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Dune Player Aid Pad (Front) : Treachery Cards

1. The document outlines the sequence of play for a game involving storm rounds, bidding rounds, movement, battles, and collection. 2. It provides details on various treachery cards that can be played during different phases of the game to gain special abilities or hinder opponents. 3. It also lists the leaders for each faction that can be used in battle rounds.

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Stephen Lamm
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100% found this document useful (1 vote)
413 views2 pages

Dune Player Aid Pad (Front) : Treachery Cards

1. The document outlines the sequence of play for a game involving storm rounds, bidding rounds, movement, battles, and collection. 2. It provides details on various treachery cards that can be played during different phases of the game to gain special abilities or hinder opponents. 3. It also lists the leaders for each faction that can be used in battle rounds.

Uploaded by

Stephen Lamm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SEQUENCE OF PLAY

1. Storm Round
2. Spice Blow
DUNE PLAYER AID PAD (front)
3. Bidding Round TURN TRACK ATREIDES TOKEN LOSS
4. Revival and
Movement
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 2 3 4 5 6 7
5. Battle Round
6. Collection Round
TREACHERY CARDS
A. These 25 cards can be played only in battle. 2. 1 Weather Control played at the start of the storm round, it 4. prevents the Fremen from controlling a worm once (their tokens
1. 4 Projectiles used as a weapon during battle. enables the player to control the storm that round and move it in the territory are destroyed and taken to the tanks); or from
2. 4 Shields defends your leader against any projectile used by from 0 to 10 sectors in a counterclockwise direction. counting Fedaykin bonus in one battle.
your opponent in battle. May not be played on first turn of game. 5. enables a player to bid for and buy one treachery card without
3. 4 Poisons used as a weapon during battle. 3. 1 Hajir Card played during a players movement round paying for it; or prevents the Emperor from counting Sardaukar
4. 4 Snoopers defends your leader against any poison used by enables that player to make an extra on-planet group move, bonus in one battle.
your opponent in battle. subject to the normal movement rules. 6. enables a player to land tokens from off-planet reserves at the
5. 1 Lasgun a special weapon. There is no defense against a 4. 1 Ghola Card played at any time. It allows the player either to Guild cost (half-rate). The payment goes to the spice bank and not
lasegun, i.e., it automatically kills an opponents leader. But, immediately recover one leader from the tanks without payment, the Guild. This takes the place of that players normal shipment for
should you or your opponent play a shield in the same battle, a or to revive up to 5 tokens from the tanks to his reserves. that round. Or prevents the Guild from taking his move when he
nuclear explosion occurs and all tokens and spice (even those not 5. 1 Family Atomics played just after the storm movement wants. He must make his move in his proper turn in the movement
involved in the battle) in the territory are lost to the tanks as well marker has been revealed, but before it has been moved, by a sequence.
as all leaders played (no spice is paid for them). All treachery player who has one or more tokens on the Shield Wall or in a B. Allows players to use a special power suited to their character
cards played in the battle must be discarded. territory adjacent to it. It destroys the Shield Wall (and all tokens once:
6. 3 Cheap Hero(ines) played in place of a leader in battle (this there) so that the Imperial Basin, Arrakeen and Carthag are no 1. Harkonnen You may use a Karama card to take without
is the only time a player may play 3 cards in a battle: cheap hero, longer protected from the storm. Once played, the card is placed looking any number of cards, up to the entire hand of any one
weapon, and defense). The cheap hero has no value to add to off the board by the Shield Wall to indicate it has been destroyed. player of your choice. For each card you take you must give him
your total. Must be discarded when played. May be played after Weather Control distance has been one of your cards in return.
7. 5 Worthless Cards Kulon, Trip to Gamont, La La La, Baliset determined. May not be played on first turn of game. 2. Atreides You may use a Karama card to look at one players
and Jubba Cloak. They have no value in play. Played in place of 6. 2 Karama Cards When played can do any one of the entire battle plan.
a weapon, defense or both. This is the only way they may be following: 3. Guild You may use a Karama card to stop one off-planet
discarded from hand. Bene Gesserit may use a worthless card as A. Prevents other players from using some of their advantages shipment of any one player.
a Karama Card. once as explained below. 4. Bene Gesserit You may use any worthless card as a
1. prevents the Atreides from seeing the future, once; or prevents Karama card.
B. These 8 cards may be played at certain times during the game the Atreides from using Kwisatz Haderach once. 5. Fremen You may use a Karama card in the spice phase to
and then must be discarded. 2. prevents the Harkonnen from taking a second free treachery cause a worm to appear in any territory that you wish. The worm
1. 2 Truth Trances played at any time against any player. card, once; or prevents Harkonnen from capturing a leader once. is not drawn from the spice deck and does not signal a Nexus.
Forces that player to answer truthfully any one yes or no 3. prevents the Bene Gesserit from accompanying one shipment; A worm cannot devour tokens if not in a desert territory.
question concerning the game that you ask him. or using the voice once; or using a worthless card as a Karama 6. Emperor You may use a Karama card to revive up to three
card once. tokens or one leader for free.

