The Collected Rulings File This file exists to provide more in-depth explanations to rules in the book, new rulings made since the rulebook was published, and card errata. If you want a shorter, more concise guide to the most common problems, the FAQ may serve you better. NOTE: The Term IBAD is used as a variable for the different type of rites Intrigue/Battle/Arbitration/Duel. 1) Cards A. Card Types i. Personas ii. Personnel iii. Ventures iv. Tactics v. Events B. Allegiance C. Talents D. Special Operations i. Direct ii. Counter iii. Capture E. Resistance 1) Cards A. Card Types There are several different card types, most of which require no additional explanation. Here, however, we will address the five most complex types Personas, Personnel, Ventures, Tactics, and Events. i. Personas Personas include all Aides and Allies. In other words, all the yellow bordered cards. Personas, once deployed or successfully Petitioned, sit in your House domain. They are not to be assigned to any homeworld, charter, or fief. Personas are the means via which you can directly affect your rivals through Rites which you initiate. Your personas only defend in Rites when eligible. This means in the case of all Intrigue and Dueling Rites, and in cases when your personas can Counter against a given Rite. Personas are all either Allies or Aides. If one of your personas gains one of these types by virtue of another game card, they lose their previous subtype. In other words, a persona cannot be both an Ally and an Aide. Allies are all either Nobles or Vassals. If one of your Allies gains one of these types by virtue of another game card, they lose their previous subtype. In other words, an Ally cannot be both a Noble and a Vassal. Aides may become Nobles or Vassals, as a result of a card or game effect, but they remain Aides unless the effect also specifically grants them the Ally subtype. If an aide gains the Ally subtype, it ceases to be an Aide. Native personas function exactly the same as other personas, except that you must govern a Dune fief in order to deploy them. Like all other personas, they are not assigned to a fief, they are placed in your House domain as normal. The Forbidden Zone has been fixed to include the phrase 'Dune fief' in the card subtype text. ii. Personnel Personnel are assigned to either personas, charters, or fiefs. What choice you can make in this respect is always stated on the card. Unless you choose to engage it to participate in a Rite, it has no effect on the Rite does not add any Force during Force Distribution, and does not need to be subdued before its parent card can be Vanquished. Personnel which do not state they can be engaged to participate can still participate, but they must be declared as participants during Defender Declaration. Cards which do state they can engage to participate as an Engagement tactic allow you to wait until Defender Engagement before you engage them and need not be named as participants during Declaration. Personnel, along with all other resources, cannot be moved from one card to another, once assigned, unless you have a card which specifically allows you to do so. The exception to this occurs if you move to Dune, in which case all of your original Homeworlds resources may be transferred to Dune, providing Dune is a legal target for these resources. iii. Ventures Ventures are missions you order your personas to perform for you. They are deployed during your House Interval on an eligible target. An eligible target is one that meets the talent, etc.. requirements on the card. You cannot assign a venture to a persona governed by a rival You can assign as many ventures as you like to a given persona. The venture just sits there, doing nothing, until you declare your intent to engage its parent persona to produce its effects, giving other players a chance to deploy Tactic : Declaration cards. This can be done immediately after deploying the venture, later that turn, or on a subsequent House Interval. But it can only be done by a disengaged persona who engages to produce the venture's effects. Ventures initiating Rites are treated normally, requiring the player to Declare his intent to activate the venture followed by the engagement of the parent persona to produce its effects. Since its effect is a Rite, a Rite is immediately initiated with the venture's assigned persona becoming the Leader of the Rite. That Leader is now engaged, as a result of the venture, but thats fine. The Rite is initiated by the venture, not the persona, so the 'a persona must engage to initiate a Rite' rule is waived. Rites initiated by ventures do, normally, count against your House Limit unless the venture specifically states that its Rite does not count against your Limit. If you have several ventures on a persona, you can pick which one (and only one) you intend to activate when you Declare your intent to activate a venture. If your