World Boardgaming Championships 2017
*** Additions or changes from 2016 are highlighted. ***
We are playing all of the Basic, Optional, and Advanced rules as published in the Avalon Hill 1979 edition of the game with one exception: Rule XVIII.A (Longer Game) will be ignored. Rule XXI (Double Spice Blow) and a variation of Rule XVIII.B (see below) will be used.
We are not using any of the additions introduced in any official or unofficial expansions (The Duel, Spice Harvest, articles from The General, or anything else). The Eurogames/Descartes edition of the game includes some of these elements as standard play, so make sure you understand which parts will not be used:
No 10-point leaders
No kanly or duels
No spice harvest rounds or variable setup
No non-standard factions -- The factions used are limited to Atreides, Bene Gesserit, Emperor, Fremen, Guild, and Harkonnen.
No non-standard treachery cards -- The standard card set is limited to 4 x Projectile Weapons, 4 x Poison Weapons, 4 x Shields, 4 x Snoopers, 1 x Lasegun, 3 x Cheap Hero(ine)s, 5 x Worthless Cards, 1 x Hajr, 1 x Tleilaxu Ghola, 1 x Weather Control, 1 x Family Atomics, 2 x Truthtrances, and 2 x Karamas.
We are using the following house rules:
Factions and table seating order are drawn randomly. Players may trade factions with each other by mutual consent before play begins. In a game with fewer than 6 players, a player made trade for an undrawn faction if all players consent.
Alliances may consist of up to 2 factions (for all games with at least 4 players). Alliances may be extended to 3 factionsONLY in 6-player games IF all players at the table consent at the start of the game. (In all cases, no faction may belong to more than one alliance at a time.)
An unallied faction must control 3 strongholds to win. Two-faction alliances must control 4 strongholds to win. Three-faction alliances must control 5 strongholds to win. Solo victories while allied are not possible.
The Shield Wall is considered to be a stronghold for the purposes of victory ONLY, immediately after the 4th worm appears (counting all worms, even Karama worms summoned by the Fremen). Victory conditions are unchanged after the Shield Wall becomes a stronghold, meaning it should become a bit easier to win after that point.
Shipment to the Shield Wall still costs 2 spice/token (1 spice/token for Guild shipment), as usual for rock spaces.
Occupation of the Shield Wall is not restricted to only 2 factions, as usual for rock spaces.
The Shield Wall is not affected by storm or worm, as usual for both strongholds and rock spaces.
Family Atomics may be used as written. When Family Atomics is played, all tokens on the Shield Wall are destroyed (regardless of storm location), but the Shield Wall continues to be treated as a stronghold and continues to be unaffected by storm or worm.
In the unlikely event that two separate factions occupy the Shield Wall at the end of a turn (due to location of the storm preventing battle between them), neither faction is considered to control that stronghold for the purposes of victory determination.
Spice may only be transferred from one player to another during the Collection Round of each turn. Deals involving the transfer of spice may be made at any time, but the transfer may only be performed during a future Collection Round, even between allies. The Emperor’s special alliance ability becomes “You may transfer spice to (NOT from) your allies at any time.”
The Fremen may count their tokens at full strength for no cost in ALL battles. Additionally, the Fremen may permit their ally to do the same in their own battles. This ability may be canceled for any one battle (for either the Fremen or their ally) by a Karama card played by any player.
A deck of traitor cards, provided by the GM if necessary, must be used for drawing traitors. Shuffle the deck and deal 4 per player. Each player keeps the card(s) of the selected traitor(s) and returns the rest. Players may make a written note of the card(s) drawn but not kept.
In addition, the attached list of rules clarifications (entitled "Dune Rules Clarifications") is given to supplement the standard published rules. If any question arises during a game that cannot be answered by the published rules or the official clarification list, the GM or an assistant will adjudicate.
Tournament Format and Scoring
The tournament consists of three (3) preliminary heats followed by one (1) final round. You may enter any number of preliminary heats, but you need only complete one (1) of the three heats to qualify for the final.
In each heat, players will be grouped randomly, creating as many 6-player games as possible, but requiring every game to have at least 5 players, if at all possible. (For example, 45 players would be grouped into five 6-player games and three 5-player games.) Games with fewer than 5 players will be permitted only at the GM's discretion.
All games must begin within 15 minutes of the scheduled start time. The GM may attempt to place latecomers with games with fewer than 6 players if possible. Players arriving after the 15-minute grace period will be placed only at the GM’s discretion. Players leaving any time after the 15 minute grace period will be subject to the dropout penalties.
