Advertisement

Active Sellers
Things From Another World
Puzzle Master
Calendars
FUN.com
Dune: Variant Cards
Dune: Variant Cards
by DTI (Diverse Talents, Incorporated) (1986)
Player Count
2 to 6

Player Ages
12+

Playing Time
4 hours
Categories
  • Expansion for Base-game
  • Mechanisms
  • Variable Player Powers
  • Partnerships
  • Area Control / Area Influence
  • Family
  • Dune
  • Rating: 5.5/10 from 6 users

    Description

    A set of 8 new Dune Treachery cards printed on 1 sheet of cardstock with 2 pages of accompanying rules. These names and effects have precedent in the books or movie, primarily the books.

    The cards are: Weather Scanner, Smuggler, Troop Carrier, Dust Chasm, Juice of Sapho, Imperial Conditioning, Break Imperial Conditioning, Weirding Way.

    These were published in The VIP of Gaming Magazine, Issue #2 Feb/Mar 1986

    Summary of Effects

    Weather Scanner: Allows a non-Fremen player to examine the next weather token.
    Smuggler: Steal spice from another player, stealing more for each desert territory you control.
    Troop Carrier: Make a second shipment of troops to Dune, paying the Guild as usual.
    Dust Chasm: Destroy all non-Fremen units in the space where a Spice Blow just occurred, and no units may move into or through the space this round. Fremen units which stay in the space will also be destroyed. Can't be played if a worm appears.
    Juice of Sapho: After a player has committed their cards to a battle, look at the entirety of their remaining hand before making your own choice.
    Imperial Conditioning: For one battle only, before players have committed cards to a battle, your leader cannot turn traitor.
    Break Imperial Conditioning: Cancel Imperial Conditioning when it is played in your battle.
    Weirding Way: Before any part of a battle occurs, play to double the casualties that battle inflicts on your opponent.

    Suggested Use

    Five cards without effects are included in the base game, and two more 'useless' cards are added in Dune: Spice Harvest and Dune: The Duel. This variant suggests replacing those seven cards with the first seven of the variant cards, and to, once someone has blown the Shield Wall, replace the Family Atomics card with Weirding Way and/or have that card function as Weirding Way.

    An alternate method suggested is to buy an additional full set of Treachery cards and overwrite the normal effects with the variant card effects (pasting the new image onto the card, or for a more modern audience, using sleeves and inserts).

    Interaction with other Expansions

    The 'Reviving the Ghola'/Bene Tleilax expansion adds additional uses for the 'useless' Treachery cards. If the variant cards replace useless cards and that variant is also in use, they should be marked to indicate that they also count as 'useless' cards for the Tleilaxu's purposes. The alternate method is probably preferable if these are used together.

    Game Discussions

    Add Comment

    You need to be logged in to comment.

    Comments (0)

    No comments yet. Be the first!

    Marketplace

    No listings at the moment.


    Do you own this game?

    Original Game

    Best Sellers
    Board Games





    Latest Searches: Let it roll | sabatour | outburst remix board game | speedway | used | Coup | Star Wars Nerf Chewbacca Blaster | high treason | Hammond, LA monopoly | arch of ages | Panama City Monopoly game | Angry Birds Transformers Telepods Pack | void | call of duty | a voyage | footdle | fallout | battery | cardsn against humanity | Lake George Monopoly | scrabble | Covington La Monopoly game | chile | Kingdom Death Monster | trivia cards | table | Cumberland Maryland | perses | IQ+Concept | taiwan
    Sitemap: All Categories | All Publishers | All Designers | All Mechanisms | All Artists | All Family
    © 2018-2024 BoardGames.com | Your source for everything to do with Board Games
    All Rights Reserved
    Please note: BoardGames.com will receive commissions from purchases made through links on this page.
    Privacy Policy | Contact Us