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[Dune]Game 3 - You, Shai? Hulud have guessed?
FaranguI am a beardy manWith a beardy planRegistered Userregular
DUNE - the very name conjures up desolation. Desert sandscapes cover most of the planet surface, broken only by giant rock ridges. Giant worms a quarter mile long live beneath the sand and attack any who linger on it. Human life exists in a few scattered places where precious water is available, but even those settlements are buffeted by terrifying coriolis storms.
Yet the planet is crucial to the destiny of a galactic empire. Because only on Dune can spice be harvested.
Spice is the key to interstellar travel. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace. Spice is also a geriatric medicine which prolongs life. Only by assuring a stable supply of it throughout the galaxy can any Emperor avoid civil revolt. With spice, in short, one can buy whatever he wants.
Powerful forces struggle for control of Dune. Imperial troops, aristocratic families, Guildsmen, a secret sisterhood, and the nomadic native Fremen all vie for power on the planet. All are subject to the rigid economics of their joint merchant combine, CHOAM; resources are expensive, shipping is costly, excellence has a price. And that price must be paid in the universal currency, the measure of all value: spice.
All need spice. Some will harvest it directly when it blows in an isolated area of sand, risking the onslaught of worm and storm alike. But others will take it violently in battle, or quietly in taxes and fees. Those controlling large settlements will have access to ornithopters and cover great distances quickly. Other will have to pick their way slowly across sand and rock.
But all anxiously await the decision-making nexus signaled by the sudden appearance of the great sand worm “Shai-Hulud”.
You will be one of these characters:
The youthful Paul Atreides (Muad’dib) — rightful heir to the planet, gifted with valiant lieutenants and a strange partial awareness of the future, but beset by more powerful and treacherous opponents.
The decadent Baron Vladimir Harkonnen — master of treachery and cruel deeds.
His majesty the Padishah Emperor Shaddam IV — keen and efficient, yet easily lulled into complacency by his own trappings of power.
Guild Steersman Edric (in league with smuggler bands) — monopolist of transport, yet addicted to ever increasing spice flows.
Fremen ecologist Liet-Kynes — commanding fierce hordes of natives, adept at life and travel on the planet, and dedicated to preventing any outside control while bringing about Dune’s own natural regeneration.
Gaius Helen Mohiam, Reverend Mother of the Bene Gesserit sisterhood — ancient and inscrutable, carefully trained in psychological control and a genius at achieving her ends through the efforts of others.
Each character has a set of unique economic, military, strategic, or treacherous advantages. The object of the game is to use these advantages to gain control of Dune. The winner is the first player to occupy at least three strongholds (red territories) with at least one of his tokens at the end of any turn in the game.
Each player will be sent a list of four random leaders from among all players' leaders and secretly select one of the opponents’ leaders (if he drew one) to be in his pay as a traitor.
Each player will receive one starting Treachery card.
In the first storm round only, the players whose player dots are nearest on either side of the storm ‘at start' sector will independently choose a number from ‘zero' to ‘twenty' and IM the mod with their number. The two numbers are totalled and the storm marker moved from the ‘at start' sector counterclockwise that number of sectors around the map.
In the first turn during the storm round, the Fremen player will be notified which one of 6 possible amounts the storm will move. In the next storm round the number is revealed and the storm is moved counterclockwise that number of sectors. The Fremen player will then learn of the storm's movement for the round after. This is repeated each turn.
Any tokens in a sector of sand territory (except the Imperial Basin) over which the storm passes or stops are sent to the ‘Tleilaxu Tanks'. Any spice in a sector over which a storm passes or stops is removed to the spice bank.
During each spice blow, cards are turned over until a territory card appears and spice is placed. All turnovers are placed on discard pile 1. The same procedure is then repeated for discard pile 2. 1. When a territory card is revealed, the amount of spice indicated on the card is placed from the spice bank onto the territory in the sector containing the asterisk. If the asterisk sector is currently in storm, no spice is placed that turn. 2. If a worm card is revealed, all spice and tokens in the territory last turned up in the spice deck are removed to the spice bank and tanks, respectively, AND another card is turned over, and so on, until a territory card appears and spice is placed.
