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Dune (DUN) Updated December 27, 2024
Type:Century
GM:Johnson, Brad (23rd Year)
GM Contact:tempus42@yahoo.com
Event Website:N/A
Class:A - Experienced Players Only
Style:Scheduled
Format:HE - Heats: Exception
Rounds:3 Heats, Final
Round Length:5 Hours
Advancement:Final 6
Prize Level:3

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 has transitioned to playing GF9 Dune rules exclusively.

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.

Expansions

No expansions will be used in the tournament.

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. Two additional strongholds will enter the game at semi-random times throughout the game. Victory conditions are unchanged, meaning players should be aware that it may become easier to win the game at these key points.
    • The segment of the Shield Wall closest to Arrakeen is considered to be a stronghold for the purposes of victory immediately after the 1st worm appears (counting all worms, even Karama worms summoned by the Fremen).
    • The segment of the Shield Wall closest to Arrakeen is considered to be a stronghold for the purposes of victory immediately after the 1st worm appears (counting all worms, even Karama worms summoned by the Fremen).
    • The segment of Cielago Depression closest to Habbanya Sietch is considered to be a stronghold for the purposes of victory immediately after the 3rd worm appears (counting all worms, even Karama worms summoned by the Fremen.)
    • Shipment to either region still costs 2 spice/token (1 spice/token for Guild shipment), as usual for rock and sand spaces.
    • Occupation of either region is not restricted to only 2 factions, as usual for rock and sand spaces.
    • If two separate factions occupy either region at the end of a turn (due to location of the storm preventing battle between them), the faction occupying the designated segment still controls the stronghold for the purposes of victory determination. Occupancy of other segments of the region does not affect control.
    • The Shield Wall is not affected by storm or worm, as usual for rock spaces.
    • Cielago Depression is affected normally by storm or worm, as usual for sand 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.
  3. In addition to their given alliance benefits, Fremen the Fremen may permit their ally to recover spice paid for supporting their tokens in battle.
    • After battle resolution, the Fremen’s ally places any spice they paid for their own battle support on their own player dot.
    • The Ally may then re-collect that spice during the Collection Phase.
  4. No notes may be recorded by any player, except Atreides (only) may record card ownership information (only). No electronic assistance may be used by any player.
  5. Extensive clarifications to Karama abilities for clarity on timing and resolution of some gaps. (See Karama reference section for details.)
  6. 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.)
  7. 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.
  8. Truthtrances will be limited to factual yes/no questions only. (See clarifications section for details.)
  9. Battles will occur if it happened that two factions are located together in the same region and sector under the storm. Bene Gesserit mayflip advisors to fighters (if otherwise permitted) under the storm at the start of the Shipment and Movement Round

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, 5-player games will be seated to the greatest extent possible, but ensuring that all games have 5 or 6 players if possible. (5-player games are more likely to complete in the allotted time.) Games with fewer than 5 players will be seated by the GM if necessary, depending on player count. Players will be grouped 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 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 players/alliances 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.
  • Most available leaders.
  • 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 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.

HOWEVER: If an extended time limit is permitted, after 7 hours of play players will complete the turn in progress and then the use of timers to enforce the time guidelines and incumbent penalties laid out below will be MANDATORY for the remainder of the game. (Bids within 10 seconds can be counted on fingers rather than using actual timers.)

Final Round Format and Scoring

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.

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 1-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 1-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 2025

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.

Phase 1: Storm

  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 be played regardless of storm location (assuming the player has forces on or adjacent to the Shield Wall).
  3. If the Fremen are not in play, rather than using basic rules, players must draw a random storm card each turn. There is simply no Fremen player to look at the card, and so it is hidden from all players.
  4. Family Atomics is removed from the game after being played.

Phase 2: Spice Blow & Nexus

  1. 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.
    • If at least one Shai Hulud was revealed, conduct a Nexus.
    • 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. .
  2. 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. .
  3. A Karama may not be played to cancel the Fremen’s control of a worm he summons using his own Karama. .
  4. 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 that was just turned over(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. The Harkonnen’s draw of a second free treachery card is not optional.
  6. 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. 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 Ghola card may only be used to revive tokens and leaders owned by the player who played the card.

