180 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: psilofyr
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 12th Apr 2016
  • Release Date: n/a
  • Games Played: 1
  • #1:
  • #2:
  • #3:

Design Information
Territories 102
Continents 104
Advanced Features One-way Borders
Border Modifiers
View Only Borders
Fortify Only Borders
Artillery Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14
Card Sets Worth 5,7,9,11,13,15,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 House Harkonnen Default Default
2 House Corrino Default Default
3 House Atreides Default Default
4 House Fenring Default Default
5 House Vernius Default Default
6 House Hagal Default Default
7 House Ecaz Default Default
8 House Ginaz Default Default
9 House Moritani Default Default
10 House Mutelli Default Default
11 House Novebruns Default Default
12 House Ordos Default Default
13 House Richese Default Default
14 House Taligari Default Default

Board Description

THE SPICE MUST FLOW

Basics

Bonuses

  • Territories outlined with red accumulate factory units when you control all surrounding territories. Bonus is equal to the number of surrounding territories.
  • Control of an entire major planet plus spaceport awards an in-hand bonus as indicated: Kaitain +10, Giedi Prime +10, Caladan +12, Arrakis +20.
  • Combat and Troop Movement

  • The Spacing Guild: Getting off planet requires control of a spaceport. Each spaceport autocaptures a spot on a Guild Heighliner transport. From there, you may fortify to other Guild transport slots on the same Heighliner or attack the surface of a planet on that particular Guild route.
  • Attacking from space: red outlined territories defend at +2, blue outlined territories at +1, spaceports at +0. The four minor planets each defend at +2.
  • Attacking from ground: red outlined territories defend at +1, blue outlined territories defend at +0, spaceports defend at +2.
  • SPECIAL CIRCUMSTANCES

    ARRAKIS - DUNE - DESERT PLANET

  • On Arrakis, normal rules apply for bonuses EXCEPT the desert (blue outlined) territories each provide an in-hand bonus of +2 for spice production. However, the harsh conditions and ever present sandworms result in a factory penalty of -1 to -2 on each desert territory.
  • Also be aware that the three spaceports of Arrakis each autocapture all Arrakis-bound Heighliner slots. So don't leave your armies idle in orbit, otherwise the next guy to come along with a hefty spice bribe could win their loyalty.
  • MINOR PLANETS

    IX

  • The machine-masters of IX furnish your army with hunter-destroyer probes and other advanced weaponry. +1 artillery attack from Vernius to any spaceport.
  • Cybernetic enhancements for Ixian troops: +1 factory bonus on Vernius with control of planet and spaceport.
  • TLEILAX

  • Tleilaxu clonemasters provide ghola tanks to each of your worlds. +3 factory bonus on each spaceport you control.
  • Tleilaxu bioengineering: +1 factory bonus on Bandalong Spaceport with control of planet and spaceport.
  • WALLACH IX

  • The Bene Gesserit have spies (almost) everywhere. View all spaceports and all territories, except for Guild Heighliners and the desert planet.
  • Prana-bindu training, the weirding way: +3 factory bonus on Wallachia with control of planet and spaceport.
  • SALUSA SECUNDUS

  • The Imperial Sardaukar - the shock troops of the Padishah Emperor. Attack from any Salusa Secundus Heighliner slot with no defense penalties. Sardaukar Training Center (Salusa Secundus Spaceport) defends at +2 against spaceborne assault.
  • Sardaukar Training: +2 factory on Sardaukar Training Facility with control of planet and spaceport.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOn
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,7,9,11,13,15,17,19,21,23,5
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn5
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 102
    Continents 104
    Advanced Features One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2 3 4 5
    6 7 8 9
    10 11 12 13
    14
    Card Sets Worth 5,7,9,11,13,15,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Troops
    Tanks
    Planes
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 House Harkonnen Default Default
    2 House Corrino Default Default
    3 House Atreides Default Default
    4 House Fenring Default Default
    5 House Vernius Default Default
    6 House Hagal Default Default
    7 House Ecaz Default Default
    8 House Ginaz Default Default
    9 House Moritani Default Default
    10 House Mutelli Default Default
    11 House Novebruns Default Default
    12 House Ordos Default Default
    13 House Richese Default Default
    14 House Taligari Default Default