Each player will gain a number of Qualification Points (QPs) for each game won as follows, regardless of the numbers of players in the game, or whether the game has been adjudicated or not:
Solo Victory........................................ 2 QPs
BG Prediction Victory......................... 2 QPs
Solo Fremen Default Victory.............. 2 QPs
Solo Guild Default Victory.................. 1 QP
2-Faction Alliance Victory.................. 1 QP
2-Faction Alliance Fremen Default Victory 1 QP
2-Faction Alliance Guild Default Victory 0.5 QP
Any Adjudicated Victory..................... 0.5 QP
3-Faction Alliance Victory.................. 0.5 QP (if permitted)
3-Faction Alliance Default Victory...... 0.5 QP (if permitted)
Losing players neither gain nor lose QPs. Feel free to play in as many qualifying heats as you wish without penalty.
In the unlikely event that two unallied players simultaneously achieve solo victories (a possibility after Shield Wall becomes the 6thstronghold), each will receive full Solo Victory credit.
A game may be conceded to a single unallied player or to an alliance at any time if all players in the game unanimously agree. (Concession cannot be offered to a single player if that player is currently allied.)
Preliminary Heat Duration and Adjudication
Each preliminary heat game is strictly limited to 10 game turns or 5 hours, whichever comes first.
Players should NOT begin a new game turn within 30 minutes of the heat’s end time. Players do NOT have the option to continue playing past the time limit.
If a game is not able to be completed within the time limit, the GM or an assistant will determine the winner(s) according to the following criteria, in descending priority order, at the end of the last game turn:
- Most strongholds controlled. (Remember co-existing Bene Gesserit tokens do NOT exert control.)
- Most tokens on board. (Regular tokens count 1, starred tokens count 2, and co-existing tokens count 0.5 each. Tokens off-board or in the tanks count 0.)
- Most spice in hand.
- Most cards in hand.
- Most available leaders.
- Highest die roll.
This scoring is determined by a simple sum of the factions in each alliance as they stand at the end of the time limit. That is, an alliance counts the strongholds, tokens, spice, etc. of ALL factions in the alliance together, while a solo faction counts his points alone.
Advancement to Finals
The six (6) highest qualifying player scores will advance to the final game. A player's qualifying score is defined as the total of the QPs earned in all preliminary heat games played by that player (if more than one was played). Ties will be broken in favor of the player with the best single-game performance (i.e. QP points earned by game, then resorting to the adjudication criteria (given above), if all games are tied). Note that if tie-breaker information is not recorded for a game, the missing values will all be assumed to be zero (0).
Alternates for the final game will be chosen from available non-qualifying players in order of highest qualifying score (using adjudication criteria from each player’s single best game as tie breakers).
Final Round Faction Assignment
Players in the final round will be awarded faction selection in the order of finish. That is, the player who was the first qualifier (based on QP scores and tie breakers) will receive his/her first choice of faction to play. Then the second qualifying player will receive his/her choice of the 5 remaining factions, and so on until all 6 factions are assigned.
Final Round Duration
The final game will last 15 turns or 8 hours, whichever comes first. If all players agree at the start of the game and at the GM’s discretion, the scheduled time limit may be disregarded if necessary. Otherwise, if the game is not able to be completed within the time limit, the GM or an assistant will determine the winner(s) according to the adjudication criteria above.
Final Round Format
The final game will be played using the same rules as the qualifying games, except that three-faction alliances may not be formed. A two-faction alliance can win the final by controlling 4 of 5 (or 6) strongholds, but only one 1st place plaque can be awarded.
In the event of a two-faction alliance victory, 1st place will be determined according to the following criteria:
In a Fremen default victory, the Fremen player is 1st
In a Guild default victory, the Guild player is 1st
In a normal victory, use the adjudication criteria given above. That is, priority will be given to the player who controlled the most strongholds, with ties broken by tokens on board, then spice in hand, then cards in hand, etc.
2nd place will be awarded to the ally of the 1st place player (if applicable). Remaining places will be awarded in order of most strongholds controlled, disregarding alliances, with ties broken according to the adjudication criteria.
Exception: If the Bene Gesserit player wins a prediction victory, the predicted player will be awarded 2nd place and the predicted player’s ally (if applicable) will be awarded 3rd place. Remaining places will be awarded as above.
In the unlikely event of two simultaneous solo victories (theoretically possible after the Shield Wall becomes the 6th stronghold), the tie will be broken according to the adjudication criteria.
Best Faction Awards (Performance Points)
Prizes (provided personally by the GM) will be awarded to the best single preliminary heat game played by each faction. That is, there will be six Best Faction awards, one each for Best Atreides, Best Bene Gesserit, Best Emperor, Best Fremen, Best Guild, and Best Harkonnen.
At the end of each game turn, each player will gain Performance Points (PPs) as follows:
Controlling Carthag and/or Arrakeen............. 1 PP each
Controlling any other stronghold (Fremen).... 1 PP each
Controlling any other stronghold (non-Fremen) 0.5 PP each
Coexisting in any stronghold (Bene Gesserit) 0.1 PP each
At the end of each game, each player's PP score will be normalized by dividing by the number of game turns played. All 5-player game PP scores will be further normalized by multiplying by 5/6 to allow them to be fairly compared against PP scores from 6-player games.
