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Thread: Dune:: Variants:: Feedback Please: Iduali Variant

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by AzureLion

Hey guys,

I'm in the process of having a full-blown copy of Dune printed which will include the four additional factions that are kicking around here. I've scoured the forums and found lots of great ideas for the various factions--this is such an amazingly active and creative community. It's so great to be able to reap the benefits of all of your awesome ingenuity. Many thanks!

I've settled on RJphelan's Landsraad variant (last post in http://www.boardgamegeek.com/thread/1073820/favorite-landsra...), Michael Marvosh's Tleilax variant (same link, 3rd post) and finally Richard Vickery's Ixian variant (http://boardgamegeek.com/filepage/75147/dune-variant-cards-l...).

For the last faction, I'm quite fond of RJphelan's Iduali variant that he and Russ Camp discussed here: http://boardgamegeek.com/thread/889951/variant-rules-iduali

My questions are as follows:

1. Any concerns about the interplay of these selected variants? I tried to pick ones that really occupied different parts of the game space while steering clear of the overly complicated Tleilax variants. As it is, the Ix get the secret movement capability, Tleilax have the awesome facedancer-based leader stealing and the Landsraad get a cool 'power behind the scenes' feel with the potential for a massive late-game sweep onto the planet.

2. What do you think of the following Iduali variant? I essentially took RJphelan's Iduali variant wholesale (except that I removed the Forgotten Sietch rule), but added one more element that I REALLY liked from Stephen Williams' version of the Tleilax -- the semi-hidden movement aspect of the Shell Game. I'm concerned that it may be too many powers for them, but I really wanted to find a home for the decoy/shell game mechanic in my game set. I suppose I could include it in the Tleilax variant I'm using, but I'm afraid things would get very confusing having both decoys and facedancers in the Tleilax army.

IDUALI
At Start: 10 troop tokens & 10 decoy tokens on the Far Side of Dune (in reserves), or split up to 4 tokens between the Imperial Basin, Blight of the Cliff, Pasty Mesa & the Habbanya Ridge Flat, 3 spice.
Free Revivals: 2
Leaders: 8, 6, 5, 3, 2, 1.

Water Insects: Half of your army units are blank on the reverse side. These units are decoys, representing where your adversaries suspect your forces of being. Although you must ship and move your units openly like other factions, no one will ever really be sure if there's an enemy in their midst, or if it's just their paranoia getting the better of them. You place these units with the blank side face down and do not reveal them to other players.

As long as a decoy is not revealed, it counts as being a regular unit on the board for all rules purposes. Once a decoy is revealed, it is immediately returned to your reserves. If a decoy unit is subject to any game effect that would send a regular army unit to the tanks, you must reveal it as a decoy immediately. If required to reveal a decoy, you must reveal it openly to all players.

When engaged in a battle, you must reveal all of your decoys in the contested territory (before constructing battle plans); the battle only proceeds if there are real units remaining.

Shell Game:
Every time you have the option of making a regular unit move, you may instead nominate two territories in which you have units and swap any number of those units back and forth. The number of units in each territory must remain the same when you are done, but you can switch around decoys and real units freely.

Fade into the Desert: At the end of the Collection Phase, one Iduali stack may make a free move to an unoccupied territory of up to two spaces away.

Castouts from Jacurutu: You do not pay spice to ship your tokens to Dune. You may make up to three shipments per turn instead of the standard one. With each shipment, you may only ship a maximum of one token. You may only ship to territories adjacent to the edge of the map. You may make multiple shipments into the same territory.

Poachers: At the end of the Collection Round, each stack of Iduali that is adjacent to an unallied faction's stack may steal one spice token from that faction and add it to the Iduali's spice cache. Each Iduali stack may only target one particular faction, but multiple Iduali stacks may target the same faction stack. This ability may not be used out of or into the Polar Sink.

If the target faction stack was not in a stronghold, send one of the tokens in that stack to the tanks. (Note: BG co-existence does not prevent any aspect of the Poachers power.)

Water Thieves: When the Iduali win a battle, the Iduali gain spice from the spice bank equal to the number of army tokens sent to the tanks from both sides of the battle. This is in addition to the spice gained from slain leaders.

