A Treachery Card always has precedence over the rules and faction abilities.
    4. A Variant [4] may contradict the rules, a faction ability, or a Treachery Card. Variants always have precedence over the rules, faction abilities, and Treachery Cards.
    5. When a Karama card is used to cancel an ability, as detailed in Karama card description treachery_karama_cancel and treachery_karama_prevent, the faction whose ability is cancelled may recalculate and retake that same action (ex: revival, shipment, movement) without the ability.
    6. When a faction’s ability is used all other actions that can take place must wait until the ability is complete. After the ability is completely done players may use abilities, play cards, and make Bribes. ‑treachery_karama
  1. Treachery Card List

    1. This section of the rules lists all Treachery Cards in the Classic Dune game.
    2. BALISET: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan. ‑faction_choam_openmarket ‑faction_choam_worthless_baliset
    3. CHAUMAS: Weapon-Poison - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Poison Defense. You may keep this card if you win this battle.
    4. CHAUMURKY: Weapon-Poison - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Poison Defense. You may keep this card if you win this battle.
    5. CHEAP HERO: Special-Leader - Play as a leader with zero strength on your Battle Plan. You may also play a weapon and a defense. The Cheap Hero may be played in place of a leader, it must be played when you have no leaders available. Discard after use.

      Note: There are two different arts for this same name card.

    6. CRYSKNIFE: Weapon-Projectile - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Projectile Defense. You may keep this card if you win this Battle.
    7. ELLACA DRUG: Weapon-Poison - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Projectile Defense. You may keep this card if you win this Battle.
    8. FAMILY ATOMICS: Special-Storm - After the first game Turn, if you have one or more Forces on the Shield Wall or a Territory adjacent to the Shield Wall with no storm between your Sector and the Wall play after the storm movement is calculated but, before the storm is moved. All Forces on the Shield Wall are destroyed. Place the Destroyed Shield Wall token on the Shield Wall as a reminder. The Imperial Basin, Arrakeen, and Carthag are no longer protected from the Storm for the rest of the game. Set Aside this card.
    9. GOM JABBAR: Weapon-Poison - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Poison Defense. You may keep this card if you win this battle.
    10. HAJR: Special-Movement - Play during FORCE MOVEMENT [phases_shipment_forcemovement]. You gain an extra Force movement action subject to normal movement rules. The Forces you Move may be a group you've already moved this Phase or another group. Discard after use.
    11. JUBBA CLOAK: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan. ‑faction_choam_openmarket ‑faction_choam_worthless_jubbacloak
    12. KARAMA: Special
      1. Play at anytime to do one of these options when appropriate, then discard.
      2. Cancel one use of a faction ability that has an after it when another player attempts to use it. The faction whose ability is cancelled may recalculate and retake that same action (ex: revival, shipment, movement) without the ability.
      3. Prevent one use of a faction ability that has an before and after it. This must be done before that faction uses that ability.
      4. Purchase a shipment of Forces onto the board at Guild Rates (1/2 normal) paid to the Spice Bank for any faction.
      5. Bid more spice than you have (without Revealing this card) and/or Buy a Treachery Card without paying spice for it (cannot be used if your hand is full).
      6. In Advanced use a Once-a-game special Karama power (see phases_factionkarama).
    13. KULON: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan. ‑faction_choam_openmarket ‑>faction_choam_worthless_kulon
    14. LA, LA, LA: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan. ‑faction_choam_openmarket ‑faction_choam_worthless_lalala
    15. LASGUN: Weapon-Special - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. There is no defense against the Lasgun. You may keep this card if you win this battle. If anyone plays a Shield (or Shield Snooper [treachery_shieldsnooper]) in this battle, all Forces and spice in this battle's Territory are lost to the Tleilaxu Tanks and Spice Bank. Both players lose this battle, both leaders die, no Spice is paid for leaders, and all cards played are discarded.
    16. MAULA PISTOL: Weapon-Projectile - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Projectile Defense. You may keep this card if you win this Battle.
    17. SHIELD: Defense-Projectile - Play as part of your Battle Plan. Protects your leader from a projectile weapon in this battle. You may keep this card if you win this battle.
    18. SLIP TIP: Weapon-Projectile - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Projectile Defense. You may keep this card if you win this Battle.
    19. SNOOPER: Defense-Poison - Play as part of your Battle Plan. Protects your leader from a poison weapon in this battle. You may keep this card if you win this battle.
    20. STUNNER: Weapon-Projectile - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Projectile Defense. You may keep this card if you win this Battle.
    21. TLEILAXU GHOLA: Special - Play at any time to gain an extra Revival. You may immediately revive 1 of your Leaders regardless of how many leaders you have in the Tanks (adding it to your Active Leader pool) or up to 5 of your Forces from the Tleilaxu Tanks to your reserves at no cost in spice. You still receive your normal revivals. Discard after use.
    22. TRIP TO GAMONT: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan. ‑faction_choam_openmarket ‑faction_choam_worthless_triptogamont
    23. TRUTHTRANCE: Special - Play at anytime to publicly ask one other player a single yes/no question about the game, pertaining to something in the present or past. This question must be answered publicly. The game pauses until an answer is given. The player must answer "yes" or "no" truthfully. Discard after use.
    24. WEATHER CONTROL: Special-Storm - After the first game Turn, play during phases_storm_movement before the Storm Marker is moved. You control the storm this Phase and move it 1 through 10 Sectors in a Counterclockwise direction OR decide the Storm Marker does not move this Turn. Discard after use.
  2. First Expansion - Ixians & Tleilaxu

    1. This section of the rules lists all Treachery Cards in the first expansion (Ixians & Tleilaxu) of the Dune game. Cards from this expansion are marked with a symbol showing the silhouette of a Tech Token (a round black shape with ten equidistant radial protrusions).
    2. AMAL: Special - Play at the beginning of any phase. All players to discard half of the spice behind their shields, rounded up, to the Spice Bank. Discard after use.
    3. ARTILLERY STRIKE: Weapon-Special - Play as part of your Battle Plan. Kills both leaders. Both players may use a Shield (or Shield Snooper [treachery_shieldsnooper]) to protect their leader against Artillery Strike. Surviving leaders do not count towards the battle total; the side that dialed higher wins the battle. No spice is collected for any leader killed in this battle. Discard after use.
    4. BASILIA WEAPON: Weapon-Poison - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Poison Defense. You may keep this card if you win this battle.
    5. CHEMISTRY: Defense-Weapon-Special - Play as part of your Battle Plan. You may play this card with another Defense on your Battle Wheel. This card is a Poison Defense, unless played with another defense; when played with another Defense, it is a poison weapon. You may keep this card if you win this battle.
    6. HARVESTER: Special-Spice Blow - Play just after a spice blow is revealed. Doubles that spice blow. Place double the amount of spice in the territory. Discard after use.
    7. HUNTER SEEKER: Weapon-Projectile - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Projectile Defense. You may keep this card if you win this battle.
    8. POISON BLADE: Weapon-Special - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. This weapon counts as both a projectile and poison. You may keep this card if you win this battle.
    9. POISON TOOTH: Weapon-Poison-Special - Play as part of your Battle Plan. During Revealing Wheels [phases_battle_revealingwheels], you may choose not to use this weapon. Kills both leaders before battle is resolved. Both players may protect their leader with a Poison Defense; leaders are not Protected by Snoopers. You may keep this card if you win this battle and did not use this card. If you used this Weapon, discard this card. ‑treachery_chemistry
    10. SHIELD: Defense-Projectile - additional copy of Shield as described in treachery_shield.
    11. SHIELD SNOOPER: Defense-Special - Play as part of your Battle Plan. Counts as both a Shield (Projectile Defense) and Snooper (Poison Defense). You may keep this card if you win this battle.+treachery_lasgun
    12. SNOOPER: Defense-Poison - additional copy of Snooper as described in treachery_snooper.
    13. THUMPER: Special-Spice Blow - After the first game Turn Play at the beginning of Spice Blow Phase [phases_spiceblow]. Instead of Revealing the next Spice Blow card play as though a Shai-Hulud card has been Revealed including a Sandworm in the Territory and a Nexus event as described in phases_spiceblow_shaihulud and phases_spiceblow_nexus. Discard after use.
    14. WEIRDING WAY: Weapon-Defense - Special - Play as part of your Battle Plan. You may play this card with another Weapon on your Battle wheel. This card is a Projectile Weapon, unless played with another Weapon; when played with another Weapon, it is a Projectile Defense (does not trigger Lasgun+Shield Explosion). You may keep this card if you win this battle.
    15. KULL WAHAD: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan. ‑faction_choam_openmarket ‑faction_choam_worthless_kullwahad
  3. Second Expansion - CHOAM & Richese