Phase 6: Shipment & Movement

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 the victory was due to 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. If a player’s Prescience answer somehow becomes impossible to meet (e.g. due to subsequent play of a Karama card), the player must provide an updated valid answer to the Prescience question before the Commit Battle Plans step. (If the Prescience answer is still possible to be met, it must be met)
  7. The Harkonnen's capture of an opponent's leader when he wins a battle is optional.
  8. 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)
  9. A leader played AGAINST its original owner in battle (i.e., a leader captured by Harkonnen) is not automatically a traitor, unless the original owner happens to hold that leader’s traitor card.
  10. A captured leader played by the Harkonnen in battle against a player who chose that leader as his traitor may still be called as a traitor, as normal.
  11. 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)
  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. 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)

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. A free spiritual advisor may not be sent with a Guild (or Guild ally) shipment that originates on the planet.
  8. The Bene Gesserit’s ally may not ship nor move to a location containing Bene Gesserit fighters.
  9. A third faction may not ship nor move to a stronghold containing Bene Gesserit fighters and a second faction.
  10. In all cases, all Bene Gesserit tokens in any given location must all be in the same mode. Advisors and fighters cannot mix in the same location.
  11. HOUSE RULE: Whenever Bene Gesserit advisors are left alone in a location DURING THE SHIPMENT & MOVEMENT PHASE, they must immediately change to fighters. Bene Gesserit forces never change state after the end of the Shipment & Movement Phase. (That is, if Bene Gesserit advisors remain alone after a battle is resolved, they do NOT change to fighters.)
  12. At the start of the Shipment & Movement Phase, before any player turns are taken, the Bene Gesserit may change any or all advisors to fighters (but not vice versa) where allowed.
  13. Bene Gesserit advisors in a location under the storm may not be changed to fighters.
  14. Whenever another faction’s forces enter a space containing Bene Gesserit forces for any reason, fighters may be changed to advisors. (but not vice versa)
  15. Bene Gesserit forces shipped or moved to a location already containing Bene Gesserit forces must be placed in the same mode as the tokens already there.
  16. Bene Gesserit forces shipped to a location not already containing Bene Gesserit tokens must land as fighters.
  17. Bene Gesserit advisors moved to an occupied location not already containing Bene Gesserit tokens may be changed to fighters, if desired.
  18. Bene Gesserit fighters moved to an occupied location not already containing Bene Gesserit tokens must remain fighters.
  19. 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:
    • Preventing Emperor from giving spice to an ally lasts for the duration of one game phase.
    • 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.
    • Fremen may be forced to pay full price to use his tokens at full strength in one battle.
    • Fremen may be prevented from allowing his ally to have 3 free revivals.
    • Harkonnen may be prevented from taking a second free treachery card.
    • Preventing Harkonnen from calling a traitor for an ally’s battle must be done before battle plans are revealed.
    • 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 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 ?
    • >
    • 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.
  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, player special abilities and powers, including the granting of alliance powers, are optional if they use the wording “may” or “can”. Otherwise, they are mandatory.
  3. If granted, alliance powers are under the control of the ally for that use. For example, the ally may choose the Prescience question or Voice command to be given, or whether or not the traitor is actually called.
  4. Only the Atreides player may keep written notes of treachery card ownership (only) 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 or placed face down in the tanks)

Karama 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.
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.
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.
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.
Shipment & MovementPrevent Atreides from viewing the next Spice Card.AtreidesAt start of Movement Phase, immediately before the card is to be viewed.
Shipment & MovementPrevent BG from sending one spiritual advisor.BGImmediately when advisor shipment is announced.
Shipment & 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.
Shipment & 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.
Shipment & 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.
Shipment & 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.
Shipment & MovementPrevent Guild from collecting spice for one shipment. (Shipping player pays spice to the bank.)Guild/Shipping PlayerImmediately after shipment is announced.
Shipment & 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.)
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.
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.
Mentat PhasePrevent Tleilaxu from replacing a Face Dancer this turn.

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