persona engages for any other reason, as the result of a rivals tactic, your own choice to use that persona to initiate a Rite, or any other reason, the venture is not affected. It is not discarded. It continues to be assigned to the persona, and can be activated later on your House Interval if you manage to disengage the persona, or on one of your subsequent House Intervals. Ventures such as Litany Against Fear and Wierding Way have been changed to read 'Initiate a Rite. . .' and then the text that's already there. In other words, you only get the bonus for those cards if you initiate the Rite with the venture. In both these cases, the acting persona can intitate any Rite, even one for which it does not have the appropriate talent. Ventures often include the word Intrigue, Battle, Arbitration, or Dueling in the Card Subtype. These are references either to the talent necessary to deploy the persona, the talent the venture utilizes when activated, or both. Ventures are discarded after their effects are resolved. Ventures which say Duration Effect continue to operate after being activated until the end of your House Interval, after which they are discarded. Once discarded, the effects of the venture cease. If a persona with a venture assigned to it is captured or discarded, the ventures can be transferred to another eligible persona (i.e. a persona to whom the venture could have been assigned originally). If there is no such eligible persona, discard the venture. If a persona with a venture is subdued, the venture is also subdued, but does not gain deferment tokens, and instantly redeploys when its parent card does. iv. Tactics Tactics are surprises you spring upon your opponents. All tactics are deployed in reaction to something a player does. This player can be you, or any of your Rivals. With the exception of Duration Effect tactics, all tactics are all resolved instantly. You cannot deploy a tactic in response to another players tactic, in the hopes you will prevent his tactic. If two players wish to deploy tactics at the same time, they do so in order of Initiative. In the case of Duration Effect tactics, the tactic is deployed and remains in play, producing its effect, until the operation it effects has been resolved, after which is is discarded. These tactics can be the target of other cards which discard tactics. There are two categories of Tactic: Declaration and Engagement. Tactic : Declaration cards are deployed in response to any player Declaring his intent to perform any operation, including all Rites, Petitioning, a CHOAM Exchange, activating a venture, etc... If a Declaration Tactic has another term in its card subtype, such as Dueling, this means the tactic can only be used by one of the two players involved in that type of Rite. Initiative Declaration tactics are deployed anytime during the Initiative phase before the order of play is determined. Tactic : Engagement cards are deployed in response to any player engaging a card for any reason. Like Tactic : Declaration cards, if a Tactic : Engagement card has another term in its subtype, this means it can only be deployed during that operation. The target of a tactic need not be the persona enacting the operation (in the case of Rites, for instance) nor does it need to affect the player performing the operation. For instance, Matt can play Security Sweep on Craigs Homeworld in response to Daves Declaration of his intent to start a Dueling Rite. During a Rite, Tactic : Declaration cards can be played by all players during the Attacker Declaration phase. The two players involved can play Tactic : Declaration cards and Tactic cards specific to that Rite. After that, all tactics can only be played by the two players involved in the Rite. v. Events Events are large-scale occurrences which can dramatically shift the balance of power in the game. There are two types of events; Imperium and Dune. All events are first placed face down in your House domain. This does not count as deployment. Events accrue deferment tokens normally. You cannot make up the difference between an events deployment cost, and its current number of deferment tokens in solaris. Once an event has accrued its deployment cost in deferment tokens, you may, at your discretion, deploy the card on your House Interval. Imperium events can only be deployed while you govern a Homeworld. Since Dune becomes your homeworld if you move to it, this means that you can deploy Imperium events as long as your homeworld is not subdued. You can only play one Imperium event per House Interval. Dune events require you to govern a Dune fief before they can be deployed. This includes Arrakeen, Carthag, The Open Bled, etc...and Dune itself. Therefore governing Dune fulfills the requirements for deploying both Imperium and Dune events. Only one Dune event can be deployed per House Interval. B. Allegiance Cards bearing the symbol of an Imperial Power in their upper right corner, have Allegiance to that power. While you choose a Power when you buy a starter, you are not -technically- playing that Power in the game. You are playing your own, unique Minor House, with the Imperial Power you chose as your sponsor. Regardless of the Imperial Power you choose as your sponsor, there is at least one other Power bent on your destruction. This is your Adversary. You cannot include cards with Adversarial Allegiance in either your Imperial or House deck. If you capture a card bearing allegiance to your Adversary you must immediately subdue it. Once subdued, you can deploy the card, subject to normal deployment rules, but you must discard an amount of favor equal to the deployment cost of the card. If the card is later subdued again, you must again burn favor equal to the cards deployment cost to bring it out. You can freely place cards bearing allegiance to your sponsor in your Imperial and House deck. When Petitioning to deploy an Imperial Card bearing allegiance to your sponsor, you may choose to spend fewer solaris and make the difference up in favor. An Atreides player, deploying Duke Leto (deployment cost 5), may opt to pay only 2 solaris and 3 favor. This does not permit you to waive the rules for bidding. You must still have solaris equal to your final bid in order to deploy the card, and you cannot bid more solaris than you have. You may place cards bearing allegiance to another, non-adversarial, power in your Imperial deck, but you gain that Power's Adversaries as well. These additional adversaries are treated exactly like your original adversary and acquire the same restrictions. You can only place cards with allegiance to another, non-adversarial House, in your House Deck if you have included cards with the same allegiance in your Imperial deck. Any time you deploy a card with allegiance to another, non-adversarial power, or successfully Petition one, you must discard one favor. This includes deployment after subdual and deployment from your hand. If a card has Allegiance to an Imperial Power you can only assign it to cards with the same allegiance, or no allegiance. If a persona Gains or Adopts a new allegiance, the persona now has two allegiances and is immediately subject to all the above rules. If this new allegiance is to an Adversarial Power, you need not subdue the persona, but you must discard favor each time you redeploy it. If you have a card which changes allegiance depending on a certain condition (e.g. Doctor Kynes) and you have already met the condition before deploying or Petitioning the card, the card is played as though it already had the dual allegiance. If you already govern the card when the condition is met, immediately reevaluate the new allegiance and, if the new allegiance is Adversarial, subdue the card. Otherwise nothing significant occurs. If you come to govern Dune, the Dune card (only) adopts allegiance to your Sponsor, losing any previous allegiance gained from another player. C. Talents Certain cards have talents listed on them. In the case of cards with a talent icon in the upper right, this is the talent and rank required to assign or play that card. Talent Rank 0 is a level of Rank and there are some cards which possess a listed Talent Rank of 0. Cards without a talent rank are not presumed to have a 0 in that talent. Cards which give a bonus to a talent rank give their parent cards a rank of 0 + the listed bonus. For instance, Arms Training gives a persona +1 dueling rank. Breaking this down using the above rule; the card actually bestows rank 0 +1, for a total of Dueling 1. If there were a card which stated: Target gains Dueling talent, this would bestow Dueling 0 on that persona. Ventures often have talents listed in their card subtype. This is a reference to the talent required to play the card, or utilized by the card in its resolution. Tactics often have talents listed in their card subtype. This is a reference to the type of Rite that must be initiated by someone (not necessarily you) in order to play the card. Anytime a card, in its text, refers to a talent thusly; 'in a battle', or 'a battle', it means during that type of Rite. Personas possessing Talent rankings can initiate a Rite against any legal target of that Rite. The only restrictions to what cards can be targets of Rites are 1: the target cannot possess the same allegiance as your acting persona. 