    1. This section of the rules lists all Treachery Cards in the second expansion (CHOAM & Richese) of the Dune game. Cards from this expansion are marked with a symbol showing the Richese faction symbol on top of the CHOAM faction symbol (a white stylized oil lamp on a half red, half black circle).
    2. DISTRANS: Special - Play at any time (other than during a bid). Give another player a Treachery Card from your hand if that player's hand is not full. Discard after use.
    3. JUICE OF SAPPHO: Special
      1. Play at anytime to do one of these options when appropriate, then discard.
      2. Play this card to be considered the aggressor in a battle.
      3. Go first for any Phase or action that requires Storm Order (even superseding Guild).
      4. Go last for any Phase or action that requires Storm Order (even superseding Guild).
    4. KARAMA: Special - additional copy of Karama as described in treachery_karama.
    5. MIRROR WEAPON: Weapon-Special - Play as part of your Battle Plan. Copies your opponent's weapon, if they reveal one (and if their Treachery Card counts as a weapon). You must use your weapon first if order matters. You may keep this card if you win this battle and your opponent did not play a Weapon. Discard after use.
    6. NULLENTROPY BOX: Special - Play at any time. Pay 2 spice to the Spice Bank, then take the Treachery Card discard pile and secretly search it for any card (other than a Nullentropy Box), add it to your hand. Shuffle the discard pile afterward and then return it face up, discarding this card on top.
    7. ORNITHOPTER: Special - Movement
      1. Play during Force Movement [phases_shipment_forcemovement] to do one of these options, then discard:
      2. You may Move one group of your Forces up to 3 Territories.
      3. You gain a second movement action. This second movement action can not be used on Forces that moved with your first movement action.
    8. PORTABLE SNOOPER: Defense-Poison - Play during phases_battle_revealingwheels Revealing Wheels, only if you did not play a defense (unless prevented by the Bene Gesserit Voice). Protects your leader from a poison weapon in this battle. You may not play this if you played a weapon and a worthless card in your Battle Plan. Discard after use.
    9. RESIDUAL POISON: Special-Battle - Play on your opponent before phases_battle_plan Battle Plan. The faction you are battling will lose one of their Active Leaders at random to the tanks. No spice is collected for it. Discard after use.
    10. SEMUTA DRUG: Special - Play when another player discards a card(s). Immediately take a Treachery Card and add it to your hand before it goes to the discard pile. When multiple cards are discarded at the same time, you choose which card to take. Discard after use.
    11. STONE BURNER: Weapon-Special - Play as part of your Battle Plan. During Battle Resolution [phases_battle_resolution], for this battle, the winner is now the player with the higher total number of undialed Force tokens in this battle. Dialed Forces are lost normally. During Revealing Wheels [phases_battle_revealingwheels] you may choose to kill both leaders regardless of their defense. Discard after use. ARTILLERY STRIKE: Weapon-Special - Play as part of your Battle Plan. Kills both leaders. Both players may use a Shield (or Shield Snooper [treachery_shieldsnooper]) to protect their leader against Artillery Strike. Surviving leaders do not count towards the battle total; the side that dialed higher wins the battle. No spice is collected for any leader killed in this battle. Discard after use.
    12. AMTAL: Weapon-Special – Play as part of your Battle Plan. Forces do not count towards the battle total; the side that has the higher leader strength wins the battle (a leader’s strength is 0 if killed). The loser returns all dialed and undialed Forces to Reserves; the loser’s leader is killed. The winner loses no dialed forces. All Spice dialed is returned behind player’s shields. Against Artillery Strike or Stone Burner, use Storm Order to decide which effect to apply. Discard after use.
    13. AXOLOTL TANK: Special-Revival – Play during the Revival Phase. Choose one of the following: Pay the Fighting Strength of one of your dead leaders to revive that leader from the Tleilaxu Tanks in addition to your normal revival or Pay three spice to revive one of your facedown leaders in the Tleilaxu Tanks, or Allow your ally to do one of the above options. Discard after use.
    14. LEVENBRECH: Special-Leader – Play as a leader with zero strength on your Battle Plan. You may also play a weapon and a defense. Levenbrech may be played in place of a leader or when you have no leaders available. You may keep this card if you win this battle. Levenbrech cannot be traitored.
    15. POISON DART: Weapon – Play as part of your Battle Plan. Kills opponent’s leader before battle is resolved. Opponent may protect leader with any Defense card. You may keep this card if you win this battle. (This card cannot be the target of the Voice ability.)
    16. DESERT SEEDED WATER: Special – Play anytime after Spice Blow and NEXUS Phase but before Shipment and Movement Phase. Search the spice deck, pick cards in secret equal to the amount of Spice Blows, shuffle the spice deck and put these cards on the top in the order you choose. Discard after use.
  4. Third Expansion - Ecaz & Moritani

    1. This section of the rules lists all Treachery Cards in the third expansion (Ecaz & Moritani) of the Dune game. Cards from this expansion are marked with a symbol showing the silhouette of the statue on the cover of the expansion box and manual (a upper torso and head of figure with arms held above the head).
    2. HARASS & WITHDRAWL: Special-Battle -Play as part of your Battle Plan in place of a weapon or defense, but does not count as either. During Revealing Wheels [phases_battle_revealingwheels], your undialed Forces return to your reserves. Your leader may still be killed normally. If your opponent calls Traitor, this effect is canceled. A Face Dancer called on your leader has no effect on your undialed forces. You may not play this when on your Homeworld. Discard after use.
    3. RECRUITS: Special-Revival - Play during the Revival Phase. All factions double their current Free Revival rates. The normal revival limit is increased to 7. Discard after use.
    4. REINFORCEMENTS: Special-Battle - Play as part of your Battle Plan in place of a weapon or defense, but does not count as either. During Revealing Wheels (phases_battle_revealingwheels) add +2 to your dialed number, then Place 3 Forces from your reserves in the Tanks. You may not use this card if you cannot Place at least 3 Forces in the tanks from your reserves after your dial is calculated. Discard after use.
  5. Millennial Expansion

    1. This section of the rules lists the Treachery Cards in the Landsraad Millennial expansion of the Dune game. These cards should be added in a game where players are breaking the great convention. Cards from this expansion are marked with the Landsraad multi-color spice symbol.
    2. BUTLERIAN JIHAD: Special - Play at any time. All players currently touching or looking at thinking machines at the table lose half their spice (rounded up). The player who lost the most spice (ties resolved in Storm Order) takes this card into their hand. A player must discard a card if their hand is full to receive this card.
  6. Landsraad Expansion - 9+ Player

    1. This section of the rules lists the Treachery Cards in the Landsraad 9 plus players expansion of the Dune game. These cards should be added in a game of 9 or more players. Cards from this expansion are marked with the Landsraad multi-color spice symbol with 9+ in the center of the symbol. Take Ornithopters from the Richese Treachery Deck and add it to the regular Treachery Deck; add Water of Life to the Richese Treachery Deck (if they are in this game).
    2. LIFE SHIELD BLANKET: Defense-Projectile - Play as part of your Battle Plan. Protects your leader from a projectile weapon in this battle. If your leader dies in this battle no spice is collected for it. You may keep this card if you win this battle.
    3. FLAMETHROWER: Weapon-Projectile - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Projectile Defense. No spice is collected for any leader killed with Flamethrower. You may keep this card if you win this battle.
    4. ORANGE CATHOLIC BIBLE: Worthless - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can only discard it by playing it in your Battle Plan. When you win a battle with this card Revealed in the battle plan you may force it into your opponents hand, if their hand is full they must first discard one card of their choice.
    5. SPICE BLOW: Special-Spice Blow & Nexus - Play at the end of the Spice Blow and Nexus Phase. Create an additional Spice Blow by revealing cards (shuffling all non-territory cards Revealed this way back into the deck) until a Territory Card is revealed and Put on an additional Spice Card Discard pile. Subsequent Turns will now include this additional Spice Blow until a Nexus occurs. Set Aside this card. When a Nexus occurs add this card to the Treachery Discard pile.
    6. STUN GAS: Weapon-Poison - Play as part of your Battle Plan. Stuns opponent's leader before battle is resolved. Opponent may protect their leader with a Poison Defense. A Stunned leader does not add their fighting strength to the battle total. You may keep this card if you win this battle.
    7. WATER OF LIFE: Special - Play at any time before the Bidding Phase. Swap two player’s player markers. These two players move all of their corresponding peices to the new spot at the table. Set this card aside.
  7. Landsraad Expansion - 10+ Player

