DUNE ccg rules (TaT)
DUNE:
Thunder At Twilight
TABLE OF CONTENTS
1 INTRODUCTION................................................................................................................................................................................................................................................................................................................................2
2 GAME OVERVIEW .........................................................................................................................................................................................................................................................................................................................2
2.1 GAME OBJECTIVES...........................................................................................................................................................................................................................................................................................................2
2.2 CHOAM........................................................................................................................................................................................................................................................................................................................................... 3
2.3 LANDSRAAD............................................................................................................................................................................................................................................................................................................................. 3
2.4 IMPERIAL POWERS .......................................................................................................................................................................................................................................................................................................... 3
3 CARD OVERVIEW...........................................................................................................................................................................................................................................................................................................................4
3.1 CARD TYPES ..............................................................................................................................................................................................................................................................................................................................4
3.2 CARD ELEMENTS ...............................................................................................................................................................................................................................................................................................................5
3.3 TALENTS....................................................................................................................................................................................................................................................................................................................................... 6
3.4 TALENT REQUIREMENTS...................................................................................................................................................................................................................................................................................... 6
4 PREPARING FOR PLAY .............................................................................................................................................................................................................................................................................................................7
4.1 CREATING A HOUSE PROFILE ................................................................................................................................................................................................................................................................................7
4.2 BUILDING THE DECKS................................................................................................................................................................................................................................................................................................7
5 SETTING UP............................................................................................................................................................................................................................................................................................................................................7
5.1 CHOAM EXCHANGE .............................................................................................................................................................................................................................................................................................................7
5.2 HOUSE TERRITORY........................................................................................................................................................................................................................................................................................................7
5.3 DUNE.....................................................................................................................................................................................................................................................................................................................................................8
5.4 DEFINITIONS, TERMS, AND USAGE ...........................................................................................................................................................................................................................................................................8
6 TURN SEQUENCE............................................................................................................................................................................................................................................................................................................................. 9
6.1 OPENING INTERVAL......................................................................................................................................................................................................................................................................................................10
6.2 HOUSE INTERVALS.......................................................................................................................................................................................................................................................................................................10
6.3 CLOSING INTERVAL ....................................................................................................................................................................................................................................................................................................16
7 ALLEGIANCE RULES...................................................................................................................................................................................................................................................................................................................16
8 OPTIONAL RULES.........................................................................................................................................................................................................................................................................................................................17
8.1 ADDITIONAL VICTORY CONDITION .........................................................................................................................................................................................................................................................17
8.2 FAVOR-RELATED RULES .......................................................................................................................................................................................................................................................................................17
8.3 HOUSE OPERATIONS ..................................................................................................................................................................................................................................................................................................17
9 DUNE LEXICON................................................................................................................................................................................................................................................................................................................................. 18
10 INDEX............................................................................................................................................................................................................................................................................................................................................................19
11 CARD CLARIFICATIONS..................................................................................................................................................................................................................................................................................................20
Figure 1 Card Diagram............................................................................................................................................................................................................................................................................................................................. 6
Table 1 Imperial Adversaries............................................................................................................................................................................................................................................................................................................4
Table 2 CHOAM Rate Of Exchange....................................................................................................................................................................................................................................................................................7
Table 3 Rate Of Exchange................................................................................................................................................................................................................................................................................................................13
Table 4 Eligibility Chart....................................................................................................................................................................................................................................................................................................................14
Table 5 Rite Sequence..........................................................................................................................................................................................................................................................................................................................14
1 INTRODUCTION
DUNE: THUNDER AT TWILIGHT
2 GAME OVERVIEW
"There it is, Piter - the largest mantrap in all history.
And the Duke's headed into its jaws. Is it not a
magnificent thing that I, the Baron Vladimir Harkonnen,
do?"
- Baron Vladimir Harkonnen
Arrakis. Dune. Desert Planet. Sole source of the spice
drug mélange, basis of the Imperial economy and the
Emperor's CHOAM Corporation. Center of the universe.
If the spice flow stops, all eyes will turn to Arrakis.
The Spacing Guild uses the spice to direct the inward
eye, enabling Guild steersmen to safely navigate the
perils of hyperspace. The spice is the key to the Guild's
immense power, a well-kept secret enabling them to
monopolize space travel and achieve ever-increasing
influence over the Padishah Emperors who rule the
Imperium. Without the spice, both the Guild and the
Imperium would crumble.
As widespread space travel brought entirely new
sectors within reach, the Padishah Emperors instituted a
feudal system of government to better administer these
far-flung worlds, uniting them all under the collective
banner of the Imperium. Thus the Great Houses were
born each controlling fiefs that encompass entire worlds.
To further cement this hierarchy, both the Landsraad and
CHOAM were founded, comprising political and economic
assemblies to oversee the now-powerful Great Houses.
These organizations were charged with monitoring the
political, legal and economic affairs of the entire Imperium.
The Bene Gesserit Sisterhood is an ancient order with
its own agenda. They rely on the spice for their truth
trance allowing them to penetrate the veils of falsehood
and genetic memory. For over 90 generations, they have
manipulated the Great Houses in a selective breeding plan
intended to produce the Kwisatz Haderach, "he who will
be many places at once," a male Bene Gesserit and super
being able to recall both the future and the past as a
single, collective memory.
On Arrakis itself, unseen by the nobles of the Great
Houses in their off-world palaces, the Fremen emerge
from their cavernous sietches to patrol the harsh
Arrakeen surface. Self-appointed wardens of Dune, the
Fremen await the day when enough water has been
collected to begin the transformation of their planet.
Already, their carefully placed wind traps and dew
precipitators reclaim much of the moisture the arid desert
winds rob from the soil. In time thousands of underground
cisterns can be deployed to irrigate hybrid plantings,
initiating an ecological chain reaction that may fulfill their
dreams of a green Arrakis.
It is at this crucial juncture in the history of the
Imperium that the events in DUNE: Thunder at Twilight
begin...
2
Welcome to Storm Front, the second edition of the
DUNE trading card game. DUNE is a game of political
and economic rivalry in which players each represent an
Imperial House vying for admission to the Landsraad High
Council. One of the Great Houses has offered to support
your admission, if you will first help them seize control of
Arrakis.
In DUNE, you play the part of a minor House hoping
to gain admission to the Landsraad High Council. Led by
the Padishah Emperor, the Landsraad High Council is the
highest authority within the Imperium, its membership
encompassing the most powerful Imperial families. By
earning a seat on the High Council you acquire the status
of a Great House and are awarded both an irrevocable
family title and a hereditary station within the aristocracy
During the game, you will gain the assistance of
personalities both noble and infamous, obtain control of
tangible resources and economic arrangements, and
execute daring plots. Your opponents will try to thwart
you through warfare, duels, leveraged negotiation, and
other strategies even more nefarious. Throughout all your
activities, you must be careful to rigidly obey the Great
Convention.
THE GREAT CONVENTION: The Landsraad High
Council creates and maintains strict laws that regulate the
composition and conduct of its governing Houses. These
laws foster peace and order within the Imperium. They
devote specific attention to House conduct and Landsraad
admission, providing two bodies of legislation known as
the "Landsraad Conventions" and the "Landsraad
Provisions" respectively. Under the Landsraad
Conventions, all Houses must obey formalized rules of
conduct dictated by the Order of Petitioning and the
Forms of Kanly. According to the Landsraad Provisions,
Houses seeking admission to the High Council must fulfill
two fundamental requirements: wealth and favor.
2.1 GAME OBJECTIVES
To be accepted as a Great House, your house must
fulfill the twin objectives of the Landsraad Provisions wealth and favor
WEALTH. Great Houses must possess a certain degree
of House wealth, and the only commodity to count in this
regard is spice. Spice is acquired by purchasing it from
the CHOAM Exchange or by producing it on one or more
regions of the planet Dune. To fulfill the Provision of
wealth, your house must have a hoard of at least 10 spice
tokens when seeking admission to the High Council.
FAVOR: A House contending for admission must earn
and maintain a certain level of Imperial favor, which is a
measure of esteem in the eyes of the Great Houses. Favor
is acquired by demonstrating strength and valor in House
endeavors; and is maintained by complying with the forms
and codes of the Landsraad Conventions To fulfill the
provision of favor, a House must possess at least 10 favor
DUNE: THUNDER AT TWILIGHT
3
when requesting admission to the High Council.
REQUESTING ADMISSION: Once the required wealth
and favor are earned, a House may Request Admission to
the Landsraad High Council, winning the game.
themselves with sponsors to gain access to the individuals,
resources, or privileges that help them gain Great House
status. During House Creation, choose the sponsor whose
strengths best suit your strategy.
2.2 CHOAM
2.4 IMPERIAL POWERS
CHOAM, the Combine Honnete Ober Advancer
Mercantile, is the universal corporation responsible for
regulating interstellar trade. Officially controlled by the
Great Houses of the Imperium, the welfare of CHOAM
depends heavily on the secret mélange stockpiles of the
Spacing Guild. CHOAM functions as a vast financial
exchange, regulating commerce through the twin reserves
of the Imperial Treasury and the Guild Hoard. As a
house noble, your seat on the CHOAM Exchange grants
access to these reserves.
SOLARIS. The solari is the official unit of currency
sanctioned by the Imperial Treasury. Spend solaris to
bring various cards into play and to buy spice and
favor during the game.
SPICE. Amassed in the Guild Hoard, spice is the most
precious commodity in the universe and serves as the
standard upon which the Imperial solari is valued.
Though CHOAM gauges riches by solaris, it measures
House wealth by spice alone.
CHOAM EXCHANGE. The Exchange monitors surpluses
and shortages within CHOAM's twin banks, inflating or
deflating the value of solaris according to the amount
of spice held in reserve. The CHOAM Rate of
Exchange (CROE) fluctuates from I to 6, indicating the
value (in solaris) of one unit of spice.
