| Istislah Jihad: a 9 Player Dune Variant Welcome to my 9 player Dune variant web page. It contains the rules for a 9 player expanded version of the game Dune by Avalon Hill. The foundation of this game is boycat_oh's Grand Dune design, but it does introduce significant changes not found in the original Grand Dune. The game has 3 new factions (the Ix, the Tleilaxu, and the Landsraad), some significant modifications to already existing factions, a few new rules, and an expanded treachery card deck. This game was further edited by Mike Harvath and this is one more iteration from his version. MAJOR CHANGES to IJ3: 1. Spice transfers are limited to the end of collections, and are secret Only the Emperor may make spice transfers to his ally at any time, these are one-way; the Emperor�s ally can only transfer spice to the Emperor at the end of collections. 2. Revival � All players with 9 or less spice receive one free revival during the revival phase. Players with 10 or more spice, receive no free revivals. Players will not be required to acknowledge how much spice they have. ONLY the number of troops revived, not the amount paid for the revival will be revealed at that time. New Factions Ix - You control illegal distribution of technology. At start - 5 tokens in Gala Kulon and 15 tokens in reserve (off-planet). Start with 5 spice. Free revival - 1. Tokens are grey. Advantages (1) At the start of each bidding round, you may give one of your treachery cards to another player who does not have a full hand. The other player may not refuse to accept the card. This is done immediately before the number of cards up for auction is determined. This action can be part of any type of deal. (2) In battles that you (OR your ally) win, you may retrieve one discarded treachery card from that battle (it can be ANY battle card (a card used in battle), except worthless or Karama). This must be done before the next battle commences. You may not exceed the current treachery card limit. (3) Spice spent supporting troops in battle is paid to you. You keep 100% of the spice as profit. When supplying your own troops, you pay only the cost of production (in other words, you pay only half, rounded down, to the bank of the total spice �;spent�; on supplying your troops). (4) At the beginning of the game, you may choose your starting treachery card instead of taking a randomly dealt card. You may choose any specific card other than a Karama card, the Lasegun, Family Atomics, or Chaos in the Landsraad. Your choice is kept secret from the other players. (5) Also at the beginning, before traitor draws, you can select one of your leaders who gets a (+2) attack bonus (cyborg enhancement). This is hidden from the rest of the players until it is used. The Ix can use this leader in a battle and choose NOT to reveal it. It can�t be moved from that leader to another leader. And once that leader dies, it is lost for the rest of the game. (ie. It won�t be attached to revived or gholaed leaders) Alliance - Each time you give an ally a card they may give you one in return. Alliance card exchanges are done at the end of the Bidding round, and you can give a card to a non ally at the beginning of the bidding round, AND exchange a card with an ally at the end of the bidding round. Also, your ally may supply his troops in battle at half price, paid to the bank, as you do. Karama played by the Ix - You may play a Karama in the shipping segment of your move to build a no ship. You may then make an extra shipment. Payment for this goes to the bank, not the Guild. Karama played against the Ix - Prevents the Ix from giving a treachery card to another player for one turn, or prevents Ix from retrieving a treachery card after one battle, or allows a player to only have to pay the Ix the cost of production for military supplies for one battle, the Ix must turn all this spice into the bank. Leaders Vizier (4) Bronso (3) Bator (3) Levenbreche (2) Baltern (1) Landsraad - You enforce the Great Convention. At start - 1 token on the Imperial Plain and 19 tokens in reserve (off-planet). Start with 10 spice. Free revival - 1. Tokens are purple. Advantages (1) At the start of the battle round you determine player order (it is not determined by the storm). Irrespective of the player order you determine, you always gain the advantage in battles that are tied. (2) You may affect the laws (rules) under which business is done throughout the galaxy. The Landsraad gets 5 decrees which can be used for any of the decree types, listed below at number , except Taxation. To implement a Taxation decree, you must turn in 2 decree points. The Raad can also turn in 5 decree points to enact the same effect as playing the card �Chaos in the Landsraad�. It must be played at the end of a spice blow round. Decrees (except taxation or CitL) are allowed from the first turn on. See rule # 33 for more details. (3) Whenever a worm appears in the spice blow round, you receive an additional decree point. (4) Whenever the Landsraad receives Family Atomics they must immediately turn it into the discard pile in exchange for the treachery card of their choice (except the Lasegun, Karama or of course Family Atomics. Since the Landsraad enforces the Great Convention, they can�t be hypocritical and use Family Atomics. They have 3 chances to