    Board Description

    The year is 10191 A.G., and the known universe is in turmoil. House Atreides has recently taken over management of Arrakis, the source of the spice melange which makes possible efficient interstellar travel and binds together all human political and economic systems in the galaxy, only to be all but destroyed by the treachery of House Harkonnen and the Padishah Emperor Shaddam IV. The prophetic spice trances of the Spacing Guild Navigators and the Reverend Mothers of the Bene Gesserit reveal many possible futures: domination of the Landsraad Council and the Lion Throne of the Imperium is a prize for any House Major cunning, bold, and lucky enough to seize it. All hangs in the balance and only one thing is certain...

    THE SPICE MUST FLOW

    Basics

    Bonuses

  • Territories outlined with red accumulate 3 factory-style units per turn when you control all surrounding territories.
  • Control of an entire major planet plus spaceport awards an in-hand bonus as indicated: Kaitain +10, Giedi Prime +10, Caladan +12, Arrakis +20.
  • Combat and Troop Movement

  • The Spacing Guild: Getting off planet requires control of a spaceport. Each spaceport autocaptures a spot on a Guild Heighliner transport. From there, you may fortify to other Guild transport slots on the same Heighliner or attack the surface of a planet on that particular Guild route.
  • Attacking from space: red outlined territories defend at +2, blue outlined territories at +1, spaceports at +0. The four minor planets each defend at +2.
  • Attacking from ground: red outlined territories defend at +1 from blue tyerritories and at +0 from other red territories, blue outlined territories defend at +0, spaceports defend at +2.
  • SPECIAL CIRCUMSTANCES

    ARRAKIS - DUNE - DESERT PLANET

  • On Arrakis, normal rules apply for bonuses EXCEPT the desert (blue outlined) territories each provide an in-hand bonus of +2 for spice production. However, the harsh conditions and ever present sandworms result in a factory penalty of -1 to -2 on each desert territory.
  • Also be aware that the three spaceports of Arrakis each autocapture all Arrakis-bound Heighliner slots. So don't leave your armies idle in orbit, otherwise the next guy to come along with a hefty spice bribe could win their loyalty.
  • MINOR PLANETS

    IX

  • The machine-masters of IX furnish your army with hunter-destroyer probes and other advanced weaponry. +1 artillery attack from Vernius to any spaceport.
  • Cybernetic enhancements for Ixian troops: +1 factory bonus on Vernius with control of planet and spaceport.
  • TLEILAX

  • Tleilaxu clonemasters provide ghola tanks to each of your worlds. +2 factory bonus on each spaceport you control.
  • WALLACH IX

  • The Bene Gesserit have spies (almost) everywhere. View all spaceports and all territories, except for Guild Heighliners and the desert planet.
  • Prana-bindu training, the weirding way: +3 factory bonus on Wallachia with control of planet and spaceport.
  • SALUSA SECUNDUS

  • The Imperial Sardaukar - the shock troops of the Padishah Emperor. Attack from any Salusa Secundus Heighliner slot with no defense penalties. Sardaukar Training Center (Salusa Secundus Spaceport) defends at +2 against spaceborne assault.
  • Sardaukar Training: +2 factory on Sardaukar Training Facility with control of planet and spaceport.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOn
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,7,9,11,13,15,17,19,21,23,5
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn5
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Player92
    Decrease unit count per player9
    Initial unit count minimum25
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 102
    Continents 104
    Advanced Features One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2 3 4 5
    6 7 8 9
    10 11 12 13
    14
    Card Sets Worth 5,7,9,11,13,15,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Troops
    Tanks
    Planes
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 House Harkonnen Default Default
    2 House Corrino Default Default
    3 House Atreides Default Default
    4 House Fenring Default Default
    5 House Vernius Default Default
    6 House Hagal Default Default
    7 House Ecaz Default Default
    8 House Ginaz Default Default
    9 House Moritani Default Default
    10 House Mutelli Default Default
    11 House Novebruns Default Default
    12 House Ordos Default Default
    13 House Richese Default Default
    14 House Taligari Default Default