2.3 LANDSRAAD
The Landsraad is responsible for the political
administration of the Imperium. Delegates from Houses
major and minor in the Landsraad Assembly enact
legislation originating within the Landsraad High Council.
Each House controls a seat in the Landsraad Assembly.
It is every House’s ambition to gain admission to the High
Council, and this assembly seat provides the opportunities
essential for such advancement.
FAVOR. Imperial favor measures a House’s esteem and
influence within the Assembly. This favor fluctuates
during the game, rising when a House excels in
accordance with the Landsraad Conventions and falling
when it falters.
Favor is open-ended; there is no minimum or maximum
number that one may possess; favor can even fall into
negative numbers. However, no House may draw cards to
replenish its hand when its favor is 0 or lower at the end
of any game turn (this effect may eliminate a House from
play).
SPONSORSHIP: A House sponsor represents the
connection to an Imperial Power, a group that holds
enormous influence in the Imperium. Houses ally
Each Imperial Power represents a select group that
wields enormous influence. The Imperial Powers in the
Landsraad are House Corrino, House Atreides and House
Harkonnen. Alternately, the Spacing Guild, the Bene
Gesserit Sisterhood, and the Fremen emerge as powerful
groups in CHOAM. Finally, the Spice Miners Guild, the
Water Sellers Union, and the Dune Smugglers are not
recognized in any official sense, but they have strong
leverage among the many Houses that rely on Arrakeen
commerce.
Choose a benefactor carefully, for each Power has its
own strengths, foibles, and enemies.
HOUSE CORRINO: The royal family of the
Padishah Emperor Shaddam IV exerts
tremendous influence in the Landsraad and
CHOAM.
House Corrino maintains its
supremacy through extreme caution, employing its
dreaded legions of Sardaukar when all other measures
have been exhausted
HOUSE ATREIDES: Led by Duke Leto, House
Atreides enjoys great popularity among the
Great Houses and serves as the informal
speaker of the Landsraad High Council. Not
among the wealthiest of the Great Houses, House
Atreides maintains greatness through its reputation for
justice and honor.
HOUSE HARKONNEN: Directed by the Baron
Vladimir, House Harkonnen has risen in power
through its immense wealth and naked
ambition. House Harkonnen fosters a longstanding enmity with House Atreides and conspires to
bring an end to the Atreides line with the death of Leto
and his only heir, Paul.
THE SPACING GUILD: Represented by Oberon,
a third stage Navigator, the Guild enjoys a
monopoly over interstellar space travel.
Though it carefully guards its neutrality, the
Guild views the political meddling of the Bene Gesserit
Sisterhood as a serious threat.
THE BENE GESSERIT SISTERHOOD: The
Emperor's own Truthsayer, Reverend Mother
Gaius Helen Mohiam, helps the Sisterhood
control Imperial affairs through political
conniving and CHOAM membership. An ancient school
built upon esoteric 'Ways,' the Sisterhood has developed a
program for selective breeding and human development to
produce the Kwisatz Haderach, the super being who may
be many places at once.
DUNE: THUNDER AT TWILIGHT
Guided by their mysterious
3 CARD OVERVIEW
the Fremen are mistakenly
THE FREMEN:
leader Liet,
regarded as a populace of scattered tribesmen,
dispersed among the cities and urban fringes of
the planet Arrakis. Officially recognized as neither a
Landsraad nor a CHOAM power, the Fremen are the true
wardens of Dune, secretly controlling most of the affairs
that occur on-planet.
THE SPICE MINERS GUILD: A group of veteran
spice workers under the guidance of Director
Ormi B'rrican, this is a force not to be crossed.
Only the Fremen know the ways of the Worm
as do the miners, If this group of hardened desert
harvesters were to strike, the flow of spice would stop,
and the Imperium would find itself rapidly brought to its
knees.
THE WATER SELLERS UNION: Arrakis may be
the center of the universe, but the center of
every Arrakeen city is the water sellers'
domain. Everyone on the planet is trapped
between the scorching sun and the merciless sands, and
water is as precious as air to those who work here. And
rest assured, if Lingar Bewt, their leader, could charge for
air, he would.
DUNE SMUGGLERS: Deep in the recesses of
Tuek's Sietch, Esmar Tuek leads his followers
among the cities like the Fremen move among
the dunes. He recognizes no Imperial overlord,
and will bend his knee to no so-called Great House, for
he knows the Houses may hold wealth, but people like his
actually earn it.
2.4.1 Adversaries
Every Imperial Power has at least one other Power
bent on its destruction. Such powers are also your
adversaries (See Table 1 Imperial Adversaries).
Imperial Sponsor
Adversaries
Fremen
House Harkonnen
The Guild
Sisterhood, Dune
House Atreides
Houses Harkonnen,
House Corrino
House Atreides
House Harkonnen
House Atreides, Fremen
The Sisterhood
The Guild
Dune Smugglers
The Guild
Spice Miners Guild
Water Sellers Union
Water Sellers Union
Spice Miners Guild
Table 1 Imperial Adversaries
4
The following sections give an overview of the cards
and provide some explanation of how to use them during
the game.
3.1 CARD TYPES
There are five card types - Holdings, Personas,
Resources, Plans and Events. There are two card groups cards with amber backs are House cards, while cards with
deep blue backs are Imperial cards.
3.1.1 Holdings
Holdings have orange-red faces, and are found in the
Imperial Deck. They are properties delegated to qualified
Houses of the Landsraad. All holdings except Home
worlds are unique. There are four subtypes of holdings:
Home worlds, Fiefs, Charters, and Siridar fiefs (Imperial
cards).
FIEFS are regional, planetary jurisdictions granted by
the Landsraad to its member Houses. They provide a
consistent source of revenue for their governors.
HOME WORLDS (found on the deck box) are fiefs
shared by lesser Houses. They are not considered
unique. Home worlds and Dune are immune to capture
and discard effects.
CHARTERS represent economic assets, including such
diverse arrangements as partnerships, directorships,
contracts and investments. Because charters pertain to
the industries and organizations of the Imperium, they
often bear allegiance.
A SIRIDAR FIEF includes both territorial and economic
rights. Thus, a Siridar fief is both a fief and a charter.
Dune is the only Siridar fief in the game.
3.1.2 Personas
Personas are yellow-faced cards. They are the central
characters in the game and are divided into two subtypes
Allies (Imperial cards) and Aides (House cards). All
personas are either allies or aides. If a persona gains one
of these subtypes by virtue of another game card, they
lose their previous subtype. In other words, a persona
cannot be both an ally and an aide.
ALLIES are prominent individuals who serve an
Imperial Power. Allies normally bear allegiance, and
are unique determined by the card name, not by the
card's subtitle. All allies are sub-typed as nobles or
vassals. If an ally gains one of these subtypes, they
lose their previous subtype. In other words, an ally
cannot be both a noble and a vassal.
Nobles are hereditary members of the Imperial
aristocracy. They possess titles such as Baron, Duke or
Count, or sometimes lesser titles such as Lord or Lady.
DUNE: THUNDER AT TWILIGHT
Vassals are commoners who have distinguished
themselves by their service. Vassals practice a variety
of occupations including Mentat, Sword-master,
Physician, et cetera.
AIDES represent House retainers who strive to
distinguish themselves through excellent service.
Unlike allies, aides are not considered unique.
Aides may become nobles or vassals as a result of a
card or game effect, but they remain aides unless the
effect also specifically grants them the ally subtype. If
an aide gains the ally subtype, it ceases to be an aide,
but it does not become unique.
3.1.3 Resources
Resources are green-faced cards. They are the tools a
House has available. Resources must be assigned to
personas or holdings when deployed, and come in four
subtypes: Personnel, Equipment, Enhancements (House
cards), and Decrees (Imperial cards).
PERSONNEL represent groups who perform specific
functions. Troops, corps and unions are a few of the
personnel subtypes available.
EQUIPMENT represents the machinery and hardware
used in the Imperium. Equipment subtypes include
weapons, devices and transports.
ENHANCEMENTS
represent
improvements
or
augmentations. Enhancements include skills and titles
for personas, bastions for cities, and so forth.
DECREES are enhancements granted by a Great House.
Because they are granted by Great Houses, they are
Imperial cards and often bear an allegiance.
3.1.4 Plans
Plans are gray-faced cards. They are deployed to
generate effects during the game. Plans come in three
types: Programs (Imperial cards), Ventures and Tactics
(House cards).
PROGRAMS are Imperial plans that give rewards for
meeting certain goals. They are kept separate from
the decks; each is purchased at the start of the game
and concealed face down under the home world until
deployed. Like all Imperial cards, programs are unique.
VENTURES are special missions assigned to personas.
They typically have talent requirements since they
represent task-specific operations.
TACTICS alter or modify the initiation, procedure or
outcome of operations. Unlike most other cards, tactics
may also be deployed during a rivals' House Interval.
5
All tactics belong to one of two subtypes Declaration and Engagement - indicating when they
are deployed. Most are further classified by the type
of operation (Initiative, Petition, Rite, et cetera) they
affect. All tactics are discarded once their effects
have been resolved.
3.1.5 Events
EVENTS are blue-faced House cards. They depict
sweeping changes within the Imperium or on the
planet Dune. Though temporary in duration, events
generate powerful effects that can significantly alter
the game.
Events have two subtypes: IMPERIUM and DUNE.
During a House Interval, several events may be placed
facedown, but only one Imperium event and one Dune
event may be deployed.
In addition, some Events have the NEXUS subtype.
Nexus Events have effects that last more than one
turn.
3.2 CARD ELEMENTS
All cards share similar game elements. Each numbered
paragraph below corresponds to the numbers shown in
Figure 1 Card Diagram.
[1] DEPLOYMENT COST: This cost indicates the number
of solaris that must be paid to bring the card into play.
An "X" value means that the cost varies according to the
text on the card. Some cards use special deployment rules;
these are discussed in the appropriate sections.
[2] CARD NAME: This identifies the character, place,
ability, action, et cetera, represented by the card.
[3] DEPLOYMENT RESTRICTION: There are two types of
deployment restrictions: one is a card's allegiance,
indicated by the symbol of one of the Imperial Powers;
the other is a talent requirement, indicated by a talent
icon and a number in a small black circle.
Cards with an Allegiance icon are affiliated with an
Imperial Power, and have certain restrictions and
penalties on their deployment. Personas, home worlds,
charters, and personnel often have an allegiance.
A talent requirement indicates that the card must be
assigned to or used with a card with a talent rank at
least equal to the requirement indicated. For example, a
3 may only be
card with a talent requirement of
used by cards with Intrigue talent at a rank of 3 or
more.
[4] CARD TYPE: All cards belong to one of five main
types. The type is represented by the general card
design, particularly the color of the card face. Most cards
are further classified by subtype.
[5] TALENTS: These represent the basic abilities
available in DUNE. If a card possesses one or more
talents, it will contain the corresponding talent icons. The
DUNE: THUNDER AT TWILIGHT
accompanying numbers are called talent ranks, indicating
increasing degrees of expertise in the designated talent.
[6] OPERATION: This explains how to use the card during
play. It often describes common actions, but some
introduce new abilities or effects. Operations can also
impose restrictions concerning the deployment or use of a
card. If a card's text contradicts a game rule, follow the
instructions on the card.
[7] COMMAND: This is the leadership and authority of
holdings and personas, indicating the total number of
deployed personnel cards that may be assigned to them.
Only currently deployed cards count towards this limit,
subdued cards are ignored. A card may not be deployed
if it would violate its host card’s command limit. If a card
loses command, excess deployed personnel must be
discarded unless their governor can transfer them to
another eligible target within that House’s Domain.
[8] RESISTANCE: This represents the inherent toughness,
durability, or health of the card. During conflicts,
resistance serves as the primary defensive value. Cards
with no listed Resistance are considered to have a
Resistance of 1.
[9] ARTIST: This is the illustrator who provided the
card's image.
Figure 1 Card Diagram
3.3 TALENTS
Talents are expert abilities used to initiate Rites or
use special cards. There are six talents: Dueling, Battle,
Arbitration, Intrigue, Weirding and Prescience. If a card
has a talent, the talent icon appears on the left side of the
card.
The number next to the icon is the talent rank and
shows how skilled the card is in the talent. Talent rank 0
indicates a basic familiarity with the skill. Cards without a
6
talent icon do not have a rank of 0 in that talent.
Cards that give a bonus to a talent also bestow talent
rank 0 if the associated card lacks that skill. For instance,
the card Arms Training gives a persona +1 dueling rank.
If it is assigned to a persona without dueling talent, the
card actually bestows rank 0 and then a +1 bonus, for a
total of Dueling 1. In comparison, a card that stated,
"Target gains Dueling talent" would bestow Dueling 0 on
that persona.
DUELING is martial training, particularly in the
use of blades. High dueling ranks allow the
use of advanced weapons and melee tactics.
Personas use this talent to initiate Dueling Rites.
BATTLE is training in strategy and mass
combat. High battle ranks denote the ability
to use advanced weaponry and complex Battle
tactics. Personas use this talent to initiate
Battle Rites.
INTRIGUE is the mental acumen required for
planning covert operations like sabotage and
assassinations. High intrigue ranks often
indicate the ability to employ Mentat
reasoning. Personas use this talent to initiate
Intrigue Rites.
ARBITRATION is expertise in diplomacy and
statesmanship. High arbitration ranks connote
the ability to incorporate personal authority
during negotiations and use advanced
Arbitration tactics. Personas use this talent to
initiate Arbitration Rites.
WEIRDING is the esoteric training in the
witching ways of the Bene Gesserit combined
with rigorous Prana-Bindu nerve-muscle
conditioning and an intense self-awareness.
Adepts generate game effects unique to those
who possess the "Weirding Way."
PRESCIENCE represents the powers of
prediction and prophecy. This ability allows
practitioners to sense greater movements
within the universe, interpret dreams, detect
truth or falsehood, and predict future events.
High prescience ranks signify intensified
sensitivity and awareness, permitting the use
of powerful predictive tactics and
enhancements.
3.4 TALENT REQUIREMENTS
Certain cards have a talent requirement: this is the
talent and rank required to assign that card. For example,
a House Battalion has a talent requirement of Battle 0. It
may only be assigned to cards that have the Battle talent
icon. Ventures often have talents listed in their card
subtype. This refers to the talent required to execute the
card, or utilized by the card in its resolution. Tactics
often have talents listed in their card subtype. This
indicates the Rite during which it may only be deployed.
DUNE: THUNDER AT TWILIGHT
4 PREPARING FOR PLAY
5 SETTING UP
Before beginning the game, collect the following items
in addition to the DUNE decks:
1) Distinct tokens to represent solaris and deferment
tokens, spice, and miscellaneous effects. Use whatever
tokens work best so long as you can tell the difference
between the types.
2) A set of dice, or paper and pencil to record each
House’s Imperial favor.
3) A six-sided die to represent the CHOAM Rate of
Exchange (CROE). As the CROE increases or decreases in
value, turn the die so that the current value appears on
top.
4.1 CREATING A HOUSE PROFILE
The House Profile is the official document within the
Imperial archive known as the Landsraad Registry. This
document should contain the following information:
HOUSE NAME: Invent a name for the House.
SPONSOR: The Imperial Power patron for the deck.
HOME WORLD: List the sponsor's home world.
STARTING POINT: Each house has 5 bonus solaris at
the start of the game. These may be kept or spent to
buy programs, and produce extra starting favor or
spice (these spice tokens do not come from the Guild
Hoard). Favor costs 2 solaris per point, and spice costs
the game's starting CROE+1 solaris each. Programs cost
one solari each and are placed face down beneath the
home world. These programs are not considered
subdued, nor are they a part of the Imperial deck in
any way. As Imperial cards, programs are unique; only
one given program card may be purchased. No more
than five solaris may be spent before the start of the
game.
4.2 BUILDING THE DECKS
The Imperial and House decks must comply with
several restrictions. The Imperial Deck should be built
first.
IMPERIAL DECK: The Imperial Deck must contain 10
cards or more (not including Dune). Cards with adversarial
allegiance may not be included. If cards are included with
allegiance to another non-adversarial Imperial power, no
cards with allegiance to that power’s adversaries may be
included either (See 2.4.1 Adversaries). Since Imperial
cards are unique, there can be no duplicates.
HOUSE DECK: The House deck must contain 30 cards
or more. Cards bearing no allegiance or cards sharing
allegiance with any card included in the Imperial deck may
be included. A house card with an allegiance can only be
included in the House Deck if an Imperial Card of the
same allegiance exists in the Imperial Deck. No more than
four of any one card (by card name) may be duplicated in
the House deck.
7
DUNE uses two primary areas of play - the CHOAM
Exchange, shared by everyone; and the House Territories
governed by each player.
5.1 CHOAM EXCHANGE
This includes the Imperial Treasury and the Guild
Hoard, represented by two piles of tokens (solari and
spice, respectively). A six-sided die marks the current
value of the CHOAM Rate of Exchange (CROE). The
CROE fluctuates depending on the amount of spice in the
Guild Hoard. Set up the Exchange as follows:
IMPERIAL TREASURY: Place at least 20 solari tokens
into the Imperial Treasury. If the Imperial Treasury
ever runs out of solaris, simply add more solaris to it
and resume play.
GUILD HOARD: Place 4 spice tokens in Guild Hoard.
Then add 2 more spice tokens per player, for a total
of 8 spice for 2 player games, 10 spice for 3 player
games and so on.
The starting CROE depends on the number of spice
tokens in the Guild Hoard. Set the CROE so the
appropriate number shows on top of the CROE die
Spice in
Exchange
Guild Hoard
Rate Solaris
13+
1
10-12
2
7-9
3
4-6
4
1-3
5
0
6
Table 2 CHOAM Rate Of Exchange
5.2 HOUSE TERRITORY
House Territories define where each player keeps the
cards they govern. It consists of three locations: the
Forum, the Domain, and the Reserves.
Before setting up a House Territory, remove the cards
from the deck box setting the Dune Siridar fief card
aside. Sort the remaining cards into piles, one containing
Imperial cards and one containing House cards.
5.2.1 House Forum
The forum holds the House Profile, Imperial Deck,
Assembly, and Imperial Discard. This forum is the
leftmost area of each House territory.
HOUSE PROFILE: Place the House profile to the far left.
IMPERIAL DECK: Shuffle the Imperial cards and place
them face down in a pile to form the Imperial deck
DUNE: THUNDER AT TWILIGHT
ASSEMBLY: Draw three cards from the Imperial deck
and lay them face down to form the Assembly. Unless
altered by card effects, the Assembly is limited to
three cards. These cards may be viewed by their
governor at any time. Assembly cards are not
considered subdued and do not gain deferment tokens.
IMPERIAL DISCARD: When discarding Imperial cards,
place them face up in a pile next to the Imperial deck.
5.2.2 House Domain
The House domain represents a House's jurisdiction
and contains all of the personas, holdings and resources
used during the game. The domain is the middle of the
House territory. Since a home world is the initial location
of the House domain, deploy the home world (located on
the back of the deck box) to the upper left comer of the
territory. Subdue the Dune Siridar fief to the immediate
right of it.
5.2.3 House Reserves
The reserves are to the right of the House territory
and maintains the following items:
HOUSE DECK: Shuffle the House cards and place them
face down to form the House deck. Draw 7 cards to
make a playing hand.
HOUSE DISCARD: When discarding House cards, place
them face up in a pile next to the House deck.
Discarding from the House Domain is the same as
transferring to the discard pile (See 5.4 Discard and
Transfer).
HOUSE TREASURY: Place 20 starting solaris in the
treasury plus any designated by the House Profile.
HOUSE HOARD: Place starting spice tokens designated
by the House Profile in the hoard.