pick a card that remains in the deck, if they pick three cards, that don�t exist in the deck, then they get their spice back from the purchase, and receive no card. (5) The Landsraad receives CHOAM Charity every turn (like the BG). If the Landsraad has transferred spice during the turn, they would be exempt from receiving CHOAM Charity. Alliance - Allies win battles that they are tied in irrespective of player order in the battle round, and are exempt from the decree of their choice once per turn, except the Chaos in the Raad decree. Karama played by the Landsraad - You may play a Karama at the start of the movement round to determine the order of movement instead of following the storm-determined order (this does not affect the Guild, they may take their movement when they want). Or, the Landsraad can turn in a Karama Card for three decrees. Karama played against the Landsraad - Prevents the Landsraad from determining player order in the battle round, it is determined by the movement order, or cancels one legislative decree, except for the Taxation Decree/or Chaos in the Landsraad decree. Leaders Whip Moat (5) Justice Viaconte (4) Administrator (3) Commissioner (2) Page (1) Bene Tleilaxu (BT) (or Tleilaxu) - You control the Axlotl Tanks. At start - 20 tokens in reserve (off-planet). Start with 5 spice. Free revival - 3. Tokens are flesh (pinkish) color. Advantages (1) All spice paid by players for revival of tokens is paid to you. You keep 66% and turn the rest into the bank as cost of production. You also receive the spice from the revivals of leaders, at the same 66% rate. (2) Each turn, you receive 1 spice for each free revival you do not use. It is your choice to take the spice or the free revival. (3) You start the game with 5 zero valued face dancer leaders. These are not put in the traitor draw and function equivalently to cheap heroes, though you do not lose them after battle, even if the normal result would be a killed leader. You may create one ghola leader a turn during the revival phase from the dead leaders in the tanks by paying an amount of spice equal to 50% of the leader's value (rounded up) to the bank. The body of the original leader remains in the tanks, but you now have a �duplicate� ghola leader that is identical to the original leader. Each ghola you buy replaces one of your face dancer leaders, and if a ghola is killed he is automatically replaced by a face dancer leader. The original leader's body remains in the tanks for future rebuying by his owning player, and can be revived during the same turn (only) by the original owner as if all the original owner's leaders were in the tank. After that turn, the original owner will need to wait until all his leaders are sent to the tanks (or captured by the Harks) before he can revive the "gholed" leader. Thus you may own and use a ghola of a leader at the same time the original owner owns and uses the revived leader himself. You may never have more than 5 ghola leaders at one time. You may discard a ghola at any time, but receive no spice for doing so, if you discard/lose a ghola before the original owner has had a chance to revive him, the original owner can't revive him until all his leaders are in the tanks. You may never create more than one ghola of the same leader during the entire game, so once a ghola you have created is killed or is discarded, that leader is lost to you as a potential ghola for the rest of the game. This is true even if the original leader is killed again and returns to the tanks. A ghola is not automatically a traitor for his original owner or any player who may have picked him in the traitor draw, but a Karama card played immediately after the battle may make him so in both cases. (4) You have the ability to "create" special face dancer troopers, you may pay 1 spice, and accompany any other (non-ally) players� troop shipment from off world to the planet. The shipment must contain at least three units. Much how the BGs can coexist with shipments to the planet. They are invisible to all other houses. They stay with the group of units, which they are moved with until you choose to reveal them. They are hidden troops which move (no matter if the host player has orthicopter bonus, or guild player does a planet to planet shipping. They are affected by worms, storms, or lasegun explosions just as coexisting BG units are. At the end of the Movement phase after all players have moved, you can choose to reveal them, if you can. If they are with a group of units at a stronghold, and if two houses already occupy that stronghold then they are unable to be revealed, since only two houses can occupy a stronghold. You can't reveal your units in a stronghold or territory occupied with your ally. You can't use your hidden units with a shipment of Fremen (from the other side of the planet) or with BG spiritual advisors. Your tokens are listed as being in your reserves until such time you choose to reveal them. Only 1 such unit can occupy any given territory at any time. If you can't legally reveal a token, and the host player dials all the troops in a battle, your hidden face dancer is assumed to have fought along side the other troops. If the group of units that the hidden unit is hiding among dies in combat, then the hidden unit is also sent to the tanks, and is