    Board Description

    THE SPICE MUST FLOW

    Basics

    Bonuses

  • Territories outlined with red accumulate factory units when you control all surrounding territories. Bonus is equal to the number of surrounding territories.
  • Control of an entire major planet plus spaceport awards an in-hand bonus as indicated: Kaitain +10, Giedi Prime +10, Caladan +12, Arrakis +20.
  • Combat and Troop Movement

  • The Spacing Guild: Getting off planet requires control of a spaceport. Each spaceport autocaptures a spot on a Guild Heighliner transport. From there, you may fortify to other Guild transport slots on the same Heighliner or attack the surface of a planet on that particular Guild route.
  • Attacking from space: red outlined territories defend at +2, blue outlined territories at +1, spaceports at +0. The four minor planets each defend at +2.
  • Attacking from ground: red outlined territories defend at +1, blue outlined territories defend at +0, spaceports defend at +2.
  • SPECIAL CIRCUMSTANCES

    ARRAKIS - DUNE - DESERT PLANET

  • On Arrakis, normal rules apply for bonuses EXCEPT the desert (blue outlined) territories each provide an in-hand bonus of +2 for spice production. However, the harsh conditions and ever present sandworms result in a factory penalty of -1 to -2 on each desert territory.
  • Also be aware that the three spaceports of Arrakis each autocapture all Arrakis-bound Heighliner slots. So don't leave your armies idle in orbit, otherwise the next guy to come along with a hefty spice bribe could win their loyalty.
  • MINOR PLANETS

    IX

  • The machine-masters of IX furnish your army with hunter-destroyer probes and other advanced weaponry. +1 artillery attack from Vernius to any spaceport.
  • Cybernetic enhancements for Ixian troops: +1 factory bonus on Vernius with control of planet and spaceport.
  • TLEILAX

  • Tleilaxu clonemasters provide ghola tanks to each of your worlds. +3 factory bonus on each spaceport you control.
  • Tleilaxu bioengineering: +1 factory bonus on Bandalong Spaceport with control of planet and spaceport.
  • WALLACH IX

  • The Bene Gesserit have spies (almost) everywhere. View all spaceports and all territories, except for Guild Heighliners and the desert planet.
  • Prana-bindu training, the weirding way: +3 factory bonus on Wallachia with control of planet and spaceport.
  • SALUSA SECUNDUS

  • The Imperial Sardaukar - the shock troops of the Padishah Emperor. Attack from any Salusa Secundus Heighliner slot with no defense penalties. Sardaukar Training Center (Salusa Secundus Spaceport) defends at +2 against spaceborne assault.
  • Sardaukar Training: +2 factory on Sardaukar Training Facility with control of planet and spaceport.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed7
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOn
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,7,9,11,13,15,17,19,21,23,5
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn5
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Player92
    Decrease unit count per player9
    Initial unit count minimum25
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 102
    Continents 101
    Advanced Features One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2 3
    Card Sets Worth 5,7,9,11,13,15,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Troops
    Tanks
    Planes
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 House Harkonnen Default Default
    2 House Corrino Default Default
    3 House Atreides Default Default

    Board Description

    The year is 10191 A.G., and the known universe is in turmoil. House Atreides has recently taken over management of Arrakis, the source of the spice melange which makes possible efficient interstellar travel and binds together all human political and economic systems in the galaxy, only to be all but destroyed by the treachery of House Harkonnen and the Padishah Emperor Shaddam IV. The prophetic spice trances of the Spacing Guild Navigators and the Reverend Mothers of the Bene Gesserit reveal many possible futures: domination of the Landsraad Council and the Lion Throne of the Imperium is a prize for any House Major cunning, bold, and lucky enough to seize it. All hangs in the balance and only one thing is certain...

