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Dune (DUN) 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 (20th Year)
Round Day Start Time Duration Location
Heat 1/3We135Alpine
Heat 2/3Th135Alpine
Heat 3/3Fr95Alpine
FinalSa95Dogwood
2022 Tournament Format HE

Transition to GF9 Dune (2019 edition)

With the publication of the new Gale Force Nine (GF9) edition of Dune and its overall similarity to the original Avalon Hill (AH) Dune rules, along with active designer-led support for new rules clarifications, this tournament will transition to playing GF9 Dune rules exclusively beginning this year.

Note that there should be no issue playing GF9 rules with other older copies of the base game. There have been no functional changes to the game components, although information on older player aid sheets may no longer be accurate.

Rules Differences:As a reference for experienced Dune players new to the GF9 version of the game, a sheet detailing the key differences from prior tournament rules will be provided.

GF9 Rule Set

All tables will use all Basic and Advanced rules as published in the Gale Force Nine 2019 edition of the game. If necessary, the recommended rules and faction choices for three-, four-, or five-player games will be used as written. The Optional Rules for Alliances (for varying length games) will not be used. This rulebook may be downloaded at https://www.gf9games.com/dunegame/wp-content/uploads/Dune-Rulebook.pdf

.

GF9 Official Rules Clarifications

The latest version of the official GF9 FAQ will be applied with minor exceptions for tournament play, noted later in these rules. As of this writing, the latest version is from November 2020. This FAQ may be downloaded at https://www.gf9games.com/dune/wp-content/uploads/2020/11/Dune-FAQ-Nov-2020.pdf .

A majority of the rules clarifications that had been documented in past years for this tournament have now been officially answered by the designers in this FAQ. Some additional clarifications have already been collected and are included below as a reference. Answers to additional questions that arise during play will be ruled on by the GM and collected for future versions of this document.

Ixians & Tleilaxu House Expansion

When registering for play in the tournament, each player will be given the option of playing in a base-only game or in a game that includes use of the Ixian & Tleilaxu House expansion. Tables using the expansion will be seated at the GM’s discretion if enough players choose that option.

Tables using the expansion will use all rules from that expansion: Either, both, or neither of the expansion factions; Tech Tokens; all of the expansion treachery cards; Cheap Hero traitor card; and Sandtrout spice card. If players cannot unanimously agree which factions to exclude from the game, assign factions randomly from all eight.

The expansion rulebook may be downloaded at https://www.gf9games.com/dunegame/wp-content/uploads/2020/09/IxianAndTleilaxuRulebook.pdf .

Tournament House Rules

Beyond relatively simple clarifications, the following house rule will apply throughout the tournament:

  1. Factions and table seating order are drawn randomly. (Use the BG prediction cards if you have them for this purpose.) Players may trade factions, but not seating order, with each other by mutual consent before play begins.
  2. For games in which the Ixian Hidden Mobile Stronghold is NOT in play, the Shield Wall is considered to be a stronghold for the purposes of victory ONLY, immediately after the 4th worm appears (counting all worms, even Karama worms summoned by the Fremen). Victory conditions are unchanged after the Shield Wall becomes a stronghold, meaning it should become a bit easier to win after that point.
    • Shipment to the Shield Wall still costs 2 spice/token (1 spice/token for Guild shipment), as usual for rock spaces.
    • Occupation of the Shield Wall is not restricted to only 2 factions, as usual for rock spaces.
    • The Shield Wall is not affected by storm or worm, as usual for both strongholds and rock spaces.
    • Family Atomics may be used as written. When Family Atomics is played, all tokens on the Shield Wall are destroyed (regardless of storm location), but the Shield Wall continues to be treated as a stronghold and continues to be unaffected by storm or worm.
    • If two separate factions occupy the Shield Wall at the end of a turn (due to location of the storm preventing battle between them), neither faction is considered to control that stronghold for the purposes of victory determination.
  3. No notes may be recorded by any player, except Atreides (only) may record card ownership information. No electronic assistance may be used by any player.
  4. Extensive clarifications to Karama abilities for clarity on timing and resolution of some gaps. (See Karama reference section for details.)
  5. Bene Gesserit tokens designated as advisors will be considered as if they were not present on the board for all purposes, to prevent excessive issues with alliance interactions. (See clarifications section for all details surrounding advisors.)
  6. Cheap Heroes will not be compelled to be played if the player has one but has no other leader disks available. Possession of a Cheap Hero card is not publicly verifiable.
  7. Truthtrances will be limited to factual yes/no questions only. (See clarifications section for details.)
  8. When the Ixians choose one card to be removed from the current bidding phase, that card must always be placed at the bottom of the deck, not the top. (This is to prevent excessive abuse that really works solely against or in favor of a single player, Harkonnen.)

No additional major house rules will be prescribed at this time. We want to see how the new edition of the game works in competitive play in as pure a form as possible, in terms of play time, game quality, and player enjoyment. If you encounter significant issues in play, please inform the GM. Your suggestions are welcome.

Tournament Format and Scoring

The tournament consists of three (3) preliminary heats followed by one (1) final round. You may enter any number of preliminary heats, but you need only complete one (1) of the three heats to qualify for the final.

In each heat, players will be grouped randomly, creating as many 6-player games as possible, but requiring every game to have at least 5 players, if at all possible. (For example, 45 players would be grouped into five 6-player games and three 5-player games.) Games with fewer than 5 players will be permitted at the GM's discretion.