    1. This section of the rules lists the Treachery Cards in the Landsraad 10 plus players expansion of the Dune game. These cards should be added in a game of 10 or more players. Cards from this expansion are marked with the Landsraad multi-color spice symbol with 10+ in the center of the symbol.
    2. ATOMIC SNOOPER: Defense-Special - Play as part of your Battle Plan. Protects your leader from a poison weapon in this battle. You may keep this card if you win this battle. If anyone plays a Projectile Weapon in this battle, all Forces and spice in this battle's Territory are lost to the Tleilaxu Tanks and Spice Bank. Both players lose this battle, both leaders die, no Spice is paid for leaders, and all cards played are discarded.
    3. CHAIRDOG: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan.
    4. HEIGHLINER: Special-Shipment and Movement
      1. Play during the Shipment and Movement Phase [phases_shipment] to do one of these options when appropriate, then discard..
      2. You may ignore occupancy limits in a single Territory for this Phase.
      3. Ship into any Non-stronghold territory at stronghold rates.
    5. MUSKY: Weapon-Poison - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Poison Defense. You may keep this card if you win this battle.
    6. SHIELD HOLOGRAM: Defense-Projectile - Play as part of your Battle Plan. Protects your leader from a projectile weapon in his battle. You may keep this card if you win this battle. If your leader survived and they belong to your faction you may add them to your Leader Pool.
  8. Landsraad Expansion - 11+ Player

    1. This section of the rules lists the Treachery Cards in the Landsraad 11 plus players expansion of the Dune game. These cards should be added in a game of 11 or more players. Cards from this expansion are marked with the Landsraad multi-color spice symbol with 11+ in the center of the symbol.
    2. CARRYALL: Special-Spice Collection - Play at the start of the Spice Collection Phase. Double your Collection rate this Phase. At the end of this phase return any number of your forces from one territory to your reserves.
    3. COFFEE SERVICE: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan.
    4. IXIAN PROBE: Weapon-Projectile - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Projectile Defense. You may keep this card if you win this battle. If you win this battle and your opponent's Leader was Protected, you collect spice equal to their fighting strength.
    5. MYSTERY BOX: Special - When this card enters your hand immediately discard it to take, without looking, a card from the center of the deck (do not take the top or bottom card of the Treachery Deck unless these are the only two cards).
    6. POISON TOOTH: Weapon-Special - Play as part of your Battle Plan. During Revealing Resolution [phases_battle_resolution], you may choose not to use this weapon. Kills both leaders after battle is resolved. No spice is collected for any leader killed in this battle. You may keep this card if you win this battle and did not use this weapon. If you used this weapon, discard this card.
    7. SHERE: Defense-Poision - Play as part of your Battle Plan. Protects your leader from a poision weapon in this battle. If your leader dies in this battle no spice is collected for it. You may keep this card if you win this battle.
  9. Landsraad Expansion - 12+ Player

    1. This section of the rules lists the Treachery Cards in the Landsraad 12 plus players expansion of the Dune game. These cards should be added in a game of 12 or more players. Cards from this expansion are marked with the Landsraad multi-color spice symbol with 12+ in the center of the symbol.
    2. CIBUS HOOD: Special-Battle - Play during Revealing Wheels [phases_battle_revealingwheels], you may add your leader currently in battle to your leader pool, then replace it with a leader you have available to you. You can not play this card after a Traitor has been revealed. Discard after use.
    3. LONG LIVE THE FIGHTERS: Special-Revival - Play during the Revival Phase. Double your current Free Revival rate. Your revival limit is increased to 7. Discard after use.
    4. SHIELD: Defense-Projectile - additional copy of Shield as described in treachery_shield.
    5. INKVINE EXTRACT: Weapon-Poison - Play as part of your Battle Plan. Kills opponent's leader before battle is resolved. Opponent may protect their leader with a Poison Defense. If spice is collected for your opponent's leader, twice the amount of its value is collected. You may keep this card if you win this battle.
    6. BI-LA KAIFA: Worthless Card - Play as part of your Battle Plan in place of a weapon, defense, or both. This card has no value in play. You can discard it by playing it in your Battle Plan. ‑faction_choam_openmarket

4 Variants

    1. This Category goes over Variant game rules and expansions players can add and how these rules interact and supersede the rules of the game, Faction abilities, and Treachery Cards.
    2. A faction has special abilities that may contradict the rules. A faction's particular abilities always have precedence over the rules.
    3. A Treachery Card may contradict the rules or a faction's particular abilities. A Treachery Card always has precedence over the rules and faction abilities.
    4. A Variant [4] may contradict the rules, a faction ability, or a Treachery Card. Variants always have precedence over the rules, faction abilities, and Treachery Cards.
    5. When a Karama card is used to cancel an ability, as detailed in Karama card description treachery_karama_cancel and treachery_karama_prevent, the faction whose ability is cancelled may recalculate and retake that same action (ex: revival, shipment, movement) without the ability.
    6. When a faction’s ability is used all other actions that can take place must wait until the ability is complete. After the ability is completely done players may use abilities, play cards, and make Bribes. ‑treachery_karama
  1. Tournament Rules & Procedures

    1. This section specifies specific rules & procedures for this tournament format.
    2. The Head Judge will do a head count and distribute players into tables of five or six players, making the most amount of six player games possible.
    3. Once all players have been assigned a table they will fill out the Game Report provided.
    4. After a brief introduction and establishment of expectations the timer will officially start and players will begin set up of game as described in setupgame_intro
    5. At the start of every Battle Phase [phases_battle] a judge will be called over to record win attempts made by players for the purpose of first tie breakers.
    6. During the game if a player has made an illegal action and the players can not resolve the issue amongst themselves the Head Judge may be called over to settle the dispute. The judge's decision is final.
    7. Rules questions can be asked of any judge including the Head Judge at any time, even away from the table.
    8. At the end of every game a judge will be called over to fill out the rest of the Game Report.
    9. The timer for any game is one hour for every player in the game. At the end of the time limit players will be given thirty minutes to finish the Turn they are on and fill out the Game Report with the judge.
    10. ADJUDICATION: In games that have reached the time limit and there is no winner there will be an adjudication. An adjudicated victory is granted to the player with the most win attempts, if that player is allied their ally also receives an adjudicated victory. If players are tied for the most win attempts the tied players then compare the next category of tie breakers eliminating any players with a lower amount in that category until one player has the highest tie breaker uncontested. Allies combine their tiebreaker amounts in each category other than win attempts.
    11. To gain entry into the finals the top players with the most weighted points proceed. Points are weighted therefore the players with heavier weighted points proceed over other players with the same amount of points with wins lower on the points allocation list.

      For example, a player with 4 points due to a Solo Stronghold Victory & an Allied Default Victory will gain entry over a player with 4 points due to two Allied Stronghold Victories, because a Solo Stronghold Victory is the heaviest weighted points followed by a Bene Gesserit Prediction and so on.

      1. The points allocation is as follows:
      2. Solo Stronghold Victory=3pts
      3. Bene Gesserit Prediction=3pts
      4. Allied Stronghold Victory=2pts
      5. Solo Fremen Challenged Special=2pts
      6. Allied Fremen Challenged Special=1pts
      7. Solo End Game Victory=1pts
      8. Allied End Game Victory=1pts
      9. Solo Default Victory=1pts
      10. Allied Default Victory=1pts
      11. Adjudicated=0.5pts
    12. In the case of a tie, entry into the finals will be granted to the player with the highest number in the first category of tiebreakers from their best played game this tournament. Any further Ties amongst only the tied players in a category will check the next set of tiebreakers until the amount of players left are equal to the amount of seats needed to be filled for the finals.

      Example: Player A's best game is an allied Stronghold Victory with two win attempts, three Strongholds, eight forces on board, twelve spice, three Treachery Cards, and three leaders. The score for that game would be: 2.2.3.8.12.3.3.
      Player B's best game is an allied Stronghold Victory with four win attempts, two Strongholds, two forces on board, four spice, two Treachery Cards, and one leader. The score for that game would be: 2.4.2.2.4.2.1. Player B would proceed to the finals over Player A.