    THE SPICE MUST FLOW

    Basics

    Bonuses

  • Territories outlined with red accumulate factory units when you control all surrounding territories. Bonus is equal to the number of surrounding territories.
  • Control of an entire major planet plus spaceport awards an in-hand bonus as indicated: Kaitain +10, Giedi Prime +10, Caladan +12, Arrakis +20.
  • Combat and Troop Movement

  • The Spacing Guild: Getting off planet requires control of a spaceport. Each spaceport autocaptures a spot on a Guild Heighliner transport. From there, you may fortify to other Guild transport slots on the same Heighliner or attack the surface of a planet on that particular Guild route.
  • Attacking from space: red outlined territories defend at +2, blue outlined territories at +1, spaceports at +0. The four minor planets each defend at +2.
  • Attacking from ground: red outlined territories defend at +1 from blue tyerritories and at +0 from other red territories, blue outlined territories defend at +0, spaceports defend at +2.
  • SPECIAL CIRCUMSTANCES

    ARRAKIS - DUNE - DESERT PLANET

  • On Arrakis, normal rules apply for bonuses EXCEPT the desert (blue outlined) territories each provide an in-hand bonus of +2 for spice production. However, the harsh conditions and ever present sandworms result in a factory penalty of -1 to -2 on each desert territory.
  • Also be aware that the three spaceports of Arrakis each autocapture all Arrakis-bound Heighliner slots. So don't leave your armies idle in orbit, otherwise the next guy to come along with a hefty spice bribe could win their loyalty.
  • MINOR PLANETS

    IX

  • The machine-masters of IX furnish your army with hunter-destroyer probes and other advanced weaponry. +1 artillery attack from Vernius to any spaceport.
  • Cybernetic enhancements for Ixian troops: +1 factory bonus on Vernius with control of planet and spaceport.
  • TLEILAX

  • Tleilaxu clonemasters provide ghola tanks to each of your worlds. +2 factory bonus on each spaceport you control.
  • WALLACH IX

  • The Bene Gesserit have spies (almost) everywhere. View all spaceports and all territories, except for Guild Heighliners and the desert planet.
  • Prana-bindu training, the weirding way: +3 factory bonus on Wallachia with control of planet and spaceport.
  • SALUSA SECUNDUS

  • The Imperial Sardaukar - the shock troops of the Padishah Emperor. Attack from any Salusa Secundus Heighliner slot with no defense penalties. Sardaukar Training Center (Salusa Secundus Spaceport) defends at +2 against spaceborne assault.
  • Sardaukar Training: +2 factory on Sardaukar Training Facility with control of planet and spaceport.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed7
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,7,9,11,13,15,17,19,21,23,5
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn4
    Elimination bonus5
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionSeats
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 114
    Continents 127
    Advanced Features One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2 3
    Card Sets Worth 5,7,9,11,13,15,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Troops
    Tanks
    Planes
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 House Harkonnen Default Default
    2 House Corrino Default Default
    3 House Atreides Default Default

    Board Description

    The year is 10191 A.G., and the known universe is in turmoil. House Atreides has recently taken over management of Arrakis, the source of the spice melange which makes possible efficient interstellar travel and binds together all human political and economic systems in the galaxy, only to be all but destroyed by the treachery of House Harkonnen and the Padishah Emperor Shaddam IV. The prophetic spice trances of the Spacing Guild Navigators and the Reverend Mothers of the Bene Gesserit reveal many possible futures: domination of the Landsraad Council and the Lion Throne of the Imperium is a prize for any House Major cunning, bold, and lucky enough to seize it. All hangs in the balance and only one thing is certain...

    THE SPICE MUST FLOW

    Scenario: Three Player Atomics

  • This scenario pits House Harkonnen, House Atreides, and House Corrino against each other for the control of Dune and hence the galaxy. Each House's homeworld starts under yourplayer control, as does the respective Family Atomic arsenal.
  • Family Atomics. WARNING: DO NOT arm your atomic arsenal unless you are certain either that its use will ensure your victory, or that your own destruction is inevitable. Use of atomics against humans violates the primary prohibition of the Great Convention of the Landsraad, and as such will result in planetary annihilation - in other words, YOU LOSE.
  • However, your atomic arsenal WILL provide a powerful +5 artillery attack to any non-Heighliner territory on the board.
  • Arm your family atomics by attacking from Storage to Armed. You can place units on your Storage territory at any turn with no consequences, but as soon as you arm your aresenal you will be subject to censure and annihilation at the hands of the Spacing Guild, Landsraad Council, Imperium, CHOAM corporation, and all other Galactic institutions combined.
  • The "Armed" territory is a capital, and autocaptures a hidden territory which in turn autoneutrals the capital. Thus, you have exactly 3 turns to win the game from the moment you move units onto the Armed territory.
  • Spice Monopoly. If you control all spaceports on Arrakis, you have a stranglehold on the spice trade and thus increased leverage with the Spacing Guild. Autocapture all guild transport territories, and fortify two and from any of them. Lose an Arrakis spaceport, and you lose your monopoly.
  • Basics