If a worm card appears, a nexus occurs immediately during which alliances can be formed and broken. (See Alliances). Any additional worm cards drawn that round are ignored. During the first turn's spice blow only, all worm cards turned over are reshuffled back into the spice deck.
On turn 8, only one territory card will remain in the Spice Deck. This will be placed on discard pile 1 when turned up and the spice placed at that location on the map. Any cards remaining in the spice deck are worm cards which must be turned over and will affect discard pile 2. Once the deck has been completely used up, all spice cards, including the territory card last turned up, are reshuffled to restock the spice deck and cards are turned over from the fresh spice deck until a territory card appears for discard pile 2. It can even be the same card that was last turned over for discard pile 1. In this case, the territory gets a second spice blow. Any worm cards turned over are not reshuffled back into the deck and do affect the last territory turned over in the previous turn.
A number of cards equal to the number of players who are eligible to bid for treachery cards this round will be auctioned off. A player cannot bid for treachery cards if he already holds 4 treachery cards. 1. The player whose player dot the storm next approaches begins the bid for the first card and is known as the "first player". 2. The first player may bid one or more spice or pass. Bidding then proceeds to the player to his immediate right who may raise the bid or pass and so on around the table until a top bid is made and all other players pass. The top-bidding player then pays the number of spice he bid into to the spice bank and takes the card. No player may bid more spice than he has.
In subsequent bidding that round, the next player who can bid to the right of the player who opened the bid for the previous card begins the bidding for the next card. In this way every player gets a chance to open the bidding for a treachery card.
Bidding for treachery cards continues until all cards available for bid have been auctioned off or a card is not bid on by anyone. If a card is passed by everyone, all remaining cards are returned to the top of the treachery deck and the bidding round is over.
The number (not the type) of treachery cards each player holds must always be open to everyone during the bidding round. Nobody is allowed to hide the number of cards that he holds.
The rule that each player must bid within five seconds of the previous player or he is assumed to have passed obviously cannot be enforced in this format.
CHOAM Charity: At the start of the bidding round, any player who has no spice may collect two spice from the spice bank. In the actual game this is done by calling out "CHOAM Charity" but I'll take care of it on my end automatically.
The ‘first player' makes the first move in a turn. If a storm is on the player dot, it is considered to have passed that player.
Token Revival: Before any movement is made, all players may revive up to three tokens from the ‘Tleilaxu Tanks'. 1. A certain number of tokens are revived for free based on the player. Any additional tokens that may be revived must be done at a cost of two spice per token. All spice expended for token revival is placed in the spice bank. A player can never revive more than three tokens per turn except by treachery card. Revived tokens must be placed in the player's reserve.
Each player's move is composed of two segments. 1. Shipment:
A player may make one shipment of any number of tokens from his reserves to any one territory on the map.
A player must pay spice to the spice bank for his shipment. The cost of shipping off-planet reserves is one spice per token shipped into any stronghold and two spice per token shipped into any other territory. The Fremen player does not have to pay as his reserves are on the far side of Dune.
No player may ship into a sector in storm or into a stronghold already occupied by two other players. Otherwise, shipments may be placed in any territory.
No player may ship tokens from the board back to his reserves.
2. Token Movement:
Each player may move, as a group, any number of his tokens from one territory into one other territory.
1) A player who starts his move with one or more tokens in either Arrakeen, Carthag or both has access to ornithopters and may move his token group through up to three adjacent territories.
2) A player without a token in either Arrakeen or Carthag at the start of his move does not have access to ornithopters and can only move his token group by foot to one adjacent territory.
Each player may make only one move per turn.