      1. The category of tiebreakers are as follows:
      2. Win attempts made throughout the game.
      3. Strongholds Controlled at the end of a game.
      4. Forces on the Board at the end of the game.
      5. Spice behind Player Shield at the end of the game.
      6. Treachery cards in hand at the end of the game.
      7. Active Leaders in Leader Pool at the end of the game.
    13. Shield Wall Stronghold - as detailed in variant_shieldwallstronghold the Shield Wall will be worth a stronghold point after the fourth worm.
    14. With more than five possible Stronghold points it is possible for two players/alliance to have enough stronghold points to win, the win will be awarded to the player or alliance first in Storm Order.
    15. Advisors will not automatically flip after the shipment and movement Phase.
    16. There is now Storm Order in the Revival Phase [phases_revival].
    17. You are not required to play a Cheap Hero [treachery_cheaphero] in a battle when you have no Active Leaders. You still must announce that you are playing no leader when you have no Active Leaders and are not playing a Cheap Hero.
    18. Your Forces go to the tanks at the end of your shipment and movement action when ending in a Territory with allied Forces (other than Advisors and Forces in the Polar Sink).
    19. Limited Truthtrance: Truthtrance will be limited to questions on the present or past. It cannot bind a player to a future action.
      1. (E.g., When in a battle with a player you may ask, "Are you playing a Weapon in this battle?" or "Are you playing a Poison Weapon in this battle?")
      2. Examples of questions that are NOT legal: "In our first battle this turn will you use a Poison Weapon?" or "If I move into Carthag will you move out?" "On Turn ten will you attack me?"
    20. Fremen's allies do not count against the second criteria of Fremen's special victory condition ([faction_fremen_specialvictory_tueks] Neither Harkonnen, Atreides, nor Emperor Forces occupy Tuek's Sietch. +faction_richese_fremenspecialvictory)
  2. Shield Wall Stronghold

    1. After the fourth worm (counting all worms, even Karama worms summoned by the Fremen) the Shield Wall counts as a Stronghold point for purposes of victory ONLY in the Mentat Pause Phase.
    2. Only the left side (the side touching the Imperial Basin) will be considered a stronghold point in the Mentat Pause Phase []. Controlling the right side will not count for victory, nor will occupying the right side while either sector is under storm take away someone's stronghold point.
    3. Shipment to the Shield Wall still costs 2 spice/token (1 spice/token for Guild Rates), as usual for rock Territories.
    4. Occupation of the Shield Wall is not restricted to only 2 factions, as usual for rock Territories.
    5. Forces are not destroyed on the Shield Wall by storm or worm, as usual for rock Territories.
    6. Family Atomics may be used as written. When Family Atomics [treachery_familyatomics] is played, all Force tokens on the Shield Wall are destroyed (regardless of storm location), but the Shield Wall continues to be treated as a Stronghold point in the Mentat Pause Phase and continues to be unaffected by storm or worm.
    7. If two separate factions Occupy the Shield Wall at the end of a Turn (due to location of the storm preventing battle between them), the faction on the left side is considered to control that Stronghold for the purposes of victory determination.
    8. Moritani Terror and Ecaz Ambassador tokens cannot be Placed or moved onto the Shield Wall because it is a rock Territory.
  3. Nexus Cards

    1. Nexus Cards provide players incentives and special effects for not joining an Alliance. When using this Variant shuffle the Nexus Cards and Put it face down next to the game board during Determine Variants [setupgame_determinevariants]. Played cards will be piled face up next to the deck as they are discarded and reshuffled to restock the Nexus deck as necessary.
    2. During a Nexus (phases_spiceblow_shaihulud), to join an alliance a player must discard any Nexus cards they are holding.
    3. After Nexus (phases_spiceblow_shaihulud) any player holding a Nexus Card may discard it, without having used it's ability.
    4. If at the end of the Spice Blow and Nexus phase, a Nexus occurred and at least one alliance exists, any player not in an alliance may draw one Nexus Card, and keep it secret until used, or discard one they are holding and draw a new one.

      After Nexus (phases_spiceblow_shaihulud) if there is at least one Alliance, Reveal a Nexus Card for each Unallied player. Denote which cards are revealed with pen and paper, or the extra faction's Player Marker, if available. If there are not enough Nexus cards shuffle the discard pile and Reveal until there is one Revealed for each Unallied player. Once made public which Nexus Cards are available, shuffle the Revealed Nexus Cards and deal one from this deck face down to each Unallied player.

    5. Because some of the Cunning effects are advanced game only, whenever you draw your own faction's Nexus card in either the basic or advanced game, you may discard it immediately and Draw a new one that you must immediately Reveal.
    6. Each Nexus Card has three possible effects:
      1. In order to play a Nexus card you must discard it to the Nexus Discard pile and apply one of the following effects:
      2. BETRAYAL: Use this effect if the faction is in the game, but played by another player. Betrayal allows you to cancel certain abilities that faction has when they try to use it, or negatively impact that faction. As with a Karama that player may then take that action again without the ability.
      3. CUNNING: Use this effect if you draw your own faction's Nexus Card. Cunning gives your faction an additional ability that cannot be cancelled or prevented by a Karama. +variant_nexuscards_ownfactiondiscard
      4. SECRET ALLY: Use this effect if a faction is not in the game. You have a secret alliance with that faction, and you may use this effect.
    7. Nexus Card List

      1. Players with these Nexus Cards have the associated ability for as long as they have the card.
      2. Atreides
        1. Atreides Card Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Prevent the Atreides Prescience Ability [faction_atreides_prescience] of seeing one element of any Battle Plan.
        3. Cunning - You may use Prescience Ability [faction_atreides_prescience] in a Battle (this may be the second use of this ability in a battle).
        4. Secret Ally - You may use Prescience Ability [faction_atreides_prescience] in a Battle.
        PRESCIENCE: Play during Battle Wheel [phases_battle_plan_wheel], before any elements of the Battle Plan are determined you may force your opponent to Reveal your choice of one of these elements they intend to use in their Battle Plan against you: the leader, the weapon, the defense, or the number dialed. If you choose to ask about a weapon or defense and your opponent tells you that they are not playing that element during this battle, you may not then ask to see a different element.
      3. Bene Gesserit
        1. Bene Gesserit Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Prevent the Bene Gesserit from using their Voice ability [faction_bg_voice].
        3. Cunning - You may flip any or all groups of your advisors to fighters during your shipment and movement action [phases_shipment] (all forces in a territory must end up the same type).
        4. Secret Ally - During a battle, you may use the Bene Gesserit Voice ability [faction_bg_voice].
        VOICE: Play before Battle Wheel [phases_battle_plan_wheel]. You may command your opponent to play or not play one of the following cards in their Battle Plan: poison weapon, projectile weapon, poison defense, projectile defense, a worthless card, a specific special weapon by name, or a specific special defense by name. Your opponent must comply with your command as well as they are able to.
      4. Emperor
        1. Emperor Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Force the Emperor to pay for their ally's Treachery Card during the Bidding Phase [phases_bidding] or, during Battle Plan [phases_battle_plan], prevent the Emperor from using their Sardaukar ability [faction_emperor_advanced_sardaukar].
        3. Cunning - Before Battle Plan [phases_battle_plan], you may count 5 of your Forces as having the ability Sardaukar [faction_emperor_advanced_sardaukar] if you have none in that battle.
        4. Secret Ally - Keep your spice when Buying a Treachery Card (you must Reveal that you have the amount you would have paid) or, revive 3 additional Forces beyond current Revival limits during Revival Phase [phases_revival] for free.
        SARDUAKAR ON LOAN: Play during Battle Plan [phases_battle_plan_intro]. You may count up to 5 of your FORCES as having a special fighting capability if you have no star FORCES in that battle. They are worth two normal Forces in battle and in taking losses.
      5. Fremen
        1. Fremen Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Prevent Fremen from using their ability Beast of Burden [faction_fremen_beastofburden] this Turn, or from using their ability Movement [faction_fremen_movement].
        3. Cunning - When a sandworm appears in a territory with no Forces, any Forces you have in one desert Territory may use ability Beast of Burden [faction_fremen_beastofburden].
        4. Secret Ally - You may either avoid losing Forces to a sandworm, or increase your free revival to 3 for the Turn.
        NATIVE RESILIANCY: Play during the Revival Phase. Revive up to 3 extra Forces beyond your current limit from the Tleilaxu Tanks for free.
      6. Harkonnen
        1. Harkonnen Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Cancel a revealed Harkonnen traitor. Shuffle the Traitor Card into the Traitor Deck. During War Continues [phases_mentat_warcontinues] the Harkonnen player draws a new Traitor Card.
        3. Cunning - At any time Draw a Traitor Card and add it to your hand. Then secretly shuffle any one of your Traitor Cards back into the Traitor Deck.
        4. Secret Ally - During War Continues [phases_mentat_warcontinues], Draw two Traitor Cards and add them to your hand. Then shuffle two Traitor Cards back into the Traitor deck.
        TOP CARD: Play during the Bidding Phase. When ever you Buy a card this Phase, you Draw an extra card for free from the Treachery Deck, even if your hand is full. If you exceed your hand limit pick a card, then discard it.
      7. Spacing Guild
        1. Spacing Guild Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Gain any one Payment [phases_shipment_payment] in full for Shipping that would have gone to either the Spacing Guild or the Spice Bank, even your own. This overrides collection from a faction Occupying Junction.
        3. Cunning - You gain an extra Force Shipment action subject to your shipment rules, immediately after performing your Shipment and Movement actions [phases_shipment]. The second Shipment cannot Move unless you play Hajr.
        4. Secret Ally - Your pay Guild rates for your Shipment; you may also use ability Three Types of Shipment [faction_spacing_shipping].
        CROSS-SHIP: Play during the Shipment and Movement Phase. You may ship any number of Forces from any one Territory to any other Territory on the board at half the current price (rounded up). This card costs 1 moment action to use.
      8. Ixians
        1. Ixians Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Prevent Ixians from using either their Bidding ability [faction_ixians_bidding] or their Technology ability [faction_ixians_technology] (but not both).
        3. Cunning - Before Battle Plan [phases_battle_plan] in your first battle this Turn, you may count all of your Suboid Force(s) in all battles this Turn as counting at full strength (without needing to support them with spice).
        4. Secret Ally - You may discard a Treachery Card you just bought during Bidding [phases_bidding_buying], then Draw the top card of the Treachery deck.
        ALTERNATE SUPPLY CHAIN: Draw the top 3 cards of the Treachery Deck, look at them, add one to your hand, return the others to the Treachery deck and shuffle it. If you exceed your hand limit pick a card, then discard it.
      9. Tleilaxu
        1. Tleilaxu Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Cancel a revealed Face Dancer. It remains Revealed until Tleilaxu uses ability Resupply [faction_tleilaxu_facedancers_resupply].
        3. Cunning - Set Aside all revealed Face Dancers. Secretly Draw replacements, then shuffle the Set Aside Face Dancers into the Traitor Deck.
        4. Secret Ally - Revive one of your leaders for free and increase your revival limit to 5. Forces revived by spice cost 1 spice each this Turn.
        GHOLAS: Play at any time. Select a leader other than the Auditor in the Tanks and add them to your leader pool as your Active Leader. During Mentat Pause Phase- War Continues [phases_mentat_warcontinues], return this leader to the tanks if they are not already dead or Captured.
      10. CHOAM
        1. CHOAM Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - At any time force CHOAM to discard a card at random from their hand, and gain no spice for it.
        3. Cunning - You may discard any Treachery Card to use any Worthless Card special effect [faction_choam_worthless].
        4. Secret Ally - You may either discard a Worthless Card and gain 2 spice during Spice Collection Phase [phases_spicecollection], or after winning a battle, you may look at a random card in your opponent's hand (not used in battle).
        INTERNAL AUDIT: Add six spice to your spice reserves from the bank.
      11. Richese
        1. Richese Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Force Richese to discard a Richese Treachery Card they were going to buy (it is discarded and no spice is paid), or cancel ability Alternate Income [faction_richese_alternateincome].
        3. Cunning - When using ability No-Field [faction_richese_nofield] use two No-Field tokens. The first token is Revealed immediately, Put it in front of your shield.
        4. Secret Ally - Instead of a normal Shipment, you may ship up to 5 of your Forces from reserves as if shipping 1.
        NULLENTROPY BOX: Play at any time. Pay 2 spice to the Spice Bank, then take the Treachery Card discard pile and secretly search it for any card (other than a Nullentropy Box), add it to your hand. Shuffle the discard pile afterward and then return it face up.
      12. Ecaz
        1. Ecaz Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Any time before Shipment and Movement Phase [phases_shipment], when Ecaz and their ally both have Forces in a territory, force the Ecaz ally to Send their Forces (from one territory that contains both factions' Forces) to their reserves.
        3. Cunning - Add Duke Vidal to your Leader Pool for this Turn (even if he is in the Tanks or in another player's Leader Pool). At the end of this Turn, set him Aside.
        4. Secret Ally - Force one player to publicly announce whether or not they have any of your leaders as Traitors (though not which leaders).
        CO-OCUPPIED: Play during the Shipment and Movement Phase. Select a Territory, you ignore Occupancy limits in the selected territory this phase. Regardless of Storm Order or Battle Determination you can not battle in this TERRITORY until there are no other Forces to chose from.
      13. Moritani
        1. Moritani Description; see variant_nexuscards_effects for each type of effect.
        2. Betrayal - Remove a Terror token from the board, returning it to Moritani. It is not revealed.
        3. Cunning - When you Place a Terror token, it may be Placed in any Territory on Arrakis, even one that already has a Terror token.
        4. Secret Ally - When you lose a battle that had a winner, keep one Treachery Card you played in the battle you would have been able to keep had you won.
        Sabotage: Play after Battle Wheel [phases_battle_plan_wheel]. Choose a random Treachery Card from your opponent's hand, look at it, then Set it Aside facedown. Give that player a Treachery Card of your choice from your hand if able. Add the Set Aside card to your hand.
  4. Stronghold Cards