2: the target must be a card of the appropriate type for the Rite. See fig. 6 on page 52 of your rulebook for a list of the appropriate targets of each Rite. Legal targets do not have to have the same talent. Any persona, for instance, without allegiance to your acting persona, can be the target of a Duel. If a persona ends up, via Counter or some other method, defending in a Rite for which it does not have the talent, it merely applies no force to its opponent. Such a persona receives force normally, even if it isnt the appropriate target of the Rite. A persona who can Counter against Battle Rites can become the target of a Battle Rite and could be subdued by Battle force normally. For more information on Rites, see that section in this file. D. Special Operations Certain cards possess interesting abilities, called Special operations. All Special operations are either Declaration operations, meaning they are played in response to a player declaring something, or Engagement operations, meaning they are used in response to a player engaging something. There are two Special Declaration operations; Direct and Counter, both of which require additional explanation. i. Direct Direct is a Special Declaration operation which, during a Rite, allows your Leader to bring additional personas to the Rite with him, when he is the attack or defense leader. The additional participants must have a total command rank less than that of the Directing persona. For instance; Count Glossu Rabban can Direct when leading Battle Rites. He has a Command Rank of 2. He can, when Directing, bring one other persona of Command Rank 1 with him. If his Command Rank was somehow raised to 4, he could bring three personas of rank 1, or two of ranks 2 and 1, or one of rank 3. All additional personas brought into the Rite by the persona Directing, must also be disengaged, and must posses the same allegiance as the Directing persona or no allegiance. Eligible personnel assigned to these additional personas may also be included as participants. In order to vanquish a persona with Direct, you must do the following in order: vanquish all the participating personnel assigned to the additional personas brought into the Rite, vanquish the additional personas themselves, and vanquish the participating personnel on the Directing Leader. Then, if you still have enough force left over, you may vanquish the Directing persona. Your leader must be disengaged to Direct. ii. Counter Counter is a Special Declaration operation which, during a Rite, allows you to change the target of the Rite to the persona Countering. In order for a persona to Counter, it must be disengaged and not posses the same allegiance as the attacking persona. Cards which allow an Eligible target to Counter refer to a personas eligibility, as described in the preceding paragraph, not a cards eligibility to be the target of a Rite. Thus you could, via innate ability or card effect, have a persona Countering and becoming the new target of a Battle or Arbitration Rite. In rare cases, a persona may Counter who has no applicable talent. At such times, the Countering persona merely assigns no force to the opposing persona, but can be subdued normally. If a player changes the target of a Rite by Countering, the attacking player gains no bonus if the new target is subdued. A persona cannot Counter to himself in the hope of denying his rival a bonus. iii. Capture There are three Special Engagement operations; Surprise, Capture, and Discard. Surprise and Discard are explained sufficiently in the rulebook, but Capture requires a bit more clarification. If you Capture an opposing persona, you gain control of them, usually permanently. Many cards which allow Capture are Duration Effect cards, but this means the card stays around longer than normal producing its effect. This is not a limit on the Capture, which is still permanent. Capturing a persona allied to another Imperial Power does not cause you to gain that Powers adversaries as your own. E. Resistance Many cards have Resistance values which would not normally be the target of a Rite. However there are cards that can apply force to otherwise untargetable cards. For this reason also, cards with no listed Resistance are considered to have a Resistance of 1. 2) The Turn Sequence A. The Opening Interval i. Initiative B. The House Interval i. General Operations a. Deploying Cards b. Petitioning C. Restricted Operations i. Deploy Subdued Event (see Events) ii. Rites iii. CHOAM Exchange iv. Requesting Admittance to the High Council (winning the game) D. The Closing Interval i. Imperial Discard ii. Imperial Draw iii. House Discard iv. House Draw The Turn Sequence Certain segments of the Turn Sequence, such as Disengagement and Deferment, seem easily understandable. Others will benefit from further explanation. A. The Opening Interval i. Initiative The initiative phase is broken down into two sections; declaration and assignment. During the declaration segment, all players announce their current favor, referred to as their declared favor. This is not the same as their actual favor, and cards which affect declared favor only change the declared amount, which is used solely for the purpose of determining initiative. Declaration : Initiative tactics can be played at this point either prior to declaring your favor, after it, or in response to another players declaration of favor. After all tactics