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Dune: War for Arrakis Gameplay Overview

2-4 players120 minby Marco Maggi, Francesco NepitelloCMON
Dune: War for Arrakis box art
Each round: draw cards, place vehicles, alternate actions, resolve desert hazards, harvest spice, check victory.

Actions

Start of the Round

Prepare for the new round by drawing cards and revealing prescience cards.

  1. Each player draws 2 planning cards, one from each of their decks, into their hand.
  2. Draw 3 prescience cards and place them face up in a row next to the deck, visible to all players.

Step 1: Vehicle Placement

The Harkonnen player places vehicles (Ornithopters, Harvesters, Carryalls) based on the position of the lowest Imperium marker on the Spice Must Flow board.

  1. Find the active row on the Spice Must Flow board (where the lowest Imperium marker is positioned).
  2. Place an action die on each empty slot of the first column on the active row and the rows above it. These dice won't be used this round. Any action die below the active row are then removed from the board and will be available this round.
  3. Place the indicated number of vehicles on the board: Harvesters are placed in free desert areas (1 figure per area), Ornithopters and Carryalls are placed in Air zones (1 figure per zone). If an Air zone is already occupied, remove the current vehicle first.

Step 2: Action Resolution

The main phase of the game. Players roll action dice, allocate them on their dashboards, then alternate taking actions. Atreides goes first. The phase ends when the Harkonnen player has used all their available actions -- the Atreides player loses any remaining actions.

  1. Both players roll all their action dice simultaneously.
  2. Allocate dice on player dashboards (max 3 per result on Harkonnen dashboard, max 2 on Atreides). If dice exceed available slots, reassign excess starting with the player with the fewest number on their dashboard. Tied: Harkonnen goes first. New die results are chosen one at a time, alternating, starting with the Harkonnen player.
  3. Starting with Harkonnen, each player may place 1 Bene Gesserit token (if available) as a temporary action die on an empty action box slot of their dashboard. The Atreides player then has the same choice.
  4. Players alternate taking 1 action each, starting with the Atreides player. On your turn: spend 1 die to execute its action, OR spend any 1 action die to play a planning card from your hand (apply the card effects, then discard it to a discard pile).
  5. If you have 2 or more options on your dashboard, choose only 1. If the Atreides player has fewer unused action dice than the Harkonnen player, they may take a Desert Power action instead.

Step 3: Desert Hazards

Wormsign tokens are placed and resolved, then Coriolis Storms sweep the board. The desert strikes back.

  1. The Atreides player places random wormsign tokens face-down on the board without looking at them, 1 in each desert area that contains a Harkonnen harvester or legion and that does not already contain a wormsign token or sandworm.
  2. Flip all wormsign tokens on the board face-up and resolve their effects in this order: Sand (false alarm -- discard the token), Sandworm (place a sandworm there, then discard the token), Burrowing Sandworm (if in a deep desert area, place a sandworm there then discard; otherwise discard the token).
  3. Each sandworm appearing must be placed, either from off the board or by relocating from somewhere. If the Wild Maker is in play, the Atreides player can place its figure instead of a normal sandworm. Maximum 4 sandworms on the board (5 if Wild Maker is in play).
  4. After all wormsign tokens have been resolved, shuffle them back face-down into the wormsign pool.
  5. Resolve Coriolis Storms: all Plateau, Minor Erg, and Desert areas on the board are exposed. For each Harkonnen legion in such an area, the Atreides player rolls 2 combat dice. The attack inflicts 1 Hit on the enemy legion for each Hit result, and a variable number of Hits for each Special result based on terrain type.

Step 4: Spice Harvesting

Harvesters collect spice, which determines Imperium relations. The Harkonnen player spends spice points to maintain or raise Imperium marker positions.

  1. The Harkonnen player removes harvesters still on the board to collect spice. The amount depends on the area: Desert = 1 spice point, Deep Desert = 2 spice points.
  2. The Harkonnen player immediately spends collected spice points to keep Imperium markers on their current position, or to raise them up 1 step: It costs 2 points to keep a marker in position, and 3 points to raise a marker up 1 step. Each marker can only be raised a maximum of 1 step during the same harvesting phase.
  3. Markers that are neither kept in place nor raised automatically move down 1 step. This causes the activation of Imperium Bans.
  4. Activate ALL Bans corresponding to any Imperium markers on the bottom step of the Spice Must Flow board, plus ALL bans corresponding to markers that just moved down. A ban remains active until the beginning of the next round's harvesting phase.
  5. Return all Harkonnen vehicles (Ornithopters, Harvesters, Carryalls) from the board.

End of the Round

After Spice Harvesting, perform cleanup before starting the next round.

