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Dune Tournament
Rules
World Boardgaming Championships 2013
*** Additions or changes from 2012 are
highlighted. ***
Rule Set: We
are playing all of the Basic, Optional, and Advanced rules as
published in the Avalon Hill 1979 edition of the game with one
exception: Rule XVIII.A (Longer Game) will be ignored. Rule XXI
(Double Spice Blow) and a variation of Rule XVIII.B (see below)
will be used.
We are not using any of the additions
introduced in any official or unofficial expansions (The Duel,
Spice Harvest, articles from The General, or anything
else). The Eurogames/Descartes edition of the game includes some
of these elements as standard play, so make sure you understand
which parts will not be used:
* No 10-point leaders
* No kanly or duels
* No spice harvest rounds or variable setup
* No non-standard factions -- The factions used are limited to
Atreides, Bene Gesserit, Emperor, Fremen, Guild, and Harkonnen.
* No non-standard treachery cards -- The standard card set is
limited to 4 x Projectile Weapons, 4 x Poison Weapons, 4 x Shields,
4 x Snoopers, 1 x Lasegun, 3 x Cheap Hero(ine)s, 5 x Worthless
Cards, 1 x Hajr, 1 x Tleilaxu Ghola, 1 x Weather Control, 1 x
Family Atomics, 2 x Truthtrances, and 2 x Karamas.
House Rules: We
are using the following house rules:
1. Factions and table seating order
are drawn randomly. Players may trade factions with each other
by mutual consent before play begins. In a game with fewer than
six players, a player made trade for an undrawn faction if all
players consent.
2. Alliances
may consist of up to two factions (for all games with at least
four players). Alliances may be extended to three factions ONLY
in 6-player games IF all players at the table consent at the
start of the game. (In all cases,
no faction may belong to more than one alliance at a time.)
3. An unallied faction must control
three strongholds to win. Two-faction alliances must control
four strongholds to win. Three-faction alliances must control
five strongholds to win. Solo victories while allied are not
possible.
4. The Shield Wall is considered to
be a stronghold for the purposes of victory ONLY, immediately
after the 6th 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 two
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.
* In the unlikely event that 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.
5. Spice may only be transferred from
one player to another during the Collection Round of each turn.
Deals involving the transfer of spice may be made at any time,
but the transfer may only be performed during a future Collection
Round, even between allies. The Emperor's special alliance ability
becomes "You may transfer spice to (NOT from) your allies
at any time."
6. The Fremen may count their tokens
at full strength for no cost in battles in sand spaces.
Rules Clarifications: In addition, the attached list of rules clarifications
(entitled "Dune Rules Clarifications") is given to
supplement the standard published rules. If any question arises
during a game that cannot be answered by the published rules
or the official clarification list, the GM or an assistant will
adjudicate.
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 five players
will be permitted only 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 six 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 dropout penalties.
Qualification Points
Each player will gain a number of Qualification
Points (QPs) for each game won as follows:
| |
6-Player Game |
5-Player Game |
4-Player Game |
3-Player Game |
| Solo Victory |
5 QPs |
4 QPs |
3 QPs |
2 QPs |
| 2-Faction Alliance Victory |
2 QPs |
1.5 QPs |
1 QP |
NA |
| 3-Faction Alliance Victory |
1 QP |
NA |
NA |
NA |
| BG Prediction Victory |
5 QPs |
4 QPs |
3 QPs |
2 QPs |
| Solo Fremen or Guild Default
Victory |
2.5 QPs |
2 QPs |
1.5 QPs |
1 QP |
| 2-Faction Alliance Default
Victory |
1 QP |
0.5 QP |
.5 QP |
NA |
| 3-Faction Alliance Default
Victory |
0.5 QP |
NA |
NA |
NA |
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
after Shield Wall becomes the 6th stronghold), each will receive
full Solo Victory credit.
Preliminary Heat Duration and Adjudication
Each preliminary heat game is strictly
limited to ten (10) game turns and is scheduled to last five
(5) hours.