and effects have been resolved, Initiative ranks are assigned. Ties are resolved by discarding cards normally. If your favor at this point is 0 or less, nothing significant happens. You still draw and discard cards normally to resolve ties. Having 0 or negative favor prevents you from drawing cards during the Closing Interval only, it does not restrict your ability to draw cards during the Initiative Phase. On the seventh turn the player with the first initiative rank (i.e. highest declared favor) will effectively be forced to move to Dune unless they have removed deferment tokens from it, or have found some other mechanism, such as Usurp Holding, to delay its deployment. Being forced to move to Dune represents the very likely occurrence that the Landsraad has become dissatisfied with Dune's current governance, and has decided to command a favored House minor to assume its governorship. B. The House Interval Your House Interval is when you'll perform most of your game operations. Your House Interval is not synonymous with your turn because there are many things you may do during a given turn, but not necessarily during your House Interval. There are two different types of operations you can perform during your House Interval, General operations and Restricted operations. You can perform these operations in any order. General operations and Restricted operations do not represent different segments of your House Interval. You could, for instance, perform a General, two Restricted, two more General, then another Restricted operation during your House Interval. i. General Operations a. Deploy Card. The act of playing a card face-up is called deployment. This includes playing a card from your hand and turning a subdued card face up. When playing a card from your hand, all you need to do is pay its cost in solaris. You may not reduce the cost for cards aligned to your sponsor and make up the difference with favor as is possible during a Petition. Cards played from your hand are always deployed disengaged. For purposes of this operation, there are two types of cards; subdued event cards, and subdued non-event cards. Subdued event cards gather deferment tokens normally; one per turn. You may not pay solaris to make up the difference between deferment tokens and deployment cost. When a subdued event has its deployment cost in deferment tokens, you may deploy it at any time on your House Interval. You may choose, however, to wait until a subsequent House Interval. For when each type of event can be played, see the section on events. Subdued non-event cards accrue deferment tokens, one per turn, with the exception of subdued ventures. After a card has at least one deferment token on it, you may pay the difference, in solaris, between its deployment cost and the number of deferment tokens it has on it. You may deploy a card at any point during your House Interval, then later that Interval deploy its assigned cards. Additionally, all subdued non-event cards must be deployed once they have accumulated their deployment cost in deferment tokens. You may choose to deploy these cards at the beginning of your House Interval, at the end, or anywhere in between. The only restriction to these rules are assigned cards. Assigned cards can only be deployed once their parent cards have been deployed. This means an assigned card with its deployment cost in deferment tokens does not deploy normally until its parent card had been deployed. Once the parent card has been deployed, an assigned card which has accumulated its deployment cost in deferment tokens must be deployed during your House Interval, just like any other subdued non-event card. If the assigned card does not have its deployment cost in deferment tokens, the difference can still be made up in solaris to deploy it, but only after its parent card has been deployed. Assigned cards being deployed from subdual must remain with their original parent cards. All subdued cards are deployed disengaged. They may be immediately engaged to produce their effects. You may not deploy subdued cards in your rivals territory. b. Petition Assembly Card. At any time during your House Interval, you may reveal one of the cards in your Assembly and announce your intent to Petition it. You begin the bidding and must bid at least the cost of the card, although you may bid higher in an attempt to lock other players out (or for any other reason). Once you have passed your option to bid, you may not bid on that card again. You may not bid higher than your current solaris. When Petitioning cards bearing allegiance to your sponsor, you may discard an amount of favor in order to decrease the final cost by an equal amount. This does not allow you to bid more solaris than you have. If, via some card effect, you are the victor of Petition and cannot pay the cost normally, you must discard favor equal to amount you are unable to pay. You may then