    1. These cards are passed to players controlling the corresponding strongholds, representing home-field advantage. These can be used in basic or advanced games. When using this Variant Set Aside Stronghold Cards during Determine which Variants (setupgame_determinevariants).
    2. During Mentat Pause (phases_mentat_intro), if you no longer Control a stronghold Set Aside the corresponding stronghold card.
    3. During War Continues (phases_mentat_warcontinues) each player that has Control of a stronghold takes the corresponding stronghold card from the side of the board and Puts it in front of their player shield.
    4. Stronghold Cards List

      1. Players with these Stronghold Cards have the associated abilities for as long as they have the card.
      2. Arrakeen - When paying spice for Forces in battles here, 2 spice is paid automatically by the Spice Bank. During BATTLE DETERMINATION [phases_battle_plan_intro] collect two Spice from the spice bank.
      3. Carthag - If you do not play a poison weapon in a battle here, any non-poison defense you play also counts as a Snooper. Before any player takes their Shipment and Movement action [phases_shipment_playerorder] you may Send one of your Forces here.
      4. Habanya Sietch - You win ties in battle here, despite Storm Order or Juice of Sappho [treachery_richese_juiceofsappho]. Forces starting their movement action here have an additional two movement beyond any current limits.
      5. Ixian Hidden Mobile Stronghold - At the end of the Bidding Phase [phases_bidding] copy one Stronghold advantage of your choice for any other Stronghold Card you Control, this lasts until the end of the Turn.
      6. Shield Wall Stronghold - You may Ship off-planet reserves here at Stronghold Rates. If you are the Fremen you may use your Shipment action to Send your reserves into this territory, those Forces can not move this Turn.
      7. Sietch Tabr - When you win battles here, you collect spice from the Spice Bank for the number your opponent dials (rounded down). Increase your free revival by one. This ability may allow you to break your current revival limit, however, this ability does not allow you to pay for revival beyond the regular limit.
      8. Tuek's Sietch - Collect 2 spice from the Spice Bank for each Worthless card you play in battles here. After a battle here you may send two of your Forces that would have gone to the tanks to your Reserves instead.
  5. Tech Tokens

    1. Tech Tokens indicate that a faction has power over a specific industry. They are kept in front of shields for public view.
    2. When you defeat a faction in battle, and that faction has a Tech Token, you take the Token from them. When you defeat someone with more than 1 Tech Token, you take one, of your choice, from them.
    3. Controlling all three Tech Tokens counts as a Stronghold point for winning the game (e.g., if you have forces in Arrakeen and Carthag, and all three Tech Tokens, you win the game). Allies can not share a Stronghold point between them with Tech Tokens. To qualify as a stronghold, one player must control all three Tech Tokens.
    4. Assigning Tech Tokens
      1. By default, the Tleilaxu take the Axlotl Tanks, the Ixians take Heighliners, and the Fremen take Spice Production at the start of the game.
      2. When any of these factions are not present, after the Storm token is moved at the start of the game, control is assigned randomly to factions without a Tech Token, according to Storm Order.
    5. Tech Tokens Income
      1. Each Tech Token that you control has a potential income from the Spice Bank. Any spice gained from Tech Tokens is Put on the Tech Token, then collected at the end of the current Phase.
      2. AXLOTL TANKS: If at least one player, including you, takes free revival, you collect 1 spice for every Tech Token you control. However, if only the Tleilaxu player takes free revival, you do not collect spice.
      3. HEIGHLINERS: If at least one player, including you, ships forces from off-planet, you collect 1 spice for every Tech Token you control. However, if only the Spacing Guild ships forces from off-planet, you do not collect spice.
      4. SPICE PRODUCTION: If at least one player, including you, takes CHOAM Charity, you collect 1 spice for every Tech Token you control. However, if only the Bene Gesserit take CHOAM Charity, you do not collect spice.
    6. Text on the token indicates which phase the Tech Token works in, and the faction that does not trigger Tech Token income on their own.
  6. Discovery Tokens

    1. Discovery tokens add new elements to the game on sections of the board that are often bypassed.
    2. During Determine Variants [setupgame_determinevariants], shuffle the seven new Spice Cards into the Spice Deck.
    3. Decide as a group whether to take the duplicate spice blows out of the Spice deck.
    4. Put the eight Discovery tokens face down to one side of the board, and mix them up.
    5. DISCOVERY SPICE CARDS: Whenever a Discovery Spice Card is drawn, place 6 spice in the indicated territory. Any spice or forces already in that territory are destroyed by the spice blow (this effect only occurs when a Discovery Spice Card is drawn). Then take a random Discovery token of the indicated type (Hiereg or Smuggler), and place it Face Down in the sector and territory as shown on the card.
    6. TOKENS:
      1. There are two types of Discovery tokens: Hiereg and Smuggler. Hiereg tokens are Placed in desert territories, and Smuggler tokens are Placed in rock territories.
      2. Before Spice Collection [phases_spicecollection] a faction with non-advisor Forces in a Territory with a token may look at that token, and choose to Reveal it immediately.
      3. Five of the Discovery tokens are considered a Territory within the Territory, and remain in place when revealed.