Players should NOT begin a new game
turn within 20 minutes of the heat's end time. Unlike previous
years, 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:
* Most strongholds controlled. (Remember
co-existing Bene Gesserit tokens do NOT exert control.)
* Most tokens on board. (Regular tokens
count 1, starred tokens count 2, and co-existing tokens count
0.5 each. Tokens off-board or in the tanks count 0.)
* Most spice in hand.
* Most cards in hand.
* Most living 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
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).
Alternates for the Final will be chosen
from available non-qualifying players in order of highest qualifying
score (again using adjudication criteria as tie breakers).
Final Round Duration: The final game will be a full 15-turn game,
and is scheduled to last eight hours. However, this game will
be played to completion unless all players vote to end the game
and unanimously agree to concede to a single player or two-player
alliance. (Concession cannot be offered to a single player if
that player is currently allied.)
Final Round Format: The Final will be played using the same rules
as the qualifying games, except that three-faction alliances
may not be formed. 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 following
criteria:
* In a Fremen default victory, the Fremen
player is 1st
* In a Guild default victory, the Guild
player is 1st
* In a normal victory, use 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 (if applicable). Remaining places will
be awarded in order of most strongholds controlled, 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 (theoretically possible after the Shield Wall
becomes the 6th stronghold), 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 six Best
Faction awards, one each for Best Atreides, Best Bene Gesserit,
Best Emperor, Best Fremen, Best Guild, and Best Harkonnen.
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 Sietch Tabr, Tuek's Sietch,
and/or Habbanya Ridge Sietch: 0.5 PP each (Fremen: 1 PP each)
* Coexisting in any stronghold (BG only):
0.1 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. All 5-player game PP scores will be further normalized
by multiplying by 5/6 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 at a small ceremony immediately preceding
the Final.
For example, an Atreides player in a
5-player game that lasts seven 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 for determining the Best Faction awards, breaking
ties for qualification for the Final, adjudicating preliminary
games that do not finish in time or with a valid concession,
and breaking ties in the Final.
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: 15 seconds or less
* Complete an individual player turn
(shipment and movement): 5 minutes or less
* Complete preparation of a player's
battle plans: 5 minutes or less
* Complete a Nexus phase: 15 minutes
or less
Negotiations away from the table are
permitted at any time as long as the above time limits are observed.
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: Plays lowest
available leader, dials 0, pays 0 spice, plays 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.
If necessary, breaks should be mutually
agreed upon by all players at the table. If time allows, 15-minute
breaks after turns 4 and 8 are recommended.
Dropouts: Players
are STRONGLY discouraged from dropping out of any game prior
to the game's 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, unless the game is extending
beyond the scheduled time limit and the player has another commitment.
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 will be returned to their owners.)
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.
Hand-made
best faction plaques, painted to match faction colors with faction
leader illustration, awarded to the player of the best scoring
single game of each of the six factions.
Dune Rules Clarifications: Frequently asked questions are in bold.
It is well known that Dune, while
a fantastic game, has one of the most frequently disputed sets
of written rules. I have found that almost no two groups of players
can completely agree upon exactly how it is played. While not
all of the questions raised here are necessarily impossible to
adjudicate with the rules as written, all have come up as points
of contention during play-by-email games and tournaments in which
I have taken part. I know that every group has its own preferred
interpretations for many of these rules, but I have found this
set of rulings to be the most consistent and justifiable.
These clarifications will be enforced
as official extensions/clarifications of the published rules
throughout the tournament, so make sure you are familiar with
them.
III. Set-up For Play
1. If fewer than 6 players are playing,
only the leaders of the factions actually in the game are eligible
to be drawn as traitors.
2. The Bene Gesserit's prediction must be made immediately after
factions are assigned.
3. Fremen tokens placed at the start of the game may include
Fedaykin (starred) tokens if desired.
4. Fremen tokens placements are chosen before the Bene Gesserit
token placement is chosen.