A Debt of Water: The first time the Fremen and Iduali become allied, a random leader from each faction is selected from these factions' remaining leaders and discarded to the tanks. When allied, Iduali tokens count as Fremen tokens for the purpose of the Fremen end of game victory.

We Have Your Water in Our Cup: You may play a Karama Treachery Card during the Battle Round immediately after both players have committed forces but before Battle Resolution. The Enemy Leader is removed from the Battle and kept infront of the Iduali Player Shield. Resolve the Battle as if there was a Cheap Hero in the Removed Leader’s place. During the Collection Round, the Iduali player gets 1 Spice from the Spice bank for each Captured Leader in front of their Player Shield. They may instead send the Leader to the tank to collect Spice from the Spice Bank equal to their value. The Player with whom the Captured Leader is from may attempt to Bribe the Iduali Player for their Leader’s return.

Despised Criminals: A Karama may be played to cancel either the Iduali "Poachers" power for a Turn, or to cancel their "Water Thieves" ability for one battle.



Any and all feedback is greatly appreciated!

Thread: Dune:: Variants:: Bene Gesserit alternate alliance power

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by Micanthropyre

I'd like to figure out a way to even out the BG using the WBC rules as a starting point.

I'm already aware of the Fremen issue, but I plan on supplementing the auto-supported on sand tiles with supporting costs half price on rock territories and strongholds.

For the BG, I'm wondering if the Voice as an alliance power is the thing that makes them such a powerful ally and what other thing we could do to make the BG a more balanced faction. Has anyone come up with an idea of an altered Alliance power for the BG that might bring them down a notch? Is Voice really the problem?

Thread: Dune:: Variants:: Dune Tournament Rules

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by gorkel

Proposed Dune Tournament Rules..

Changes..

Fremen

Alliance Ability - Ship to both rock and stronghold locations at the cost of 1 spice, guild may ship to rock and strongholds half of that cost, 1 spice per two units. (explained in lore by having both fremen scouts and maps which help with choosing good landing spots).


Harkonnen

Opportunistic - Play a Karama card to discard any number of worthless cards and re-draw the same number of treachery cards (1 for karama and 1 for each worthless card). Look at the cards and then decide to either keep or discard them for 2 spice each.


A Subtle Poison - If you win a combat, but fail to kill their leader then you may capture that leader using a subtle poison, (only that specific leader and not any leader). At collections round you may request a ransom for that leader, if the ransom is paid then the leader survives until the next collections round when you may request another ransom. Or if the ransom is not paid you may kill that leader at any time except during the conflict round to claim 2 spice.


Bene Gessert

Voice - You may Instruct another player to use a specific type of attack or defence card, but you cannot instruct them not to play a specific type of attack or defence.


Im interested to know other peoples Tournament rules and also what they think of these rules?

Thread: Dune:: Variants:: Dune PnP Source Files

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by Ramalamadam

Hey guys,
Pretty new to PnP as a whole. Been trying to do an Ilya flavour PnP.

From what I've seen on the forum, there doesn't seem to be an Ilya-flavored combat deck (don't really have the logistical support to make the wheels).

Does anyone have the layered source files (or any layered files for that matter) of the Ilya cards for modifying?

If not, is anyone aware of the background textures and designs to recreate the cards from scratch?

Thanks a lot in advance for your help guys!

Article 1

Thread: Dune:: Variants:: Re-tooling The Duel

Thread: Dune:: Variants:: Re-tooling Spice Harvest

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by Slev

Following on for my successful thread where I reimagined The Duel, here I reimagine Spice Harvest. What could this have been?

I will note that we have playtested this stuff a little, it still neds more.

The original concept of this expansion was interesting, but it messed with the game balance too much. What this really calls for is a different way to add greater interaction and balance to other areas of Dune. As a result, this will be more controversial than the Duel update. I also use this opportunity to add in various “upgrades” from Rex, that actually work in Dune. As this will be P&P I’ve made a conscious decision to stick to a strict limit of a multiple of 54 game cards, and to use as few other game components as possible.

The first thing I added is Planet Cards, but these ain’t your daddy’s Planet Cards. These add a single-use power to each Faction. This was inspired by some Karama Powers suggested by the community which where too powerful to be so highly re-usable, and some suggestions of powers the factions should have *some* access to. Nice and simple and full of flavour, but the single shot nature make them not overpowered. You really have to play them at the right time.

