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.)