        For example: if the Jacurutu Sietch token is in Meridian, a player moving Forces would need to first Move into Meridian, and then Move into the Jacurutu Sietch during their movement action.

      4. A location token is not considered occupied when revealed.
      5. At the start of the next Turn, before the Storm Phase [phases_storm] any faction in a Territory with a Discovery token that was Revealed last turn may Move some or all non-advisor forces from that Territory into the Discovery token.
      6. The cost to Ship into a revealed Discovery token is the same for shipping into Strongholds.
      7. Forces in these locations are immune to the effects of the storm or sandworms.
    7. HIEREG TOKENS
      1. Hiereg tokens are Placed in desert territories. Whenever a Hiereg token is face down on the board, the Fremen may look at it at any time without Revealing it.
      2. Jacurutu Sietch - This counts as a normal Stronghold. If you win a battle in this Stronghold, after Battle Resolution [phases_battle_resolution] gain 1 spice for each of your opponent's undialed Forces that go to the Tanks.
      3. Cistern - When you Occupy this Territory during Spice Collection [phases_spicecollection], gain 2 spice from the Spice Bank.
      4. Ecological Testing Station - When you occupy this Territory during the Storm Movement [phases_storm_movement], you may add or subtract the movement of the storm by 1. This has no effect on Weather Control [treachery_weathercontrol].
      5. Shrine - If you occupy this Territory, you may play Truthtrance [treachery_truthtrance] as a Karama card [treachery_karama], and vice versa.
    8. SMUGGLER TOKENS
      1. Smuggler tokens are Placed in rock territories. Whenever a Smuggler token is face down on the board, the Spacing Guild may look at it at any time without Revealing it. When a Discovery token is revealed that is not a territory immediately perform it’s ability.
      2. Orgiz Processing Station - If you Occupy this Territory during the Spice Collection phase [phases_spicecollection], steal 1 spice of each spice blow collected.
      3. Treachery Card Stash - Draw 1 Treachery Card. If your hand is full, Draw a card then discard any card. Remove this token from the game.
      4. Spice Stash - Gain 7 spice from the Spice Bank. Remove this token from the game.
      5. Ornithopter - Put this token in front of your shield. You may use it on any subsequent Turn to have 3 Movement instead of your normal movement for one movement action. Then remove this token from the game.
    9. GREAT MAKER: Sandworm Alert-Special
      1. This is treated like a normal Shai- Hulud card: spice and Forces (other than Fremen) in the last spice Territory are sent to the Spice Bank and Tanks respectively.
      2. Then there is a vote to determine whether or not a Nexus occurs. Going in Storm Order, each player votes yes or no for a Nexus. Unless a majority vote yes, there is no Nexus.
      3. Afterward, the Fremen may use any number of their Forces in reserves to 'ride the worm', moving to any Territory in accordance with storm and occupancy rules (instead of riding from a Territory on the board or placing the Sandworm token).
      4. A Karama played on the Fremen Forces in the Territory will destroy those Forces, but not prevent them from riding the worm with reserves.
  7. Leader Skill Cards

    1. Leader Skill Cards provide each faction with a unique advantage. When assigned to a leader disc, that leader becomes a Skilled Leader.
    2. When using Leader Skill Cards the Setup of the game is altered. After Player Positions [setupgame_seatingorder], skip to and complete Starting Treachery Card [setupgame_treachery], then Deal out two Leader Skill Cards to each faction. Each player chooses one to keep, and shuffles the other back into the Leader Skill Deck.
    3. Put the card you keep face up in front of your faction shield, then choose one of your Leader Discs to Put face up next to your Leader Skill. This leader has that skill for as long as they are alive. Afterward, complete setup, from Traitors [setupgame_traitors] continuing normally.
    4. Skills are applied in the current battle unless your skilled leader is killed in that battle.
    5. During Battle Plan [phases_battle_plan] you may either leave the Skilled Leader face up in front of your faction shield or take it and the Leader Skill Card behind your shield.
    6. During Leaders [phases_battle_plan_leaders] when you use a Skilled Leader, put it in your wheel with the Leader Skill Card (along with any Treachery Cards normally). In this case, the top part of the skill is still in effect (if applicable). You can also use the bottom part of the skill associated with that leader in Revealing Wheels [1.07.05].
    7. During Leaders [phases_battle_plan_leaders] when you use a non-skilled leader in battle, and the Skilled Leader is behind the shield, no part of the skill is available to you.
    8. During Leaders [phases_battle_plan_leaders] when you use a non-skilled leader in battle, and the Skilled Leader is in front of your shield, the top part of the skill can still be used (if applicable).
    9. After the battle, Put the Skilled Leader (if still alive) and the Leader Skill Card in front of your shield. This leader is no longer in your leader pool until Leader Return [phases_battle_leaderreturn].
    10. Any skill that mentions a card type (e.g., Poison Weapon) requires that the card included in the Battle Plan is played as that card type to gain the skill bonus.

      Therefore, a card like Chemistry (from the Ixians and Tleilaxu expansion) would have to be played as a poison weapon when using the Master of Assassins skill to gain its bonus.

    11. When your leader associated with the skill is killed, shuffle the Leader Skill Card back into the Leader Skill Deck. ‑variants_leaderskillcards_diplomat_top ‑variants_leaderskillcards_mentat_top
    12. Whenever you revive any leader of your faction, if you have no Leader Skill Card, you may draw two Leader Skill Cards, and then choose one to play face up in front of your shield and assign the newly revived leader to that skill.The unused card is shuffled back into the Leader Skill Card deck.
    13. When a Skilled Leader is captured, the skill goes with them. Harkonnen may only use the bottom ability of captured leaders.
    14. Each Leader Skill Card has two abilities:
      1. Each card has a top and bottom ability which is separated by the card artwork.
      2. Top: The ability above the card artwork. This is a passive ability that is used when applicable.
      3. Bottom: The ability below the card artwork. Prefaced by “This leader in battle:” This ability can only be used during Revealing Wheels [phases_battle_revealingwheels] when the Skilled Leader is the selected Leader in a battle.
    15. Leader Skills Card List
      1. Leader Skills give you a special bonus or ability for as long as the Skilled Leader is alive and the card is face up in play. There is also a more powerful or additional advantage when the Skilled Leader is in battle.
      2. BUREAUCRAT

        1. Artwork depicts a figure at a table with the projection of charts over his shoulder.
        2. Top: Once per Phase>, when another player makes a payment to any player other than you of at least 5 spice, you may force two of the spice to go to the Spice Bank.
        3. Bottom: Your opponent subtracts 1 from their Battle total for each Stronghold they Occupy (not counting those occupied by Advisors).
      3. DIPLOMAT

        1. Artwork depicts two figures greeting each other in front of banners with faction symbols.
        2. Top: You may count one Worthless card in your Battle Plan as the defense your opponent used in that battle, provided you did not play a Treachery Card that counted as a defense. Discard the Worthless card afterward.
        3. Bottom: During Battle Resolution [phases_battle_resolution] a number of your undialed Forces up to the strength of this leader may Move to an empty adjacent Non-Stronghold (not in Storm) if you lose the battle.
      4. KILLER MEDIC

        1. Artwork depicts a figure in a medical uniform holding a syringe upraised in one hand.
        2. Top: During Battle Resolution [phases_battle_resolution] add a +1 to your other leader discs when using a Treachery Card that counts a Poison Defense.
        3. Bottom: Add a +3 to your leader disc when using a Treachery Card that counts a Poison Defense.
      5. MASTER OF ASSASSINS

        1. Artwork depicts a figure pouring dark red liquid from a bottle into a decorated cup.
        2. Top: During Battle Resolution [phases_battle_resolution] add a +1 to your other leader discs when using a Treachery Card that counts a Poison Weapon.
        3. Bottom: Add a +3 to this leader disc when using a Treachery Card that counts a Poison Weapon.
      6. MENTAT

        1. Artwork depicts a face in side profile connected to a circuit diagram.
        2. Top: Before Battle Plan [phases_battle_plan] you may ask your opponent if they have a specific weapon (e.g., Crysknife or Poison Tooth) in hand. They must show you the named card if they have it, in the event that they do not have the named card they must show you another Treachery Card. They are not required to use the named card in their Battle Plan.
        3. Bottom: Add +2 to this leader disc.
      7. PLANETOLOGIST