revealed during that process. If you legally reveal a token at the end of movement round, one of the "host" player's tokens is exchanged with one of your units. His unit is automatically sent to the tanks. The Tleilaxu may infiltrate as many shipments as he has spice to pay for, as long as each shipment contains 3+ units, and no infiltrators are located in the detination territory. (5) During a battle, before battle plans are revealed, and IF you own a weapon, you can create an assassin unit from one of your troops involved in a battle. You pay 1 spice and sacrifice the troop to attempt to assassinate the enemy leader before battle plans are revealed. If you attempt this, and if the opposing player didn't use the appropriate defense to defend against your weapon, you can kill the enemy leader (after plans have been submitted but before they are revealed. When an enemy's leader is slain this way, all treachery cards held by the leader are ignored in the final battle. If the enemy wins the battle (based on troops assigned to the battle), they can still choose whether or not to keep treachery cards used in that battle. The BT player informs the GM that he wishes to attempt "First Strike" when they have a weapon and 1 spice before battle plans are revealed. Note: This happens right before battle plans are revealed, after prescience OR Voice orders. Alliance - You may loan out one of your gholas to one ally in the battle round. This is announced at the start of the battle round, before battle order is determined. Also, your ally may revive his tokens by paying only the cost of production (half price) paid directly to the bank. Karama played by the Tleilaxu - You may play a Karama in your battle plan as a substitution for either a Lasegun, or a Shield. You must play a face dancer, cheap hero(ine) or ghola leader in order to do so. Or, you can use a Karama during a battle to mimic one of your opponent�s (non-dead) leaders. This leader will fight at his original�s battle strength, will NOT be subject to treachery, and if killed is worth 0 spice as your normal face dancer leaders are. Karama played against the Tleilaxu - Causes one Tleilaxu ghola-leader to regain original memory, reverting to his/her original faction. This may be done at any time, including immediately after battle plans have been revealed to make the ghola a traitor for the originally owning player or a player who picked him in the original traitor draw, if it is done to cause the ghola to betray to his original house, he is killed, like all traitors, and sent to the tanks. If it is done not during a battle round, and the dead leader is still in the tanks, the ghola will return to his original house, and the dead leader is removed from the tanks. If it is done not during the battle round, and the leader the ghola was created from is Not in the tanks, then the ghola commits suicide and the spice from its water is paid to the original owner of that leader, or allows a player to revive tokens at 1 spice per token, spice payment going to the bank. Leaders Five Face Dancer leaders, each with value of zero. Changes to Existing Factions. If deference to the BTs, all houses� free revivals is lowered to 1 (for players with less than 9 spice), except the Fremen and the BTs. Guild - The Guild's economics are changed, they are given one new advantage, and their alliance power is changed. The Guild retains its advantages of being able to make 1 of 3 type of shipments, choose its spot in the movement order, and default victory unchanged. The Guild begins the game with 7 spice. New Advantages (1) When any other player ships tokens onto Dune from off-planet reserves, he pays the spice to you. The Guild keeps 66% of the shipments cost, and the rest is given to the bank. When shipping your own tokens, you need pay only 50% the cost, directly to the bank, to any location. (2) At the end of the Ship/Move round, after all other players have moved, you may make an optional additional shipment (from planet to reserves), you pay full price (non guild rate) directly to the bank to do so. Alliance - Your ally may use the same 3 types of shipping as available to you, that is off-planet to on-planet, cross-territory, or back to reserve shipping. He pays your reduced price, covering the cost of shipping only, straight to the bank as you do. Emperor - Emperor's economics are changed along with his alliance power. His Sarduakar advantage is unchanged. Advantage (1)Whenever a player buys a treachery card, the spice is paid to you. You keep 66% rounded (according to the chart) and turn the rest into the bank. When buying a card yourself, you pay 1/2 rounded down of what you bid to the bank and keep the rest. You may bid more spice than you have, as long as you have enough spice to cover what you actually will pay to the bank. (2) The emperor, and the emperor alone can transfer spice at anytime during the game to his ally. Alliance - In one battle per turn, you may replace your ally's tokens with up to 3 Sardaukar on a one-for-one basis at the start of the battle round, before battle order is determined. Shipping costs are applicable and must be paid to the Guild as normal. Once the battle is concluded, any loaned Imperial tokens not sent to the tanks continue to be at this location as if the ally had Sardarkar of