All games must begin within 15 minutes of the scheduled start time. The GM may attempt to place latecomers with games with fewer than 6 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.

Qualification Points

Each player will gain a number of Qualification Points (QPs) for each game won as follows:

  • 5-6 players:
    • Solo Victory 3 QPs
    • 2-Faction Alliance Victory 2 QPs
    • BG Prediction Victory 2 QPs
    • Solo Fremen Default Victory 2 QPs
    • Solo Guild Default Victory 1 QP
    • 2-Faction Alliance Fremen Default Victory 1 QP
    • 2-Faction Alliance Guild Default Victory 0.5 QP
    • Any Adjudicated Victory 0.5 QP
  • 3-4 players (if permitted)
  • Solo Victory 1.5 QPs
  • 2-Faction Alliance Victory 1 QP
  • BG Prediction Victory 1 QP
  • Solo Fremen Default Victory 1 QP
  • Solo Guild Default Victory 0.5 QP
  • 2-Faction Alliance Fremen Default Victory 0.5 QP
  • 2-Faction Alliance Guild Default Victory 0.5 QP
  • Any Adjudicated Victory 0.5 QP
  • Losing players neither gain nor lose QPs. Feel free to play in as many qualifying heats as you wish without penalty.

    In the unlikely event that two unallied players simultaneously achieve solo victories (a possibility in games with more than 5 strongholds in play), each will receive full Solo Victory credit.

    Concessions

    A game may be conceded to a single unallied player or to an alliance at any time if all players in the game unanimously agree. (Concession cannot be offered to a single player if that player is currently allied.)

    Preliminary Heat Duration and Adjudication

    Each preliminary heat game is strictly limited to 10 game turns or 5 hours, whichever comes first.

    Players should NOT begin a new game turn within 30 minutes of the heat’s end time. Players do NOT have the option to continue playing past the time limit

    If a game is not able to be completed within the time limit, the GM or an assistant will determine the winner(s) according to the following criteria, in descending priority order, at the end of the last game turn played:

    • Most strongholds controlled.
    • Most tokens on board. (Tokens in reserves or in the tanks do not count.)
    • Most spice in hand.
    • Most cards in hand.
    • Highest die roll.
    • This scoring is determined by a simple sum of the factions in each alliance as they stand at the end of the time limit. That is, an alliance counts the strongholds, tokens, spice, etc. of ALL factions in the alliance together, while a solo faction counts his points alone.

      Advancement to Final Round

      The six (6) highest qualifying player scores will advance to the final game. A player's qualifying score is defined as the total of the QPs earned in all preliminary heat games played by that player (if more than one was played). Ties will be broken in favor of the player with the best single-game performance (i.e. QP points earned by game, then resorting to the adjudication criteria (given above), if all games are tied). Note that if tie-breaker information is not recorded for a game, the missing values will all be assumed to be zero (0).

      Alternates for the final game will be chosen from available non-qualifying players in order of highest qualifying score (using adjudication criteria from each player’s single best game as tie breakers).

      Final Round Rule Set

      The inclusion or exclusion of the Ixians & Tleilaxu House Expansion in the final game will be determined by a vote of the participating finalists (or alternates, if applicable). Ties will be broken by the vote of the first qualifier. All players are advised that they should be prepared to play WITH or WITHOUT the expansion in the final.

      Final Round Faction Assignment

      Players in the final round will be awarded faction selection in the order of finish. That is, the player who was the first qualifier (based on QP scores and tie breakers) will receive his/her first choice of faction to play. Then the second qualifying player will receive his/her choice of the 5 remaining factions, and so on until all 6 factions are assigned.

      Final Round Duration

      The final game will last 10 turns or 8 hours, whichever comes first. If all players agree at the start of the game and at the GM’s discretion, the scheduled time limit may be disregarded if necessary. Otherwise, if the game is not able to be completed within the time limit, the GM or an assistant will determine the winner(s) according to the adjudication criteria above.

      Final Round Format

      The final game will be played using the same rules as the qualifying games. A two-faction alliance can win the final by controlling 4 of 5 (or 6) strongholds, but only one 1st place plaque can be awarded.

      In the event of a two-faction alliance victory, 1st place will be determined according to the adjudication criteria given above. That is, priority will be given to the player who controlled the most strongholds, with ties broken by tokens on board, then spice in hand, then cards in hand, etc. 2nd place will be awarded to the ally of the 1st place player. Remaining places will be awarded in order of most strongholds controlled, disregarding alliances, with ties broken according to the adjudication criteria.

      Exception: If the Bene Gesserit player wins a prediction victory, the predicted player will be awarded 2nd place and the predicted player’s ally (if applicable) will be awarded 3rd place. Remaining places will be awarded as above. In the unlikely event of two simultaneous solo victories, the tie will be broken according to the adjudication criteria.

      Best Faction Awards (Performance Points)

      Prizes (provided personally by the GM) will be awarded to the best single preliminary heat game played by each faction. That is, there will be eight Best Faction awards, one each for Best Atreides, Best Bene Gesserit, Best Emperor, Best Fremen, Best Guild, Best Harkonnen, Best Ixian, and Best Tleilaxu.