The next item to add is a deck of “Trickery Cards”. There are numerous extra Treachery Cards people have come up with to make for more interactive, and indeed cutthroat, game play. Unfortunately too large a Treachery Deck becomes overly streaky and unplayable even if you keep the percentage of each card type the same.

So, here we have a deck of cards which have less raw potential than the main Treachery cards, but which can be devastating if played at just the right time. They also allow interested parties to offer support in fights they are not directly involved with, which is very Dune. A single extra Treachery Card allows more of these to turn up through the game. Each player draws four, keeps two at the start of the game (akin to Traitors).

Now I’ve come up with a broad suite of Trickery cards, but there are a few more slots on the card sheet, so if anyone has any ideas that can be added to and/or subtracted from these, please shout up! I can take out some of the duplicates, although a few we definitely want multiples of in the deck.

Third up is a revised Spice Deck, inspired by Rex. This causes two smaller Spice Blows to occur each turn, on opposite sides of the game board. This leads to Spice being easier to collect, more spice blows to fight over, and twice as many chances for the Fremen’s allies to escape a grisly death in the jaws of Shai Hulud.

Next are two overlays and matching Bonus Cards to “spice up” the two sietches with no powers. These are low-key powers, but we found they made the Sietches even more contested which is nice.

We also have a some small rules changes, adjusting the play order, & Revival Limits for faster play, as envisioned by Rex. I’ve produced replacement Karama cards to accommodate this too! Use them instead of the old ones.

I’ve finally added a revised set of Faction Powers to better deal with the interactions and balances. These require I replace a couple of Alliance cards, but nothing too bad. My playtest group found the new abilities where useful, flavourful, and added a great deal of balance.

As there would be spaces on the card sheet, I’ve added in the cards for the expanded version The Betrayal, which have been ported back from Rex, and five replacement WORTHLESS cards, that take out the reference to the Residual Poison bluff.

Anyhoo, the files are here:
https://www.dropbox.com/sh/cskkz4e6oqx39ez/AAAFKLg0t5bwOKjYA...

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Thread: Dune:: Variants:: 4 player game

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by JohnHeapster

So I was thinking of dune as a 4 player game
So I think Emperor and Freemen
Should be full Strngth in combat
They are the best troops in the book

Guild and B.G.
Not playable armies
But the could be bid on for
Use of their powers

In the books it did not seem like they had standing armies

Thread: Dune:: Variants:: The Dune to Rex -- Straight Port (or as close as possible)

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by oatesatm

I have played and enjoyed both Dune and Rex, but I am a little more partial to the Twilight Imperium universe so I've taken it upon my self to try and port the rules from Dune straight across to be played on Rex. I know it might not be perfect but I thought I'd try anyway.

Below is the link to the forum where I posted pictures of what I've put together ... I was hoping to get some feedback from both the Dune and Rex communities as to how accurate everything is, as well as the formatting and such, other ideas that might be worth doing.

Any help and suggestions is greatly appreciated. Thanks



https://www.boardgamegeek.com/thread/1849489/dune-rex-straig...

Thread: Dune:: Variants:: Monochrome Dune

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by almond55

Some of you may have noticed this in the files section. I just sent the last bit of the cards for files approval.

This version of Dune is in monochrome (BW). It features new layout and an attempt to make the wordings on the cards as standardized as possible.

Some bits about the contents of the game:

* Card contents (90): Spice, Treachery, Traitor, Storm.
* Standardized layout and an attempt to make the wordings as streamline as possible.
* Uses classic artwork for the cards.
* Wordings on what the Karama card can cancel refers to the power titles introduced in Ilya's version.
* Expansion Treachery cards are not included.
* Kwisatz Haderach tracker is embedded onto the board. The KH token is supposed to sit at the empty corner space.

Things that need to be done to complete this version:
* Leader tokens
* Army tokens
* Card backs
* Storm token
* Kwisatz Haderach token
* Combat Dials? Or just a Combat Pad like in Dirt Cheap Dune? Not sure.
* Player shields
* Spice token (numbers or with an icon design?)