his own. At any point in the next turn and on, you may move those Sardarkar to another territory, (or if you are allied with the Guild ship them back to your reserves), if you move the Sardarkar away, the allies old units return in their place. The ally pays any spice battle support used for the Sardaukar and determines if they shall be used as casualties. Also your ally may buy cards at half-price as you do, making the payment directly to the bank. Your ally may bid more spice than he has, as long as he has enough spice to cover what he actually will pay. Harkonnen - Gets to pick 6 leader discs in the traitor draw and may return one disc to the pile and pick a random replacement after seeing his original 6 draws. Then you choose 5 of the remaining 6 discs, as your leaders. The 6th disk is returned to the pile and might be picked by another player, during traitor choosing. All other advantages are unchanged. Harkonnen player may always have double the current limit on treachery cards (so if the Landsraad raises the limit to 5 cards, Harkonnen may have 10). See rule #37 below for another Harkonnen related change Atreides - Start the game with 7 spice instead of the normal spice. Only sees the next spice blow location in the spice deck, not worms. Must loose 7 troops in battle, before the KH(+2) can be used. Fremen � 1. Whenever a worm will show up at either of the spice blows during the next turn�s spice blow, the Fremen player will be informed on it, not its location, just that �Worm Sign� is visible. Fremen also gain the ability to harvest 3 spice per trooper as if they controled Arrakeen or Carthag. 2. At the beginning of the game, the Fremen player CAN choose to receive the Crystknife as his starting treachery card. If he chooses this, then all the rest of the players are informed of this decision. Alternatively, he can choose to accept a random card like normal. 3. The Fremen fedykin count is bumped up to 5 from 3. Alliance - In addition to the safety from worms, a Fremen ally also gains the ability to move two territories and the ability to harvest 3 spice per trooper as if they controlled Arrakeen or Carthag.. Expanded Treachery Deck The original 33 cards are used with one change. The Hajr card is now a Hajr/Secret Ornithopter base card. A player can use the card either to give himself an additional on planet move as usual, or to make his normal one on-planet move a 3 territory ornithopter move. He cannot take both an extra move and an ornithopter move; he must choose one or the other. We will be using 25 new cards added to the deck also, the complete list is below. 1 additional regular Projectile Weapon 1 Hunter-Seeker Projectile Weapon (Kills all unshielded leaders used in the battle, including the player's own) 1 additional regular Poison Weapon 1 Poison Tooth Weapon (Kills all leaders used in a battle not protected by snoopers) 2 additional Shield Defense 2 additional Snooper Defense 1 additional Ghola 1 additional Karama 1 additional Truth Trance 2 additional Worthless 2 additional Cheap Hero 1 Stilltent (Playable when the storm passes over the player's tokens) it allows them to survive the storm. It does not enable them to move into the storm. Note: Stilltent can be discarded in battle as a worthless card can. 1 Arms Stockpile (Playable as part of a player's battle plan) it supplies up to 6 tokens with a full supply of spice for free. The amount of spice it provides depends on the current Landsraad limit. 50%=3 spice, 100%=6 spice, 200%=12 spice. It is always discarded after battle. No spice is paid to the Ix when this card is played, and the Ix and allies do not get to supply more than 6 tokens even with their lower supply cost) 1 Ambush (Playable as part of a player's battle plan along with weapon and defense cards) it increases value of the player's leader in one battle by 50% (ie. Stilgar would be worth 10.5 instead of 7). It is always discarded after battle. 1 Chaos in the Landsraad (Playable at the end of any spice blow round in which a Nexus did not occur.) It breaks all current alliances and creates a Nexus in which players may not re-ally with the factions they have just broken with. Discarded from deck after use, not placed in deck until after alliances have formed. 1 Judge of the Change is Watching (Playable at the start of the battle round, before the Landsraad chooses battle order). Allows 2 or more players peacefully in one territory for a turn. They jointly collect/harvest any spice from that territory. The spice is split evenly unless one player can not harvest his full share, in which case the other player is free to take the surplus spice if the can. Any spice that does not divide evenly goes to the player with the most tokens in the territory, if they have the same number of tokens, it goes to the player who did not play the card. For victory conditions, a stronghold is considered to belong to the player who did not play the card) 1 Unusually Heavy Spice Blow (Playable at the beginning of the collection round) it increases amount of a spice blow that turn by 50%. The specific spice blow is chosen by the player of the card, they needn�t occupy that territory to play the card. 1 Fortification (Playable in the collection round) in any territory the player currently occupies, the card is placed in the territory to mark that it is fortified. Increases the battle strength for that player in that territory by +3 for all battles fought there as long as he maintains a continuous presence in that territory. In other words, as soon as any moment occurs when that player has no tokens in the territory, the fortifications are destroyed and the card is placed back in the discard pile. BG coexistence is not enough to prevent destruction of BG fortifications. 