5. The Bene Gesserit token placed at the start is not required
to coexist in the first game turn.
IV. Object of Play
1. Bene Gesserit tokens in a space that was declared to be coexisting
during the turn do not count as occupying a stronghold for the
purposes of determining victory, even if they are the sole occupants
after battle is resolved.
2.You may not claim a solo victory for controlling three strongholds
by yourself if you are currently part of an alliance.
VI. Storm
1. The precise order of activities during the Storm Round is:
* Reveal storm marker,
* Play Weather Control,
* Play Family Atomics,
* Move storm.
(This takes some liberty with the wording for Weather Control
on the Player Aid Pad, with the intention of avoiding potential
timing conflicts.)
2. Weather Control and Family Atomics may not be played during
the first game turn.
3. Weather Control movement is instead of the normal storm movement,
not in addition to it.
4. No tokens are destroyed by the storm during the first game
turn. The storm is considered to begin over the randomly-determined
sector; it is not considered to have moved in the first game
turn.
5. After Family Atomics is played, the Shield Wall, Arrakeen,
and Carthag all still retain their normal status as non-desert
spaces, even though the latter two become susceptible to storm
effects. Occupancy rules in those spaces remain unchanged.
6. Two groups of tokens (same faction or not) in different sectors
of the same region are considered to be "separated by storm"
for the purposes of movement and battle if the storm is between
them or covering one of them.
VII. Spice Blow
1. A Nexus is caused for every worm that is revealed (excluding
worms raised by the Fremen's play of a Karama card), regardless
of which spice blow it appears at or how many worms have appeared
that turn.
2. When more than one worm is drawn for a given spice blow, the
Fremen may send the additional worms to any territory on the
board.
3. If the Fremen directs a second or additional worm to appear
in a space occupied by their tokens, those tokens may ride the
worm normally.
4. When the Fremen rides a worm, tokens and/or spice in the destination
space are not eaten.
5. Fremen worm riders may not leave or enter a space under the
storm.
6. Fremen worm riders may enter a stronghold already occupied
by two other factions, if and only if one of them are Bene Gesserit
tokens which ended the previous turn coexisting. This will force
those Bene Gesserit to remain coexisting when they declare their
status in the upcoming Movement Round.
7. Tokens owned by an ally of the Fremen are safe from being
eaten by worms (and this ability may not be withdrawn by the
Fremen), but they may not ride worms as the Fremen do.
8. Worms eat tokens only after the Nexus is resolved.
VIII. Bidding Round
1. When a treachery card is required to be drawn and the treachery
deck is empty, the discard pile should immediately be reshuffled
to form a new deck. The only card that is ever removed from the
game after one play is Family Atomics.
2. After a player passes during the bid for a treachery card,
that player may choose to later enter bidding for the same card
again on his normal bidding turn if the card has not already
been sold at that time.
3. The Atreides is not permitted to see any free cards drawn
by the Harkonnen.
4. The Harkonnen is considered to have a single 8-card hand,
not two separate 4-card hands. The Harkonnen is not required
to separate his free cards from his purchased cards for any purpose.
5. The Emperor receives payments for treachery cards immediately
upon the purchase of each card.
6. Spice paid by the Emperor's allies for card purchases is paid
to the Emperor. Only the Emperor's own card purchases are paid
to the bank.
7. If the Emperor gives spice to another player to purchase a
treachery card, the spice is still paid to the Emperor (not the
bank). If another player gives spice to the Emperor to purchase
a treachery card, the spice is paid to the bank.
8. The Emperor may not choose to offer discounted card purchases
to any player, but he may give spice to any player at any time
(before or after the purchase) to defray card purchase costs.
(That is, the full cost of the bid must be able to be paid somehow.)
9. A player may bid higher than the amount of spice he currently
holds if he intends to play a Karama to avoid paying for the
card. In the event that more than one player intends to play
a Karama to buy a card, the first one to bid "infinity"
in his proper turn to bid wins the card (and obviously must use
the Karama ability to avoid paying).