Files page:
Monochrome Dune

Thread: Dune:: Variants:: Dune duel

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by yosefbender

like the idea of the dune duel rules but founfolowwingd the game within the game takes to long to play so I made the rules for faster play
Duel rules

1.Each faction can call out one duel that leads to a fight once per game. if opponent dose not take the fight player still can call out a duel until a fight happens.

2.When conditions are meet for a duel each side chooses one leader 10 Spice tokens from the bank are set aside in a winner’s pool for each house equally 20 spice total.


3.Each side draws 5 duel cards from one of the two duel decks.

4.Each fighter can pay 2 spice for a shield protection up to 3 shields which absorb damage using up to 6 spice. place 1 spice (now used as a shield token) for every shield up to 3 on the corner of the fight board. Coiam charity rule applies for player with zero spice, can have one shield.

5.Other factions can now bet spice at a 4 to 1 odds on their winner put betting each factions pool on edges of fight board with the faction token next to it.

6. Other factions can now buy a Duel card for the leader they support 2 spice tokens per card.

7. Each side lays down their action card face down then gets a move action leader with higher point value gets initiative chooses to move first or second then fighter with lower initiative moves accordingly. If initiative number is a tie fighter with less shields gains initiative, if still a tie roll dice.

8. Any move in toward the center of the board, player gains an extra card from their deck.

9. Both cards are then flipped over and any action resolved. If one or both fighters take damage remove shield tokens and lower their initiative score by one. if all shield tokens are removed and fighter take one more damage fighter is dead and put in tanks. Winner gains victory spice. Fight ends in a stalemate is there are no cards to play no one gets rewards. If one flees with honor reward goes to remaining fighter.

Thread: Dune:: Variants:: Betrayal cards and leader disks files.

Thread: Dune:: Variants:: Please give feedback on these Variant Factions! (Iduali, Ix, Ordos, Landsraad, Bene Tleilax)

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by Raptriest

I have been cooking up the special abilities for these variant factions. Some are either inspired or literally copied from other threads, others are entirely new. My goal is to keep the quality of these variant factions equal to the standard six. What I hope to have achieved is bringing new factions that are centered around a certain theme that is also translated well into alliances, can be played with multiple playstyles and offer a balanced but interesting addition to the classic Dune game (like having strengths and weaknesses). I haven't read the books and I'm unfamiliar with the story but I tried to keep the theme of the factions comparable to those in other threads (I didn't want to research since I want to remain unspoiled while reading the books). If there's something completely out of place, please let me know. The wording may also be poor or too lengthy due to English not being my first language.

Abilities with a - are always usable, those with an * are only usable if the main leader is alive (this is optional of course).


The Iduali:

The Iduali are supposed to be these rogue poachers. Their strategy is centered around (slowly) draining resources from competitors. Their alliance power is geared towards weaker players who need to catch up by providing income at the cost of increasing the amount of victory points required. They can play risky and spread their units for maximum profit at the risk of fighting unfavourable battles.

- 3 shipments every turn. These may be to different territories. Every shipment brings 1 free token. Shipment costs are increased to 4 per token (2 if shipped to strongholds). Shipment costs are paid to the Spice Banks. May only ship to the edges of the map.
* The Iduali gain 2 spice from every unclaimed spice pile in the Collection Round.
- The Iduali may steal spice from other factions after spices have been collected in the Collection Round. Every territory under their control may steal from one adjacent territory under control of another player. The Iduali steals 1 spice if there are equal or more tokens in the Iduali territory than the other faction has in their own, otherwise they steal 2 spice. The other faction loses one token after the spices are stolen if they were in a desert territory (to the Tanks). Spices can’t be stolen in or out of the Polar Sink.
* After the Collection Round but before stealing spices, The Iduali may merge their tokens from adjacent territories. There are no limits to this.
* Karama: Each territory controlled by the Iduali may steal spices from all adjacent territories controlled by other players (even allies). The Iduali may refuse to steal from particular factions.

Alliance:
Allies may steal one spice per territory under someone elses control adjacent to their own territories. Allies can’t steal spice from eachother in this fashion. An alliance with the Iduali requires an additional control point (The Iduali need to capture 3 strongholds on their own, 5 with two, 6 with three, etc.)

The Ixian Confederacy:

The Ix benefit the most from going after spice blows. This is achieved by being able to use their leader tokens to move multiple groups of tokens. They also have special Cymek units who are stronger in battle and should be escorted to spice blows from nearby strongholds. Despite their mobility, the Ix are also predictable due to them always having to move first and knowing beforehand which leader(s) will be committed to battle. It is recommended that you split the Spice deck in two and draw two spice cards every turn if the Ix is in the game or if there are too many factions

* In the Shipment Phase, the Ix may freely place/remove their leader tokens in territories under their control. During the Movement phase the Ix may either move like regular or move any amount of leader tokens of their choice. Leader tokens can’t collect spice. When a leader token moves to another territory they may bring along army tokens from their original territory up to twice their leader value. Only the leaders in a territory that’s about to engage in combat may be chosen (only leaders in the Reserve may be chosen if there’s no leader in the combat territory). Losing without getting your leader killed brings all leaders in the losing territory back to the Reserves. All leader tokens are removed from the map when the main leader dies.
* If the Ix have army tokens adjacent to a territory with spice at the end of the Movement Round they may move all those leader/army tokens to the territory with spice.
- When purchasing a Treachery card from the auction in the Bidding Round the Ix may pay 2 spice to the Spice bank to discard the card and draw a new one from the Treachery deck
- The Ix have five special Cymek units. Cymeks can only be shipped to strongholds that were already under Ixian control. They count as two tokens in combat. Upon collecting spice, receive 2 additional spice extra per Cymek unit.
- The Ix are always first in the Movement Round unless the Guild wants go first. The order of play is determined by the storm for the other players (except for the Guild).
- The Ix are always the aggressor.

* Karama: The Ix may fully swap their own army and leader tokens between two territories at any time.

Alliance: Allies may pay 2 spice to discard Treachery cards after purchase from the auction in the Bidding Round and draw a new one from the Treachery deck.

House Ordos:

The Ordos are a mercantile faction. They can limit the power of the Emperor and the Guild who are notoriously strong in 7+ player games. Their deal is focussed around trading and preserving Treachery cards and providing better offers than their competitors by being able to tax transactions between two other players. They have the ability to steer the balance of power and wealth to themselves but the Ordos are incredibly dependent on other players to do well, whether they are allies or enemies.

* At the start of the Bidding Round, the Ordos may hijack this Bidding Round if they have a full hand of Treachery cards. The top cards of the auction are replaced by those of the Ordos. The Ordos receives the spice instead of the Empire when these cards are bought. They may not bid on their own cards. Standard rules of the Bidding Round apply for the remainder of this Bidding Round. If allied with the Empire they may add their cards on top of the auction cards instead of replacing them.
- Any time the Ordos trade spice or information with another player they gain their Alliance bonus until the start of the next Collection Round. The Ordos do not join their alliance and the Ordos Alliance bonus is not given to the other player.
* In the Collection Round the Ordos may buy Treachery cards from other players. The Ordos may not sell or trade Treachery cards. Cards don’t have to be revealed to the Ordos prior to purchase.
* Losing a battle while using more than one Treachery card gives the Ordos the opportunity to discard only one card instead of all of them.
- Your shipment costs are reversed (2 spice per token to ship to strongholds, 1 spice per token to ship to other territories) when shipping to territories adjacent to their own tokens. They pay the Spice Bank when shipping this way. The Ordos may not simultaneously make use of both the reversed shipment costs and the half shipping costs from being allied with the Guild at the same time. The Guild will be paid if their method is used.
- At the start of the Bidding Round the Ordos may sell army tokens on the board to other players. All army tokens are removed (to the Reserves) and replaced by tokens from the other player. The other player may not place more tokens than are removed from the Ordos.
* The Ordos may receive spice from every transaction between other players whether it be an exchange of spice or information (Storm cards, spice cards, traitor cards, treachery cards etc. . Strategic planning isn’t taxed). Both players have to pay the Ordos one spice if the Ordos wishes so. Involuntarily receiving or paying spices (bids in the Bidding Round, shipment costs, revivals, etc.) do not count as transactions.
* Karama: The Ordos receive all alliance powers until the next Collection Round. Can be played at any time. Every player has to pay the Ordos 2 spice.