The highest normalized PP score accumulated in a single preliminary heat game by each faction will be awarded the Best Faction award at a small ceremony immediately preceding the final game.
For example, an Atreides player in a 5-player game that lasts 7 turns scores a total of 9.5 PPs, which results in a normalized PP score of 9.5 / 7 x (5/6) = 1.131. If that is the highest normalized PP score achieved by any Atreides player in any single preliminary heat game, then that player will win the Best Atreides award.
PPs are used only for determining the Best Faction awards.
All players have the responsibility to keep play moving at a pace that will permit the game to complete in the allotted time. For most WBC players, a big part of the fun of Dune is the large amount of negotiation and joint problem-solving that the game naturally inspires. We do not wish to artificially curtail these activities, but all players should try to conform to the following time limits to the greatest extent possible:
Complete an average full game turn.......................... 30 minutes or less
Submit an individual treachery card bid..................... 15 seconds or less
Complete an individual player turn (shipment and movement) 5 minutes or less
Complete preparation of a player’s battle plans......... 5 minutes or less
Complete a Nexus phase........................................... 15 minutes or less
Negotiations away from the table are permitted at any time as long as the above time limits are observed.
If a situation arises where a player is unexpectedly away from the table or is otherwise causing an unacceptable delay of the game, players at the table may “call the clock” by requesting the GM (or an assistant) to set a hard time limit for completion of the current action. A timer will be set for the time limit as listed above, and if the player still has not completed his action when the timer expires, the following default action will be taken:
Missed treachery card bid.......................................... Pass (no bid)
Missed player turn (shipment and movement)........... Pass (no shipment and no movement)
Missed battle plans.................................................... Plays lowest available leader, dials 0, pays 0 spice, plays no cards
Missed Nexus phase.................................................. No change to prior status (i.e. remain allied or unallied as before)
If a player is found to be consistently disregarding time guidelines, the GM may choose to force the player to drop out of the game.
If necessary, breaks should be mutually agreed upon by all players at the table. If time allows, 15-minute breaks after turns 4 and 8 are recommended.
Players may ONLY step away from the table for discussions with other players under the following circumstances:
- During a timed 5-minute period immediately prior to the start of each Movement Round, when ALLIES can discuss shipment and movement plans with each other.
- During a timed 5-minute period immediately prior to the start of each Battle Round when ALLIES can discuss battle plans with each other.
- During a timed 5-minute period during each Nexus when EVERYONE can discuss alliances with each other.
- During a timed 2-minute period at any time with any other player(s) when the player expends a Diplomacy Chip. Each player will be issued 3 Diplomacy Chips at the start of the game. Diplomacy Chips may not be traded.
ALL other discussions must be conducted publicly (in English) over the table. (For example, no private whispering to the player seated next to you, no written notes, no sign language, etc.) Remember to not let table discussions interfere with the time guidelines given above.
Timers will be provided for each table for this purpose.
Players are STRONGLY discouraged from dropping out of any game prior to the game's conclusion. If a player drops out of any game before the scheduled end, that player will be disqualified from all further games in the tournament, including the final, as well as Best Faction Award consideration, unless the game is extending beyond the scheduled time limit and the player has another commitment.
All of the player's tokens and non-captured leaders will be removed from the game, spice returned to the bank, and cards returned to the discard pile. (If the Harkonnen drops out, any captured leaders will be returned to their owners.) All of the remaining players will continue the game, scoring QPs and PPs according to the number of players who started the game.
As always, the GM may change these rules for the good of the tournament at any time, and the decisions of the GM and his assistants are final.
Dune Rules Clarifications
It is well known that Dune, while a fantastic game, has one of the most frequently disputed sets of written rules. I have found that almost no two groups of players can completely agree upon exactly how Dune is played. While not all of the questions raised here are necessarily impossible to adjudicate with the rules as written, all have come up as points of contention during play-by-email Dune games and tournaments in which I have taken part. I know that every group has its own preferred interpretations for many of these rules, but I have found this set of rulings to be the most self-consistent and justifiable.
These clarifications will be enforced as official extensions/clarifications of the published rules throughout the tournament, so make sure you are familiar with them.
III. Set-up for Play
1. If fewer than 6 players are playing, only the leaders of the factions actually involved in the game are eligible to be drawn as traitors.
2. The Bene Gesserit's prediction must be made immediately after factions are assigned.
3. Fremen tokens placed at the start of the game may include Fedaykin (starred) tokens if desired.
4. Fremen tokens placements are chosen before the Bene Gesserit token placement is chosen.
5. The Bene Gesserit token placed at the start of the game is always considered to have been coexisting before the game began (and therefore cannot affect ornithopter access), but it is not required to coexist in the first game turn.
