|
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 Type | Turn Based | Return to unit placement from attack | Off | Return to attack after fortify | On | Number of attacks allowed | Unlimited | Number of fortifies allowed | 7 | Multiple attacks | On | Allow fortification | Bordered | Allow abandonment of territories | Off | Abandoned territories revert to neutral | Never | Fog type | Medium | Allow override of fog setting | Yes | Game history | Show |
Team Settings
Teamplay Enabled | Yes | Team Vision | On | Team Unit Placement | On | Team Unit Transfer | On | Team Factory Production | Off |
Cards
Cards | On | Card Capture | On | Maximum number of cards allowed | 5 | Card values | 5,7,9,11,13,15,17,19,21,23,5 | Must capture non-empty territory to earn card | On | Card deck | A:18 B:18 C:18 W:2 |
Bonuses, Limits and Dice
Grant 1 unit per x territories owned | 5 | Minimum bonus units per turn | 5 | Elimination bonus | 10 | Capturing of reserves on elimination | On | Maximum reserve units | 0 | Maximum units per territory | Unlimited | Auto Assign Factories | | Number of sides on Attacker's Dice | 6 | Number of sides on Defender's Dice | 6 |
Initial Setup
Initial setup | Setup based | Lock seat colors | Off | Lock seat order | Off | Lock starting bonus to: | Color | Allow seat selection | None | Number of units per Player | 92 | Decrease unit count per player | 9 | Initial unit count minimum | 25 | Territory selection | Automatic | Unit placement | Automatic | Neutral count | None | Neutral Factories | | Use team names defined in Colors | Off | Allow players to choose seats / teams | None |
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