1 Thumper (Playable during the spice blow round) Causes a (non-nexus) worm to appear in any desert territory. If Fremen are in that territory, they can ride that worm as normal. If non-fremen tokens or spice is in that territory, the worm eats those tokens, as normal. 1 Cone of Silence � Playable at the start of the bidding round, or at any time during the bidding round. This card stops the player who this card is played on from bidding on cards during this round. 1 Troop Transport � allows a player to make a second shipment during a Movement/Shipment phase. As normally, payment is paid to the Guild. House Rules New Rules (1) The territory of Gara Kulon is a now a 6th victory stronghold. It represents an arms smuggling/trading base and a player that controls it during the spice collection round gets 1 spice tax revenue. It is immune to storm effects, and family atomics can be blown by a token in Gara Kulon. The destruction of the Shield Wall has no effect on Gara Kulon and it is still safe from the storm. (2) Alliances of 2 factions are allowed. Alliances of 3 or more factions are not allowed. (3) Victory conditions are as follows. For a solo player - 3 strongholds. For a two player alliance - 4 strongholds. If two solo players each occupy 3 strongholds, the player who controls Arrakeen wins the game. (4) There are three types of deals in this game, private non-binding deals, public non-binding deals and public binding deals. If a player makes a public binding deals, both parties can back out of the deal, only if all parties agree to the cancellation of the deal. If a public deal is enacted, the GM will only �enforce� it by disallowing any spice transfers which will make the binding public deal, un-accomplishable. (5) Spice is secretly exchanged ONLY at the end of the collection round. There will be an additional deadline inserted for all transfers. (6) The economics are changed for the �rich� houses. Instead of keeping half the spice earned, they now keep 66% of the spice. Refer to the following chart: Spice Paid 66% Kept (Rounded to) 1 .66 (1) 2 1.32 (1) 3 1.98 (2) 4 2.64 (3) 5 3.3 (3) 6 3.96 (4) 7 4.62 (5) 8 5.28 (5) 9 5.94 (6) 10 6.6 (7) 11 7.26 (7) 12 7.92 (8) 13 8.58 (9) 14 9.24 (9) 15 9.9 (10) (7) At the traitor draw at the start of the game, the Harkonnen player goes first and picks 6 leader discs as potential traitors. He may, after viewing the 6, put one back and pick a random replacement. Then, he chooses 5 of the 6 discs; these 5 will be his traitors. The 6th disc is returned to the pool. All other players then pick 4 leader discs from the remaining leaders (including the returned Harkonnen disc) and choose 1 traitor from among the 3 leaders they picked. The Tleilaxu player chooses a traitor in the traitor draw even though he puts no leaders in it. (8) All advanced rules will be used, and the normal rules of Dune will apply except for those specifically changed. (9) Players may only transfer spice at the end of the collections round. (10) Leader revivals are moved from the end of their movement orders to the revival phase for all players. (11) Second or more worms that appear during a spice blow round are not additional Nexuses. These worms appear at the next spice blow, and are ride-able by the Fremen as normal. The Raad will receive a decree point for EACH worm that shows up during the spice blow. (12) Storm info (to the Fremen) and spice blow location (to the Atreides) is moved to the Storm round/Spice Blow round for GM ease. (13) As part of a players battle plan they would also announce if they wished to call treachery and/or keep which cards (if they win the battle.) Assumed Orders would be: Always call Treachery (if possible) and Always keep cards used in battle (if possible). So, it is the player responsibility to inform the GM in the battle plan if they wish to discard cards (if they win the battle) and "NOT Call Treachery if their traitor comes up in a battle." This will save the GM time since he wouldn't need to ask players after a battle if they wish to call treachery or keep cards...Player can institute conditional traitor/card discarding orders as part of their battle plans. (14) A battle containing both Voice and Prescience battle would work like this: Deadline 1, Voice command delivered publicly. Deadline 2: Prescience question delivered publicly. Deadline 3: Prescience Answer returned publicly. Deadline 4: Both players battle orders are due. A battle containing only Voice would work like this: Deadline 1: Voice order delivered publicly. Deadline 2: Both players battle orders are due. A battle containing only prescience would work like this: Deadline 1: Prescience question is delivered publicly. Deadline 2: Prescience Answer returned publicly. Deadline 3: Both players battle orders are due. (15) It is the responsibility of the BG player to inform the GM if they wish to accompany a shipment, they have until the next deadline (after a player's turn), to announce publicly that they are sending a spiritual advisor with a given players turn. They CAN institute conditional orders with the GM like: Always send an advisor if my reserves is over 5 troops and the player is shipping to a stronghold. (16) It is the Tleilaxu player�s responsibility to inform the GM if he wishes to send an infiltrator with a player's shipment. They have until the next deadline to do so. If the next deadline has passed the Tleilaxu loses the opportunity to infiltrate that shipment. If the next player makes his move prior to the official deadline, the Tleilaxu still have until the following official deadline to implement the infiltration. (17) The BG receives charity every turn as usual even if they have transferred spice. CHOAM Charity is received after the collection round (before the spice transfer phase), instead of at the beginning of the bidding round. The CHOAM Maneuver is illegal. It is when one player gives all his spice to another player, so that the player giving away the spice can receive CHOAM Charity. If a player attempts to complete the CHOAM Maneuver then all his spice (given away and received from Charity) is forfeited to the Bank. No player who made a spice transfer during this current turn is eligible for CHOAM Charity, except the BGs. If a plyaer is allied with the Emperor, they are excluded from receiveing CHOAM charity, if they give all their spice to the Emperor. (18) Truthtrance questions can not be about future intentions. This includes future intentions in battle. Truthtrance questions are private between the two parties involved (ie. The Asker and the Asked.) The questions/answers can only be questions, which are answerable by the GM, and are in fact answered by the GM. The Asker and the Asked are told of the usage, and results. The Question is broadcasted to all players, only the answer is revealed to the two involved. (19) For access to ornithopters, a faction must control a city at the end of storm movement in that turn. Riding a worm to the city or announcing the end of coexistence at the beginning of the move phase does not gain ornithopters, and a player whose tokens in a city are all eliminated by the storm cannot use ornithopters. (20) The Bene Gesserit spiritual advisor must go to the territory of the shipping player if she wishes to exercise the free shipping option. She cannot choose to go to the Polar Sink, unless the player is shipping to the Polar Sink. (21) A player may change the other elements of his battle plan after being voiced and prescienced. If a player changes an element that was prescienced, they must reveal that change to the Atreides. (22) Guild battles will be resolved by dot order if the Landsraad power to choose battle order is blocked by a Karama. (23) Treachery card bidding will be by email. Each player will send the GM his bid orders, including conditional orders, and highest amount to be bid on a card. Then the GM will order the bid orders, in dot order, starting with the player who is �up first� for bidding on a card. The GM will apply bid orders, and move to each bid in dot order, applying any conditional orders as he goes. Email Bids must be received by the deadline each day of the bidding process. Any bids received after the deadline, or any player who fails to turn in a bid at all is considered to be have "Passed". If a player can�t bid legally for a card, the GM will assume they are passing. A player is recommended to turn in Conditional bidding orders, which will apply to all bids they want during a turn, or during a game. (i.e. A player could send a bid order for an entire round of bidding, "Use this bidding order for all cards during this round: start bidding 1, unless the Atreides over bids the current winning bid, then over bid their bid by 2. Bid no higher than 5 for any card.") The Atreides can make card knowledge part of the conditional bidding process. (i.e. If a card is a weapon, send that cards identity to the Emperor.) It is recommended and preferred that all players turn in bid orders on all card even if they are passing, since it removes confusion on whether or not a player is GOING to send in bids. Further Example: The Atreides (bid opener) conditionally bids "2 for card 1, and no more than 7", the emperor's conditional orders are "bid 1 more than the Atreides, but no more than 6". The Guild's order is bid 4. Everyone else passes, by sending an explicit "pass order". The bidding would go as follows: A:2, E: 3, G: 4, A: 5, E: 6,A: 7. Then this would be sent out by the GM: �The Bid went as A:2, E: 3, G: 4, A: 5, E: 6,A: 7. (5 spice paid to the Emperor, 2 to the bank)� Card info has been sent to the Atreides. (24) A player may not bid more spice for a treachery card than he has, even if he plans on playing a Karama card to avoid payment. A player with a full hand can not play a karama on the Emperor to avoid payment on the next card to open up a spot in his hand and enter the bidding. The exception to this rule, is the Emperor and his allies, who may bid up to 200%+1 of their spice amount. They still can�t bid on a card, if their hand is full. (25) The Fremen player may move tokens into (but not through or out of) the storm and suffer half losses, just as he can when