THE RULES OF DUNE CHESS

When I first read Frank Hebert's 'Dune', I was amazed at the visual depth of the story. Every
now and then, especially when I smell cinnamon, I see an ocean of sand beneath a clear sky
of stars and two moons, I hear the static hiss of an approaching sandworm and the distant
melody of a thumper.

I designed this simple board game to reflect the struggle to control Arrakis.  I hope the
reader finds joy in its appreciation.

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The board is standard 8x8 squares.

The forces consist of:

Atriedes(Blue)

1 Duke(DU)        --represented by a signet ring with an Eagle
1 Mentat(MT)      --represented by a bottle of red liquid
2 Fremen(FR)      --represented by hooded figures wearing goggles and air filters
2 Ornithopers(OR) --represented by an winged vehicle
2 Harvesters(HA)  --represented by tracked vehicle
8 Troops(TR)      --represented by a sword

Harkonnen(Red)

1 Baron(BR)       --represented by a signet ring with a Griffin
1 Mentat(MT)      --represented by a bottle of red liquid
2 Sardaukar(SR)   --represented by space-helmeted figures
2 Ornithopers(OR) --represented by a winged vehicle
2 Harvesters(HA)  --represented by tracked vehicle
8 Troops(TR)      --represented by a sword


Desert(Neutral)

2  Sandworms(SW)     ---grey with an open mouth of teeth
16 Spice(SP)         ---Reddish brown
4  Seitch(SE)        ---Black with a flower


Setup:


FEYD

PAUL

The Sandworm(SW) tokens are placed on top of a Spice(SP) token.

Movement:

"Who controls the spice, controls the universe."

One player acts as Feyd and controls the Harkonnen forces, the
other acts as Paul and controls the Atreides forces. Both can
utilize the neutral pieces.

The Harkonnen move first.  Each player makes one move in turn.


Piece movement:

The Baron, Duke and Mentats all can move and attack the adjacent squares,
both diagonally and orthogonally.

The Fremen and Sardaukar move orthogonally any number of vacant squares
and can capture on their final.(Like the Rook)  A Fremen which lands on
a Sandworm, may ride the Sandworm, it may move and capture with and as the Sandworm 
and cannot be captured while on the Sandworm.  Sardaukar may capture and
destroy the Seitch. The Sardaukar do not have to capture the Seitch which 
they land on but if they do they must capture upon landing on it.  If an
opponent's piece occupies a Seitch and the Sardaukar capture the piece, the
Seitch is also captured and considered destroyed.

The Ornithopers move diagonally any number of squares whether occupied
or vacant and can capture on their final.  They can carry either 1 Troop or 
1 Harvester.  If they carry a Harvester, they must land on either a vacant 
or Spice-occupied square, they cannot attack. If they carry a Troop, they 
can capture on their final square.  The Ornithopter picks up a Troop or 
Harvester by landing on it.  It may carry a Troop or Harvester for as many
moves which the player wishes but if captured, so is captured the Troop or
Harvester.

The Harvester moves one square orthogonally and only captures Spice tokens.
It may be moved under an Ornithopter for pick-up.

The Troop moves and captures one square diagonally. It may be moved under an 
Ornithopter for pick-up.

The Sandworms move one adjacent square, diagonally or orthogonally, and only
onto Spice-occupied squares.  They capture one adjacent square, diagonally or
orthogonally. This capture may be to a non-Spice-occupied square. They may not 
move or capture onto Seitch-occupied squares.  Sandworms cannot be captured.
Sandworms may be moved by either player. Only Ornithopters may pass through a
Sandworm-occupied square.

The Seitch are non-moving pieces.  They can be occupied but not captured, except
by Sardaukar.  Only Ornithopters may pass through a Seitch-occupied square, all
other pieces must stop on the Seitch.
Any piece, except the Sandworm, may land on a Seitch.

The Spice are non-moving pieces.  They can be captured by Harvesters only.
Except for the Sandworm, no other piece may land on them.  An Ornithopter
carrying a Harvester may land on a Spice-occupied square since the Spice
is considered immediately captured.



Using the Spice:

"The spice must flow."

With the harvesting of Spice comes an added bonus.  The player may buy back
any captured piece under the following conditions:

If the Baron/Duke are still on the board,
	1 Troop = 1 Spice
	1 Fremen/Sardaukar = 5 Spice

If the Mentat is still on the board,
	1 Harvester = 1 Spice
	1 Ornithopter = 5 Spice

To summarize, if the player's Duke/Baron is still present on the board, manpower
may be ransomed.  If the player's Mentat is still present on the board, equipment
may be ransomed.

Once a Duke/Baron or Mentat are captured, they may not be ransomed.

Ransom is paid to the opponent who then may also use the Spice tokens.

Pieces taken by the Sandworm are considered 'killed' and are not eligible for
ransoming.  They are place to side for the next game.

Ransomed pieces are dropped onto any vacant square as a move.

Goal:

Harvesting Spice gives the player the ability to ransom captured men and equipment.

Capturing the Duke/Baron and Mentat, keeps the opponent from ransoming any
men or equipment.

When the game reaches the point where there are no combatants, no Troops, Ornithopters,
Fremen, Sardaukar, Mentats or Duke/Baron, the game is over and the players may determine
the winner.

If one player has no combatants and there is still Spice to harvest, the game continues as
long as the player has Harvesters. Of course when there is no more Spice to harvest or the
player loses all Harvesters, the game is ended.

Determining the winner.  Each player totals the value of men and equipment left on the board
plus the amount of Spice held.  Each Mentat, Duke or Baron is worth 10.  The one with the most
wins, of course.  If the totals are equal, the game is a draw.

If all the spice has been harvested and there has been no captures within twenty moves, the
game is considered over and the players total their holdings.


Send all questions and comments to:

[email protected]

   

This webpage is the product of L. Lynn Smith.

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