Alliance:
Allies may sell Treachery cards to the Ordos at any time. These cards may immediately be used. The ally receives the spice from the transaction in the Collection Round. The Ordos may use their Treachery cards for their allies if they allow it. Cards that aren’t immediately discarded will return to the Ordos after use. Allies may also use the reversed shipment cost to territories adjacent to territories under control of allies/themselves. They will pay the Ordos then instead of the Guild. Allies may not simultaneously make use of both the reversed shipment costs and the half shipping costs from being allied with the Guild at the same time. The Guild will be paid if their method is used.

The Landsraad:

The Landsraad are a governing body, meaning they are centered around diplomacy. In this version they are more like a corrupt government who acts like they own the place and provide an underlying danger to those who play carelessly. They can grow to become an immense presence but they need the funds to do so. It may be necessary for players to protect weaker players since the Landsraad thrives on extorting weaker players, otherwise they may fall in their hands themselves. Alliance with the Landsraad is more often to save yourself than it is because it's truly beneficial for you. Their income is counterable by other players if they work together properly but once the Landsraad starts demanding certain alliances or actions they can only grow more powerful.

* The Landsraad receives half of the spice paid by Emperor in Bidding Rounds, Guild during Shipment Phase or the Bene Tleilax in the Revival Round (rounded down) if they are not allied to the Landsraad. The rest goes to the Spice Bank.
- The Landsraad gains spices in the Collection Round based on the amount of Landsraad tokens on the board that weren’t involved in a battle this turn: 30: 5, 24+: 4, 18+: 3, 12+: 2, 6+: 1
* The Landsraad can enter strongholds where two other factions are already present unless one of them is their ally.
* Allied players have to pay the Landsraad 2 spice when they collect spices.
* After the Nexus there will be a Special Nexus where only the Landsraad may act. They can disband other players out of their alliance. They can also buy out other players to join their alliance (after which they can immediately be thrown out but remain extorted). The cost of extorting someone is equal to the combined value of their living leaders. These spice go to the Spice Bank. Other players may pay the Spice Bank half the value of all their living leaders at the start of the storm round to buy immunity from extortion for the rest of the round. Bought out players will have to pay you 1 spice everytime they pay or receive spice (also applies to transactions with other players). Extorted players have to join another alliance with at least one other player in the next Nexus to be relieved.
- Every time a leader from the Landsraad is killed, the Landsraad has to disband a player from their alliance. Extorted allies are prioritized.
- The Landsraad may restrict one territory at the start of the Movement Phase. A player moving or shipping in or out of a Restricted territory has to pay 1 spice for every 2 tokens. They may only more or ship as much tokens as they can pay toll for. The Polar Sink may not be Restricted. The Fremen can freely move through Restricted territories.
* Karama: Play this card during the Spice Blow after the Spice card has been revealed. If a worm card was drawn there’ll be no Nexus. If no worm card was drawn there’ll be a Nexus.

Alliance: You are immune to being bought out by the Landsraad if you were at allied with them at some point in the current Round. This only applies to those who weren’t bought out.

The Bene Tleilax:

The Bene Tleilax are more sneaky and indirect than other factions, comparable to the Bene Gesserit. They are focussed on Revivals and on infiltrating other armies. The Bene Tleilax are great allies for aggressive players due to the extra revivals and the extra power spies (in-universe known as Face Dancers if I'm correct) can provide. Use the powers of the Bene Tleilax too much and you might risk losing to the Bene Tleilax' special victory condition. The Bene Tleilax have a rather weak early game but are great allies for strong, rich players and their influence grows the longer the game goes on.

- The Bene Tleilax and their allies may revive two additional army tokens for the price of 2 spice for 2 (half for BT).
- BT gains all spices from revivals. They only have to pay half for their own (to the Spice Bank). If BT doesn’t revive this turn they receive 2 spice.
- In the Revival Round the BT may choose another player to revive one of their leaders (half cost, rounded up). This doesn’t count as one of their own revivals.
- The Bene Tleilax has 4 spies. Any time someone ships tokens the Bene Tleilax may replace one of the shipped tokens with a spy (the replaced token goes back to the Reserves). These spies are regarded as normal tokens except when fighting against Bene Tleilax where they switch sides to BT. An infiltrated group of army tokens may not split up. Spies are the last to die in combat. If they are last to live, their victory still counts for the other (original) faction for purposes bounty and treachery cards after which they may be sent back to the BT Reserves.
- Everytime someone kills a leader while having a spy on either side of the battle, that leader is permanently captured by the BT. These leaders may be sold back to their original faction. They may not be used against their original factions (no leader will be used if there is no other option).
- Capturing a leader from every faction in the game gives the BT a Victory by Subterfuge. This isn’t shared with teammates.