shipping. (26) Players intending to play a Karama card need to announce such plays to the GM, prior to their being played. There can be conditional announcements between the player and the GM. If a player gives notice that they may use a karama in a given situation, the GM will confirm the usage prior to the revealing of the usage to all players, to make sure that is what they want to happen. (27) Karama cards are considered to be played in the following order: Harkonnen hand exchange, Sardaukar/Fedaykin blocking, Kwisatz Haderach blocking, voice blocking, prescience blocking/expanding. If a Karama or multiple Karamas are received by the GM, he will announce the play of the first one in order of the above list, and start a new 24 hour period to allow players to reconsider their Karama action or to block a BG play of a worthless card. Players can only change their Karama play for an item that comes later in the order above. Example, BG/Atreides battle, BG email GM they want to use a Karama to block prescience, Atreides tells GM they want to use a Karama to block the voice. The play of the Karama by the Atreides to block the voice would be announced, and the BG can re-decide if they still want to use their Karama card (their original order to the GM would not be announced). A player could not, however, try to play a Karama to block the Sarduakar after seeing a Karama is played to block the voice. Players should note that the effect of this is to allow them to play a Karama as if they knew that no Karamas had been played on actions earlier in the list (since they will have a chance to re-decide if it turns out one has been), but they can not know if a Karama might be played on a later action. The GM will use his best judgment when considering the order of Karamas played. It is highly recommended to let the GM know ahead of any possible Karama plays, so he can help you determine when the deadline for that card might be. (28) If two are more Karamas are played to accomplish the same effect, precedence order will be the player in the battle, his allies, and then movement order. If both a prescience blocking and expanding card are played at the same time, they cancel each other, and normal prescience will occur. Both cards are still discarded. (29) Karama for a free treachery card is played immediately upon the completion of bidding for that card. Any player may play a Karama to allow another player a free card. If the BG play of a worthless for this purpose is blocked, the same player still wins the auction, but must pay for the card. Karama to block Harkonnen capture is played immediately after the results of the battle are known, and before the identity of the captured leader is known. Karama to block Atreides prescience during bidding may be played anytime during bidding, and blocks prescience for all cards still up for sale. A Karama played by the Guild to stop a shipment is played directly after the moving player makes his shipment and movement. After being Karama'ed, the moving player MUST now make no shipment that turn, although they can still move units that are already landed. A Karama to force the Guild to move in player dot order is played either when it is time for the Guild to move by his player dot and he has announced he is deferring, or when the Guild announces he is moving if he does that before his player dot time. (30) The identity of any Harkonnen leader captures are also public. (31) The Kwisatz Haderach can be used by the Atreides at the start of the next turn after the turn in which the Atreides loses his 7th token as measured by total game losses. (32) A leader revived by a ghola card in the battle round can only be used in a battle if he is revived before the Karama phase of that battle. The Tleilaxu player can use the ghola card to make a new ghola leader for himself in the same way all other players can use it to revive a leader. If a player revives a leader using the ghola card before the BT has had a chance to create a ghola of that leader himself, then the BT can no longer create a ghola of that leader, unless that leader is slain a second time and sent to the tanks. (33) Here are the details of the Landsraad decree advantage. Harvesting Rate decrees are issued at the end of the spice blow round. It raises or lowers the amount a unit can harvest spice, either -1 or +1. Treachery card decrees are issued at the beginning of the bidding round, before any Ixian card transfers. This decree raises or lowers the maximum number of cards a player may have to either 3 or 5. The Harkonnen player can always have double the maximum number, so if the number is raised to 5, the Harkonnen can have 10 cards. If the maximum number of cards is changed, any player with more than the now allowed number in his hand must immediately either discard the card, or use it. Revival decrees are issued at the start of the revival round, before the players revive their tokens. This decree changes the maximum number of tokens a player can revive, to either 2 or 4. If the maximum number of revivals is changed, each player still retains their same number of free revivals (except the Theilaxu, whose number of free revivals adjusts to the new maximum). The Fremen player is not affected by Landsraad revival decrees, but always receives 3 free revivals, reflecting