10. A player may never bid if his hand is currently full, even
if he intends to play a Karama to avoid paying for the card.
11. The contents of the treachery card discard pile is open to
inspection by any player at any time.
12. If a player is discovered to have bid more than he can pay
for a treachery card he has won, resume the bidding for that
card from the next-highest prior bid. The defaulting bidder may
not bid on that card again, but may rejoin the bidding as normal
on the next card. (Note that this situation could arise through
player error or it could also occur with certain timing of the
Harkonnen card-stealing Karama ability.)
13. If a player is discovered to hold more treachery cards than
his hand size permits, he must immediately discard random cards
from his hand sufficient to return to his legal hand size.
IX. Movement
1. The precise order of activities during the Movement Round
is:
* All players take revival (in player dot order if it matters),
* The Bene Gesserit declares coexistence status where necessary,
* Players ship and move in player dot order.
2. A player may not enter a space in which his ally has tokens,
even if he is not ending his move in that space (unless permitted
by BG coexistence.)
3. The Guild receives payments for shipment immediately when
the shipment is made.
4. Spice paid by the Guild's allies for shipping is paid to the
Guild. Only the Guild's own shipping is paid to the bank.
5. If the Guild gives spice to another player to pay for shipment,
the spice is still paid to the Guild (not the bank). If another
player gives spice to the Guild to pay for shipment, the spice
is paid to the bank.
6. The Guild may not choose to offer discounted shipping to any
player (except allies, as written).
7. Tokens may be moved on-planet in the same turn that they are
shipped to the planet.
8. A player is considered to have access to ornithopters during
his turn if and only if he controlled Carthag and/or Arrakeen
at the end of the Storm Round. That is, you generally get ornithopters
in the turn after you take control of Carthag or Arrakeen, but
not if you are subsequently wiped out by the storm. You do not
get ornithopters the same turn you ship, ride a worm, or come
out of coexistence in one of the cities. (This clarification
is a conscious re-write of the existing ornithopter access rule
in order to simplify as many conflicts in interpretation as possible.)
9. Fremen shipments may be to any space within a movement of
2 from The Great Flat, regardless of the location of the storm.
Only shipments ending in a space under the storm take half losses,
rounded up (as written).
10. If the Fremen are allied with the Guild, the Fremen is entitled
to use Guild alliance movement options, regardless of the restriction
on the Fremen player shield.
11. Fremen shipment range is not changed if the Fremen have ornithopters
the range always remains 2 spaces from The Great Flat.
12. Fremen shipment or movement may not end off the board. (Barring
special Guild ally shipments, Fremen shipment is one-way to the
surface of the planet, just like other factions.)
13. Fremen movement may not leave or enter a space under the
storm.
14. If the Fremen are allied with the Guild, the Fremen may choose
to either use normal Fremen shipment for no cost, or any form
of Guild shipment for Guild cost. When using Guild shipment,
Fremen tokens may not ship into a space under the storm.
15. The Guild (and its allies) may not ship tokens that begin
in a space under the storm.
16. Guild cross-planet shipment
is considered to be a shipment, not an on-planet move.
X. Battles
1. All battles, including the Guild's, are resolved in player
dot order as written (regardless of when the Guild actually chose
to take his movement turn).
2. All battle ties, including the Guild's, are resolved in player
dot order as written (regardless of when the Guild actually chose
to take his movement turn).
3. The precise sequence of activities in a battle is:
* Play Karama to swap cards, cancel Sardaukar or Fedaykin bonus,
or cancel Kwisatz Haderach.
* 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.
Truth trances may be played between any two of the above steps.
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, or Truth trance effects are violated.
4. Tokens under the storm may only battle with tokens in the
same space and sector.
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 statement on the Bene Gesserit's player shield "You
may not Voice a Cheap Hero(ine)" means that the BG may not
use Voice to say "play a Cheap Hero(ine)" nor "do
not play a Cheap Hero(ine)". It does not mean that a player
is immune to the Voice if s/he plays a Cheap Hero.
