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Dune: Conquest & Diplomacy (DCD) Email GM Last updated July 17, 2022
Class A: Experienced Players Only Rules will not be explained. Neither GMs nor players will teach the game to beginners during the event. 
Schedule GM: Brad Johnson (1st Year)
Round Day Start Time Duration Location
Heat 1/3Mo133Fox Den
Heat 2/3Mo163Fox Den
Heat 3/3Mo193Fox Den
2022 Tournament Format HMW-Points

Dune: A Game of Conquest and Diplomacy vs. Dune

This is NOT simply a reskin of the classic Dune game that was published by Avalon Hill in 1979 and re-published by Gale Force 9 in 2019. It has similar mechanics, flavor, tension, and themes, but with a new board design, updated look and feel to reflect the 2021 film, new streamlined rules, and a new market deck where you can purchase game advantages.

In this game, you take control of one of FOUR factions – House Atreides, House Harkonnen, the Fremen, and the Imperium. The first three are reminiscent of the same factions in classic Dune; the Imperium faction is a blend of characteristics from the Emperor and Bene Gesserit factions from classic Dune. The most significant differences from classic Dune include:

  • Supports at most 4 players; 2- and 3-player games are possible.
  • Much faster 5-turn playing time.
  • Solo victories only; no alliances. Win by either controlling 3 strongholds at the end of turn 3, 4, or 5; or have the most spice at the end of turn 5.
  • Simplified/modified faction abilities.
  • No advanced combat – spice is not used to support forces in battle.
  • No treachery card bidding. All players refill their hands of battle cards (via secret, random draw) for free each turn, so all players are always ready to battle.
  • New marketplace cards. These cards are purchasable (sight unseen) and provide a broad range of surprise abilities to mix up the game. Each player may hold up to 3 of these cards.,/li>

This is a great game by itself and also a great introduction to classic Dune. Both new and experienced players should be able to play and enjoy this game.

Rule Set

All tables will play the official GF9 rules as written with no modifications. The rulebook may be downloaded at < href=”“> .

GF9 Official Rules Clarifications

If any official FAQ is published prior to the 2022 WBC tournament, those clarifications will be used as written.

Tournament Clarifications & House Rules

The following specific clarifications are noted for this tournament.

  1. The final destination of a Fremen worm ride may be a territory of any type: sand, rock, stronghold, or Polar Sink. As per the rules, the intervening territories may only be sand territories, unblocked by the storm.
  2. Each player’s spice total is public information.
  3. No away-from-table discussions are permitted.

Additional clarifications may be documented as circumstances require throughout the tournament.

Tournament Format and Advancement

The tournament consists of three preliminary heats followed by one semi-final round and then one final round. You may enter any number of preliminary heats./p>

In each preliminary heat, players will be grouped randomly, creating as many 4-player games as possible, but requiring every game to have at least 3 players, if at all possible. Two-player games may be permitted at the GM's discretion.

For all games, players will draw factions randomly. In any game with fewer than 4 players, the faction(s) left out will be random.

Any 2-player games will use the normal 2-player rules (NOT the Allies rules.) The covered stronghold must be determined randomly.

All games must begin within 15 minutes of the scheduled start time. The GM may attempt to place latecomers with games with fewer than 4 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.


The “score” and order of finish must be recorded for all players in each in order to determine advancement to the semi-final round. If records are missing, the missing values will be assumed to be zero.

Regardless of how the game ends, each player’s score is 5 per stronghold s/he controls at the end of the game, plus 1 per spice s/he holds at the end of the game. A player who wins a Military Victory adds an additional 20 to his score.

  • Military or Economic Victory
    • The player who won the game is 1st place.
    • Each other player’s place is determined in descending order of scores.
      • Break scoring ties according to the following criteria, in descending priority order:
        • Most strongholds controlled.
        • Most tokens on board.
        • Most living leaders.
        • Highest die roll.
    • Tie (No Official Victory)
      • Break ties according to the same criteria above to determine a single winner.
      • >li>Each other player’s place is determined in descending order of scores, as above.
  • Semi-Final Round

    Exactly 16 players will advance to the semifinal round to seat exactly four 4 player semifinal games.

    Each player’s overall record from the preliminary heat game(s) s/he played will be considered and the top 16 players will be selected according to the Heats Most Wins – Points standard tiebreakers.

    HEATS: MOST WINS - POINTS (HMW-P):Tie-breakers are:

    1. Most Wins (e.g., total in all heats entered)
    2. Most Second Places
    3. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
    4. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
    5. Fewest Heats
    6. High dice roll.

    >p?The four semifinal games will be seeded as follows:
    • Table 1 – Seeds 1, 8, 9, 16
    • Table 2 – Seeds 2, 7, 10, 15
    • Table 3 – Seeds 3, 6, 11, 14
    • Table 4 – Seeds 4, 5, 12, 13

    If fewer than 16 (but at least 12) players advance to the semi-final round, one or more of the tables may have only 3 players.

    If fewer than 12 players played in preliminary heat games, the semi-final round will be skipped.

    Final Round

    If the semi-final round was skipped (due to insufficient players), then the top 4 players will be selected to advance directly to the final round based on their preliminary heat game(s) played, using the criteria above.

    First through fourth places will be awarded to the players of the final game based on their final game scores, applying tie breakers if necessary).