LEADERS
Fremen Harkonnen Guild Emperor Atreides Bene Gesserit BENE GESSERIT PREDICTION
1. Stilgar - 7 1. Feyd-Rautha - 6 1. Staban Tuek - 5 1. Count Fenring - 6 1. Thufir Hawat - 5 1. Princess Irulan - 5
2. Chani - 6 2. Beast Rabban - 4 2. Esmar Tuek - 3 2. Cpt. Aramsham - 5 2. Lady Jessica - 5 2. Mother Ramallo - 5
3. Otheym - 5 3. Piter DeVries - 3 3. Master Bewt - 3 3. Burseg - 3 3. Gurney Halleck - 4 3. Alia - 5
4. Shadout Mapes - 3 4. Cpt. Nefud - 2 4. Soo Soo Sook - 2 4. Caid - 3 4. Duncan Idaho - 2 4. Lady Fenring - 5
5. Jamis - 2 5. Umman Kudu - 1 5. Guild Rep - 1 5. Bashar - 2 5. Dr. Yueh - 1 5. Wanna Marcus 5
player turn

SEQUENCE OF PLAY
1. Storm Round
2. Spice Blow
DUNE PLAYER AID PAD (front)
3. Bidding Round TURN TRACK ATREIDES TOKEN LOSS
4. Revival and
Movement
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 2 3 4 5 6 7
5. Battle Round
6. Collection Round
TREACHERY CARDS
A. These 25 cards can be played only in battle. 2. 1 Weather Control played at the start of the storm round, it 4. prevents the Fremen from controlling a worm once (their tokens
1. 4 Projectiles used as a weapon during battle. enables the player to control the storm that round and move it in the territory are destroyed and taken to the tanks); or from
2. 4 Shields defends your leader against any projectile used by from 0 to 10 sectors in a counterclockwise direction. counting Fedaykin bonus in one battle.
your opponent in battle. May not be played on first turn of game. 5. enables a player to bid for and buy one treachery card without
3. 4 Poisons used as a weapon during battle. 3. 1 Hajir Card played during a players movement round paying for it; or prevents the Emperor from counting Sardaukar
4. 4 Snoopers defends your leader against any poison used by enables that player to make an extra on-planet group move, bonus in one battle.
your opponent in battle. subject to the normal movement rules. 6. enables a player to land tokens from off-planet reserves at the
5. 1 Lasgun a special weapon. There is no defense against a 4. 1 Ghola Card played at any time. It allows the player either to Guild cost (half-rate). The payment goes to the spice bank and not
lasegun, i.e., it automatically kills an opponents leader. But, immediately recover one leader from the tanks without payment, the Guild. This takes the place of that players normal shipment for
should you or your opponent play a shield in the same battle, a or to revive up to 5 tokens from the tanks to his reserves. that round. Or prevents the Guild from taking his move when he
nuclear explosion occurs and all tokens and spice (even those not 5. 1 Family Atomics played just after the storm movement wants. He must make his move in his proper turn in the movement
involved in the battle) in the territory are lost to the tanks as well marker has been revealed, but before it has been moved, by a sequence.
as all leaders played (no spice is paid for them). All treachery player who has one or more tokens on the Shield Wall or in a B. Allows players to use a special power suited to their character
cards played in the battle must be discarded. territory adjacent to it. It destroys the Shield Wall (and all tokens once:
6. 3 Cheap Hero(ines) played in place of a leader in battle (this there) so that the Imperial Basin, Arrakeen and Carthag are no 1. Harkonnen You may use a Karama card to take without
is the only time a player may play 3 cards in a battle: cheap hero, longer protected from the storm. Once played, the card is placed looking any number of cards, up to the entire hand of any one
weapon, and defense). The cheap hero has no value to add to off the board by the Shield Wall to indicate it has been destroyed. player of your choice. For each card you take you must give him
your total. Must be discarded when played. May be played after Weather Control distance has been one of your cards in return.
7. 5 Worthless Cards Kulon, Trip to Gamont, La La La, Baliset determined. May not be played on first turn of game. 2. Atreides You may use a Karama card to look at one players
and Jubba Cloak. They have no value in play. Played in place of 6. 2 Karama Cards When played can do any one of the entire battle plan.
a weapon, defense or both. This is the only way they may be following: 3. Guild You may use a Karama card to stop one off-planet
discarded from hand. Bene Gesserit may use a worthless card as A. Prevents other players from using some of their advantages shipment of any one player.
a Karama Card. once as explained below. 4. Bene Gesserit You may use any worthless card as a
1. prevents the Atreides from seeing the future, once; or prevents Karama card.
B. These 8 cards may be played at certain times during the game the Atreides from using Kwisatz Haderach once. 5. Fremen You may use a Karama card in the spice phase to
and then must be discarded. 2. prevents the Harkonnen from taking a second free treachery cause a worm to appear in any territory that you wish. The worm
1. 2 Truth Trances played at any time against any player. card, once; or prevents Harkonnen from capturing a leader once. is not drawn from the spice deck and does not signal a Nexus.
Forces that player to answer truthfully any one yes or no 3. prevents the Bene Gesserit from accompanying one shipment; A worm cannot devour tokens if not in a desert territory.
question concerning the game that you ask him. or using the voice once; or using a worthless card as a Karama 6. Emperor You may use a Karama card to revive up to three
card once. tokens or one leader for free.

LEADERS
Fremen Harkonnen Guild Emperor Atreides Bene Gesserit BENE GESSERIT PREDICTION
1. Stilgar - 7 1. Feyd-Rautha - 6 1. Staban Tuek - 5 1. Count Fenring - 6 1. Thufir Hawat - 5 1. Princess Irulan - 5
2. Chani - 6 2. Beast Rabban - 4 2. Esmar Tuek - 3 2. Cpt. Aramsham - 5 2. Lady Jessica - 5 2. Mother Ramallo - 5
3. Otheym - 5 3. Piter DeVries - 3 3. Master Bewt - 3 3. Burseg - 3 3. Gurney Halleck - 4 3. Alia - 5
4. Shadout Mapes - 3 4. Cpt. Nefud - 2 4. Soo Soo Sook - 2 4. Caid - 3 4. Duncan Idaho - 2 4. Lady Fenring - 5
5. Jamis - 2 5. Umman Kudu - 1 5. Guild Rep - 1 5. Bashar - 2 5. Dr. Yueh - 1 5. Wanna Marcus 5
player turn
SEQUENCE OF PLAY
1. Storm Round
2. Spice Blow
DUNE PLAYER AID PAD (back)
3. Bidding Round TURN TRACK ATREIDES TOKEN LOSS
4. Revival and
Movement
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 2 3 4 5 6 7
5. Battle Round
6. Collection Round
ADDITIONAL CHARACTER ADVANTAGES NOTES
Emperor 4. Your three starred tokens (Fedaykin) have a special fighting
1. Your five starred tokens (elite Sardaurkar) have a special capability. They are worth two normal tokens in battle and in
fighting capability. They are worth two normal tokens in battle and taking losses. They are treated as one token in revival. Only one
in taking losses against all opponents except Fremen. Your Fedaykin token can be revived per turn.
starred tokens are worth just one token against Fremen. They are
Harkonnen
treated as one token in revival. Only one starred token can be
1. Every time you win a battle you can select randomly one leader
revived per turn.
from the loser (including the leader used in the battle, if not killed,
Guild but excluding all leaders already used elsewhere that turn). You
1. You are not required to take your move when it occurs in the can immediately turn the leader into the tanks for 2 spice; or use
turn sequence during the movement round but may take it at any the leader once in a battle after which you must return him (her) to
turn in the sequence you wish. The rest of the players must take the original owner. If all of your own leaders have been killed, you
their turns in the proper sequence. You do not have to reveal must return all captured leaders immediately to their original
when you intend to take your turn until the moment you wish to owners. Killed captured leaders are put in the tanks from which
take it. the original owners can revive them (subject to the revival rules).
A captured leader is automatically in the pay of the original owner.
Bene Gesserit
1. You have the power to coexist. (See Bene Gesserit Rules in Atreides
instruction folder for further description). 1. Any turn after losing a total of at least 7 tokens in battle(s), you
may use the Kwisatz Haderach counter. It cannot be used alone
Fremen
in battle but may add its +2 strength to any one leader or cheap
1. You select and may look at next turns storm marker.
hero(ine) per turn. If the leader or cheap hero(ine) is killed, the
2. During a spice blow, all additional worms which appear after the
Kwisatz Haderach has no effect in the battle. Kwisatz Haderach
first worm can be placed by you in any territory you wish. They
can only be killed if blown up by lase gun-shield explosion. A
cannot devour tokens if not in a desert territory.
leader accompanied by Kwisatz Haderach cannot turn traitor. If
3. If caught in a storm, only half of your tokens are killed (any
killed Kwisatz Haderach must be revived like any other leader. If
fractions are rounded up). You may bring your reserves into a
not killed, it has no effect on Atreides leader revival.
storm at half loss.

LEADERS
Fremen Harkonnen Guild Emperor Atreides Bene Gesserit BENE GESSERIT PREDICTION
1. Stilgar - 7 1. Feyd-Rautha - 6 1. Staban Tuek - 5 1. Count Fenring - 6 1. Thufir Hawat - 5 1. Princess Irulan - 5
2. Chani - 6 2. Beast Rabban - 4 2. Esmar Tuek - 3 2. Cpt. Aramsham - 5 2. Lady Jessica - 5 2. Mother Ramallo - 5
3. Otheym - 5 3. Piter DeVries - 3 3. Master Bewt - 3 3. Burseg - 3 3. Gurney Halleck - 4 3. Alia - 5
4. Shadout Mapes - 3 4. Cpt. Nefud - 2 4. Soo Soo Sook - 2 4. Caid - 3 4. Duncan Idaho - 2 4. Lady Fenring - 5
5. Jamis - 2 5. Umman Kudu - 1 5. Guild Rep - 1 5. Bashar - 2 5. Dr. Yueh - 1 5. Wanna Marcus 5
player turn

SEQUENCE OF PLAY
1. Storm Round
2. Spice Blow
DUNE PLAYER AID PAD (back)
3. Bidding Round TURN TRACK ATREIDES TOKEN LOSS
4. Revival and
Movement
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 2 3 4 5 6 7
5. Battle Round
6. Collection Round
ADDITIONAL CHARACTER ADVANTAGES NOTES
Emperor 4. Your three starred tokens (Fedaykin) have a special fighting
1. Your five starred tokens (elite Sardaurkar) have a special capability. They are worth two normal tokens in battle and in
fighting capability. They are worth two normal tokens in battle and taking losses. They are treated as one token in revival. Only one
in taking losses against all opponents except Fremen. Your Fedaykin token can be revived per turn.
starred tokens are worth just one token against Fremen. They are
Harkonnen
treated as one token in revival. Only one starred token can be
1. Every time you win a battle you can select randomly one leader
revived per turn.
from the loser (including the leader used in the battle, if not killed,
Guild but excluding all leaders already used elsewhere that turn). You
1. You are not required to take your move when it occurs in the can immediately turn the leader into the tanks for 2 spice; or use
turn sequence during the movement round but may take it at any the leader once in a battle after which you must return him (her) to
turn in the sequence you wish. The rest of the players must take the original owner. If all of your own leaders have been killed, you
their turns in the proper sequence. You do not have to reveal must return all captured leaders immediately to their original
when you intend to take your turn until the moment you wish to owners. Killed captured leaders are put in the tanks from which
take it. the original owners can revive them (subject to the revival rules).
A captured leader is automatically in the pay of the original owner.
Bene Gesserit
1. You have the power to coexist. (See Bene Gesserit Rules in Atreides
instruction folder for further description). 1. Any turn after losing a total of at least 7 tokens in battle(s), you
may use the Kwisatz Haderach counter. It cannot be used alone
Fremen
in battle but may add its +2 strength to any one leader or cheap
1. You select and may look at next turns storm marker.
hero(ine) per turn. If the leader or cheap hero(ine) is killed, the
2. During a spice blow, all additional worms which appear after the
Kwisatz Haderach has no effect in the battle. Kwisatz Haderach
first worm can be placed by you in any territory you wish. They
can only be killed if blown up by lase gun-shield explosion. A
cannot devour tokens if not in a desert territory.
leader accompanied by Kwisatz Haderach cannot turn traitor. If
3. If caught in a storm, only half of your tokens are killed (any
killed Kwisatz Haderach must be revived like any other leader. If
fractions are rounded up). You may bring your reserves into a
not killed, it has no effect on Atreides leader revival.
storm at half loss.

LEADERS
Fremen Harkonnen Guild Emperor Atreides Bene Gesserit BENE GESSERIT PREDICTION
1. Stilgar - 7 1. Feyd-Rautha - 6 1. Staban Tuek - 5 1. Count Fenring - 6 1. Thufir Hawat - 5 1. Princess Irulan - 5
2. Chani - 6 2. Beast Rabban - 4 2. Esmar Tuek - 3 2. Cpt. Aramsham - 5 2. Lady Jessica - 5 2. Mother Ramallo - 5
3. Otheym - 5 3. Piter DeVries - 3 3. Master Bewt - 3 3. Burseg - 3 3. Gurney Halleck - 4 3. Alia - 5
4. Shadout Mapes - 3 4. Cpt. Nefud - 2 4. Soo Soo Sook - 2 4. Caid - 3 4. Duncan Idaho - 2 4. Lady Fenring - 5
5. Jamis - 2 5. Umman Kudu - 1 5. Guild Rep - 1 5. Bashar - 2 5. Dr. Yueh - 1 5. Wanna Marcus 5
player turn

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