7. If a player is unable to comply with the Voice, s/he is not
required to announce that fact until battle plans are revealed.
8. If, when battle plans are revealed, a player has failed to
include a leader in his battle plan when he was required to do
so, his lowest-value available leader disk must be played.
9. If, when battle plans are revealed, a player has dialed a
number higher than his tokens and/or spice paid would allow,
the number must be reduced to the highest supportable number
given the number of tokens in the battle and the spice paid.
10. If, when battle plans are revealed, a player has included
two battle cards of the same type (either two weapons or two
defenses), one will be chosen randomly to be included in the
battle plan and the other one will be returned to the player's
hand.
11. If any other invalid element is included in a battle plan,
it must be removed from the plan when revealed.
12. The Harkonnen's capture of an opponent's leader when he wins
a battle is optional.
13. The identity of leaders captured by the Harkonnen is not
required to be public knowledge.
14.If the Harkonnen chooses to immediately kill a captured leader,
the Harkonnen receives 2 spice (as opposed to paying 2 spice).
15. A captured leader played by the Harkonnen against the original
owner in battle may always be called as a traitor (regardless
of whether or not the captured leader was also a traitor to the
Harkonnen or any other player).
16. 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.
17. There is no winner of a battle in which a lasegun-shield
explosion occurs.
18. If a traitor is called in a battle with a potential lasegun-shield
explosion, the explosion does not occur. (That is, traitor calls
take precedence over lasegun-shield explosions.)
XI. Spice Collection
1. Bene Gesserit tokens in a space that was declared to be coexisting
during the turn can not collect spice.
XIII. Bribery
1. Players may only exchange spice with each other during the
Collection Round, even if allied. The fact that spice is changing
hands should be announced publicly, but the amount of spice involved
may be kept private.
2. Deals involving the exchange of spice (i.e. "bribery")
may be made at any time, but the spice may only actually change
hands during a future Collection Round.
3. The Emperor's special alliance ability is interpreted as "You
may transfer spice to or from your ally at any time."
4. Private negotiations away from the table are permitted. Any
deals discussed during this time cannot be considered formal
and enforceable unless they are made public at the table.
5. Only those aspects of a deal that are announced publicly are
required to be enforced. Assumptions, inferences, and unspoken
implications cannot be enforced.
XV. Additional Character Advantages
1. The Atreides gains permanent access to the Kwisatz Haderach
immediately after losing a cumulative total of 7 or more tokens
in battles over the course of the game. That is, the Atreides
may use the Kwisatz Haderach in a later battle in the same game
turn that it is gained, and he may thereafter use the Kwisatz
Haderach once per turn every turn for the rest of the game (unless
it is in the tanks).
2. The Kwisatz Haderach may only be played on an Atreides leader
played in battle by the Atreides player. (That is, it may not
be played on an ally's leader nor a captured Atreides leader
played by the Harkonnen.)
3. Bene Gesserit coexistence status is attached to the territory
(as opposed to the group of tokens occupying that territory).
4. The Bene Gesserit must declare coexistence status only
in territories where Bene Gesserit tokens and opposing tokens
are/become co-located. Territories in which coexistence has not
yet been declared this turn are implicitly not coexisting.
5. Coexistence status is only declared at the start of the Movement
Round (after revival is taken) and during the Movement Round
at the instant when Bene Gesserit tokens and opposing tokens
become co-located.
6. A space that has been explicitly announced to be non-coexisting
may change to coexisting in the same turn only when the space
has been vacated by all non-Bene Gesserit tokens and then is
later entered by a different faction.
7. A space that has been explicitly announced to be coexisting
may never change to non-coexisting in the same turn.
8. The Bene Gesserit must always declare territories that contain
tokens owned by both him and his ally to be in coexistence.