deploy the card normally. Effects which return a card to into your Assembly, with no victor, are considered to cancel the Petition. You may then continue Petitioning for other cards at your discretion. Otherwise, barring some other card effect, once you have lost a Petition, you may not Petition another card during that House Interval. You may not bid an amount equal to that bid by a previous player. You must, in other words, either raise or pass. If the victor is not the player Petitioning the card, the amount paid is the difference between the cards deployment cost and the final bid. If the victor is the Petitioning player, the card is deployed, engaged, in his House domain. Cards successfully Petitioned for, if later subdued, need not be Petitioned again. They are deployed normally. C. Restricted Operations i. Deploy Subdued Event. See the above section on Events. ii. Initiate Rite. Initiating Rites is perhaps the most common form of player interaction. All Rites are initiated by personas. The persona must have the required talent in order to Initiate the Rite. See figure 6, page 52 of the rulebook for the appropriate talents. The target of the Rite must be a card appropriate to the Rite (a persona for Intrigue and Duels, a charter for Arbitration, and a fief for Battle) and must not bear the same allegiance as the attacking persona. You cannot initiate a Rite against your own cards. These are the only restrictions. The defending cards need not be disengaged. After the attacker declares his intent to initiate a Rite, indicating which of his personas is the attacker and which of his rivals cards is his intended victim, all players, beginning with the defender may play Tactic : Declaration cards. The two players involved in the Rite may play Tactic : Declaration cards and Tactic : IBAD : Declaration cards. After this phase, the Attacker Declaration phase, only the two players involved may play tactics. Next, the Attacker engages his acting persona and any additional declared participants. The two players involved in the Rite may now play Tactic : Engagement cards and Tactic : IBAD : Engagement cards. Next, the Defending player may Counter. If his persona is disengaged, he declares the Countering persona as the new target. If he is not Countering, he declares the target of the Rite as his defense Leader. In either case, both players may now, again, play Tactic : Declaration cards and Tactic : IBAD : Declaration cards. For more information on Countering, see that section. The Defender now has the option to engage his Defense Leader. If he chooses to do so, the Rite proceeds normally, and a new round of Tactic : Engagements are played as before. If he chooses not to engage his Defense Leader, then his leader applies no force to his opponent, cannot declare any additional participants (even if otherwise eligible), but must still have its resistance equaled or exceeded in order to be subdued. The Rite then proceeds normally as described in the Rulebook. You may only subdue a leader once you have subdued all participating personnel. If assigned personnel are not engaged to participate they dont effect the Rite. Cards or rules which give bonuses for participating cards give no bonus for personnel not engaged to participate. As described in the rulebook on page 54, bonuses are awarded for victory in the various Rites. Only the attacker gains these bonuses, and only if the original target was subdued. If a Countering target was subdued, or if assigned personnel were subdued, but not the target of the Rite, no bonus is awarded. Bonuses are awarded even if the attacking persona was subdued by the Rite. If, in a CHOAM Rite, the attacker vanquishes his original target, and chooses to impose a Solaris Penalty on his opponent when his opponent doesnt have enough solaris to meet the penalty, his opponent must pay all he has. Directing leaders can only be subdued once all the other participants have been subdued. For more information, see the Direct section of the CRF. Personas which can Capture vanquished participants do so only if they Survive the Rite, or if their Capture ability is described as a tactic that takes effect before Rite Resolution. When a card or rule refers to a leader in a Rite, it means either the Initiating persona, or the Target of the Rite. This means charters and fiefs can be Leaders just as personas can. iii. CHOAM Exchange. During your House Interval you may either buy or sell spice. Not both. All such transactions are limited to three spice. Cards which give additional CHOAM Exchanges grant another transaction of up to three spice. A CHOAM Exchange is done in one block. You may not buy/sell one spice, do something else, then buy/sell more spice. The CROE is adjusted after each individual spice traded. You may never buy spice for less than 1 solaris per spice. iv. Requesting Admittance to the High Council You may request admittance the High