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.