      At the end of each game turn, each player will gain Performance Points (PPs) as follows:

      • Controlling Carthag and/or Arrakeen 1 PP each
      • Controlling any other stronghold 0.5 PP each

      At the end of each game, each player's PP score will be normalized by dividing by the number of game turns played. For all games with fewer than 6 players, PP scores will be further normalized by multiplying by the percentage of seats filled to allow them to be fairly compared against PP scores from 6-player games.

      The highest normalized PP score accumulated in a single preliminary heat game by each faction will be awarded the Best Faction award immediately prior to the final game.

      For example, an Atreides player in a 5-player game that lasts 7 turns scores a total of 9.5 PPs, which results in a normalized PP score of 9.5 / 7 x (5/6) = 1.131. If that is the highest normalized PP score achieved by any Atreides player in any single preliminary heat game, then that player will win the Best Atreides award.

      PPs are used only for determining the Best Faction awards.

      Time Guidelines

      All players have the responsibility to keep play moving at a pace that will permit the game to complete in the allotted time. For most WBC players, a big part of the fun of Dune is the large amount of negotiation and joint problem-solving that the game naturally inspires. We do not wish to artificially curtail these activities, but all players should try to conform to the following time limits to the greatest extent possible:

      • Complete an average full game turn 30 minutes or less
      • Submit an individual treachery card bid 10 seconds or less
      • Complete an individual player turn (shipment and movement) 2 minutes or less
      • Complete preparation of a player’s battle plans 2 minutes or less
      • Complete a Nexus phase 5 minutes or less

      If a situation arises where a player is unexpectedly away from the table or is otherwise causing an unacceptable delay of the game, players at the table may “call the clock” by requesting the GM (or an assistant) to set a hard time limit for completion of the current action. A timer will be set for the time limit as listed above, and if the player still has not completed his action when the timer expires, the following default action will be taken:

      • Missed treachery card bid Pass (no bid)
      • Missed player turn (shipment and movement) Pass (no shipment and no movement)
      • Missed battle plans Play lowest available leader, dial 0, pay 0 spice, play no cards
      • Missed Nexus phase No change to prior status (i.e. remain allied or unallied as before)
      • If a player is found to be consistently disregarding time guidelines, the GM may choose to force the player to drop out of the game. Players should use cell phone timers at each table as needed.

        If necessary, breaks should be mutually agreed upon by all players at the table. If time permits, 15-minute breaks after turns 4 and 8 are recommended.

        Away-From-Table Discussions

        Players may ONLY step away from the table for discussions with other players under the following circumstances:

        1. During a timed 2-minute period immediately prior to the start of each Movement Round, when ALLIES can discuss shipment and movement plans with each other.
        2. During a timed 2-minute period immediately prior to the start of each Battle Round when ALLIES can discuss battle plans with each other.
        3. During a timed 5-minute period during each Nexus when EVERYONE can discuss alliances with each other.
        4. During a timed 1-minute period at any time with any other player by expending Diplomacy Chips. EACH player stepping away from the table must expend one of their Diplomacy Chips to do so. Each player is allocated 3 Diplomacy Chips at the start of each game.

        ALL other discussions must be conducted publicly (in English) over the table. (For example, no private whispering to the player seated next to you, no written notes, no sign language, etc.) Remember to not let table discussions interfere with the time guidelines given above.

        Dropouts

        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, as well as Best Faction Award consideration.

        • All of the player's tokens and non-captured leaders will be removed from the game, spice returned to the bank, and cards returned to the discard pile.
        • If the Harkonnen drops out, any captured leaders are immediately returned to their owners.
        • A player who was allied with the dropout immediately becomes unallied and may win a solo victory in the current turn if the dropout happened prior to the start of the Movement Phase.
        • All of the remaining players will continue the game, scoring QPs and PPs according to the number of players who started the game.

        Disclaimer

        As always, the GM may change these rules for the good of the tournament at any time, and the decisions of the GM and his assistants are final.

        GF9 Dune Rules Clarifications:World Boardgaming Championships 2022

        >p>Some additional clarifications are required beyond the existing published GF9 rules and FAQs. Published GF9 FAQ rulings override the published rules where necessary, and the clarifications below will amend the published FAQs in a few known cases where questions remained or where FAQ rulings were problematic for tournament play.

        These clarifications will be enforced as official extensions/clarifications of the published rules throughout the tournament, so make sure you are familiar with them.

        Setup

        1. Harkonnen always keeps all 4 of his traitor cards drawn, even if they draw one or more of their own leaders and even if Tleilaxu Face Dancers are in play

        .

        Phase 1: Storm

          When moving the Ixian Hidden Mobile Stronghold, it must move over the location (territory AND sector) of a spice blow in order to collect any spice.
        1. Fedaykin tokens do not count double for determining storm losses by the Fremen. The Fremen may choose to lose any mix of Fedaykin or normal tokens to the storm as he wishes.
        2. Family Atomics may not be played if the storm is between the relevant tokens and the Shield Wall, but may be played if the Shield Wall and/or the tokens themselves are under the storm.

        .