        1. Artwork depicts a figure standing arm spread in front of a representation of several planets and moons.
        2. Top: During Force Movement [phases_shipment_forcemovement] may Move up to 1 additional adjacent Territory (to a maximum of 3), OR you may use your movement action to Move Forces from two different territories in a single movement if they have the same destination.
        3. Bottom: Play one green Special card other than a Cheap Hero (e.g. Hajr or Thumper) as part of your Battle Plan [phases_battle_plan] in place of a weapon and add +2 to this leader disc. Discard the selected green Special card after the battle.
      8. PRANA BINDU ADEPT

        1. Artwork depicts a figure of a woman, with arms spread wide, with lines representing nerves or energy paths overlaid.
        2. Top: During Battle Resolution [phases_battle_resolution] add a +1 to your other leader discs when using a Treachery Card that counts a Projectile Defense.
        3. Bottom: Add a +3 to this leader disc when using a Treachery Card that counts a Projectile Defense.
      9. RIHANI DECIPHERER

        1. Artwork depicts a woman in profile facing a line of male figures standing in a line.
        2. Top: When you win a battle, secretly peek at 2 random cards in the Traitor Deck, then reshuffle it.
        3. Bottom: When you win a battle, you may Draw 2 Traitor Cards from the deck. Keep one card by Revealing an unused Traitor Card you hold and then shuffling it and the other card you drew back into the deck.
      10. SANDMASTER

        1. Artwork depicts a male figure pointing to the right with a spice harvester behind them.
        2. Top: During Force Movement [phases_shipment_forcemovement] when you Move any number of your Forces into or through a Territory containing spice, you may immediately collect 1 spice from that Territory (once per territory).
        3. Bottom: After winning a battle, you may add 3 more spice from the Spice Bank to the disputed Territory, if it already has spice.
      11. SMUGGLER

        1. Artwork depicts a robed figure standing in the foreground with an ornithopter and crates behind them.
        2. Top: Whenever you Ship Forces from off-planet to an empty Territory, you may Send one additional FORCE for free.
        3. Bottom: Collect 1 spice for each point of strength of this leader from the Territory this battle is in (if spice is present).
      12. SPICE BANKER

        1. Artwork depicts a male figure facing left with crates labelled with the spice symbol stacked behind.
        2. Top: Once per PHASE, when another player makes a payment to the Spice Bank of at least 4 spice, you gain 1 spice, placing it in front of your shield and collecting it in the Mentat Pause [phases_mentat].
        3. Bottom: During Battle Plan [phases_battle_plan] you may pay 1-3 of your spice (adding it to your Battle Wheel) and add that amount to the strength of your leader disc. This is separate from any spice paid to count your Forces as full strength.
      13. SUK GRADUATE

        1. Artwork depicts a figure with a diamond symbol on their forehead.
        2. Top: During Battle Resolution [phases_battle_resolution] when you win a battle and lose Force, Send 1 Force to your reserves instead of going to the Tleilaxu Tanks.
        3. Bottom: When you win a battle and lose FORCES, you may save up to 3 of them from going to the Tleilaxu Tanks, leaving 1 of them in the Territory and Send the rest to your reserves.
      14. SWORDMASTER OF GINAZ

        1. Artwork depicts a figure with curve blades in each hand wearing a red sash.
        2. Top: During Battle Resolution [phases_battle_resolution] add a +1 to your other leader discs when using a Treachery Card that counts a Projectile Weapon.
        3. Bottom: Add +3 to this leader disc when using a Treachery Card that counts a Projectile Weapon.
      15. WARMASTER

        1. Artwork depicts a male figure in military uniform with epaulettes and medals standing in front of a map.
        2. Top: Add +1 to your other leader discs when you play at least one Worthless card as part of your Battle Plan [phases_battle_plan].
        3. Bottom: Add +3 to this leader disc if you play at least one Worthless card as part of your battle plan.
  8. Spice Cards

    1. This section contains a list of all the Variant Spice Cards and their effects.
    2. SANDTROUT: Special - Cancel all current alliances. Set this card aside and draw a replacement card. The next time a Shai-Halud card is drawn (either this Turn or a subsequent Turn), it is discarded without effect, and a new Spice Card is drawn; if it is a territory, double that Spice Blow.
    3. DISCOVERY SPICE CARDS:Spice Blow-Discovery - see variant_discoverytoken_spicecards in the Discover Tokens Variant section.
  9. Traitor Cards

    1. The section contains a list of all the Variant Traitor Cards and their effects.
    2. CHEAP HERO:Traitor - Adds a Traitor for the Cheap Hero card. When a Cheap Hero is played as part of your opponent's Battle Plan you may reveal this traitor card and treat it the same as a normal traitor as documented in phases_battle_traitors.
  10. Homeworlds

    1. These cards represent each faction's homeworld or domain, and the accompanying planet disc is where their reserve forces are kept.
    2. LOYAL NATIVES: On Homeworlds Traitors and Face Dancers cannot be called by a non-native faction.
    3. ENFIEL: The Low Threshold penalty is still active when another faction occupies your homeworld.
    4. REVIVAL: The only way for any player to add forces to their own homeworld is through Revival.
    5. RESTRICTION: No faction other than the Spacing Guild may ship their own forces from the Board to a homeworld.
    6. SHIPPING: Factions may ship their forces from one homeworld to another non-native homeworld.
    7. SHIPPING COST: The cost to ship to a homeworld is one spice per force. ‑faction_spacing_shipping_halfprice
    8. ALLIANCES: No player may ship to their ally's homeworld.
    9. ALLIANCE RESTRICTIONS: No player may enter into an alliance with their Occupier.
    10. BENE GESSERIT: Bene Gesserit cannot send advisors to Homeworlds. Bene Gesserit cannot flip from fighters to advisors while on another faction's homeworld.
    11. NOT TERRITORIES: Homeworlds are not Territories. ‑faction_fremen_reserves
    12. Homeworld Cards List

        1. Each homeworld card is two-sided. The side with the full art is the "High Threshold" side, which is what players start with. The other side is "Low Threshold" for when their reserves are less than the indicated number on the "High Threshold" side.
        2. HIGH THRESHOLD: Maintaining a certain number of your forces here provides your faction with a new advantage, the number varies depending on the faction. When reserves are less than the indicated number, the card is flipped over, and the advantage is inactive.
        3. LOW THRESHOLD: The reverse side of the Homeworld Card shows two different status effects: Low Threshold and Occupied. When a faction's reserves reach a low-threshold reserve, a potential penalty is activated.
        4. LOW THRESHOLD REVIVAL: When on Low Threshold this faction's free revival is increased by 1 (breaking current revival limits).
        5. LOW THRESHOLD CHOAM: When on Low Threshold while collecting CHOAM Charity, this faction collects 1 extra spice (collected directly from the Spice Bank and not from the CHOAM faction).
        6. BATTLE: When factions battle on thier native Homeworld they add a number to their dial equal to the number indicated in the Battle ability.
        7. ATOMIC LOSSES: Lasgun and Shield explosions only send a number of native forces (indicated in the Atomic Losses ability) to the Tanks regardless of what they dialed; the remaining forces remain on their Homeworld. Both players still lose the battle and leaders are killed normally.
        8. OCCUPIED: You immediately become the occupier of a non-native homeworld if, at any time, you have forces there and there are no native forces present. When a faction is the Occupier it is for the duration of that turn. As Occupier you gain use of the Occupied ability.
        9. OCCUPIER INCOME: Occupiers may also gain a spice income during Spice Collection as indicated in the Occupier Income ability. Any spice collected by an Occupier using this abiilty may be immediately shared with the occupier's ally.
        1. Caladan - Atreides
        2. HIGH THRESHOLD: (6-20 Atreides Reserves) When you win a battle, you may add one force from your reserves to the territory or homeworld where the battle occurred as long as you have one force already there.
        3. LOW THRESHOLD: (0-5 Atreides Reserves) You may not use your Movement advantage to peek at the next Spice blow.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Atreides add 2 to dial in battles here.
        7. ATOMIC LOSSES: Atreides only lose 2 to Lasgun/Shield explosions on Caladan.
        8. OCCUPIED: Occupier shares your Bidding advantages.
        9. OCCUPIER INCOME: 2 spice
        1. Wallach IX - Bene Gesserit
        2. HIGH THRESHOLD: (11-20 Bene Gesserit Reserves) When sending spiritual advisors to the Polar Sink as part of another faction's shipment, you may send 2.
        3. LOW THRESHOLD: (0-10 Bene Gesserit Reserves) You may not send spiritual advisors.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: (High) Bene Gesserit add 3 to dial in battles here. (Low) Bene Gesserit add 2 to dial in battles here.
        7. ATOMIC LOSSES: (High) Bene Gesserit only lose 3 to Lasgun/Shield explosions on Wallach IX. (Low) Bene Gesserit only lose 2 to Lasgun/Shield explosions on Wallach IX.
        8. OCCUPIED: Occupier and their ally are immune to the Voice.
        9. OCCUPIER INCOME: 1 spice
        1. Kaitain - Emperor
          In the basic game, the Emperor only uses Kaitain and keeps all reserves there (Sardaukar are treated as normal forces).
        2. HIGH THRESHOLD: (5-20 Emperor Reserves) At the end of Bidding, you may pay 2 spice per card to discard Treachery Cards from your hand.
        3. LOW THRESHOLD: (0-4 Emperor Reserves) You only collect half (rounded up) of Treachery Card payments.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: (High) Emperor add 2 to dial in battles here. (Low) Emperor add 3 to dial in battles here.
        7. ATOMIC LOSSES: (High) Emperor only lose 2 to Lasgun/Shield explosions on Kaitain. (Low) Emperor only lose 3 to Lasgun/Shield explosions on Kaitain.
        8. OCCUPIED: Occupier collects the other half (rounded down) of Treachery Card payments you receive.
        9. OCCUPIER INCOME: 2 spice
        10. Salusa Secundus - Emperor
          In the advanced game, the Emperor also has Salusa Secundus, and must keep only Sardaukar forces there to start. During Revival, the Emperor must place revived Sardaukar on Salusa Secundus, and normal forces on Kaitain. Salusa Secundus provides no Revival or CHOAM Charity bonus.