6. No card play may affect initial game setup. (For example, no one can play a Karama to prevent the Harkonnen from drawing his second starting card.)
IV. Object of Play
1. Bene Gesserit tokens in a space that was declared to be coexisting during the turn do not count as occupying a stronghold for the purposes of determining victory, even if they are the sole occupants after battle is resolved.
2. You may not claim a solo victory for controlling 3 strongholds by yourself if you are currently part of an alliance.
1. The precise order of activities during the Storm Round is:
- Reveal storm marker,
- Play Weather Control,
- Play Family Atomics,
- Move storm.
(This takes some liberty with the wording for Weather Control on the Player Aid Pad, with the intention of avoiding potential timing conflicts.)
2. Weather Control and Family Atomics may not be played during the first game turn.
3. Weather Control movement is instead of the normal storm movement, not in addition to it.
4. Coexisting Bene Gesserit tokens may not be used to play the Family Atomics card.
5. Tokens whose path of adjacency to the Shield Wall is covered by the storm may not be used to play the Family Atomics card.
6. Family Atomics causes all tokens on the Shield Wall, including coexisting Bene Gesserit tokens, to be destroyed and removed to the tanks.
7. After Family Atomics is played, the Shield Wall, Arrakeen, and Carthag all still retain their normal status as non-desert spaces, even though the latter two become susceptible to storm effects. Occupancy rules in those spaces remain unchanged as well.
8. The storm affects each sector only when it moves into that sector. If the storm moves zero sectors due to Weather Control, the storm does not re-affect the space on which it is already located.
9. Two groups of tokens (same faction or not) in different sectors of the same territory are considered to be “separated by storm” for the purposes of movement and battle if the storm is between them or covering one of them.
10. If the storm covers one sector of a multi-sector territory, that territory is effectively temporarily split into two different locations for the purposes of governing movement and battle.
11. No tokens are destroyed by the storm during the first game turn. The storm is considered to begin over the randomly-determined sector; it is not considered to have moved in the first game turn.
VII. Spice Blow
1. A Nexus is caused for every worm that is revealed (excluding worms raised by the Fremen’s play of a Karama card), regardless of which spice blow it appears at or how many worms have appeared that turn.
2. When more than one worm is drawn for a given spice blow, the Fremen may send the additional worms to any territory on the board.
3. If the Fremen directs a second or additional worm to appear in a space occupied by their tokens, those tokens may ride the worm normally.
4. When the Fremen rides a worm, tokens and/or spice in the destination space are not eaten.
5. Fremen worm riders may not leave or enter a space under the storm.
6. The Fremen may choose to use worm movement to move all, some, or none of their tokens in an applicable space, just as if it were a normal move with unlimited range.
7. Fremen worm riders may enter a stronghold already occupied by two other factions, if and only if one of them are Bene Gesserit tokens which ended the previous turn coexisting. This will force those Bene Gesserit to remain coexisting when they declare their status in the upcoming Movement Round.
8. Tokens owned by an ally of the Fremen are safe from being eaten by worms (and this ability may not be withdrawn by the Fremen), but they may not ride worms as the Fremen do.
9. Worms eat tokens only after the Nexus is resolved.
VIII. Bidding Round
1. When a treachery card is required to be drawn and the treachery deck is empty, the discard pile should immediately be reshuffled to form a new deck. The only card that is ever removed from the game after one play is Family Atomics.
2. After a player passes during the bid for a treachery card, that player may choose to later enter bidding for the same card again on his normal bidding turn if the card has not already been sold at that time. However, a player cannot bid again if all other players have passed.
3. The Atreides is not permitted to see any free cards drawn by the Harkonnen.
4. The Harkonnen is considered to have a single 8-card hand, not two separate 4-card hands. The Harkonnen is not required to separate his free cards from his purchased cards for any purpose.
5. The Harkonnen’s ability to take a second free treachery card when buying one is mandatory. He must take the second free card if possible. (This ruling was explicitly chosen to limit abuse of the Emperor’s alliance ability.)
6. The Emperor receives payments for treachery cards immediately upon the purchase of each card.
7. Spice paid by the Emperor's allies for card purchases is paid to the Emperor. Only the Emperor's own card purchases are paid to the bank.
8. If the Emperor gives spice to another player to purchase a treachery card, the spice is still paid to the Emperor (not the bank). If another player gives spice to the Emperor to purchase a treachery card, the spice is paid to the bank.
9. The Emperor may not choose to offer discounted card purchases to any player, but he may give spice to any player at any time (before or after the purchase) to defray card purchase costs. (That is, the full cost of the bid must be able to be paid somehow.)
10. A player may bid higher than the amount of spice he currently holds if he intends to play a Karama to avoid paying for the card. In the event that more than one player intends to play a Karama to buy a card, the first one to bid “infinity” in his proper turn to bid wins the card (and obviously must use the Karama ability to avoid paying).