        Phase 2: Spice Blow & Nexus

          The precise sequence of spice blow activities is:
          • For spice blow pile #1, reveal spice cards until a spice blow is revealed. .
          • Determine the location of worms caused by Shai Hulud cards as they are drawn. .
          • For each territory where a worm appeared, the Fremen may conduct a wormride from that territory. .
          • Repeat the above steps for spice blow pile #2. .
          • Then, if at least one Shai Hulud was revealed in either spice blow pile, conduct a Nexus. .
        1. If a Karama is played to cancel the Fremen’s control of a worm, then the worm always appears at the location of the prior spice blow in the relevant pile and will eat any Fremen (or Fremen ally) tokens there. .
        2. A Karama may not be played to cancel the Fremen’s control of a worm he summons using his own Karama. .
        3. The Spice deck discard piles are re-shuffled together to form a new deck when the deck runs out. For Advanced Game rules, this will be required for the second spice blow of the 7th turn. In this case, leave the first spice blow card (only) on the table and re-shuffle the rest of the cards.

        .

        Phase 3: CHOAM Charity

        No additional clarifications noted. .

        Phase 4: Bidding

        1. In order for a player to bid and pay more spice than he has for a card purchase, his ally must first agree to how much spice he is willing to contribute to that purchase. That agreement is binding. .
        2. A player is allowed to bid for treachery cards if and only if his hand is not full at the time of the bid, even if he began the phase with a full hand. .
        3. Because the Emperor is permitted to give spice to his ally at any time, it is possible for the Emperor to give spice to his ally for bidding, which the ally then pays back to the Emperor, essentially providing the ally with “free” cards. (Be aware, however, that this payment back to the Emperor can be canceled with the play of a Karama card.) .
        4. To purchase a card at no cost using a Karama card, simply play the Karama card during your turn to bid and immediately win the bid. .
        5. HOUSE RULE: The Harkonnen’s draw of a second free treachery card is not optional. (This is to avoid excessive abuse when allied with Emperor.) .
        6. HOUSE RULE: When the Ixians choose one card to be removed from the current bidding phase, that card must always be placed at the bottom of the deck, not the top. (This is to prevent excessive abuse for or against the Harkonnen player.) .
        7. The Ixians may substitute a card from his hand for one up for bid once per bidding phase even if his hand is full. .
        8. The Treachery deck discard pile is re-shuffled to form a new deck whenever the deck has run out and a new card is needed to be drawn.

        .

        Phase 5: Revival

        1. The Emperor may only pay for 3 extra revivals for his ally, not for himself. .
        2. The Fremen’s ally cannot exceed a total of 3 revivals per turn (other than through Tleilaxu ability). The 3 free revivals granted by the Fremen’s alliance power replaces the ally’s natural free revivals, it is not additive. .
        3. The Tleilaxu’s alliance advantage is to allow his ally to pay half price for any revival costs, similar to how the Guild ally’s shipping works. The Tleilaxu does not (and cannot) pay for his ally’s revival.

        .

        Phase 6: Shipment & Movement

      • When moving tokens, the player must choose a single sector in the destination territory in which to place the moved tokens. If there are already tokens owned by the same player in that territory, the new stack may be placed in a different sector if desired.v
      • When a player has access to ornithopters by having token(s) in Carthag and/or Arrakeen at the start of his movement action, he may move any one of his token stacks 3 spaces. It is not only tokens departing from Carthag or Arrakeen that can receive the advantage. .
      • The Hajr card effect may only be used to move tokens owned by the player who played the card, and only during that player’s normal turn. .
      • Ornithopters may be used for a Hajr move if the player has tokens present in Carthag or Arrakeen at the start of the Hajr move. .
      • See the Bene Gesserit Advisors section below for a comprehensive summary of BG advisor rules, which primarily have effect during the movement phase.
      • .

        Phase 7: Battles

        1. The precise sequence of activities in a battle is:
          • Issue the Voice command, .
          • Play Karama to cancel the Voice. .
          • Issue the Prescience question, .
          • Play Karama to cancel the Prescience. .
          • Answer the Prescience question (if not canceled). .
          • Play Karama to view entire battle plan. .
          • Commit battle plans. .
          • Reveal battle plans. .
          • Resolve the battle. .

        2. Truthtrances about battle plan components may be played at any time after the Prescience Answer is given and before the Commit Battle Plans step.
          Karamas may be played to cancel starred token advantages, Fremen free dialing, Harkonnen ally traitor call, and/or Kwisatz Haderach at any time before the Commit Battle Plans step. Battle plans may be changed at any time during the above sequence before the Commit Battle Plans step as long as no un-cancelled Voice, Prescience, Karama, or Truthtrance effects are violated.
        3. The winner of a battle may always choose to keep or discard applicable cards he played (subject to restrictions printed on the cards), even if a traitor was called. .
        4. A player must play a leader (or substitute a Cheap Hero) if he has at least one leader disk available to play, but a player is never required to reveal and play a Cheap Hero if he has no leader disks available and chooses not to use the Cheap Hero. (In this case, he would still have to announce that he is not playing a leader and therefore cannot play treachery cards.) This is a departure from the FAQ ruling because possession of a Cheap Hero card is not publicly verifiable. .
        5. The Bene Gesserit may not specify weapon or defense when Voicing an opponent to play or not play a Worthless Card. (That is, the Voice may only be "play a Worthless Card" or "do not play a Worthless Card".).
        6. The Harkonnen's capture of an opponent's leader when he wins a battle is optional. .
        7. The identity of leaders captured by the Harkonnen is not public knowledge, even if the leader is immediately killed. (It is placed into the tanks face down.) .
        8. A leader played AGAINST its original owner in battle (whether a leader captured by Harkonnen, or a leader revived by Tleilaxu) may always be called as a traitor by the original owner. The GF9 rules are silent on this, but this is a desirable carry-over from the AH rules. .
        9. li>A captured leader played by the Harkonnen or a revived leader played by the Tleilaxu in battle against a player who chose that leader as his traitor may still be called as a traitor, as normal. It may also be called as a Face Dancer, if applicable. .
        10. There is no winner of a battle in which a lasgun-shield explosion occurs. Therefore no one may claim benefits of winning the battle (collect spice for dead leaders, retain treachery cards, capture a leader.) .
        11. Since leader disks are physically placed in the location where they were used, they will also be destroyed in a lasgun-shield explosion in that location (until they are cleaned up at the end of the turn.) .
        12. There is no winner of a battle in which both side’s leaders have been called traitor. Therefore no one may claim benefits of winning the battle (collect spice for dead leaders, retain treachery cards, capture a leader.) .
        13. The “combination” expansion treachery cards (Poison Blade and Shield Snooper) may not be played in a battle if EITHER of the applicable general types are voiced to NOT be played. .
        14. A revealed (face-up) Tleilaxu Face Dancer cannot be re-revealed again until it is eventually replaced. Note that this means after a Face Dancer card is revealed, that leader is known to be neither a traitor nor a Face Dancer. .
        15. If tech tokens are in play, it is not optional for the winner of a battle to take one from the loser if possible.