Sectors have no effect on movement, i.e., tokens can move into or through a territory ignoring all sectors. As sector's only function is to regulate the movement and coverage of the storm and spice collection. No token may move into, out of, or through a sector in storm. Many territories occupy several sectors, so that a player may move into and out of a territory which is partly in the storm so long as the group does not pass through the part covered by the storm.
When ending a move in a territory lying in several sectors, a player must make clear in which sector of the territory he chooses to leave his tokens.
The Polar Sink is never in storm.
Tokens do not block movement with one exception. Like shipment, tokens cannot be moved into or through a stronghold if tokens of two other players are already there. Otherwise, tokens are free to move into, out of, or through any territory occupied by any number of tokens.
Leader Revival: If all 5 of a player's leaders are in the ‘tanks', a player may revive one leader per turn until all of his leaders have been revived. To revive a leader, a player must pay that leader's fighting value in spice to the spice bank. A revived leader can be played normally and is still subject to being a traitor. A player may revive a leader only at the end of his move. If a revived leader is again killed and sent to the ‘tanks', it cannot be revived again until all of the player's other revivable leaders have been revived, killed and all 5 are once again in the ‘tanks'.
Battles must occur between players whose tokens occupy the same territory. Battles continue until just one player's tokens or no tokens remain in all territories on the map with two exceptions: Players cannot battle one another in a territory if their tokens are separated by a sector in storm. Their tokens can remain the same territory at the end of the round; and players cannot battle in the Polar Sink. It is a free haven for everyone.
When resolving battles, the ‘first player' is named the aggressor until all of his battles, if any, have been fought. The aggressor chooses the order in which he wishes to fight his battles. Then the player to his immediate right becomes the aggressor and so on, until all battles are resolved. If three or more players are in the same territory, the aggressor picks who he will battle first, second, etc., for as long as he survives.
To resolve a battle, each player must secretly formulate a battle plan. Each combatant chooses a number from zero to the number of tokens he has in the disputed territory.
A player must choose the amount of spice he intends to expend in the battle. Each token is worth its full strength when calculating lost troops as a winner if spice is also spent in support of it. Otherwise, it is worth half strength. The spice used in the battle plan will go to the spice bank, win or lose.
One leader is selected.
He may play either a weapon or defence treachery card or both.
When both players are ready, the battle plans are revealed simultaneously.
The winner is the player with the higher total of number selected plus leader's fighting strength.
In the case of a tie, the aggressor has won.
If the opponent played a weapon treachery card and the player did not play the proper defense treachery card, the player's leader is killed and cannot count toward his total. Both leaders can be killed and neither count in the battle. Any leaders killed are immediately placed in the ‘tanks'.
The winner immediately receives the value of any slain leaders (including his own leader, if killed) in spice from the spice bank. Surviving leaders are retained by their owners.
The losing player loses all the tokens he had in the territory to the ‘tanks' and must discard every treachery card he used in his battle plan. The winning player loses only the number of tokens he selected from the territory to the tanks. He may keep or discard any of the cards he played.
When the winner takes his losses he may do so in any manner as long as it agrees with the number of tokens selected and the spice expended. For example, the Fremen player has one Fedaykin (worth two tokens) and five ordinary tokens in a territory in battle. He chooses to use 3 tokens and expends one spice. He wins the battle. He may lose one Fedaykin token at full strength (2) and two ordinary tokens at half strength (1⁄2 + 1⁄2) or he may lose one ordinary token at full strength and four tokens at half strength(1⁄2+1⁄2+1⁄2+1⁄2). In one case, he loses a Fedaykin and two ordinary tokens and in the other case he loses five ordinary tokens. Either choice fulfills his spice/strength requirement. Clear?
Note that the loser does not lose his leader as a result of battle. Leaders are killed only by weapon treachery cards.
No player may use a surviving leader in battle in another territory during the same round. The leader may be played in another battle in the same territory, however.
If a player has at least one leader or ‘cheap hero(ine)' treachery card available, he must use one in the battle plan. A player cannot choose not to play a leader.