    Fifth and sixth places will be awarded to the two highest scoring second places from the semi-final round, or the next two best preliminary heat records, if no semi-final round was played. As always, tie breakers applied if necessary.

    Expired Time Limit

    If a game has not finished by 15 minutes before the scheduled end of the time slot, players must complete the current game turn and then end play. Do NOT begin a new turn within 15 minutes of the scheduled end time.

    At that point, if there is still no winner, raw player scores will be tallied and places will be determined as above.


    Players are STRONGLY discouraged from dropping out of any game prior to the game's scheduled 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.

    • All of the player's tokens and leaders will be removed from the game, spice returned to the bank, and cards returned to the discard pile.
    • All of the remaining players will continue the game, scoring normally.


    The GM may adjust these rules at his discretion for the good of the tournament at any time, and the decisions of the GM and his assistants are final.

    Rule Changes Reference

    This list is intended to be a convenient reference for experienced Dune players who want a summary of the specific notable differences between Dune: A Game of Conquest of Diplomacy and classic Dune. In general, if a rule is not noted here, you can assume it plays the same as in classic (Basic Rules) Dune. However, this list is provided as a convenience only and is not guaranteed to be 100% all-inclusive.


    1. Game supports at most 4 players.
    2. Game duration is only 5 turns. .
    3. No alliances are made between players. .
    4. A player wins a military victory if they control 3 strongholds at the end of turn 3, 4, or 5. .
    5. At this time, each controlled stronghold counts as an additional 5 spice. .
    6. Some minor changes to the game board. .
    7. Players may never give spice to another player. .
    8. The amount of spice held by each player is public information. .


    1. Harkonnen draw traitors AFTER all other players have drawn, selected, and returned their unused traitor choices. .
    2. Atreides and Harkonnen (and Imperium) start with no tokens on board. .
    3. Fremen start with only 5 tokens in the Polar Sink. .
    4. Atreides have 2 extra leaders (7 total.) .
    5. All factions receive a different amount of starting spice. (Atreides – 13, Harkonnen – 15, Imperium – 18, Fremen – 6) .

    Phase 1: Storm

    1. Storm movement is controlled by a die roll, yielding a move of 0-6 sectors. If the storm icon is rolled, the first player may move the storm a distance of his choice (still limited to 0-6). .
    2. Fremen forces take no losses from the storm. .

    Phase 2: Spice Blow

    1. Two spice blows are shown on each spice card. .
    2. If a worm is drawn, it devours tokens (except for Fremen) at BOTH of the previous turn’s spice blows. .
    3. Fremen forces may ride a worm that appears at their location, but only for a distance of 3. .
    4. Additional worms after the first drawn each turn are ignored. .
    5. If a spice blow appears where tokens are already located, those tokens are destroyed by the spice blow. .

    Phase 3: Gain Cards

    1. Players hold two separate kinds of cards: battle cards and marketplace cards. .
    2. Each turn players draw battle cards into their hands until they have their maximum of four battle cards, at no cost. No one gets to see these cards as they are bought. These cards are all battle weapons and defenses, several new for this game, plus a few worthless cards. .
    3. Also, each turn, players may buy market cards, for 2 spice each paid to the Imperium faction, until they have their maximum of three marketplace cards. The total number each player wants to buy must be announced up front. These cards are all special abilities, some adapted from classic Dune cards, that will break the rules of the game in surprising ways. .
    4. Market cards may be played during the phase(s) in which they are applicable, as specified on the card. In cases of timing conflicts, players play market cards in turn order. .

    Phase 4: Revival

    1. All factions have a free revival rate of 2. .
    2. All factions may buy any number of additional revivals for 2 spice each. .
    3. All factions may buy any number of leader revivals, without restriction, for their value in spice. .

    Phase 5: Shipping & Movement

    1. All factions (except Fremen) pay 1 spice per force to ship to any one location on the board. (No increased cost for shipping to non-stronghold spaces.) .
    2. Fremen may only ship 5 forces to the Polar Sink, nowhere else.
    3. All factions (except Fremen) may move one group of forces a distance of 3. .
    4. Fremen may make TWO moves (two different group, or one group twice) for a distance of 3 each. .

    Phase 6: Battles

    1. There is no advanced combat. Spice is not paid to support forces in battle. .
    2. Battles occur between two factions in the same territory unless only one of them is under the storm, or they are separated by the storm. .
    3. Harkonnen may choose to draw one (random) new traitor card (and then discard one) before each battle in which they participate. If Harkonnen has battle advantage and is choosing the order of multiple battles, they may draw their new traitor card first before choosing the next battle. .
    4. Atreides Prescience and Imperium Voice abilities are used in turn order (i.e. the player with battle advantage goes first.)
    5. Imperium Voice ability may only be given to play (or NOT play) one class of WEAPON: poison, projectile, or special. Cards that aren’t weapons may not be voiced. .
    6. If a player’s leader is called as a traitor, that player may not play any further marketplace cards to modify the battle, and any marketplace cards that player has already played for the battle are canceled and discarded. .

    Phase 7: Spice Collection

    1. All factions may collect 2 spice per force located at the spice blow. (No bonus for stronghold control.) .
    2. After spice collection, each player with fewer than 3 spice may take spice from the spice bank until they have 3.