        .

        Phase 8: Spice Collection

        No additional clarifications noted.

        Phase 9: Mentat Pause

        No additional clarifications noted.

        Bene Gesserit Advisors
        1. HOUSE RULE: While Bene Gesserit tokens are in advisor mode, they are always treated as if they are not on the board for all purposes. (Although they may be changed to fighter mode in cases noted below.) .
        2. One advisor may (optionally) be sent with each eligible shipment made by another player. .
        3. Each advisor may be played in the shipment destination location, or in the Polar Sink if the destination location already contains BG fighters, or if the Bene Gesserit so chooses. .
        4. A free spiritual advisor may be sent with the Bene Gesserit ally’s shipment if desired. .
        5. A free spiritual advisor may not be sent with the Fremen's shipment. .
        6. A free spiritual advisor may not be sent with the Bene Gesserit’s own shipments. .
        7. The Bene Gesserit’s ally may not ship or move to a location containing Bene Gesserit fighters. .
        8. A third faction may not ship or move to a stronghold containing Bene Gesserit fighters and a second faction. .
        9. In all cases, all Bene Gesserit tokens in any given location must all be advisors or fighters. Advisors and fighters cannot mix in the same location. .
        10. Whenever Bene Gesserit advisors are left alone in a location, they must immediately change to fighters. .
        11. At the start of the Movement Round, before any player turns are taken, the Bene Gesserit may change any advisors to fighters (but not vice versa.) .
        12. Bene Gesserit advisors in a location under the storm may not be changed to fighters. .
        13. Whenever another faction’s tokens enter a space containing Bene Gesserit tokens for any reason, fighters may be changed to advisors (but not vice versa.) .
        14. Bene Gesserit tokens shipped or moved to a location already containing Bene Gesserit tokens must be placed in the same mode as the tokens already there. .
        15. Bene Gesserit tokens shipped to a location not already containing Bene Gesserit tokens must land as fighters. .
        16. Bene Gesserit advisors moved to an occupied location not already containing Bene Gesserit tokens may be changed to fighters, if desired. .
        17. >li>Bene Gesserit fighters moved to an occupied location not .already containing Bene Gesserit tokens must remain fighters.
        18. Bene Gesserit advisors may be moved to a space occupied by an ally or a stronghold space blocked by two other factions if and only if they remain advisors.

        .

        Karamas

        1. Extensive clarifications are provided to Karama abilities for clarity on timing and resolution of some gaps. See the Karama Reference section below for full details. Notable clarifications that could be considered changes include:
        2. Preventing Emperor from giving spice to an ally lasts for the duration of one game phase.
        3. Fremen may be forced to take full losses to the storm, which could also be used to prevent them from making a shipment into the storm.
        4. Fremen may be forced to pay full price to use his tokens at full strength in one battle.
        5. Fremen may be prevented from allowing his ally to have 3 free revival.
        6. Harkonnen may be prevented from taking a second free treachery card.
        7. Preventing Harkonnen from calling a traitor for an ally’s battle must be done before battle plans are revealed.
        8. Tleilaxu may be prevented from purchasing unlimited revival for himself.
        9. Preventing Tleilaxu from extending revival limits to 5 applies to all players for the turn.
        10. Preventing Tleilaxu from collecting spice for free revivals applies to all free revivals for the turn.
        11. Preventing Tleilaxu from allowing a leader to be revived early applies to all of one player’s leaders for that turn.
        12. Preventing Tleilaxu from reviving another player’s leader for his own use prevents any such revival that turn (not just for one named leader.)
        13. The Advanced faction-specific once-per-game Karama effects may never be canceled by another Karama.

        .