his population growth. Military supply decrees are issued at the start of the battle round. A lowering of the Battle supply to .5 means that for each .5 spice spent on battle supply, 1 troop is fully backed. All spice is rounded up to the nearest whole number. A raising of the battle supply to 2 mean that for each 2 spice spent on battle supply, 1 troop is fully backed. When the battle supply is raised to 2, players must spend only full even numbers of spice on battle supplying (ie. 2,4,6, etc), except the Ix and their allies. The Ix receive 66% the spice from battle supply (as per the chart above), no matter the battle supply decree level. CHOAM Charity decrees are issued at the beginning of the Collection round, and raise or lower the amount of spice all player get if they get CHOAM Charity. It lowers it to 1 or raises it to 4, after that turn is up, CHOAM charity reverts back to its normal 2 per turn rate. If the Raad raises the CHOAM Charity to 4, they will still only receive 2 spice, instead of 4. Chaos in the Landsraad decree is issued a the end of the spice blow round. The Raad player should inform the GM if they wish to use this prior to its use. It breaks all current alliances and creates a Nexus in which players may not re-ally with the factions they have just broken with. Discarded from deck after use, not placed in deck until after alliances have formed. Tax Decrees are issued at the end of Collection Round, and not during the first turn. The Landsraad turns in 2 decree points to issue a Tax decree. Taxes are paid along the following schedule: Players with 0-3 spice pay 0 tax. Players with 4+ spice pay 18% of their spice rounded up. Only the tax and not the total spice owned by each player is revealed to the Raad. (34) Deadlines will be strictly enforced. During weekdays, deadlines will be 7am Eastern Standard Time, unless the GM moves it to another time. Emails received after these deadlines but before the GM has received them will be considered received. If a player requests an extension, he is granted one (no questions asked) to the next enforced deadline. Every major Holiday automatically extends the enforced deadline to the next enforced deadline, except Arbor Day (Rationale: There are no trees in the desert). The receiving of an email not the sending of an email is the determining factor when deadlines are involved. The GM prefers for multiple deadline extensions to be limited to only family emergencies, business trips where email is unavailable, vacations, etc., or for critical game ending situations, where if a player doesn�t react, another player/alliance �could� win the game. (35) Players can institute conditional orders, which will be applied to the best of the GMs ability in a given situation. These orders can carry over turn to turn, at the players instructions to the GM. (36) Each player will start the game with 2 auto-extension points (AE points). Whenever they fail to make a deadline, and have forgotten to ask for an extension, an AE point will be subtracted from their total and they will be given an automatic 12-hour extension. Whenever a player has turned their orders in at least 24 hours prior to their assigned deadline, they will earn an additional AE point. It is the players responsibility to remind the GM if they do this. If they still fail to make an order by a deadline, the GM will make assumptions in given situations that make the most sense, unless told otherwise by the players concerned, whenever enforced deadlines are met and orders are late: Bidding: The Assumed order is always PASS. Players can institute conditional bid orders that can carry over from turn to turn, if they wish. Revival: If a player has failed to issue a revival order, the GM will assume they want full free revivals, and no extra revivals. If the BTs have more troops than they can currently afford to ship to the planet, the GM would assume they want to take advantage of their spice producing tanks, instead of reviving any troops. Movement: If a player has failed to issue a movement order by a deadline, the GM will assume no shipment, no movement by his troops. Battle Orders: If a player fails to issue a battle order by a deadline the GM will create their battle order for them, dialing 0, using their lowest available leader, and no weapons/defenses. If they are any player, other than the Ix, Landsraad or BG, and if they own any Worthless cards, the GM would assume they wanted to �play� them in the battle. If a player has been prescienced/Voiced prior to the inaction, the result of the prescience would be honored. Decree Issuing: It is the Landsraad player�s responsibility to know when Decrees can be issued and to inform the GM prior to that time if a decree is to be issued. Otherwise, the GM will assume that the Landsraad player wishes to not play a given decree. (37) A player may revive leaders, one per turn, once all his leaders are in the tanks or are captured by the Harkonnens. Once all 5 leaders are sent to the tanks, each time a leader dies the second time; it can�t be revived until all of that player�s leaders have been sent to the tanks the second time. (38) On any rules questions that arise, the GM will listen to player input, but his ruling shall be final, and may contradict rules as they are written in this document. |