Council at any time during your House Interval. To do this, you must engage your Homeworld or an aligned ally to win. If all your aligned allies and your Homeworld are already engaged, and you have no means via which to disengaged them, your turn proceeds normally and the game continues. D. The Closing Interval During the closing Interval, all players, in order, discard any undesirable Imperial cards, replace them if possible, then discard any undesirable House Cards, drawing to replace them. i. Imperial Discard. If you have any undesirable cards in your assembly, you may discard them now. If, as a result of game play, you end up with more cards in your Assembly than your Assembly limit, you must now discard at least enough to bring your number of cards back down to your limit. You may choose which cards to discard, and may discard more than the minimum needed to reach your Assembly limit if you desire. ii. Imperial Draw. You now draw cards, if possible. If your Imperial deck has been exhausted, you continue play normally. There is no penalty for being unable to draw Imperial Cards. If, during the course of your turn, you have increased your Assembly limit, now is when those changes take effect. Additional cards are drawn to fulfill your new Assembly limit. iii. House Discard. You may now discard as many cards from your hand as you wish. iv. House Draw. You now must replenish your hand to seven cards. If you have increased your Hand limit during the game, now is when additional cards must be drawn to meet your new size limit. If your House Deck is depleted, and you must draw a card, you immediately lose. If your favor is 0 or less, and you must draw a card, you immediately lose. If you enter this phase with seven cards and choose not to discard, you continue play normally, regardless of favor or number of cards in your House Deck. All discard cards are placed face-up in your discard pile. Discard piles are not kept secret from other players, who may, politely, examine your discards at any time. They must, however, maintain the order of cards. 3) Rules and Terms A. Favor B. Governance C. Subdual D. Engagement E. Spice Production F. Solaris Production Rules and Terms A. Favor. Apart from any other problems you may encounter as a result of having favor of 0 or less, you also cannot draw cards to replenish your hand. This is the only rule-induced penalty. You do not immediately lose. You will very likely lose once you come to your House Draw, but that rule is covered under that section of the CRF. B. Governance You govern all deployed cards in your House domain. Subdued cards are not considered governed by any player. Anytime a card refers to subdued cards you govern or any reasonable variation thereof, consider the card to say subdued cards in your House domain. Regardless of Governance, you always own all your cards. Anytime a card or a rule refers to a cards owner, it always means the physical property of the player, regardless of where in the game the card has been deployed. C. Subdual Whenever one of your cards becomes subdued, assigned cards only become subdued if this occurred during a Rite, and they participated. Cards which remain deployed continue to produce their effects and can be transferred off their subdued parent card if you have some way, such as a Carryall, to move them. Subdued assigned cards accrue deferment tokens normally and may not be deployed until their parent card is. You cannot assign cards to subdued cards. Assembly cards are not considered Subdued, they are considered face-down. They do not gain deferment tokens. Once positioned within your domain, they need not be rePetitioned when redeployed from a subdued state. A player may, at any time, examine all the face-down cards in their assembly and any subdued cards in their domain. Unless a card effect specifically allows it, a player may never examine the subdued or face-down cards in his rivals territory. Spice tokens on deserts remain on those deserts even if subdued. While subdued they have no effect on the game unless a card specifically targets spice on subdued deserts. If later redeployed by the same player, they may again be the subject of normal game effects. If deployed by a different player, the new governor of the fief must discover his own spice. If the desert were captured by another player, and then deployed, the new governor would have access to all the spice produced by the old governor. Like spice, deferment tokens remain assigned to subdued cards when captured. Subdued cards may not be the target of Rites. D. Engagement Cards which produce effects without engaging do so even if they are engaged by a rule or card effect. E. Spice Production When designing your House Profile, your starting spice represents the amount of spice stockpiled by your House prior to the game. When establishing your starting spice, each unit of spice costs X solaris. X equals the