11. A player may never bid if his hand is currently full, even if he intends to play a Karama to avoid paying for the card.
12. A player is only required to prove that he is capable of paying his bid if/when he wins the bid. (But see clarification VIII.13 below.)
13. If a player is discovered to have made an invalid bid for any reason, the bidding for the current card is re-started from the beginning. If this condition was not caused by an involuntary loss or cancelation of a Karama card, the offending player maynot bid on that card in the new auction, but may rejoin the bidding as normal on the next card.
14. If a player is discovered to hold more treachery cards than his hand size permits, he must immediately discard randomcards from his hand sufficient to return to his legal hand size.
15. The contents of the treachery card discard pile is open to inspection by any player at any time.
1. The precise order of activities during the Movement Round is:
- All players take revival (in player dot order if it matters),
- The Bene Gesserit declares coexistence status where necessary,
- Players ship and move in player dot order.
2. A player may not enter a location in which his ally has tokens, even if he is not ending his move in that space (unless permitted by BG coexistence, see clarification XV.11, or storm separation, see clarification VI.10.)
3. If, for any reason, a player ends his own shipment/movement turn with his (non-coexisting) tokens in the same location as his ally’s (non-coexisting) tokens, he must destroy his tokens, moving them to the tanks.
4. If the storm splits a territory and hides a sector from a given faction for the purpose of battle, can their ally move into/through that sector of the territory?
5. The Guild receives payments for shipment immediately when the shipment is made.
6. Spice paid by the Guild's allies for shipping is paid to the Guild. Only the Guild's own shipping is paid to the bank.
7. If the Guild has given spice to another player to pay for shipment, the spice is still paid to the Guild (not the bank). If another player gives spice to the Guild to pay for shipment, the spice is paid to the bank.
8. The Guild may not choose to offer discounted shipping to any player (except allies, as written).
9. Tokens may be moved on-planet in the same turn that they are shipped to the planet.
10. A player is considered to have access to ornithopters during his turn if and only if he controlled Carthag and/or Arrakeen at the start of Movement Round. Therefore, Fremen tokens that ride a worm into an empty city during the Spice Round, or BG that do not announce coexistence in an empty city do have access to ornithopters. However, worm-riding Fremen or non-coexisting BG co-located with another player in a city do NOT prevent that other player from having access to ornithopters.
11. Fremen shipments may be to any space within a movement of 2 from The Great Flat, regardless of the location of the storm. Only shipments ending in a space under the storm take half losses, rounded up (as written).
12. If the Fremen are allied with the Guild, the Fremen is entitled to use Guild alliance movement options, regardless of the restriction on the Fremen player shield.
13. Fremen shipment range is not changed if the Fremen have ornithopters – the range always remains 2 spaces from The Great Flat.
14. Fremen shipment or movement may not end off the board. (Barring special Guild ally shipments, Fremen shipment is one-way to the surface of the planet, just like other factions.)
15. Fremen movement may not leave or enter a space under the storm.
16. If the Fremen are allied with the Guild, the Fremen may choose to either use normal Fremen shipment for no cost, or any form of Guild shipment for Guild cost. When using Guild shipment, Fremen tokens may not ship into a space under the storm.
17. The Guild (and its allies) may not ship tokens that begin in a space under the storm.
18. Guild cross-planet shipment is considered to be a shipment, not an on-planet move.
1. All battles, including the Guild's, are resolved in player dot order as written (regardless of when the Guild actually chose to take his movement turn).
2. All battle ties, including the Guild's, are resolved in player dot order as written (regardless of when the Guild actually chose to take his movement turn).
3. The precise sequence of activities in a battle is:
- Issue the Voice command,
- Play Karama to cancel the Voice.
- Issue the Prescience question,
- Play Karama to cancel the Prescience.
- Answer the Prescience question (if not canceled).
- Play Karama to view entire battle plan.
- Commit battle plans.
- Reveal battle plans.
- Resolve the battle.
Truthtrances may be played at any time before the Commit Battle Plans step.
Karamas may be played to swap cards, cancel Sardaukar or Fedaykin bonuses, and/or cancel Kwisatz Haderach at any time before the Commit Battle Plans step.
Battle plans may be changed at any time during the above sequence before the Commit Battle Plans step as long as no un-cancelled Voice, Prescience, Karama, or Truthtrance effects are violated.
4. Tokens under the storm may only battle with tokens in the same space and sector.
5. Alliance battle powers (Atreides’ Prescience, Bene Gesserit’s Voice, and Harkonnen’s traitor calls) may be granted or withheld as the player chooses for each individual battle.
6. If granted, alliance battle powers are under the control of the ally for that use. The ally may choose the question or command to be given, or whether or not the traitor is actually called.
7. The answer given to the Atreides’ Prescience must be given publicly.
8. If a player’s Prescience answer becomes impossible to meet (e.g. due to subsequent play of a Karama card), the player must provide an updated valid answer to the Prescience question before the Commit Battle Plans step. (If the Prescience answer is still possible to be met, it must be met.)
9. The Bene Gesserit may not specify weapon or defense when Voicing an opponent to play or not play a Worthless Card. (That is, the Voice may only be "play a Worthless Card" or "do not play a Worthless Card".)
10. The statement on the Bene Gesserit’s player shield “You may not Voice a Cheap Hero(ine)” means that the BG may not use Voice to say “play a Cheap Hero(ine)” nor “do not play a Cheap Hero(ine)”. It does not mean that a player is immune to the Voice if s/he plays a Cheap Hero.
11. If a player is unable to comply with the Voice, s/he is not required to announce that fact until battle plans are revealed.
12. If, when battle plans are revealed, a player has failed to include a leader in his battle plan when he was required to do so, his lowest-value available leader disk must be played.
13. If, when battle plans are revealed, a player has dialed a number higher than his tokens and/or spice paid would allow, the number must be reduced to the highest supportable number given the number of tokens in the battle and the spice paid.
14. If, when battle plans are revealed, a player has included two battle cards of the same type (either two weapons or two defenses), one will be chosen randomly to be included in the battle plan and the other one will be returned to the player’s hand.
15. If any other invalid element is included in a battle plan, it must be removed from the plan when revealed.
16. The Harkonnen's capture of an opponent's leader when he wins a battle is optional.
17. The identity of leaders captured by the Harkonnen is not required to be public knowledge.
18. If the Harkonnen chooses to immediately kill a captured leader, the Harkonnen receives 2 spice (as opposed to paying 2 spice).
19. A captured leader played by the Harkonnen against the original owner in battle may always be called as a traitor (regardless of whether or not the captured leader was also a traitor to the Harkonnen or any other player).
20. A captured leader played by the Harkonnen in battle against a player who chose that leader as his traitor may still be called as a traitor, as normal.
21. A player who wins a battle but dials away all of his tokens in the battle is still permitted to claim any benefits of winning the battle (collect spice for dead leaders, retain treachery cards, capture a leader.)
22. A lasegun-shield explosion causes all tokens in the space, including coexisting Bene Gesserit tokens and spice tokens, to be destroyed and removed to the tanks.
23. There is no winner of a battle in which a lasegun-shield explosion occurs. Therefore no one may claim benefits of winning the battle (collect spice for dead leaders, retain treachery cards, capture a leader.)
24. There is no winner of a battle in which both side’s leaders have been called traitor. Therefore no one may claim benefits of winning the battle (collect spice for dead leaders, retain treachery cards, capture a leader.)
25. If a traitor is called in a battle with a potential lasegun-shield explosion, the explosion does not occur. (That is, traitor calls take precedence over lasegun-shield explosions.)
26. To be considered valid, all battles must be conducted with both combatants placing all of their battle elements on a battle wheel, revealing them publicly, and having the results witnessed by at least one other player.
XI. Spice Collection
1. Bene Gesserit tokens in a space that was declared to be coexisting during the turn cannot collect spice.
2. Spice collection rates for each player are determined at the start of the Collection Round. (See also clarification IX.10 above.) A player who takes control of Carthag or Arrakeen during the Battle Round will enjoy the improved collection rate in the same turn.
1. Two players with tokens in the same location but in different sectors separated by the storm may choose to ally. However, see clarification IX.3 above.
2. The Fremen may choose to ally with another player with whom he shares a space (which could have occurred due to worm riding.) However, see clarification IX.3 above.
1. Players may only exchange spice with each other during the Collection Round, even if allied. The fact that spice is changing hands should be announced publicly, but the amount of spice involved may be kept private.
2. Deals involving the exchange of spice (i.e. “bribery”) may be made at any time, but the spice may only actually change hands during a future Collection Round.
3. The Emperor’s special alliance ability is interpreted as “You may transfer spice to or from your ally at any time.”
4. Private negotiations away from the table are permitted. Any deals discussed during this time cannot be considered formal and enforceable unless they are made public at the table.
5. Only those aspects of a deal that are announced publicly are required to be enforced. Assumptions, inferences, and unspoken implications cannot be enforced.
6. A previously-made publicly binding deal may be canceled at any time if all parties to the deal agree to do so.
XV. Additional Character Advantages
1. The Atreides gains permanent access to the Kwisatz Haderach immediately after losing a cumulative total of 7 or more tokens in battles over the course of the game. That is, the Atreides may use the Kwisatz Haderach in a later battle in the same game turn that it is gained, and he may thereafter use the Kwisatz Haderach once per turn every turn for the rest of the game (unless it is in the tanks).