        Truthtrances

        1. HOUSE RULE: For consistency of tournament play, Truthtrances are strictly limited to the following questions that can be verified factually true or false:
          • Is a traitor / face dancer to you?
          • Do you hold spice?
          • Do you have in your hand?
          • Bene Gesserit: Did you predict to win on ?
          • Harkonnen: Have you captured / killed ?
          • Atreides: Is currently up for bid?
          • Atreides: Is the next spice card?
          • Fremen: Is the next storm movement ?
          • Ixians: Did you distribute as one of the starting cards? (Played when distribution is being done.)
          • Ixians: Is available in the current bidding phase? (Played when cards are selected for bidding.)
          • Ixians: Did you return to the deck this turn? (Played when cards are selected for bidding.
          • Are you dialing in this battle? (Played while battle plans are being created.)
          • Are you playing in this battle? (Played while battle plans are being created.)
          • Are you playing in this battle? (Played while battle plans are being created.)
          • Atreides: Are you playing Kwisatz Haderach in this battle? (Played while battle plans are being created.)

          It is valid to use ranges or groups or categories of values in these questions. For example, “Is any Fremen leader a traitor to you?” and “Are you playing a Lasgun or a Projectile Weapon in this battle?” and “Do you hold 8 or more spice?” are all valid questions.br>
        2. HOUSE RULE: Truthtrances may only be played to ask questions about battle plans after Voice and Prescience have been resolved, if applicable.

        .

        Miscellaneous

        1. No card play (or player deals) may affect initial game setup. (For example, no one can play a Karama to prevent the Harkonnen from drawing his second starting card.)
        2. In general, almost all player special abilities and powers, including the granting of alliance powers, are optional at the discretion of the owning player, except where exceptions may be noted above.
        3. Only the Atreides player may
        4. keep written notes of treachery card ownership during the game. No other written notes nor electronic assistance are permitted in the game.
        5. Any player may share any of his knowledge and/or show any game components he currently controls, as desired. In particular, for convenience during bidding, it is considered acceptable for Atreides to physically show the card up for bid to any other player(s) he chooses.
        6. Living leaders held by a player are not required to be public knowledge. (This only matters in the case of one or more leaders having been captured and held by the Harkonnen.)
        7. HOUSE RULE: The treachery card discard pile and spice discard piles are open to public inspection.

        .

        GF9 Dune vs. AH Dune Differences Reference

        This list is intended as a convenient reference for experienced Dune players who want a summary of the specific notable differences in the GF9 base game rules (as adapted for this tournament) vs. the original AH rules that were previously used. This list is provided as a convenience only and is not guaranteed to be 100% all-inclusive.

        This list covers base game rules only; it does not cover expansion rules. The expansion adds many rules that are entirely new and distinct from original Avalon Hill rules.

        General

        1. Game duration is officially reduced to 10 turns.
        2. Alliances are limited to 2 factions and an alliance requires 4 strongholds to win. (An unallied faction still needs 3.)
        3. Most optional rules are merged into the Advanced Game rules.
        4. Only unallied players may exchange spice at any time as part of a binding deal, and the spice is placed on the player dot and collected during the Mentat Pause Phase.
        5. A player may immediately transfer spice to his ally in order to pay all or part of the ally’s treachery card purchase or shipment costs. This transfer is done at the time the payment is to be made, and the spice is then paid appropriately (i.e. usually to the Emperor for cards, to the Guild for shipment).
        6. Publicly binding agreements, including or not including spice bribes, may only be made between unallied players.
        7. Truthtrance questions are being limited to factual yes/n
        8. questions only for the tournament since FAQ rulings seem to imply that “I don’t know” answers would be allowed otherwise. See clarifications for allowed questions.

        Karamas

        1. Karama cards may be used to cancel many more and different player abilities. See the Karama Reference for details. 2. In general, Karama uses are intended to cancel a single use of an ability. One particular difference is that a Karama only prevents Atreides from looking at one card up for bid. 3. Advanced faction-specific Karama powers are limited to once per game and are limited to use during certain game phases. Note the BG’s ability to use Worthless Cards as Karamas remains unlimited. (See the Karama reference sheet for details.)

        Phase 1: Storm

        1. Family Atomics can be used if the relevant tokens or the Shield Wall is under storm (but still not if the storm is between the
        2. tokens and the Shield Wall.)

        Phase 2: Spice Blow & Nexus

        1. Fremen can only place additional worms in sand territories. (This means no worm riding from non-sand territories, but worm riding can still go to any non-sand destination.)
        2. Additional worms after the first revealed during the same spice blow do not cause an additional Nexus. If at least one worm was revealed during a spice blow, one and only one Nexus is performed at the end of the spice blow. (This means that worms eat tokens, if applicable, before alliances are made or changed.)
        3. Any Fremen wormrides generated during a spice blow are all conducted at the end of the spice blow, after the Nexus.

        Phase 3: CHOAM Charity

        1. CHOAM charity may be claimed to bring your spice total up to 2 if you hold less than 2. (So CHOAM charity can now be claimed to gain 1 spice if you have 1 spice.)
        2. Bene Gesserit receive CHOAM charity even on turn 1.

        Phase 4: Bidding

        No significant differences noted.

        Phase 5: Revival

        1. Fremen may allow their ally to revive up to 3 tokens for free.
        2. Emperor may purchase up to 3 extra tokens for his ally (up to a total of 6 revivals per turn. (No provision is made for the Emperor to buy extra tokens for himself.)

        Phase 6: Shipment & Movement

        1. Ornithopter access is checked at the start of the player’s own move action. (That is, a player may ship into Carthag or Arrakeen and then immediately use ornithopter movement that same turn.)
        2. Bene Gesserit advisor (“coexistence”) rules have been extensively changed and clarified to apply to tokens, not to territories, and specific new clarifications have been made as to when tokens are allowed to transition from coexistence to non-coexistence and vice versa. (See the GF9 FAQ and the tournament clarifications sheet for details.)
        3. A Guild ally may use regular shipment or cross-planet shipment at Guild rate, but no provision is made for a Guild ally to ship back to reserves.
        4. If two allied players somehow end up with tokens in the same territory, it is incumbent upon the second player moving to vacate the space or his tokens are eliminated.