- Karama: After combat has been solved this card may be used. Both players have to fight again with the same amount of tokens as the last fight. If a leader survives this battle they are captured by the BT. A Cheap Hero(ine) will prevent capture.

Alliance: The Bene Tleilax may freely place spies on allied tokens on the board without having to replace them, even if the other player doesn’t allow this. Allies may also revive up to 5 armies (2 spice for 2)


Karama:
The Karama cards gain additional powers to play against the new factions. The unique Karama powers every faction has are listed under their respective faction under their normal abilities.

Iduali: The Iduali may not steal spices this turn
Iduali: The Iduali may not merge tokens this turn
Ix: The Ix may not hijack the Bidding Round this turn
Ix: The Ix may not buy Treachery cards this Collection Round
Landsraad: The ‘Restricted’ territory loses their restriction
Landsraad: After the Landsraad buys out another player, immediately play this card to save their target. The Landsraad gets their spice refunded but they may not buy out this player again this round.
Ordos: The Ordos may not tax any transactions for the rest of the round.
Ordos: The Ordos may not hijack the Bidding Round
Ordos: The Ordos may not buy or sell treachery cards from other players for the rest of the round.
Tleilax: The Tleilax don’t capture a leader this time.
Tleilax: The Tleilax may not send spies this round
Tleilax: The Tleilax may not pick someone to revive a fallen leader this round.

Thread: Dune:: Variants:: Dune Basic, Fremen Residual, and Alliance powers variants.

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by GLENN239

Three Dune variants that might be of interest.

Dune Basic.

1. Use the increased spice flow rules, (two spice blows per turn and city spice for Arrakeen, Carthag and Tuek's).
2. Basic Combat rules.
3. Half of all payments (rounded up) to Guild and Emperor for shipping and Treachery cards go to the spice bank instead. (This includes the ally's payments for services).
4. Increase paid Revival for all players by one. (So, for example, Atreides can now get two tokens free in revival, plus up to two more at two spice each).


(One of the biggest drawbacks of Basic is the lack of a second spice blow, which can lead to too few movement opportunities for players and too long between drawing worm cards. The half-payment rule is necessary to prevent the increased amount of spice in play leading to too much spice being in the system andin the hands of Guild/Emperor. The increased revival is also a tweak to account for more spice in the system. Overall, in the one game played, the result is worth giving a try to anyone that likes Basic.)


2. Fremen Alternative Residual Victory Conditions.


In the book the objectives of the Fremen were more secretive than in the game. To theme that better, and make the table sweat a bit more on the final turn, the Fremen residual victory condition is now picked before the start of play, when the BG does their prediction:

(a) The Fremen records two strongholds that they or their ally must control.
(b) The Fremen records one additional stronghold that the Great Houses, (Emperor, Atreides, Harkonnen) must not be in control of.
(c) (Optional!) The secret Fremen victory condition may be recorded as applying to one of the last three turns of the game, not necessarily the last turn.


(with the table now uncertain of the Fremen residual strongholds there will be a higher chance that the Fremen, not the Guild, will grab the residual victory).


3. Reduced Alliance Battle Power Availability.

(a) Faction battle abilities, (prescience, voice, Fremen free dial) may be used in one territory per turn. Use of the Kwiz in battle allows the Atreides to play the prescience in battles up to twice. (So, if the BG decides to fight in two locations, they get the Voice in only one of them).
(b) Starred tokens have no limitation - they count everywhere.
(c) Allies also get access to battle powers in one additional territory. (So, if BG and Emperor are allied they both get the voice in one of their battles, for a total of two territories).
(d) Karama cards may be used to play an alliance power in an additional territory. (So, if the Emperor as ally of BG wants the Voice in two of his battles, he needs to play a karama card for the second location).