    Bonuses

  • Territories outlined with red accumulate factory units when you control all surrounding territories. Bonus is equal to the number of surrounding territories.
  • Combat and Troop Movement

  • The Spacing Guild: Getting off planet requires control of a spaceport. Each spaceport autocaptures a spot on a Guild Heighliner transport. From there, you may fortify to other Guild transport slots on the same Heighliner or attack the surface of a planet on that particular Guild route.
  • Attacking from space: red outlined territories defend at +2, blue outlined territories at +1, spaceports at +0. The four minor planets each defend at +2.
  • Attacking from ground: red outlined territories defend at +1 from blue territories and at +0 from other red territories, blue outlined territories defend at +0, spaceports defend at +2.
  • SPECIAL CIRCUMSTANCES

    ARRAKIS - DUNE - DESERT PLANET

  • On Arrakis, normal rules apply for bonuses EXCEPT the desert (blue outlined) territories each provide an in-hand bonus of +2 for spice production. However, the harsh conditions and ever present sandworms result in a factory penalty of -1 to -2 on each desert territory.
  • Also be aware that the three spaceports of Arrakis each autocapture all Arrakis-bound Heighliner slots. So don't leave your armies idle in orbit, otherwise the next guy to come along with a hefty spice bribe could win their loyalty.
  • MINOR PLANETS

    IX

  • The machine-masters of IX furnish your army with hunter-destroyer probes and other advanced weaponry. +1 artillery attack from Vernius to any spaceport.
  • Cybernetic enhancements for Ixian troops: +1 factory bonus on Vernius with control of planet and spaceport.
  • TLEILAX

  • Tleilaxu clonemasters provide ghola tanks to each of your worlds. +2 factory bonus on each spaceport you control.
  • WALLACH IX

  • The Bene Gesserit have spies (almost) everywhere. View all spaceports and all territories, except for Guild Heighliners and the desert planet. This includes Family atomic arsenals.
  • Prana-bindu training, the weirding way: +3 factory bonus on Wallachia with control of planet and spaceport.
  • SALUSA SECUNDUS

  • The Imperial Sardaukar - the shock troops of the Padishah Emperor. Attack from any Salusa Secundus Heighliner slot with no defense penalties. Sardaukar Training Center (Salusa Secundus Spaceport) defends at +2 against spaceborne assault.
  • Sardaukar Training: +2 factory on Sardaukar Training Facility with control of planet and spaceport.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowed10
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,7,9,11,13,15,17,19,21,23,5
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn3
    Elimination bonus5
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice7

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionSeats
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 113
    Continents 125
    Advanced Features One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2 3
    Card Sets Worth 5,7,9,11,13,15,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Troops
    Tanks
    Planes
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 House Harkonnen Default Default
    2 House Corrino Default Default
    3 House Atreides Default Default
    4 House Fenring Default Default
    5 House Vernius Default Default
    6 House Hagal Default Default
    7 House Ecaz Default Default
    8 House Ginaz Default Default
    9 House Moritani Default Default
    10 House Mutelli Default Default
    11 House Novebruns Default Default
    12 House Ordos Default Default
    13 House Richese Default Default
    14 House Taligari Default Default

    Board Description

    The year is 10191 A.G., and the known universe is in turmoil. House Atreides has recently taken over management of Arrakis, the source of the spice melange which makes possible efficient interstellar travel and binds together all human political and economic systems in the galaxy, only to be all but destroyed by the treachery of House Harkonnen and the Padishah Emperor Shaddam IV. The prophetic spice trances of the Spacing Guild Navigators and the Reverend Mothers of the Bene Gesserit reveal many possible futures: domination of the Landsraad Council and the Lion Throne of the Imperium is a prize for any House Major cunning, bold, and lucky enough to seize it. All hangs in the balance and only one thing is certain...