        Phase 7: Battles

        1. Battles do not occur in locations under the storm.
        2. Fremen tokens do not require spice to fight at full strength (when using Advanced Rules.) Note, however, Fremen allies do not receive this benefit.
        3. Bene Gesserit may Voice an opponent to play (or not play) a Cheap Hero in a battle.
        4. A leader revived via use of the Ghola card can be used again in any location in the same Battle Phase in which it was killed.
        5. Since leader disks are physically placed in the location where they were used, they will also be destroyed in a lasgun-shield explosion in that location (until they are cleaned up at the end of the turn.)
        6. If Harkonnen immediately kills a captured leader to collect 2 spice, the leader is placed into the tanks face down. (This means the identity of the leader remains secret and the leader counts as having died twice.)

        Phase 8: Spice Collection

        1. If two factions (ignoring Bene Gesserit advisors) both occupy either Carthag or Arrakeen (due to battles not being permitted under the storm), then neither faction gains the spice collection benefit for that stronghold.

        Phase 9: Mentat Pause Phase

        1. If two factions (ignoring Bene Gesserit advisors) both occupy a stronghold (due to battles not being permitted under the storm), then neither faction controls the stronghold for the purposes of victory.

        Karma Reference
        PhaseEffectValid TargetTiming
        AnyPrevent BG from using one worthless card as a Karama. (Worthless card is still discarded.)BGImmediately after Karama use is announced.
        AnyPrevent Emperor from giving spice to an ally during one phase of this turn. (Does not prevent Emperor from paying for his ally’s card purchases or shipping, which is a general ability for all players.)Emperor/AllyImmediately when spice transfer is announced.
        StormPrevent Fremen from viewing the next selected storm movement card. (Card is still selected randomly, and storm will still move, without Fremen pre-knowledge.)FremenImmediately before the card is to be viewed.
        StormForce Fremen to take full losses for one group of tokens affected by the storm this phase.FremenImmediately after storm movement is completed.
        StormPrevent Ixian from moving Hidden Mobile Stronghold. (It collects no spice.)IxianImmediately after movement is announced.
        SpicePrevent Fremen (or ally) from controlling one worm. (Fremen may not direct the worm’s placement and Fremen’s or ally’s tokens are devoured in the original location, if applicable.)Fremen/AllyImmediately after worm placement is announced.
        SpiceFREMEN ONLY: Summon worm to any one location. (Triggers Nexus, devours tokens, and may be ridden normally. Cannot be affected by another Karama.)N/AAny time during Spice Phase.
        ChoamPrevent BG from collecting CHOAM charity this turn (unless BG actually has fewer than 2 spice.)BGImmediately when CHOAM charity collection is attempted.
        BiddingPrevent Atreides from viewing the next treachery card up for bid.AtreidesAny time during Bidding Phase, immediately before a card is to be viewed.
        BiddingPurchase one treachery card for no cost. (Play to declare you are taking the card during your normal turn to bid, or play when you’ve won a card and you don’t want to pay. No spice is paid.)Emperor/SelfDuring your normal turn to bid for a treachery card.
        BiddingPrevent Emperor from collecting spice for one treachery card purchase. (Purchasing player pays spice to the bank.)Emperor/Purchasing PlayerImmediately after card purchase, before card is received.
        BiddingPrevent Harkonnen from taking one bonus free treachery card.HarkonnenImmediately after card purchase, before bonus card is drawn.
        BiddingPrevent Ixian from looking at treachery cards up for bid and removing one. (Draw only the number of cards up for bid.)IxianAt start of Bidding Phase, before cards are drawn for bidding.
        BiddingPrevent Ixian from replacing a treachery card up for bid with one from his hand this turn.IxianImmediately when a replacement is attempted.
        BiddingPrevent Ixian ally from discarding and replacing one purchased treachery card.Ixian/AllyImmediately when a replacement is attempted.
        BiddingHARKONNEN ONLY: Swap 1-4 treachery cards with one other player.AnyoneAny time during Bidding Phase.
        RevivalPrevent Emperor from paying for extra revivals for ally. (Ally can still conduct his own revival normally.)Emperor/AllyImmediately when revival is attempted.
        RevivalPrevent Fremen from granting ally 3 free revival. (Ally can still conduct his own revival normally.)Fremen/AllyImmediately when revival is attempted.
        RevivalPrevent Tleilaxu from collecting spice for all uses of free revival this turn.TleilaxuAt start of Revival Phase.
        RevivalLimit Tleilaxu to reviving at most 3 of his own tokens. (Tleilaxu pays full price for his third token revived, if applicable.)TleilaxuImmediately when revival is attempted.
        RevivalLimit all players to normal revival limits this turn. (Up to 3 tokens and up to 1 leader.)Tleilaxu/All PlayersAt start of Revival Phase.
        RevivalPrevent Tleilaxu from allowing one other player to revive a leader early this turn. Tleilaxu/Receiving PlayerImmediately when revival is attempted.
        RevivalForce Tleilaxu (or ally) to pay full price for revivals this turn. (Target player may decide to change revival.)Tleilaxu/AllyImmediately when revival is attempted.
        RevivalPrevent Tleilaxu from collecting spice for one player’s revivals this turn. (Reviving player pays spice to the bank.)TleilaxuImmediately when revival is made.