(The Fremen's battle power (free dial in advanced combat) might be testing as too strong and needs a tweak downwards. The Voice in particular is also pretty tiresome to play against when it gets used in 3-5 territories in one turn.)



Thread: Dune:: Variants:: Write up of 6 Expansion Factions

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by murphzero

A while ago I noticed a typo on my write up of the Dune rules, and started a complete re-do of the file, which ended up in me making 6 expansion factions (based on Raithyn's recommendations).



I've polished off most of the typos and now am at a point where I'll post the lot.

Expansion Factions
Bene Tleilaxu (by RJPhelan)
House Ginaz (by George Glass)
Iduali Tribe (by Johan Grimm)
Inquisitors of Ix (by Glenn McMaster)
Council of the Landsraad (by RJPhelan)
Ordos Cartel (by Alexander Stevens)

1. Dune Expansion Factions mz

a. Troop Tokens at 13mm Formatted for full label printing
b. Player Shields (6)
c. Alliance Cards (12)

d. Prediction Cards (27)

e. Traitor Cards (57)



Here's the main rule write-up.
Dune rules v36mz


Happy gaming!

Thread: Dune:: Variants:: Streamlined Dune Rules

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by Dommgiver77

Hello,

I'm spicing up my ruleset of Dune towards more accessability and a more streamlined variant of the game by maintaining the balance.

Therefore I'm trying to take the good rule changes from Rex and implement them into Dune.

So far the dune rules will be expanded as follows:

10 rounds

Double spice blow in spice blow round.

Unwanted Treachery cards are shuffled back into the Treachery card deck after bidding round.

Revive 5 tokens & one leader per turn.

First move and then shipping.
Movement (general movement 2 territories, Fremen 3, Ornithopter 4)
Shipping cost changed to 1 spice/troop into friendly/empty und 2 spice/troop into enemy occupied.

The winner of a battle gains only the spice for killed enemy leader (not for ownkilled leader)


Actually I'm uncertain of the leader revival. In Rex you can revive leaders the next round, after they are den into the tanks, but this gives me the concern that the low point leaders are becoming useless and everyone keeps throwing in simply bis best leaders. But on the the other side seems the already present system in dune when all 5 leaders are in the tanks to slow for the sped up game.

So I want to ask you as experienced dune players what is your oppinion und best solution for my problem?
Do you think the rules changes will lead to the desired goal?

Thread: Dune:: Variants:: Polar sink Impassable variant?

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by inle_badger

I’ve just managed to get a Dune group together, and a suggestion for a variant came up which appeals to me.

Variant: When using the rules for Co-existence, the Polar Sink is an impassable region and cannot be entered or moved through by any tokens.

It felt to us that the Polar Sink is just an all-too convenient location for players to move tokens to. It is safe from worms, storms, conflict, and is one of the best locations for striking nearly every Stronghold and Spice blow from.

Differences that I foresee are:

Greater tactical positioning of troops with greater consideration given to which side of the board to cover. Territories like the False Walls and the Wind Passes become much more useful.

The Fremen become very slightly limited in their range, but the only significant location they could no longer reach would be The Minor Erg. However they have a much greater chance of landing an isolated Spice Blow inaccessible to the others, especially if riding worms.

It would make Atreides prescience of the coming Spice Blow much more useful and could even add an additional element of bluffing as other factions try react to where the Atreides Spice miners position themselves.

In short, it seems to me that the Harkonnen would be the only power to lose out on this, but only very slightly and it the pros would far outweigh the cons.


So what comments can more experienced players make? Would this badly break any part of the game? What haven’t we considered here?

Thread: Dune:: Variants:: Ilya version?

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by Eurox

Hi,

where i can get (download or buy) all files for pnp Ilya version of Dune?
Here on BGG is just some blind links or incomplete material.

Thread: Dune:: Variants:: Alternate combat system for solo play

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by sturmmorser2000

I'm playing around with a homemade version and I came up with an easy way to handle combat playing solo. For each token you put in battle you roll a d6 for and whatever number the leader has add that many dice and whoever rolls the most 5s and 6s wins. Everything else is the same loser and winner loses tokens commited. This is just for solo to add uncertainaty to the combat.
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