    THE SPICE MUST FLOW

    Scenario: Three Player Atomics

  • This scenario pits House Harkonnen, House Atreides, and House Corrino against each other for the control of Dune and hence the galaxy. Each House's homeworld starts under yourplayer control, as does the respective Family Atomic arsenal.
  • Family Atomics. WARNING: DO NOT arm your atomic arsenal unless you are certain its use will ensure your victory, or if your own destruction is inevitable. Use of atomics against humans violates the primary prohibition of the Great Convention of the Landsraad, and as such will result in planetary annihilation - in other words, YOU LOSE.
  • However, your atomic arsenal WILL provide a powerful +4 artillery attack to any non-Heighliner territory on the board.
  • Arm your family atomics by attacking from Storage to Armed. You can place units on your Storage territory at any turn with no consequences, but as soon as you arm your aresenal you will be subject to censure and annihilation at the hands of the Spacing Guild, Landsraad Council, Imperium, CHOAM corporation, and all other Galactic institutions combined.
  • The "Armed" territory is a capital, and autocaptures a hidden territory which in turn autoneutrals the capital. Thus, you have exactly 2 turns to win the game from the moment you move units onto the Armed territory.
  • Spice Monopoly. If you control all spaceports on Arrakis, you have a stranglehold on the spice trade and thus increased leverage with the Spacing Guild. Autocapture all guild transport territories, and fortify two and from any of them. Lose an Arrakis spaceport, and you lose your monopoly.
  • Basics

    Bonuses

  • Territories outlined with red accumulate factory units when you control all surrounding territories. Bonus is equal to the number of surrounding territories.
  • Combat and Troop Movement

  • The Spacing Guild: Getting off planet requires control of a spaceport. Each spaceport autocaptures a spot on a Guild Heighliner transport. From there, you may fortify to other Guild transport slots on the same Heighliner or attack the surface of a planet on that particular Guild route.
  • Attacking from space: red outlined territories defend at +2, blue outlined territories at +1, spaceports at +0. The four minor planets each defend at +2.
  • Attacking from ground: red outlined territories defend at +1 from blue tyerritories and at +0 from other red territories, blue outlined territories defend at +0, spaceports defend at +2.
  • SPECIAL CIRCUMSTANCES

    ARRAKIS - DUNE - DESERT PLANET

  • On Arrakis, normal rules apply for bonuses EXCEPT the desert (blue outlined) territories each provide an in-hand bonus of +2 for spice production. However, the harsh conditions and ever present sandworms result in a factory penalty of -1 to -2 on each desert territory.
  • Also be aware that the three spaceports of Arrakis each autocapture all Arrakis-bound Heighliner slots. So don't leave your armies idle in orbit, otherwise the next guy to come along with a hefty spice bribe could win their loyalty.
  • MINOR PLANETS

    IX

  • The machine-masters of IX furnish your army with hunter-destroyer probes and other advanced weaponry. +1 artillery attack from Vernius to any spaceport.
  • Cybernetic enhancements for Ixian troops: +1 factory bonus on Vernius with control of planet and spaceport.
  • TLEILAX

  • Tleilaxu clonemasters provide ghola tanks to each of your worlds. +2 factory bonus on each spaceport you control.
  • WALLACH IX

  • The Bene Gesserit have spies (almost) everywhere. View all spaceports and all territories, except for Guild Heighliners and the desert planet. This includes Family atomic arsenals.
  • Prana-bindu training, the weirding way: +3 factory bonus on Wallachia with control of planet and spaceport.
  • SALUSA SECUNDUS

  • The Imperial Sardaukar - the shock troops of the Padishah Emperor. Attack from any Salusa Secundus Heighliner slot with no defense penalties. Sardaukar Training Center (Salusa Secundus Spaceport) defends at +2 against spaceborne assault.
  • Sardaukar Training: +2 factory on Sardaukar Training Facility with control of planet and spaceport.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowed10
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,7,9,11,13,15,17,19,21,23,5
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned5
    Minimum bonus units per turn3
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionSeats
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsSeats