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Thread: Dune:: Variants:: A New Player in Town - Tleilaxu Faction Proposal

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by gdhurn

The original from The General magazine seemed overpowered. Here is my proposed Tleilaxu Faction idea. Thoughts, comments, suggestions, and constructive criticism are welcome.

AT START - Start with 5 spice and 2 Treachery cards. They have no army tokens, player dot, leaders, or traitors.
FREE REVIVAL – NONE
You cannot ally with the Bene Gesserit, House Atreides, or the Ix.
ADVANTAGES – The Bene Tleilaxu are masters of assassination and boobytraps.
1. You may hold up to five (5) treachery cards. Those five also include cards that are set as traps (see Additional Faction Advantages) already on the game board.
2. Whenever a player revives tokens or leaders, he pays spice to the BT player instead of to the spice bank.
Assassination and Boobytrapping – Both assassination and boobytrapping follow the same attack procedure, just at different times of a turn with different outcomes.
Procedure – both the BT and the defending player select a Treachery card. The BT is a weapon, and the defending player a defense card. The Combat Wheel is not used in this instance (The Atreides player can look at the attack card IAW the game rules regarding the Atreides Prescience ability).
After both players select their cards, both are revealed simultaneously. The result will either be a successful defense, or the target is sent to the Tanks.
Assassination – occurs after the Combat phase between players. The BT player selects one Leader that was involved in combat that was not sent to the Tanks.
Both the BT player and the other player whose Leader was selected follow the procedure as stated before. If the Leader is sent to the tanks, the BT player receives the leader's value in Spice.
Boobytrapping – occurs during the Movement phase and involves Strongholds. Boobytraps are set at the end of a Bidding round. Boobytraps are Treachery cards and are placed face down on the table in front of the BT player shield with a Stronghold token on top of the Treachery card.
The first army tokens that are moved or shipped into a stronghold that has a trap, trigger it. The army tokens are frozen and may not move any farther that turn. Tokens that move or are shipped out of a stronghold do not trigger a trap. Leaders killed in traps do not owe the BT spice!
(NOTE: As the trap has already been triggered, the Bene Gesserit CANNOT voice it. The Atreides player can, however, look at the attack card IAW the game rules regarding the Atreides Prescience ability).
A random Leader of the Moving/Shipping player is selected. Both the BT player and the other player whose Leader was selected follow the procedure as stated before.
UNIQUE VICTORY CONDITIONS
You win by “paying the butchers bill”: victory is determined based on the number of enemy tokens that are in the Tanks and the number of players in the game. If more than 1/2 (round down) of the enemy tokens in the game are in the Tanks, you win.
You cannot deny the revival of a player's tokens in order to satisfy your victory conditions, other than with a Karama card (see Karama Powers next column right).
Victory can also be achieved through an Alliance.
ALLIANCE – You may grant free revival of up to (four) 4 army tokens and two (2) leaders (one may be made a traitor) per turn to each of your allies.
KARAMA POWERS – you may use a Karama card to prevent a player from performing a revival (forces and/or leader).



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