If a player cannot play a leader in battle, i.e., they are all in the ‘tanks' or have fought in another territory that round, he must still battle but he must declare that he is without a leader and he cannot play any treachery cards as part of his battle plan. His total is simply the number of tokens he selected.
If during a battle, the player's opponent displays a leader as part of his battle plan which the player selected as a traitor in his pay at the start of play, ‘treachery' will be declared. The player immediately wins the battle and the opponent must lose all of his tokens in the territory and the traitorous leader to the ‘tanks' and discards all cards he played.
The declaring player loses nothing, regardless of what was played in the battle plans. He also receives the traitorous leader's fighting strength in spice in addition to the usual spoils.
If a traitor comes up, the winner does not have to expend any spice.
If both leaders are traitors, each in the pay of his opponent, both players' tokens in the territory, their cards played and their leaders are lost. Neither player gets any spice.
Any player with tokens in a sector of a territory in which there is spice may now collect that spice. The collection rate is three spice per token if the player occupies Carthag or Arrakeen. It is two spice per token otherwise.
Uncollected spice remains where it is for future turns.
Each occupant of Carthag and Arrakeen collects 2 spice and the occupant of Tuek's Sietch collects one spice. To qualify for collection, a player needs to occupy the stronghold only at the time of collection. If a player occupies two or all three of these strong- holds, he collects spice for each that he occupies.
Some other stuff - Alliances:
Once a worm (Shai-Hulud) spice card is turned over on the second or subsequent turns, a nexus occurs and play stops immediately. All players have a chance to make, join or break alliances. Once players have had a chance to do so, play continues with the worm devouring spice and tokens.
Forming an Alliance:
An alliance may contain any number of players. The members of an alliance must be revealed to all. Alliances cannot be secret.
Several alliance can be formed during a nexus but no player can be a member of more than one.
Once all players have had a chance to ally, no further alliances can be made until the next nexus.
Breaking An Alliance:
Any player may break an alliance during a nexus. He just announces that he is breaking from the alliance. Players who break from an alliance have an opportunity to immediately join or form a new alliance.
How an Alliance Functions:
Allied players' tokens are considered the same for purposes of victory. If, together, they hold three strongholds at the end of the turn, they have jointly won the game.
Allies may discuss strategy secretly at any time.
During the bidding round, allies may help each other by paying some or all of the cost of each other's treachery cards so that one can bid more spice than he actually has.
During the movement round, allies may pay for each other's shipments.
Allies may not enter any territory (except the Polar Sink) in which one of their allies already has a token(s) and, thus, may never battle one another.
Allies may assist one another as specified by their "race".
Bribery and deals:
Players are never required to keep secret the strength of their reserves, cards, or spice held, or traitors selected although they are never obligated to reveal this information.
Players can make any kind of verbal deals or bribes between one another. Once made, these deals and bribes must be honoured. A player cannot renege on a deal or bribe. Spice can be part of the bribe or deal.
A deal or bribe cannot involve the transfer or gift of treachery cards, leaders, tokens or character powers. A player cannot make a deal or bribe that would contravene the rules or his character's powers. These are the only limitations.
DUNE is played in turns to a maximum limit of 15 turns. Each turn is composed of six specific rounds that must be completed in the exact sequence presented below.
A. Storm Round
The storm marker is moved around the map.
B. Spice Blow
The top 2 cards of the spice deck are turned over and spice tokens are placed in the territories indicated.
C. Bidding Round
Players bid spice to acquire treachery cards.
D. Revival and Movement Round
First, players reclaim tokens from the ‘Bene Tleilaxu Tanks'. Then each player, in turn, lands and moves his tokens on the map.
E. Battle Round
Players resolve battles in every territory which is occupied by two or more characters' tokens.
F. Collection Round
Tokens in territories which contain spice may collect the spice.
The occupants of Carthag, Arrakeen and Tuek's Sietch receive bonus spice.