IMPERIAL FAVOR: Indicate via dice total or recorded
on paper an Imperial Favor of 10 plus any designated
by the House Profile.
As solaris and spice accrue during the game, place
them in appropriate pile (treasury or hoard).
5.3 DUNE
All Houses begin the game with Dune subdued in
their House Domain. A House may deploy Dune like any
other subdued card. Dune is, of course, unique.
If a House comes to govern Dune, immediately subdue
its home world. Dune becomes their home world (but
unlike other home worlds, it remains unique) and gains
allegiance to their House sponsor, losing all other
allegiances. The original home world may not be engaged
to request admission as long as Dune is governed. The old
home world may only be re-deployed if Dune becomes
subdued.
8
When Dune becomes the new home world, transfer all
cards assigned directly or indirectly to the old home
world to Dune, providing Dune can legally attach these
cards. Also transfer all concealed programs. Transferred
cards retain their current status (engaged, subdued, et
cetera); cards that may not be transferred remain assigned
to the old home world.
If the original home world is re-deployed, transfer all
cards assigned to Dune back to the original home world,
assuming it is a legal target.
5.4 Definitions, Terms, And Usage
DEPLOYMENT is putting a card into play. When deploying
a card, pay its deployment cost and either place it in the
House territory or assign it to another deployed card.
Assigned cards are linked to their target.
DISCARD is the elimination of cards, tokens, or favor.
When the target of a discard is a card, place it into the
appropriate discard pile (Imperial or House) belonging to
its owner. All ventures, programs, personnel and
equipment cards assigned to that card must be reassigned
to legal targets in the original Domain. Any instruction to
"discard" a target card, token, or amount of favor means
that the target of the discard is removed from play.
ENGAGEMENT/DISENGAGEMENT: The engaging of cards
initiates most actions and effects in the game. To engage
a card, rotate it 90 degrees. The card is now engaged
and generates its desired action or effect. During the
Opening Interval of the next turn, disengage any engaged
cards so they can be used again. To disengage a card,
simply return it to its upright position
GOVERNANCE is the control a House has over its forces.
A House governs all deployed cards and tokens in its
territory, no matter who owns them. The word "governor,"
"govern" or "governing" are used to refer not only to
specific cards or tokens, but also to the player who
controls the territory in which they are located.
OWNER refers to a player’s physical property, regardless
of governorship. When a card or a rule refers to a card's
owner, it always means the physical property of the
player, regardless of where in the game the card has been
deployed.
PAYING COSTS of some kind is made to initiate an effect.
This payment usually involves transferring solaris from
the House treasury to either the Imperial treasury or a
rival's treasury. It can also require cards or tokens to be
engaged, subdued, or discarded, or it might require the
discard of some amount of Imperial favor.
PRODUCTION brings particular kinds of tokens into play.
When producing tokens, place or assign them according
to the operation description.
DUNE: THUNDER AT TWILIGHT
SUBDUAL is the act of turning a card face down on the
6 TURN SEQUENCE
table. A subdued card has been depleted, hidden, injured,
or otherwise removed from action for a while. All
subdued cards accrue one deferment token each Opening
Interval.
When a card becomes subdued, cards assigned to it
remain deployed and continue to produce effects. They
can be transferred off their subdued parent card as usual.
Programs are an exception; they are subdued whenever
their parent card becomes subdued.
Subdued cards may not normally be the target of rites or
game effects, unless a card operation specifically targets a
subdued card. Subdued cards can neither be engaged nor
assigned additional cards, until they have been deployed
and are not considered to be governed by anyone. A
House may, at any time, examine any subdued cards in
their domain.
Subdued deserts maintain their assigned spice tokens.
The spice has no effect unless a card specifically targets
spice on subdued deserts. If its governor re-deploys the
desert, such spice tokens are in play again. When
deployed by a rival, the new governor of the fief must
discover new spice.
TRANSFER is the reassigning of a card or token from its
current location to a new location. Unless a card states
otherwise, transferred cards retain their current status
(engaged, subdued, et cetera) when moved to the new
location. When a card is transferred from a House
Domain, all ventures, programs, personnel and equipment
cards assigned to that card must be reassigned to legal
targets in the original Domain. If they cannot be
reassigned, they are discarded instead. Programs are not
discarded; they are removed from the game entirely.
Cards transferred into the Assembly discard all cards
and tokens assigned.
If there is no legal target for a transferred or captured
card, it is discarded. (exempli gratia, if you capture a
Spice Harvester, but have no deserts, you must discard
the Spice Harvester).
Opening Interval (all Houses, in order)
Disengage Phase
Deferment Phase
Initiative Phase
House Interval (each House by Initiative)
General Operations (any number, any order)
Petition an Assembly Card
Deploy a House Card
Place a Subdued Event
Deploy a Subdued Card (except events)
Deploy a Program
Engage a Card
Request Admission to High Council
Restricted Operations (limited number, any order)
Deploy a Subdued Event
Purchase Favor
CHOAM Exchange (either)
Buy Spice
Sell Spice
Initiate a Rite
Closing Interval (all Houses, in order)
Assembly Administration Phase
Imperial Discard
Imperial Draw
Hand Administration Phase
House Discard
House Draw
Table 3 Turn Sequence
9
DUNE: THUNDER AT TWILIGHT
6.1 OPENING INTERVAL
During the Opening Interval, Houses ready their cards
for the coming turn, and determine the order of play for
the rest of the turn. All Houses do the following, in order:
6.1.1 Disengage Phase
Each House may disengage their engaged cards. If a
card is prevented from being disengaged due to some
game effect, do not change its status.
6.1.2 Deferment Phase
Each House assigns one Deferment token to each
subdued card. Facedown Assembly cards are not subdued,
and do not get deferment tokens.
6.1.3 Initiative Phase
Initiative rank determines the order that Houses
perform their turns (id est, the House Intervals). This
phase has two sections, declaration and assignment.
DECLARATION: Each House declares its current favor.
Beginning with the House that was assigned the last
initiative rank in the previous round, and proceeding
clockwise, each House may deploy an initiative tactic, or
pass. (In the case of the first turn, determine randomly
between the Houses with the lowest favor). Initiative
tactics with Duration Effects are resolved just before
Initiative ranks are assigned. When every House passes in
succession, no more initiative tactics can be deployed
Declared favor is current favor as modified by tactics
and other effects. Cards that affect declared favor do not
change the actual current favor. Declared favor is used
solely for determining initiative.
ASSIGNMENT: After all tactics and effects are
resolved, assign initiative ranks. Proceeding from highest
declared favor to lowest, each House is assigned an
initiative rank. The House with the highest favor earns
initiative rank 1, the second highest favor gains rank 2 and
so on.
If two or more Houses tie for declared favor, all
deadlocked Houses discard the top card of their House
deck. The House that discarded the card with the highest
deployment cost wins the ranking, with subsequent ranks
assigned from highest to lowest deployment cost. If the
cards drawn are also tied, those still tied draw again until
the tie is broken. If the deployment cost of a card is ‘X’,
count it as a 10. Cards drawn in this way cost nothing and
generate no effects.
6.2 HOUSE INTERVALS
Beginning with Initiative rank 1, each House completes
its House Interval in turn. No House may begin its
Interval until their predecessor has finished. Houses may
deploy tactics during a rival's turn. If Houses want to
deploy tactics simultaneously, deploy them in Initiative
order.
10
The activities allowed in a House Interval are broadly
grouped into General Operations and Restricted
Operations. These may be performed in any order; they
are not different segments of your House Interval. One
could, for instance, perform a general operation; two
restricted ones, and another general one during a House
Interval.
General Operations [G]
The following operations may be initiated in any
order, and may be repeated several times.
6.2.1 PETITIONING [G]
The Order of Petitioning is a diplomatic affair
regulated by the Great Convention. During a petition, the
acting House sends representatives to lobby for aid in the
form of Imperial allies, holdings, and decrees. The
Imperial deck represents the assistance a House can
acquire. The assembly represents the resources available
during the current session of the Imperial Assembly. The
Order of Petitioning creates a bidding contest in which
Houses dispute the deployment of a target ally, holding,
or decree. Rival Houses may contest this by tendering
solaris to increase the deployment cost of the card.
BEGINNING A PETITION: A petitioning sequence begins
when an eligible card is turned face up in the assembly.
This card may not have a deployment cost greater than
the solaris in the petitioner’s House treasury. Moreover,
because Imperial cards are unique, this card may not be
already deployed by a rival. Additionally, a Dune fief
must be governed before petitioning a card with the
Native subtype.
A starting bid at least equal to the deployment cost
of the card must be entered. The bid may be higher, but
is limited to the number of solaris currently in the
petitioner’s House treasury. This bid is termed the
standing deployment cost.
THE PETITIONING SEQUENCE: Petitioning continues as
a sequence of rounds in which the Option is given to each
House in turn, beginning with the petitioner and
proceeding clockwise around the table. Each House
exercises its Option by declaring whether they will
increase the bid or pass,
To increase the bid, a House must declare a number of
solaris greater than the standing deployment cost. This
becomes the new standing deployment cost. No House
may declare more solaris than exists in its House treasury.
Increasing the bid keeps that House active in the
Petitioning sequence allowing them to increase or pass
when the Option once again returns.
To pass, simply declare the intention. A House must
pass if it does not have enough solaris in its treasury to
increase the standing deployment cost. Once a House has
passed, it is removed from the petition entirely and gains
no further petition Options.
DUNE: THUNDER AT TWILIGHT
DEPLOYING TACTICS: A House may deploy one
petition tactic during each of its Options before declaring
any intentions. This is the only time petition tactics can
be deployed. Petition tactics are usually resolved
immediately. If a tactic describes a Duration Effect, it is
left face-up on the table and may be targeted by tactics
deployed during subsequent Options.
PETITION RESOLUTION: The petition ends once all
Houses pass in succession. The last House to increase the
standing bid (the petitioner if no one increased) is the
victor. If any petition tactics remain deployed, resolve
them immediately upon determining the victor.
If the victor is the petitioner, the final deployment
cost equals the full standing deployment cost. The
petitioner pays the Imperial Treasury and deploys the
card, placing it in their House domain in the engaged
position. If the card has the same allegiance as the
petitioner's sponsor, the petitioner may opt to lose any
amount of favor to reduce the card's final deployment cost
by an equal amount. If the card bears allegiance to a nonadversarial Imperial Power to the House’s sponsor, the
petitioner must also discard one favor.
If the victor is a House other than the petitioner, the
final deployment cost equals the standing deployment cost
minus the deployment cost listed on the card. Once the
victor pays the Imperial Treasury, the petitioner must
immediately turn the target card face down in the
position it previously held in the petitioner's Assembly.
Moreover, the petitioner may not initiate another Petition
for the remainder of its House Interval.
If for any reason the final deployment cost cannot be
fully paid (id est, insufficient funds in the treasury), the
victor must also reduce its favor by the number of unpaid
solaris. The card is still deployed if the petitioner was
the victor.
Effects that return a card to the Assembly with no
victor are considered to cancel that petition. Since the
petition was not lost, another card in the Assembly may
be petitioned, subject to the effect on the card that
caused the petition to be canceled.
6.2.2 DEPLOY A HOUSE CARD [G]
Pay the deployment cost in solaris and deploy a card
from one’s hand into the House Domain in the disengaged
(ready) position. Discard one favor if the card bears
allegiance to a non-adversarial Imperial Power. A card
with the unique trait may not be deployed while any
House has the same card currently deployed.
AIDES are not assigned to other cards, but may have
cards assigned to them. A Dune fief must be governed
before deploying an Aide with the Native subtype.
RESOURCES include Personnel, Equipment, and
Enhancements. All are assigned to certain target cards (as
stated on the card itself). Personnel are assigned to
personas or holdings where the number of deployed
Personnel cards assigned is not greater than the command
rating of the target card. Enhancements and Equipment
11
are assigned to a variety of card types; the legal targets
are stated on the card. A resource may not be assigned to
a subdued card. If a resource card has an allegiance, it
may only be assigned to a card with the same allegiance
or no allegiance.
Some resources have limits restricting the number of
duplicates that may be assigned to a single target. Such
limits are noted in the operation as "Limit ." Thus if a
resource says "Limit 1," only one of that resource may be
attached to an individual target card.
Once assigned, resources cannot be moved from one
card to another without a card effect (except when
deploying Dune).
VENTURES are missions that personas perform. They
are deployed on a governed persona that meets the talent
requirement and other conditions as described in the card
text. Any number of ventures can be assigned to a given
persona.
Assigning the venture does nothing until the intent to
engage its target persona to produce its effects is
declared. This can be done immediately after deploying
the venture, later that turn, or on a subsequent House
interval.
If a persona with a venture is captured or discarded,
the House losing governance of the persona can transfer
the venture to another eligible target. If there is no such
eligible persona, discard the venture.
TACTICS alter or modify the initiation, procedure or
outcome of operations. All tactics are deployed in reaction
to something any House does. If two Houses wish to
deploy tactics at the same time, they do so in the order of
Initiative.
A tactic must satisfy its requirements before it can be
deployed. Tactics with terms in its card subtype (such as
Dueling) can only be deployed by the Houses involved in
that type of operation. Engagement Tactics are deployed
in response to any House engaging a card for any reason.
Declaration Tactics are deployed in response to any
House declaring their intent to perform an operation
(including rites, petitions, CHOAM Exchanges, ventures, et
cetera). Declaration Tactics with no subtype may only be
deployed during the House Interval; they may not be
deployed during the Opening or Closing Intervals.
The target of a tactic need not be the persona
enacting the operation nor does it need to affect the
House performing the operation (Exempli gratia, House
Steiner can deploy Security Sweep on House Radagast's
home world in response to House Malfoy's declaration of
the intent to start a Dueling Rite against House Mishima).
With the exception of Duration Effect tactics, all
tactics are resolved instantly. Another tactic may not be
deployed in response to the deployment of a tactic. In the
case of Duration Effect tactics, it is deployed and remains
in play, producing its effect, until the operation it affects
has been resolved, after which it is discarded. Such tactics
can be the target of other cards that discard tactics.
#
DUNE: THUNDER AT TWILIGHT
6.2.3 PLACE A SUBDUED EVENT [G]
Before an Event card can be deployed, it must first be
placed subdued in the governor’s House domain. Placement
is free of cost. Events accrue deferment tokens normally.
6.2.4 DEPLOY A SUBDUED CARD [G]
If a subdued non-event card has been assigned at least
one deferment token, it may be deployed. However, a
subdued card cannot be deployed while assigned to
another subdued card.
Pay the difference between its deployment cost and
the number of deferment tokens assigned, and deploy it in
the disengaged (ready) position. The card is now "in play"
and may be engaged to generate effects or be targeted
by other effects.
Once a subdued card has been assigned deferment
tokens equal to its deployment cost, it must be deployed
unless prohibited as above or by some card effect
(exception: Events).
Subdued Imperial cards in the House Domain do not
need to be re-petitioned; they are deployed as above.
6.2.5 DEPLOY A PROGRAM [G]
Programs remain concealed beneath the home world
until deployed. To deploy a Program, engage the home
world and assign it to a governed persona. This persona
must have either no allegiance, or the same allegiance as
the Program assigned.
If a deployed Program finds that its assigned persona
gains an incompatible allegiance, nothing occurs. However,
if the program is later subdued, it cannot be redeployed
whilst the allegiance incompatibility exists.
Programs bear an X deployment cost where X equals
the number of program tokens assigned. Even if no
program tokens are assigned, subdued programs must be
assigned at least one deferment token in order to be
deployed.
6.2.6 ENGAGE A CARD [G]
Most cards have operations described on them. Engage
a target card to execute the operation listed in its
operation description. If the operation describes a tactic,
it may only be engaged during the appropriate Interval,
Phase, or Rite.
Some cards must be engaged to produce its effect,
while others do not. Cards that produce effects without
engaging do so even if they are engaged.
USING HOLDINGS
Many holdings produce spice or solaris. When
engaging to produce spice, create new spice tokens. Do
not take the spice tokens from the Guild Hoard or
anywhere else in the game. When producing solaris, just
take them from the Imperial Treasury.
12
USING VENTURES
Ventures deployed on an eligible target do nothing
when they are first deployed. To use a venture assigned
to a persona, declare the intent to engage its persona to
activate the venture. If there are several ventures on a
persona, pick one (and only one) when making the
declaration. The other assigned ventures are not affected.
Once other Houses have deployed any declaration
tactics, engage the target to generate the effects
described by the operation of the venture. If the persona
engages for any other reason than to activate a given
venture, that venture is not activated. It continues to be
assigned to the persona, and can be activated later in the
game.
Upon engaging the target persona, the venture
generates its effect immediately. Operations initiating
Rites immediately invoke that Rite with the venture's
assigned persona as leader. Operations with Duration
Effects last for the rest of that House Interval, and are
resolved once the Interval has ended. All ventures are
discarded once their effects have been resolved.
USING PROGRAMS
Programs gain tokens each time the condition
described in its operations text is fulfilled. As the
number of assigned tokens increase, so do the rewards
generated upon their initiation and resolution. While
subdued, programs cease to operate and cannot gain
additional tokens.
While a program is deployed and has at least one
program token assigned, its assigned persona may be
engaged to active the program just like a venture. Resolve
the effects in the "venture" portion of its operation. Upon
resolution, discard all assigned tokens and remove it from
play; do not place the program into the Imperial discard.
6.2.7 REQUEST ADMISSION TO HIGH COUNCIL [G]
A request for Admission to the Landsraad High
Council may only be made by a House currently
possessing at least 10 spice tokens in their hoard and at
least 10 Imperial favor. Declare the intent to either
engage a governed ally having the House’s sponsor's
allegiance or the House’s current home world. If the ally
or home world engages for any other reason, that request
is aborted. Otherwise, the declared target is engaged and
the House’s request is accepted winning the game.
While Dune is governed, Dune becomes the House’s
home world. Therefore, the original home world cannot be
engaged to Request Admission.
DUNE: THUNDER AT TWILIGHT
Restricted Operations [R]
The following activities may be performed in any
order, but only a limited number of times.
6.2.8 DEPLOY A SUBDUED EVENT [R]
There are two types of events: IMPERIUM and DUNE.
A House must govern a home world to deploy an
Imperium event. Likewise, a House must govern a Dune
fief to deploy a Dune event. Governing Dune fulfills the
requirements for deploying both Imperium and Dune
events. Only one Imperium event and one Dune event may
be deployed per House Interval. Events deployed outside
of the House Interval do not count towards this limit.
When an eligible event has accrued deferment tokens
equal to or greater than its deployment cost (but at least
one token), it may be deployed during the House Interval
by discarding the accrued tokens and turning it face up in
its current location. Unlike other subdued cards, solaris
cannot be paid to deploy an event with insufficient
deferment tokens.
Once deployed, the event generates its described
effect immediately and must be discarded once its effect
is resolved. Events with Duration Effects last through the
remaining House intervals, and are discarded during the
House Discard phase (exception: Nexus Events).
Nexus events are different. Their effects begin when
deployed, but resolve on a later turn. Do not remove
deferment tokens from Nexus events when deployed.
Instead, remove one token during the House Discard
Phase. Discard a Nexus event when the last token is
removed.
6.2.9 PURCHASE FAVOR [R]
A House may increase its favor by as much as five
points by paying two solaris to the Imperial Treasury per
point of favor increased. Regardless of the number of
favor bought, only one Buy Favor operation may be
conducted during the House Interval.
6.2.10 CHOAM EXCHANGE [R]
A House may either buy or sell up to three spice
tokens in its House Interval, but not both. A CHOAM
Exchange is done in one block. A House may not buy (sell)
one spice token, perform some other operation, and then
buy (sell) another spice token. Regardless of the number
of spice tokens actually transferred, only one CHOAM
Exchange may be conducted during the House Interval.
Cards that give an additional CHOAM Exchange grant
another complete transaction, separate and independent
from the first.
Spice in
Guild Hoard
13+
10-12
7-9
4-6
1-3
0
13
Exchange
Rate Solaris
1
2
3
4
5
6
Table 4 Rate Of Exchange
BUYING SPICE: Declare the total number of spice
tokens to be bought (maximum of three). Pay to the
Imperial Treasury solaris equal to the CROE, and transfer
1 spice token from the Guild Hoard to the House Hoard.
Adjust the CROE after each individual spice token is
bought. Consult the CROE Table 4. If the number of
spice tokens in the Guild Hoard indicates a new CROE,
adjust the die to reflect the new rate.
Spice tokens may not be purchased if the Guild Hoard
is empty. A House is forced to buy the declared number
of spice tokens as long as it can with its available funds.
SELLING SPICE: Declare the total number of spice
tokens to be sold (maximum of three). Transfer the first
spice token from the House Hoard to the Guild Hoard,
and collect from the Imperial Treasury solaris equal to
the CROE.
Adjust the CROE after each individual spice token is
sold. If the number of spice tokens in the Guild Hoard
indicates a new CROE, adjust the die to reflect the new
rate. The CROE may not be reduced below 1 by any
means.
6.2.11 INITIATE A RITE [R]
Conflict lies at the heart of the Imperium. The Great
Convention provides formal rules for resolving House
conflicts without harming innocents. These rules - the
Forms of Kanly - dictate the types of aggression
permitted and the processes involved. The Forms of
Kanly sanction four methods for settling disputes among
the Houses. These ritual forms are called Rites, and each
has its own flavor and purpose.
DUNE: THUNDER AT TWILIGHT
DUELING: Two personas engage in personal combat to
settle issues of House honor.
BATTLE: Rival Houses use troops to contest the
governance of a territorial fief.
ARBITRATION: Rival House delegates refute the
appointment of economic charters.
INTRIGUE: House operatives undermine or eliminate
members of a rival house through assassination and
deception.
These four rites are grouped into Landsraad rites and
CHOAM rites. Dueling and Battle rites are Landsraad
Rites, while Arbitration and Intrigue rites are CHOAM
Rites. To avoid full-scale warfare, A House may only
perform one Landsraad rite and one CHOAM rite against
each rival during their House Interval. Rites initiated by
ventures count against this House Limit unless the
venture's operation states otherwise.
Rites can only target certain cards, as shown in below.
Rite
Target
Type
Talent
Dueling
Battle
Arbitration
Intrigue
Persona
Fief
Charter
Persona
Landsraad
Landsraad
CHOAM
CHOAM
Dueling
Battle
Arbitration
Intrigue
Table 5 Eligibility Chart
All Rites are resolved in three intervals, subdivided
into segments. During a Rite, the initiating House is the
Attacker and the rival House is the Defender. The Rite
Sequence outlines the segments of all Rites (See Table 6
Rite Sequence).
Initiation Interval
Attacker Declaration
Attacker Engagement
Defender Declaration
Defender Engagement
Assessment Interval
Force Calculation
Force Distribution
Resolution Interval
Table 6 Rite Sequence
INITIATION INTERVAL
All Rites are initiated by personas or card effects.
Initiation consists of Declaration and Engagement, and
proceeds in segments from the attacker to the defender.
14
ATTACKER DECLARATION: The acting House states
a Rite to initiate and declares a disengaged persona they
govern possessing the required Rite talent at rank 0 or
better to be the attack leader. If the Rite is initiated by a
card effect, the persona to be engaged to produce the
card effect is the leader.
Name any assigned personnel to the attack leader as
additional participants as desired. They must meet the
same requirements as the leader. That is, they must be
disengaged and possess the required talent of the Rite, or
have some other card text that specifically allows them to
participate.
DIRECT: A Rite leader with the ability to Direct
allows additional personas to be declared participants
of the Rite. These additional personas must have a
total command rank less than that of the Directing
persona. For instance; a directing leader with a
Command Rank of 4 could bring three additional
personas of rank 1, or two of ranks 2 and 1, or one of
rank 3. All additional personas brought into the Rite
by the directing leader must be disengaged, and must
posses the same allegiance as the leader or no
allegiance. Eligible personnel assigned to these
additional personas may be included as participants.
Name a rival's card as the target of the rite. To be
eligible, a target must be a valid target (See Table 5
Eligibility Chart) governed by another House. The target
must not possess the same allegiance as the Rite leader.
The target of the rite need not be disengaged, nor
must it have the same talent; any persona can be the
target of a Duel, no matter how bad they are with a
sword.
Starting with the defender and proceeding clockwise,
each House in turn may deploy a Declaration tactic. This
process continues until no one wishes to deploy any
further tactics.
The attacking and defending Houses may only deploy
Declaration tactics specific to the Rite, id est, tactic cards
that list Battle, Intrigue, Arbitration, or Dueling in their
subtype. Other Houses may deploy non-specific
declaration tactics during the Attacker Declaration
segment. Once this segment has ended, only the attacking
and defending Houses may deploy tactics later in the Rite.
Discard all tactics as they are resolved except
Duration Effects. Duration Effect tactics remain assigned
until the end of the Rite, and may be targeted by other
tactics,
ATTACKER ENGAGEMENT: Engage all declared attack
participants. If for any reason the leader cannot engage,
abort the Rite. Aborted Rites do not count toward the
number of rites that may be performed in the House
Interval.
Starting with the defender, the two Houses involved
alternate deploying engagement tactics. Discard all tactics
as they are resolved except Duration Effects. Duration
Effect tactics remain assigned until the end of the Rite,
DUNE: THUNDER AT TWILIGHT
and may be targeted by other tactics,
DEFENDER DECLARATION: The defending House
declares the target of the Rite as the defense leader.
Thus, the leader may be a charter or fief.
COUNTER: Counter operations allow the defender to
change the target of the Rite to the persona
Countering. The countering persona becomes the
defense leader, regardless of the eligibility to be the
target for that Rite. A countering persona must be
disengaged, and must have a different allegiance from
the attack leader or no allegiance. A persona targeted
by a rite cannot Counter.
Declare any personnel assigned to the defense leader
as additional participants as desired. Such personnel must
possess the talent appropriate to the Rite. Personnel that
do not participate are not affected by the results of the
Rite.
DIRECT: A defense leader with the ability to Direct
allows additional personas to be declared as
participants in the Rite (See Direct, above).
Starting with the attacker, the two Houses alternate
deploying declaration tactics. Discard all tactics except
Duration Effects, as they are resolved. Duration Effect
tactics remain assigned until the end of the Rite, and may
be targeted by other tactics,
DEFENDER ENGAGEMENT: The defending House may
now engage the defense leader. If the leader is already
engaged, the Rite proceeds normally.
If the defending House chooses not to engage the
defense leader, the leader generates no force but still
receives force as normal during resolution. If any
additional participants were declared, they are no longer
considered participants and cannot engage (even if
otherwise eligible).
Starting with the attacker, the two Houses alternate
deploying engagement tactics. Discard all tactics except
Duration Effects, as they are resolved. Duration Effect
tactics remain assigned until the end of the Rite, and may
be targeted by other tactics,
ASSESSMENT INTERVAL
Assessment begins after all participants and tactics
have been engaged and deployed. No further tactics can
be deployed until after the end of the rite.
FORCE CALCULATION: Both Houses declare their
force total. Add together the required talent ranks of
each participant to arrive at the force total. Include any
modifiers generated by tactics or special operations. If a
card ends up participating in a Rite for which it does not
have the required talent, it applies no force to its
opponent.
Personnel not engaged to participate in a Rite have no
effect on the Rite and do not add any force whatsoever
during Force Distribution.
15
FORCE DISTRIBUTION: Each House distributes their
force total among participating targets in the opposing
group. The Attacker distributes force first, followed by
the Defender.
Force may not be distributed to cards with assigned
participants unless those assigned participants receive
sufficient force to vanquish them. Similarly, force may not
be distributed to a directing leader unless all other
participants in its group receive sufficient force to be
vanquished.
Personnel cards that did not participate in a Rite have
no effect on the Rite and do not need to be vanquished
before the card they are assigned to can be vanquished.
If a card defends in a Rite for which it is not an
eligible target, it still receives force normally and may be
vanquished.
RESOLUTION INTERVAL
All participants resolve their applied force
simultaneously (Exception: see Surprise, below). A card is
vanquished if the force applied to it equals or exceeds its
total Resistance. Vanquished cards are immediately
subdued. Ignore any force applied to a participant that is
less than its resistance.
SURPRISE: Any participant with Surprise can distribute
and resolve its contributing force against opposing
participants first. Participants vanquished by this force
cannot add force to their group’s force total. If both
Houses use Surprise during a Rite, the House with the
lowest initiative rank (highest declared favor) resolves
its surprise force first.
CAPTURE: Capture allows a House to take control of a
target participant, becoming its governor. Personas
that can capture vanquished participants do so only if
they are neither vanquished nor discarded during the
rite, or if their capture ability is described as a tactic
that takes effect before rite resolution.
To resolve a capture, transfer the target to the
captor’s House domain. If it is a resource, immediately
subdue it and assign it to a persona or holding in the
new House domain. If the target possesses adversarial
allegiance, subdue it regardless. Otherwise, the target
retains its current status. Capturing a persona allied to
another Imperial Power has no impact on a House’s
adversaries.
If the target has any enhancements or tokens assigned,
they remain assigned. Any spice and deferment tokens
assigned to a captured subdued card also remain
assigned. Personnel, Equipment and Program cards
assigned to the target remain with their former
governor, who must immediately transfer them to
eligible targets. If no eligible target exists, discard
them (programs are instead removed from play).
DUNE: THUNDER AT TWILIGHT
Many cards that allow Capture are Duration Effects,
but this means that the card lingers before producing
its effect. This is not a limit on the Capture, which is
still permanent.
DISCARD: Discard operations cause a participant
vanquished during a rite to be removed from play.
Discard the target to the owner's appropriate discard
pile. If the target had any assigned Enhancements or
tokens, discard them as well. Personnel and Equipment
must immediately be transferred to eligible targets. If
no eligible targets remain, they must also be discarded.
CONSEQUENCES:
The Great Convention rewards success in sanctioned
rites. Only the attacking House gains this reward, and
only if the original target was vanquished, regardless if
the attack leader was also vanquished. If a countering
target was subdued, no bonus is awarded.
LANDSRAAD RITES:
The attacking House may either
increase its favor or decrease the defending House's
favor by an amount equal to the total number of
defense participants vanquished during the Rite.
CHOAM RITES:
The attacking House may either
generate solaris in its treasury, or force the defending
House to discard solaris from its treasury, equal to
twice the total number of defense participants
vanquished. The defender is not required to pay more
solaris than exists in their treasury.
6.3 CLOSING INTERVAL
discard events without tokens.
All discards are placed face-up. Discard piles are not
kept secret and may examined by other Houses at any
time, maintaining the order of cards.
HOUSE DRAW: Each House must draw cards from the
House Deck up to its hand limit. A House with favor of 0
or less may not draw cards.
If a House cannot fill its hand to the hand limit, it is
eliminated from the game. Remove all of its cards and
tokens from play. If a rival governs cards owned by an
eliminated House, discard them as during a Rite.
Thus, a House entering the Closing Interval with
enough cards in its hand to satisfy the hand limit can
continue playing normally, regardless of its disgraceful
favor or lack of cards in its House Deck only if it chooses
not to discard below the hand limit.
7 ALLEGIANCE RULES
•
•
•
The closing interval consists of two phases. Houses
simultaneously perform these phases in the following
order.
6.3.1 Assembly Administration Phase
IMPERIAL DISCARD: Each House discards any number
of unwanted cards in its assembly. If the assembly
contains more cards than the assembly limit, discard the
excess. Unless altered by a card in play, a House’s
assembly limit is 3 cards.
All discards are placed face-up. Discard piles are not
kept secret and may examined by other Houses at any
time, maintaining the order of cards.
IMPERIAL DRAW: Each House draws cards from its
Imperial deck and places them face down in its assembly.
A House may only draw cards up to the assembly limit.
Drawing cards is optional; if cards run out while drawing,
there is no penalty.
6.3.2 Hand Administration Phase
HOUSE DISCARD: Each House may discard any number
of cards from its hand. If a House holds more cards than
its hand limit, discard down to the hand limit. Unless
altered by a card in play, the hand limit is 7.
Discard one deferment token from Nexus events;
16
•
•
•
•
A card with allegiance to an Imperial Power can be
assigned only to cards with the same allegiance, or no
allegiance.
Discard one favor whenever a card bearing allegiance
to a non-adversarial Imperial Power other than the
sponsoring Power is deployed. This includes
deployment after petition, subdual, and from ones
hand. Whenever a card bearing adversarial allegiance
is deployed, discard favor equal to its printed
deployment cost.
A card, that changes allegiance depending on a
certain condition (exempli gratia, Doctor Kynes) and
that condition has already been met prior to
deploying or Petitioning, is deployed as though it
already had the new (or dual) allegiance.
If a deployed card finds it is now assigned to a card
with an incompatible allegiance, nothing occurs: it is
not subdued or discarded. Allegiance restrictions are
only checked during deployment. If it is subdued, it
cannot be redeployed whilst the allegiance
incompatibility exists.
A persona that gains or adopts a new allegiance now
has two allegiances; both allegiances are subject to all
allegiance rules.
A captured card allied to another Imperial Power
does not change the adversaries of a House.
HOUSE ADVANTAGE: When deploying an Assembly
card after a successful petition that bears allegiance
to the House sponsor, the final deployment cost may
be reduced by one solari for each favor discarded.
This advantage does not affect bidding; No bid may
exceed the solaris in the House treasury. Favor may
not be used to reduce the cost of House cards
deployed from ones hand.
DUNE: THUNDER AT TWILIGHT
8 OPTIONAL RULES
8.1 ADDITIONAL VICTORY CONDITION
If a House possess at least 1 favor and governs Dune,
Arrakeen, Carthag, the Imperial Basin, the Minor Erg and
the Open Bled, it may force admission to the High
Council by engaging each of the six fiefs demonstrating
its overwhelming control of Arrakis. If any of these fiefs
becomes engaged for any other reason, the attempt fails
and play continues.
8.2 FAVOR-RELATED RULES
8.2.1 Surrender Initiative
During Initiative Declaration, a House with declared
favor equal to a rival may voluntarily surrender initiative
allowing the rival to win the tie. If accepted, neither
House draws cards, while the House surrendering the
initiative gains 1 favor after all rankings have been
assigned.
8.2.2 CHOAM Obligation
Neglecting to promptly reset the CROE when
instructed to do so incurs a loss of one favor. A House is
considered negligent once it begins any action unrelated
to the operation pertaining to the CROE.
8.3 HOUSE OPERATIONS
8.3.1 Event Deployment
Events with deferment tokens equal to their
deployment cost must either be deployed or discarded
during your House Interval. Events with an “X"
deployment cost must be deployed once they have
deferment tokens equal to their maximum deployment
cost, if one is listed in their operation. Houses may not
violate their Interval maximums to deploy such Events, but
instead must choose which to deploy and then discard the
remainder.
8.3.2 Deploying Tactics in Multi-Player Games
Any House may deploy tactics during a Rite,
regardless of whether the House governs one or more
participants in the Rite.
17
DUNE: THUNDER AT TWILIGHT
9 DUNE LEXICON
ADVERSARY: an Imperial Power who is your sponsor's enemy.
ALLEGIANCE: the affiliation a card shares with an Imperial Power
ASSEMBLY: imperial cards available, face down in the House forum.
ASSIGN: place a card or token on a card to modify its ability or effect.
CHOAM EXCHANGE: the Imperial Treasury and the Guild Hoard.
COMMAND: vested authority, expressed as a numerical rank.
CROE: the trading value of spice based on the Guild Hoard's supply.
DECLARATION: segment when the governor commits to a rite or action.
DEFERMENT TOKENS: tokens on a subdued card to help it deploy.
DEPLOYMENT: playing a card from your hand or turning a card face up.
DEPLOYMENT COST: solaris to be must pay to bring a card into play.
DISCARD: removing a card or token from play.
DISENGAGEMENT: the act of maturing a card to its upright, disengaged position, indicating that the card is ready to perform an operation.
DOMAIN, HOUSE: the area of the House Territory containing the home world and all of the personas, holdings, and events placed them.
DURATION EFFECT: an effect generating a delayed or prolonged result.
EFFECT: the result initiated by a card or game operation.
ENGAGEMENT: rotating a card 90 degrees to indicate it has performed an operation. Also, the segment of a rite where cards are engaged.
ENHANCEMENT: assigned cards that augment a target card.
EQUIPMENT: a type of enhancement gained from material goods.
FAVOR: the esteem held by a House. Landsraad reputation.
FIEF: an Imperial land and title grant, defining a galactic territory.
FORCE: damage inflicted as the result of a Rite or a card operation.
GENERATION: the initiation of a game effect. See also Effect.
GOVERNANCE: the control of a deployed card or token in your territory.
GUILD HOARD: a limited stockpile of spice, accessible only via CHOAM.
HOLDING: an Imperial investiture granting political or economic rights.
HOME WORLD: the planet of origin of a House or Imperial Power
IMPERIAL POWER: a powerful clan or faction of the Imperium.
IMPERIAL TREASURY: the CHOAM reserve holding infinite solaris.
INITIATIVE: the order in which players perform their House Intervals.
NEXUS EVENT: an event with effects that last mom than one turn.
OPERATION: any process conducted to produce a card or game effect.
OWNER: the person from whose deck the card came, compare GOVERNOR.
PERSONA: a character, either an ally or aide, from the Dune universe.
PERSONNEL: a group of individuals working in the service of a House.
PETITION: the process where Houses bid to acquire allies or holdings.
PRODUCTION: the act of bringing solaris or spice directly into play.
PROFILE, HOUSE: the sheet used to record your House statistics.
PROGRAM: an Imperial plan that maps benefits for meeting goals.
RANK: a numerical value typically ranging from 0 to 9.
RESISTANCE: the health or durability of a card, expressed as a number.
RITE: Battles & Duels (Landsraad), Arbitrations & Intrigues (CHOAM).
RIVAL: a player other than yourself; an opponent.
SIRIDAR FIEF: a card considered both a fief and charter: Dune.
SOLARI: the official monetary unit of the Imperium.
SPICE: unique to Dune, the most precious commodity in the Imperium.
SPONSOR: an Imperial Power acting as a patron to a lesser House.
STATUS: a card's orientation: disengaged, engaged, deployed, subdued.
SUBDUE: turning a card face down, making it out of play
TALENT: Battle, Dueling, Arbitration, Intrigue, Weirding, or Prescience.
TALENT REQUIREMENT: a prerequisite needed to assign a card to another.
TARGET: the declared subject of a game effect.
TRANSFER: moving a card or token from one card or location to another card or location.
UNIQUE: a specific entity; only one can be deployed at a time.
VANQUISH: subdual when a card receives force equal to its resistance.
18
DUNE: THUNDER AT TWILIGHT
19
10 INDEX
Advantage.............................................................16
Adversary................................ 4, 7, 11, 15, 16
Allegiance.......................................................5, 16
Arbitration.....................................................6, 14
Areas of Play.......................................................7
Assembly..................... 3, 7, 8, 9, 10, 11, 16
Assessment..................................................14, 15
Assignment............................6, 8, 10, 12, 15
Battle ...................................................................6, 14
Capture ........................................................... 15, 16
Card Effect...................................8, 11, 12, 14
Card Type
Aide..........................................................4, 5, 11
Ally.........................................3, 4, 5, 10, 12
Charter .............................................4, 14, 15
Decree ...............................................................10
Equipment.....................5, 8, 9, 11, 15, 16
Event.....................................5, 9, 12, 13, 17
Fief..........................4, 9, 10, 11, 13, 14, 15
Nexus ...................................................5, 13, 16
Personnel........5, 6, 8, 9, 11, 14, 15, 16
Program................................3, 7, 9, 12, 15
Tactic ......... 5, 6, 10, 11, 12, 14, 15, 17
Venture...................5, 6, 8, 9, 11, 12, 14
CHOAM .............................2, 3, 7, 9, 11, 13
Command.........................................................6, 14
Counter.....................................................................15
CROE .................................................3, 7, 13, 17
Decks............................................... 4, 5, 7, 8, 16
Declaration.................... 5, 10, 11, 14, 15, 17
Deferment...................................................... 9, 10
Deployment.............................................5, 8, 17
Deployment Cost............................................. 5
Desert .........................................................................2
Discard................. 7, 8, 9, 11, 13, 14, 15, 16
Disengagement ................................................... 8
Dueling ........................................................6, 11, 14
Duration Effect10, 11, 12, 13, 14, 15, 16
Engagement .............................5, 8, 11, 14, 15
Exchange................................................... 3, 7, 13
Favor2, 3, 7, 8, 10, 11, 12, 13, 15, 16,
17
Force ..........................................4, 14, 15, 16, 17
General Operation.................................9, 10
Govern.........................................7, 8, 11, 13, 14
Governor.....................................6, 8, 9, 12, 15
Great House..................................... 2, 3, 4, 5
Hoard
Guild..............................................3, 7, 12, 13
House............................................................8, 13
Holding..................4, 5, 6, 8, 10, 11, 12, 15
Home World............ 4, 5, 7, 8, 11, 12, 13
House
Creation.............................................................3
Domain...........................................8, 9, 11, 12
Forum ................................................................... 7
Profile............................................................7, 8
Territory ......................................................... 7
Treasury............................................................8
Imperial
Power........................3, 4, 5, 7, 11, 15, 16
Treasury.......................3, 7, 8, 11, 12, 13
Initiation...................................................................14
Initiative......................................5, 9, 10, 11, 17
Intrigue........................................................5, 6, 14
Kanly................................................................... 2, 13
Noble..............................................................2, 3, 4
Optional...................................................................17
Persona......................................................................14
Petition..................................................5, 9, 10, 11
Plan...................................................................2, 4, 5
Prescience ................................................................6
Production................................................................8
Profile ......................................................................... 7
Program.....................................................9, 12, 15
Request Admission................... 3, 8, 9, 12
Reserves......................................................3, 7, 8
Resistance........................................................6, 15
Resolution....................................................... 11, 14
Resource................. 2, 3, 4, 5, 8, 10, 11, 15
Restricted Operation..................9, 10, 13
Rites
CHOAM.......................................................14
Landsraad.......................................................14
Sequence of Play
Closing Interval...........................9, 11, 16
Deferment Phase.............................. 9, 10
General Operation......................... 9, 10
Initiative Phase................................... 9, 10
Opening Interval........................8, 9, 10
Siridar Fief...............................................4, 7, 8
Solari.............................................................3, 7, 16
Spice..........................................2, 3, 4, 7, 9, 13
Sponsor......................................................................7
Subdue................................................. 8, 9, 15, 16
Surprise....................................................................15
Surrender Initiative .....................................17
Talent Rank............................................5, 6, 15
Talent Requirement.........................5, 6, 11
Talents
Arbitration.............................................6, 14
Battle............................................................6, 14
Dueling.................................................6, 11, 14
Intrigue................................................5, 6, 14
Prescience......................................................... 6
Weirding.......................................................... 6
Tokens ...............................8, 9, 10, 12, 13, 16
Transfer.....................................................8, 9, 13
Treasury
House.................................................................... 8
Imperial .........................3, 7, 8, 11, 12, 13
Unique.............................. 4, 5, 6, 7, 8, 10, 11
Vanquish......................................................... 15, 16
Vassal..........................................................................4
Venture ....................................................11, 12, 14
Victory...............................................................3, 12
Weirding.................................................................. 6
DUNE: THUNDER AT TWILIGHT
11 CARD CLARIFICATIONS
Arrakeen Richece
Arrakeen Richece must be a participant to gain any
favor from them.
Assassin's Honor
Assassin's Honor may be assigned to an opponent's
attack leader during an Intrigue Rite subduing both leaders.
Beyond the Faufreluches
One must first be at 0 favor or less before this card
has any effect. If at 0 or less favor and are required to
lose favor, then tokens assigned.
CHOAM Complot
20
Elacca Languor
The discard happens immediately.
Emperors Truthsayer
Emperor's Truthsayer may be used to change the target
of a rite performed by either of Jamis or Kaldo Radij..
Gang Assailants (and its kind)
Use this card to group current, legal, already included
rite participants into one massive force (and resistance) for
the duration of the rite.
Governor of Arrakis
attacking personas.
If anyone governs Dune, then discard Governor of
Arrakis. Thus if someone already governs Dune, it would
be immediately discarded when deployed.
Counter Conspiracy
Grant Furlough and Voice Command
Pay X and assign it tokens to mark how much was paid.
When engaged, this card can be used against a target
venture with a deployment cost less than or equal to the
tokens assigned. When assigned to Gurney (TaT), set X
to any value.
Voice Command takes precedence; meaning that one
may sell a persona with Grant Furlough but at the end of
the turn when Voice Command is discarded, the persona is
transferred back to the original owner.
CHOAM Complot prevents the use of tactic abilities of
Desert Hawk and El-Sayal versus Windtrap
Guild Bank Arbiter
Desert Hawk and El-Sayal (Rain of Sand) may discard a
Windtrap card assigned to the appropriate target.
Consider any card that is a "Charter" and a "Dune
whatever" to be considered a target Dune charter for this
card.
Diplomatic Settlement
Harkonnen Sleeper
This card refers to the main defense participant when
it states 'target'. It may be used by attacker or defender.
It has no effect when the main defense participant is
already engaged.
If a House attempts to use an ability like Gauvir's in an
inappropriate situation (id est, trying to look at a non-event
card) then the card is still engaged or used and one would
simply state that it is not an event.
Duncan Idaho (TaT)
Hellhounds
A Fabled Crysknife does count as a Crysknife for his
ability.
If two Hellhounds were assigned to a persona, engage
one and pay 2 solaris to give both Hellhounds surprise.
Effect Of Enhancements On Subdued Personas
Home World, Dune Discard, Capture and Transfer
Cards that are assigned to a subdued target still have
their printed effect, so long as that card effect does not
require it to be engaged.
Exempli gratis, Full Reverend Mother always gives the
following effects to its assigned target: +1 Weirding Rank,
+1 Resistance and Immunity to Poison Effects; Subterfuge
always gives its assigned target +1 Intrigue Rank. A
Carryall could not be used to transfer a Spice Harvester if
the Spice Harvester or the desert it was assigned to is
subdued nor could they be moved to a subdued desert.
Home worlds and Dune may not be Transferred,
Captured or Discarded. Usurp Holding no longer works to
send Dune back to the Assembly.
Leader with a Decree
The leader must be disengaged to use the tactic on a
decree unless the decree does not state "engage target".
DUNE: THUNDER AT TWILIGHT
21
Mahdi
Renegade Sister
Mahdi does allow its governor to engage any Fremen
persona to counter, including a rival's.
This special ability may only be used on the governor's
turn.
Maneuver Pawn
Shadow Partnership
The current House gains any secondary benefits from
using this card, like capturing while using Piter. It can be
used to attack the 'current' governor of the persona and
thus may either cause them to pay the penalty or both
Houses gain the reward (solaris or favor).
A House may have deployed in their domain Shadow
Partnership and a card that was used to create it originally.
Exempli gratis, one may copy a rivals Suk School, subdue
the rival’s card and then deploy one’s own.
Soo-Soo Nejhre
Master at Arms
Only the Master at Arms may use this ability.
The 'Engagement Tactic' is not a duration effect. One
may use it during an engagement phase and it would end at
the end of the rite it was used in.
Military Transport versus Smuggler Frigate
Using Smuggler Frigate negates any cost, even when
doubled by Military Transport. Zero cost doubled is zero.
Palace Keep and Home worlds
Palace Keep works on all home worlds except Forbidden
Zone.
Petitioning Tithe
Duration Effect: Assign to the petition target. The
victor must pay X solaris of the final deployment cost to
the card’s governor instead of the Imperial treasury. X
equals the final deployment cost minus the listed
deployment cost. Once deployed, no other house may
deploy Petitioning Tithe.
Piter (EotS), Margot, Liscia
The persona must survive the rite to employ the
capture or discard effect.
Production Quota
Production Quota does not produce spice for the Guild
Hoard from deserts that are already engaged.
Regent-Siridar
Regent-Siridar either increases a cards spice production
or increases a cards solaris production. It does not allow a
card to gain a new type of production.
Spice Mining Inspection
The House must pay the full amount in spice. If they
cannot, then they must pay favor equal to the CROE and no
spice.
Umma
If the target event currently has deferment tokens equal
to or greater than its deployment cost, it may be deployed
using Umma, at a cost of zero. Umma must still be engaged.
Usurp Holding
Usurp Holding no longer works to send Dune back to
the Assembly.
Voice Command
Any secondary effects from using a captured persona
are the "current" governor's gifts. Exempli gratis, if Piter is
Voice Commanded and then captures a persona, that
persona is kept even when Piter returns to its governor.
Wake Shot
The key words here are "when engaging......to assign
deferment tokens......" so it won't help Yueh or any other
physician that isn't engaging to add tokens.
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