9. An ally of the Bene Gesserit
may move tokens into a space containing only the Bene Gesserit,
but only if the Bene Gesserit player agrees to immediately declare
coexistence for that territory. An ally of the Bene Gesserit
may not move tokens into a space containing a third faction with
Bene Gessert tokens that are not coexisting. (In that case, the
stronghold is blocked.)
10. The Bene Gesserit's sending of spiritual advisors is optional.
11. Bene Gesserit spiritual advisors may be placed in the Polar
Sink instead of the territory into which the other player shipped
if that territory is not coexisting or if the Bene Gesserit so
chooses.
12. The Bene Gesserit may send spiritual advisors with his ally's
shipments if desired.
13. The Bene Gesserit can not send a free spiritual advisor with
the Fremen's shipment.
14. The Bene Gesserit can not send a free spiritual advisor with
his own shipments.
15. The Bene Gesserit can not send a free spiritual advisor with
a Guild shipment that originates on the planet.
16. Coexisting Bene Gesserit tokens are allowed to use ornithopter
movement (but do not count for the purpose of determining access
to ornithopters).
XVII. Special Karama Powers
1. The Harkonnen can play a Karama to steal treachery cards from
another player at any time not forbidden by another ruling.
2. The precise sequence of activities when the Harkonnen plays
a Karama card to steal treachery cards from another player is:
· Declare how many cards are being taken,
· Randomly select the declared number of cards from the
target,
· Look at the cards that were taken,
· Return the declared number of cards to the other player.
Returned cards must come from the Harkonnen's original hand (but
may be of the same type as the cards that were stolen, if desired).
3. The Harkonnen is permitted to invalidate a Voice command by
using a Karama to give away treachery cards after receiving the
Voice command. However, Prescience and Truthtrance answers that
have not been canceled may not be invalidated in this way. (Note
that the Harkonnen may simply play the Karama to exchange cards
before answering the Prescience question.)
4. The Atreides can play a Karama to force any opponent to immediately
commit and reveal his entire battle plan any time before battle
plans are committed (i.e. after Voice and Prescience are resolved,
if desired). The Atreides commits and reveals his own battle
plan after seeing the opponent's plan.
5. The Atreides can play a Karama to force any player to reveal
his entire battle plan. The Atreides is not required to be a
part of the battle involved, but the battle plan is only revealed
to the Atreides (who may sell/give the information as he sees
fit).
6. The Guild can play a Karama to cancel another player's shipment
any time after the shipment is declared, but before the player's
movement is declared.
7. The Guild can not play a Karama to cancel the Fremen's shipment.
8. The Fremen may play a Karama to cause a worm to appear only
during the Spice Round or during his own Movement phase.
9. The Emperor may play a Karama to revive 3 tokens or a leader
at any time not forbidden by another ruling.
XIX. Increased Spice Flow
1. Bene Gesserit tokens in a space that was declared to be coexisting
during the turn may not collect increased spice flow.
Player Aid Sheet (Treachery Card
Descriptions)
1. The Hajr card effect may only be used to move tokens owned
by the player who played the card.
2. The Tleilaxu Ghola card effect may only be used to revive
tokens (or a leader) owned by the player who played the card.
3. Truthtrance questions and answers must be announced publicly.
4. Truthtrance questions must be answered immediately after the
question is given. No other card plays or other game actions
(except player discussion) may occur until the question is answered.
5. Truthtrance questions are permitted to require the target
to answer questions about future actions or conditions. However,
no player is required to act to make the conditions of the question
true. When/if the explicit conditions specified by the question
are met, the target must abide by the answer given to the question
to the best of his ability. If it is logically impossible for
the target to abide by the answer given to the question, then
the Truthtrance is negated and the target must publicly state
that the answer previously given is invalid.