2. The Kwisatz Haderach may only be played on an Atreides leader played in battle by the Atreides player. (That is, it may notbe played on an ally’s leader nor a captured Atreides leader played by the Harkonnen.)
3. Once available, the Kwisatz Haderach token may be used in any number of battles in one space each game turn. Within these restrictions, the Kwisatz Haderach token may be used with any number of different leaders per turn.
4. The Kwisatz Haderach, if killed by lasegun/shield explosion, must be revived as if it were a normal leader, but otherwise has no effect on the revival order of Atreides leaders.
5. Bene Gesserit coexistence status is attached to the territory (as opposed to the group of tokens occupying that territory).
6. The Bene Gesserit must declare coexistence status only in territories where Bene Gesserit tokens and opposing tokens are/become co-located. Territories in which coexistence has not yet been declared this turn are implicitly not coexisting.
7. Coexistence status is only declared at the start of the Movement Round (after revival is taken) and during the Movement Round at the instant when Bene Gesserit tokens and new opposing tokens become co-located.
8. A space that has been explicitly announced to be non-coexisting may change to coexisting in the same turn only when the space has been vacated by all non-Bene Gesserit tokens and then is later entered by a different faction.
9. A space that has been explicitly announced to be coexisting may never change to non-coexisting in the same turn.
10. The Bene Gesserit must always declare territories that contain tokens owned by both him and his ally to be in coexistence.
11. An ally of the Bene Gesserit may move tokens into a space containing Bene Gesserit tokens, but only if the Bene Gesserit player agrees to immediately declare coexistence for that territory.
12. The Bene Gesserit may ship tokens into a territory already containing tokens of two other factions, but only if the Bene Gesserit player immediately declares coexistence for that territory.
13. The Bene Gesserit's sending of spiritual advisors is optional.
14. Bene Gesserit spiritual advisors may be placed in the Polar Sink instead of the territory into which the other player shipped if that territory is not coexisting or if the Bene Gesserit so chooses.
15. The Bene Gesserit may send spiritual advisors with his ally’s shipments if desired.
16. The Bene Gesserit cannot send a free spiritual advisor with the Fremen's shipment.
17. The Bene Gesserit cannot send a free spiritual advisor with his own shipments.
18. The Bene Gesserit cannot send a free spiritual advisor with a Guild shipment that originates on the planet.
19. Coexisting Bene Gesserit tokens are allowed to use ornithopter movement (but do not count for the purpose of determining access to ornithopters).
20. The Fremen ability to take only half losses (rounded up) in the Storm is NOT optional.
XVII. Special Karama Powers
1. The Harkonnen can play a Karama to steal treachery cards from another player at any time not forbidden by another ruling.
2. The precise sequence of activities when the Harkonnen plays a Karama card to steal treachery cards from another player is:
- Declare how many cards are being taken,
- Randomly select the declared number of cards from the target,
- Look at the cards that were taken,
- Return the declared number of cards to the other player.
Returned cards must come from the Harkonnen's original hand (but may be of the same type as the cards that were stolen, if desired).
3. The Atreides can play a Karama to force any opponent to immediately commit and reveal his entire battle plan any time before battle plans are committed (i.e. after Voice and Prescience are resolved, if desired). The Atreides commits and reveals his own battle plan after seeing the opponent's plan.
4. The Atreides can play a Karama to force any player to reveal his entire battle plan. The Atreides is not required to be a part of the battle involved, but the battle plan is only revealed to the Atreides (who may sell/give the information as he sees fit).
5. The Guild can play a Karama to cancel another player's shipment any time after the shipment is declared, but before the player's movement is declared. That player loses his entire shipment action for the current turn. He may not simply choose to make a different shipment. However, he may still make a normal on-planet move.
6. The Guild cannot play a Karama to cancel the Fremen's free shipment.
7. If the Guild plays a Karama card to cancel a player’s shipment, no costs related to that shipment are paid. The player may retain any spice and/or Karama card that was to be paid.
8. The Fremen may play a Karama to cause a worm to appear only during the Spice Round or during his own Movement phase. However, worms appearing outside of the Spice Round do not cause a Nexus to occur.
9. The Emperor may play a Karama to revive 3 tokens or a leader at any time not forbidden by another ruling.
XIX. Increased Spice Flow
1. Bene Gesserit tokens in a space that was declared to be coexisting during the turn may not collect increased spice flow.
Player Aid Sheet
(Treachery Card Descriptions)
1. The Hajr card effect may only be used to move tokens owned by the player who played the card.
2. The additional move granted by the Hajr card may allow a player to move one group of tokens twice or to move two different groups of tokens. Both moves may apply any applicable Fremen or ornithopter bonuses.
3. The Tleilaxu Ghola card effect may only be used to revive tokens (or a leader) owned by the player who played the card.