starting CROE+1. The starting spice you stockpile with your creation points is produced in your Hoard, and does not come from the Guild Hoard as if you had purchased it on the Exchange. Cards which produce spice, such as deserts, deliver spice from means independant of CHOAM dealings. Produced spice is therefore never taken from the Guild Hoard. F. Solaris Production The Imperial Treasury is boundless. It need not be kept track of. When a card or a CHOAM Exchange operation produces solaris, these may be taken from the Imperial Treasury. G. IBAD Any time a card, in its text, refers to Intrigue, Battle, Arbitration, or Duel, it is referring to a Rite. This is distinct from IBAD references in a cards subtype, for which see the card type (Ventures, Tactics, etc...) 4) Errata A. Rules Errata B. Card Errata Official Errata The following are changes to the official rules, and alterations to card text. All players are recommended to use these new rulings and should expect to see them enforced during sanctioned tournaments. New Rules 1) When designing your House Profile, the cost to buy spice is the CROE +1 2) At Setup, the amount of spice in the Guild Horde is 4 + 2 per player. 3) When a card becomes subdued during a Rite, only cards which participated in the Rite are also subdued. Cards which remain deployed continue to produce their effects. If you have a card which allows you to move attached cards off their parent, such as Carryall, you may use them to move deployed cards off subdued cards. Attached cards which are subdued gain deferment tokens normally and cannot be redeployed until their parent card is. You cannot attach cards to subdued card. 4) During the Rite Initiation Interval, during Defender Engagement, the Defender has the option to engage the declared target. Targets which are not engaged during this phase do not apply force as normal, cannot have attached eligible cards engaged to participate, and must have their resistance equaled or exceeded normally in order to subdue them. If the Defender opts to engage the Target of the Rite, the Rite proceeds normally. 5) The House Disadvantage has been errataed to read: "Whenever you come to govern a persona bearing allegiance to another Imperial Power, you must discard one favor. If you ever Capture a persona bearing Adversarial Allegiance, you must immedeately subdue it. If you later deploy the card, you must discard favor equal to its deployment cost." Card Errata Wierding Way should read "Initiate a Rite. The assigned persona gains a +X bonus to their Force where X is the target's Wierding Rank." The Persona using this card need not posses the required talent for the Rite. Litany Against Fear should read: "Initiate a Rite. The assigned persona gains a +X bonus to their Resistance where X is the target's Wierding Rank." The Persona using this card need not posses the required talent for the Rite. Caladan Exports should have a resistance of 6. Forbidden Zone has the following card type/subtype: Homeworld : Dune Fief Petitioning Tithe should read: Once deployed, no other House may deploy Petitioning Tithe during the current petition. If this card is used by the Petitioner, the cost for the card is paid to himself. This does not lower the cost, or allow you to ignore the restrictions on bidding. Usurp Holding may be used to target Dune and should read: "Transfer a target subdued, non-homeworld holding to it's governor's assembly. " Well-Placed Bribes should be a declaration tactic, not an engagement tactic. Shield Failure should read "discard a target shield." Secret Allegiance is assigned once, and the second allegiance of the target persona is chosen then. This allegiance does not change from the initial assignment to further deployment from subdual. Best Blade should read "Apply X force to target ally. If applied force equals or exceeds the target's resistance, subdue the target. X equals the assigned persona's dueling rank." Implicate Traitor should read "Apply X force to target ally. If applied force equals or exceeds the target's resistance, subdue the target. X equals the assigned persona's intrigue rank." Pogrom should read "Apply X force to target fief. If applied force equals or exceeds the target's resistance, subdue the target. X equals the assigned persona's battle rank." This will affect Tupile, since Tupile is immune to Battle Rites, not Ventures, and this Venture does not create a Rite. Provoke Insurgency should read "Apply X force to target charter. If applied force equals or exceeds the target's resistance, subdue the target. X equals the assigned persona's arbitration rank." Brilliant Rhetoric should read "Duration Effect: Target persona may Counter." Perilous Terrain should read "Duration Effect: Target persona may Counter." Secund-Elect Dueling should read "Duration Effect: Target persona may Counter." Unforeseen Difficulties should read "Duration Effect: Target persona may Counter."