          During Shipping and Movement, the Emperor can use their Movement to Move forces from Kaitain to Salusa Secundus (or vice versa). When the Emperor makes a shipment to Arrakis or another homeworld, forces can come from both Emperor homeworlds as part of the same shipment.

        11. HIGH THRESHOLD: (2-5 Sardaukar Reserves) Your Sardaukar do not need spice to be counted as full strength.
        12. LOW THRESHOLD: (0-2 Sardaukar Reserves) You only collect half (rounded up) of Treachery Card payments.
        13. LOW THRESHOLD REVIVAL: +1 Free Revival.
        14. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        15. BATTLE: (High) Emperor add 3 to dial in battles here. (Low) Emperor add 2 to dial in battles here.
        16. ATOMIC LOSSES: (High) Emperor only lose 3 to Lasgun/Shield explosions on Kaitain. (Low) Emperor only lose 2 to Lasgun/Shield explosions on Kaitain.
        17. OCCUPIED: Your Sardaukar forces lose their Sardaukar advantage.
        18. OCCUPIER INCOME: No spice
        1. Southern Hemisphere - Fremen
        2. HIGH THRESHOLD: (2-20 Fremen Reserves) Your starred "Fedaykin" forces may be placed immediately into any territory where you have forces when revived.
        3. LOW THRESHOLD: (0-2 Fremen Reserves) No penalty.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Fremen add 2 to dial in battles here.
        7. ATOMIC LOSSES: Fremen only lose 2 to Lasgun/Shield explosions on Southern Hemisphere.
        8. OCCUPIED: Half (rounded down) of all spice you collect during Spice Collection is given to the occupier.
        9. OCCUPIER INCOME: 0 spice
        1. Giedi Prime - Harkonnen
        2. HIGH THRESHOLD: (7-20 Harkonnen Reserves) Collect 2 spice from the Spice Bank if you collect spice from any desert territories or homeworlds during Spice Collection this turn.
        3. LOW THRESHOLD: (0-6 Harkonnen Reserves) No penalty.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Harkonnen add 2 to dial in battles here.
        7. ATOMIC LOSSES: Harkonnen only lose 2 to Lasgun/Shield explosions on Giedi Prime.
        8. OCCUPIED: Occupier or their ally gains your extra free Treachery Card (if their hand is not full) when you buy Treachery Cards.
        9. OCCUPIER INCOME: 2 spice
        1. Junction - Spacing Guild
        2. HIGH THRESHOLD: (5-20 Spacing Guild Reserves) You may offer to ship other factions cross-planet (half-price or full) as part of their Shipping action, even to or from homeworlds (including their own).
        3. LOW THRESHOLD: (0-4 Spacing Guild Reserves) You only collect half (rounded up) of shipping payments.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Spacing Guild add 2 to dial in battles here.
        7. ATOMIC LOSSES: Spacing Guild only lose 2 to Lasgun/Shield explosions on Junction.
        8. OCCUPIED: The occupier collects the other half (rounded down) of shipping payments made by other players.
        9. OCCUPIER INCOME: 2 spice
        1. Ix - Ixians
        2. HIGH THRESHOLD: (5-20 Ixians Reserves) When you pay to revive a Cyborg, you get 2 Suboids for free.
        3. LOW THRESHOLD: (0-4 Ixians Reserves) You may not move the Hidden Mobile Stronghold.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Harkonnen add 2 to dial in battles here.
        7. ATOMIC LOSSES: Harkonnen only lose 2 to Lasgun/Shield explosions on Ix.
        8. OCCUPIED: Occupier takes control of your Bidding advantage.
        9. OCCUPIER INCOME: 2 spice
        1. Tleilax - Tleilaxu
        2. HIGH THRESHOLD: (9-20 Tleilaxu Reserves) When you take Free Revival, you may send those forces for free from your reserves to any one territory or homeworld, subject to storm and occupancy rules.
        3. LOW THRESHOLD: (0-8 Tleilaxu Reserves) If you start the Revival phase at low threshold, you do not collect spice when any other factions take Free Revival.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Tleilaxu add 2 to dial in battles here.
        7. ATOMIC LOSSES: Tleilaxu only lose 2 to Lasgun/Shield explosions on Tleilax.
        8. OCCUPIED: You may not reveal Face Dancers against the occupier or their ally.
        9. OCCUPIER INCOME: 2 spice
        1. Tupile - CHOAM
          Note that CHOAM's homeworld of Tupile has a penalty for high-threshold, but an advantage when they are at low-threshold, opposite of the other homeworlds.
        2. HIGH THRESHOLD: (11-20 CHOAM Reserves) You may not discard Worthless Cards for spice (except by advanced Karama).
        3. LOW THRESHOLD: (0-10 CHOAM Reserves) Once per faction, when on another homeworld or if another faction is on Tupile, force that faction to tell you how much spice they have and the number of weapons or defenses they hold.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: CHOAM add 2 to dial in battles here.
        7. ATOMIC LOSSES: CHOAM only lose 2 to Lasgun/Shield explosions on Tupile.
        8. OCCUPIED: Occupier and their ally's hand size is increased by 1 (discard down to normal limit when not occupying Tupile), CHOAM lose their low-threshold advantage.
        9. OCCUPIER INCOME: 2 spice
        1. Richese - Richese
        2. HIGH THRESHOLD: (10-20 Richese Reserves) You may ship forces from your reserves along with a No-Field token.
        3. LOW THRESHOLD: (0-9 Richese Reserves) You may not move a No-Field token.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Richese add 2 to dial in battles here.
        7. ATOMIC LOSSES: Richese only lose 2 to Lasgun/Shield explosions on Richese.
        8. OCCUPIED: Occupier chooses which Richese Treachery Card is sold during bidding and gains half (rounded down) of payment you receive.
        9. OCCUPIER INCOME: 1 spice
        1. Ecaz - Ecaz
        2. HIGH THRESHOLD: (7-20 Ecaz Reserves) Gain 3 spice (from Spice Bank) each time a poison weapon is discarded. Your alliance can win by Co-Occupying at least one stronghold and occupying two other factions' homeworlds.
        3. LOW THRESHOLD: (0-6 Ecaz Reserves) When you and your ally are both in a battle with another faction, your opponent chooses which one of you fights the battle.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Ecaz add 2 to dial in battles here.
        7. ATOMIC LOSSES: Ecaz only lose 2 to Lasgun/Shield explosions on Ecaz.
        8. OCCUPIED: Occupier or their ally gains Duke Vidal (and may revive him from the Tanks), overriding Ecaz and Moritani's Duke Vidal advantage.
        9. OCCUPIER INCOME: 2 spice
        1. Grumman - Moritani
        2. HIGH THRESHOLD: (8-20 Moritani Reserves) You may add a Terror token to a stronghold that already has one, or remove a Terror token from the board during Spice Collection, then gain 4 spice from the Spice Bank.
        3. LOW THRESHOLD: (0-7 Moritani Reserves) You may not reveal a Terror token unless at least 3 forces enter the territory it is in.
        4. LOW THRESHOLD REVIVAL: +1 Free Revival.
        5. LOW THRESHOLD CHOAM: +1 CHOAM Charity.
        6. BATTLE: Moritani add 2 to dial in battles here.
        7. ATOMIC LOSSES: Moritani only lose 2 to Lasgun/Shield explosions on Moritani.
        8. OCCUPIED: You may not reveal a Terror token when the occupier or their ally enters a territory containing one.
        9. OCCUPIER INCOME: 2 spice

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