For example, I ask "Will you play a projectile weapon in
battle against me in Carthag this turn?" and you answer
"Yes". You are bound to play a projectile weapon if
we have a battle in Carthag this turn and if you hold a projectile
weapon at the time that battle plans are committed. If we do
battle in Carthag, but you have no projectile weapon in your
hand when it comes time to commit our battle plans, then you
must announce that you are physically unable to abide by the
answer you have given, the Truthtrance is negated and we ignore
the answer to the question you may play any weapon or no
weapon at all. If you had answered "No", then you may
not play a projectile weapon in any battle against me in Carthag
this turn, no matter what else happens.
In practice, highly speculative questions have rarely been found
to be valuable uses of Truthtrances anyway. Players are encouraged
to confine Truthtrance usage to the least speculative questions
possible. Players are required to avoid frivolous or purposely
paradoxical use.
6. Karama powers that specify "once" in the description
refer to "once per Karama card play" (as opposed to
"once per game" or "once per player").
7. Any player may play a Karama to "prevent Atreides from
seeing the future once", selecting one of the following
effects: cancel Prescience in one battle, prevent looking at
the next spice blow card this turn, or prevent looking at the
rest of the treachery cards up for bid this turn. The Atreides
use of a Karama to see an entire battle plan can not be canceled.
8. Any player may play a Karama to cancel the Atreides' Prescience
in any battle any time after the Prescience question is asked
but before battle plans are committed. If the Prescience is canceled
after the answer was given, the answer may be ignored.
9. Any player may play a Karama to cancel the Atreides' use of
Kwisatz Haderach any time before battle plans are committed.
(This does not prevent the Atreides from using the Kwisatz Haderach
in a different battle later in the same turn.)
10. Any player may play a Karama to cancel the Bene Gesserit's
Voice in any battle any time after the Voice is given but before
battle plans are committed.
11. Any player may play a Karama to cancel any single BG spiritual
advisor immediately after the advisor is announced.
12. Any player may play a Karama to cancel the Bene Gesserit's
use of a Worthless Card as a Karama immediately after the Karama
effect is announced. (The Worthless Card is still discarded.)
13. A Karama card may only be used to cancel a treachery card
payment owed by the player who played the card. The Karama must
be played immediately when the purchase is made.
14. Any player may play a Karama to cancel the Emperor's or Fremen's
starred token advantage in any battle any time before battle
plans are committed.
15. Any player may play a Karama to prevent the Fremen (or an
ally of the Fremen) from controlling a worm once (thus sending
their tokens to the tank instead) any time after the worm is
revealed but before worm-riding is resolved. If this was an "additional"
worm that was placed in a location by the Fremen, it instead
appears at the first spice blow in the stack beneath it, as usual.
It is not possible to cancel the
Fremen's control of a worm that he called with a Karama card
of his own.
16. A Karama card may only be used to reduce the cost of a shipment
made by the player who played the card. The Karama must be played
any time after the shipment is declared, but before the player's
movement is declared.
17. Any player may play a Karama to force the Guild to move in
proper player dot order any time before the player who would
move after the Guild has begun his turn.
18. Any player may play a Karama to prevent the Harkonnen from
drawing a free card any time before the identity of the free
card is seen.
19. Any player may play a Karama to cancel the Harkonnen's capture
of a leader any time after determining which leader has been
captured but before the Harkonnen decides whether to keep it
or kill it.
Miscellaneous
1. Only the Atreides player may keep written notes of treachery
card ownership during the game.
2. No computer assistance is permitted during the game.
3. Any player may reveal any personal information, including
his treachery cards, to any other player at any time if desired.
4. All spice transactions require agreement from both players
involved. (That is, no player may give spice to another player
unless that player consents to receive it.)
5. In any timing dispute not ruled on elsewhere in these clarifications,
(for example, if players attempt to play Truthtrances and/or
Karamas simultaneously) resolve the tie in player dot order.
6. It should go without saying that intentionally attempting
to circumvent game rules/clarifications or exploit unclosed "loopholes"
in said rules will be considered poor sportsmanship and will
warrant immediate disqualification from the tournament. We all
know there are many ways to cheat in this game, perhaps more
than most, so please take extra care to keep all your play "above
board".
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