        RevivalPrevent Tleilaxu from reviving any other players’ leaders under his own control this turn. (Tleilaxu may still revive their own leaders normally but may not choose to revive any leaders owned by another player.)TleilaxuImmediately when revival is attempted.
        RevivalEMPEROR ONLY: Revive 3 tokens or 1 leader. (No spice is paid. Limit 1 Sardaukar for the entire revival phase. Cannot be affected by another Karama.)SelfAny time during normal Emperor revival turn.
        RevivalTLEILAXU ONLY: Prevent any one player from making revivals for this turn. (Does not cancel use of the Tleilaxu Ghola card.)AnyoneImmediately when revival is attempted.
        Shipmet & MovementPrevent Atreides from viewing the next Spice Card.AtreidesAt start of Movement Phase, immediately before the card is to be viewed.
        Shipmet & MovementPrevent BG from sending one spiritual advisor.BGImmediately when advisor shipment is announced.
        Shipmet & MovementPrevent BG from changing tokens from fighters to advisors or vice versa in any one (voluntary) instance.BGImmediately when a voluntary change in state is announced.
        Shipmet & MovementLimit Fremen to normal 1-space movement range for one movement action, unless ornithopters are being used. (Fremen may then decide to take a different movement instead as long as it is only 1 space. Does not affect normal Fremen shipment range.)FremenImmediately after move is announced.
        Shipmet & MovementPrevent Fremen from being able to ship into storm at half losses this turn. (Fremen may then decide to take a different shipment instead as long as it is not into the storm.)FremenImmediately after shipment is announced.
        Shipmet & MovementAllow any one player to make one shipment at Guild rate, i.e. half price, rounded up. (Shipping player pays spice to the bank. Not applicable to Fremen. This is not an additional shipment, but simply a discount to the cost of the player’s one normal shipment.)Guild/Shipping PlayerImmediately when shipment is announced.
        Shipmet & MovementPrevent Guild from collecting spice for one shipment. (Shipping player pays spice to the bank.)Guild/Shipping PlayerImmediately after shipment is announced.
        Shipmet & MovementPrevent Guild (or ally) from shipping cross-planet or to reserves this turn. (Target player may then decide to take a different shipment instead.)Guild/AllyImmediately after shipment is announced.
        Shipmet & MovementForce Guild (or ally) to pay full price for one shipment. (Target player may then decide to take a different shipment instead, as long as it is still at full price.)Guild/AllyImmediately after shipment is announced.
        Shipmet & MovementPrevent Guild from choosing his movement order. (Guild must move in normal turn order.)GuildImmediately when movement order change is announced (i.e. when Guild attempts to defer his normal movement, or when Guild attempts to move ahead of his normal turn.)
        Shipmet & MovementLimit Ixian to normal 1-space movement range for one Cyborg group for one movement action, unless ornithopters are being used. (Ixian may decide to take a different movement instead as long as it is only 1 space.)IxianImmediately after move is announced.
        Shipmet & MovementGUILD ONLY: Prevent any one player from making a shipment. (Target player may not make a shipment this turn. No spice is paid by shipping player.)AnyoneImmediately after shipment is announced. (May be announced after Karama to get Guild shipment, if applicable. Other Karama is not discarded.)
        Shipmet & MovementIXIAN ONLY: Move Hidden Mobile Stronghold 2 territories. (Collecting spice as normal. Cannot be affected by another Karama.)SelfAny time during normal Ixian shipment and movement turn.
        BattlePrevent Atreides (or ally) from using Prescience in one battle.Atreides/AllyAny time after Prescience question is issued, before battle plans are committed.
        BattlePrevent Kwisatz Haderach from being played in one battle.AtreidesAny time after battle is selected, before battle plans are committed.
        BattlePrevent BG (or ally) from using Voice in one battle.BG/AllyAny time after Voice is issued, before battle plans are committed.
        BattleLimit Emperor to counting Sardaukar tokens as strength 1 in one battle.EmperorAny time after battle is selected, before battle plans are committed.
        BattleLimit Fremen to counting Fedaykin tokens as strength 1 in one battle.FremenAny time after battle is selected, before battle plans are committed.
        BattleForce Fremen to pay normal price to use tokens at full strength in one battle.FremenAny time after battle is selected, before battle plans are committed.
        BattlePrevent Harkonnen from capturing a leader after one battle.HarkonnenImmediately after battle is resolved, before leader is drawn.
        BattlePrevent Harkonnen from calling a traitor for an ally in one battle.Harkonnen/AllyAny time after battle is selected, before battle plans are committed.
        BattleLimit Ixian to counting Cyborg tokens as strength 1 in one battle.IxianAny time after battle is selected, before battle plans are committed.
        BattlePrevent Ixian from using Suboids to replace Cyborg losses in one battle.IxianImmediately when substitution is attempted.
        BattleATREIDES ONLY: View any one player’s entire battle plan for one battle. (Cannot be affected by another Karama.)AnyoneAny time after battle is selected, before battle plans are committed.
        Mentat PhasePrevent Tleilaxu from replacing a Face Dancer this turn. TleilaxuImmediately when replacement is attempted.

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