4. The Tleilaxu Ghola card may be used to revive zero tokens (in effect simply discarding the card.)
5. Truthtrance questions and answers must be announced publicly.
6. Truthtrance questions must be answered immediately after the question is given. No other card plays or other game actions (except player discussion) may occur until the question is answered.
7. Truthtrance questions are permitted to require the target to answer questions about future actions or conditions. However, no player is required to act to make the conditions of the question true. When/if the explicit conditions specified by the question are met, the target must abide by the answer given to the question to the best of his ability. If it is logically impossible for the target to abide by the answer given to the question, then the Truthtrance is negated and the target must publicly state that the answer previously given is invalid.
For example, I ask "Will you play a projectile weapon in battle against me in Carthag this turn?" and you answer "Yes". You are bound to play a projectile weapon if we have a battle in Carthag this turn and if you hold a projectile weapon at the time that battle plans are committed. If we do battle in Carthag, but you have no projectile weapon in your hand when it comes time to commit our battle plans, then you must announce that you are physically unable to abide by the answer you have given, the Truthtrance is negated and we ignore the answer to the question – you may play any weapon or no weapon at all. If you had answered "No", then you may not play a projectile weapon in any battle against me in Carthag this turn, no matter what else happens.
In practice, highly speculative questions have rarely been found to be valuable uses of Truthtrances anyway. Players are encouraged to confine Truthtrance usage to the least speculative questions possible. Players are required to avoid frivolous or purposely paradoxical use.
8. Karama powers that specify "once" in the description refer to "once per Karama card play" (as opposed to "once per game" or “once per player”).
9. Any player may play a Karama to "prevent Atreides from seeing the future once", selecting one of the following effects: cancel Prescience in one battle, prevent looking at the next spice blow card this turn, or prevent looking at the rest of the treachery cards up for bid this turn. The Atreides use of a Karama to see an entire battle plan cannot be canceled.
10. Any player may play a Karama to cancel the Atreides' Prescience in any battle any time after the Prescience question is asked but before battle plans are committed. If the Prescience is canceled after the answer was given, the answer may be ignored.
11. Any player may play a Karama to cancel the Atreides' use of Kwisatz Haderach in any battle any time before battle plans are committed. (This does not prevent the Atreides from using the Kwisatz Haderach in a different battle later in the same turn even in the space.)
12. Any player may play a Karama to cancel the Bene Gesserit's Voice in any battle any time after the Voice is given but before battle plans are committed.
13. Any player may play a Karama to cancel any single BG spiritual advisor immediately after the advisor is announced.
14. Any player may play a Karama to cancel the Bene Gesserit's use of a Worthless Card as a Karama immediately after the Karama effect is announced. (The Worthless Card is still discarded.)
15. A Karama card may only be used to cancel a treachery card payment owed by the player who played the card. The Karama must be played immediately when the purchase is made.
16. Any player may play a Karama to cancel the Emperor's or Fremen's starred token advantage in any battle any time before battle plans are committed.
17. Any player may play a Karama to prevent the Fremen (or an ally of the Fremen) from controlling a worm once (thus sending their tokens to the tank instead) any time after the worm is revealed but before worm-riding is resolved. If this was an "additional" worm that was placed in a location by the Fremen, it instead appears at the first spice blow in the stack beneath it, as usual. It is not possible to cancel the Fremen's control of a worm that he called with a Karama card of his own.
18. A Karama card may only be used to reduce the cost of a shipment made by the player who played the card. The Karama must be played any time after the shipment is declared, but before the player's movement is declared. Note that this use of a Karama card for players allied with the Guild does not reduce the cost below half-rate. The only difference is the spice paid goes to the bank instead of to the Guild.
19. Any player may play a Karama to force the Guild to move in proper player dot order any time during the Movement Round before the player who would move after the Guild has begun his turn.
20. Any player may play a Karama to prevent the Harkonnen from drawing a free card any time before the identity of the free card is seen.
21. Any player may play a Karama to cancel the Harkonnen's capture of a leader any time after determining which leader has been captured but before the Harkonnen decides whether to keep it or kill it.
1. Only the Atreides player may keep written notes of treachery card ownership during the game. No other written notes are permitted in the game.
2. No computer assistance is permitted during the game.
3. Any player may reveal any personal information, including his treachery cards, to any other player at any time if desired.
4. All spice transactions require agreement from both players involved. (That is, no player may give spice to another player unless that player consents to receive it.)
5. In any timing dispute not ruled on elsewhere in these clarifications, (for example, if players attempt to play Truthtrances and/or Karamas simultaneously) resolve the tie in player dot order.
6. It should go without saying that intentionally attempting to circumvent game rules/clarifications or exploit unclosed “loopholes” in said rules will be considered poor sportsmanship and will warrant immediate disqualification from the tournament. We all know there are many ways to cheat in this game, perhaps more than most, so please take extra care to keep all your play “above board”.