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