  1. The Atreides player checks whether the requirements of any revealed (end of round) prescience cards can be met. They perform any instructions found on the cards they wish to claim, and advance the prescience markers accordingly (maximum of 2 prescience cards can be claimed in one round, regardless of cards claimed during the round).
  2. If all the scores indicated on the secret objective card are met, the Atreides player wins the game. If not, the game continues.
  3. If any Ornithopters or Carryalls remain on the board because they were not returned earlier in the round, remove them now.
  4. If they have named leaders on the board, starting with the Harkonnen player, both players may remove any of them from the board and deploy a generic one in place of those removed.
  5. Flip and place back on their corresponding action boxes all 'spent' leader cards (leaders in the regeneration tank boxes are flipped face-up but not placed on the dashboards).
  6. Both players check their hand of planning cards and discard down to 6 cards (if needed), choosing which cards to discard.
  7. The Atreides player chooses whether to remove from the deck any revealed but unclaimed prescience cards, or reshuffles them back into the deck for the following round. Prescience cards are always discarded openly.
  8. Both players recover their used action dice from their dashboards and a new round begins.

Action Dice: Strategy

Move 2 different legions OR attack with 1 legion. Available to both factions.

  1. Move 2 different legions. You may not move the same figure twice with the same action. All movements allowed by the same action are considered simultaneous.
  2. OR attack with 1 legion by moving it into an area containing enemy units.

Action Dice: Leadership

Can only be used if the affected legions contain at least 1 leader (generic or named). Move 2 different legions with a leader OR make a surprise attack with a legion with a leader.

  1. Move 2 different legions that each have at least one leader.
  2. OR make a surprise attack: when making a surprise attack, the attacking player adds 1 combat die to their first round of battle only.

Action Dice: Deployment (Atreides Only)

Draw a random deployment token, look at it, and place it face-down with 1 leader (Naib or named) in an area containing a sietch token.

  1. Draw a random Atreides deployment token from the pool.
  2. Look at the token (secretly) and place it face-down in an area that contains a sietch token.
  3. Place 1 Naib or named leader figure in that area.

Action Dice: Mentat

Draw 2 planning cards from your decks into your hand.

  1. Draw 2 planning cards: either 2 cards from the same deck or 1 from each deck (choose before drawing).

Action Dice: House (Atreides)

Use this as any action die result of your choice. This is the Atreides-specific House action.

  1. Treat this die as any other action die result of your choice (Strategy, Leadership, Deployment, Mentat, or Desert Power) and execute that action.

Action Dice: House (Harkonnen)

Replace 2 regular units with 2 elite units OR place 2 vehicles of your choice on the board.

  1. Replace 2 regular units currently on the board with 2 elite units from your supply.
  2. OR place 2 vehicles of your choice from the supply onto Air zones on the board.

Movement

Moving Legions (groups of units and leaders) across the board.

  1. A moving legion moves from one Area to an adjacent Area. Areas separated by impassable borders (thick red/white lines) cannot be crossed by ground movement.
  2. You may split your legion, choosing to move only some of them and leaving behind the rest.
  3. All areas on the board can contain a maximum of 6 units. If this limit is exceeded at any time, the controlling player must immediately remove any excess units of their choice. An area can contain any number of leaders (they are not units). An Atreides deployment token counts as 1 unit for movement and stacking limit purposes.
  4. Leaders cannot move by themselves and must always be accompanied by at least 1 Unit.
  5. If a legion moves across more than 1 area, it cannot pick up or drop figures during its movement. If it moves into areas that contain other friendly legions, the stacking limit is only checked after the full movement has been completed.

Combat

Battles occur when a Legion moves into an area containing enemy units. The battle is fought in a series of combat rounds.

  1. Starting with the attacking player, both players may discard planning cards from their hand to add 1 combat die to their combat roll for each discarded card.
  2. Both players roll combat dice equal to the number of units in their legion, plus the number of planning cards they discarded. You may never roll more than 6 combat dice. If the defending legion is in an area with a settlement, in each round of the battle the defending player rolls additional combat dice equal to the settlement's rank.
  3. Surprise Attack: when making a surprise attack (via Leadership die), the attacking player adds 1 die to their first round of battle only.
  4. Resolve dice: each Hit inflicts 1 hit. Each Shield cancels 1 opponent's hit. Each Special may generate a Hit or Shield result, but only if leaders are involved.
  5. Sardaukar and Fedaykin special ability: immediately before removing casualties, each Sardaukar or Fedaykin cancels 1 Shield result from the opponent's combat roll (including any Shield generated by Special results).
  6. Remove Casualties: for each hit scored by your opponent, you must first remove 1 regular unit if possible; if there are no regular units, then you must instead replace 1 elite unit (special or not) with 1 regular unit (if available, otherwise remove the elite unit); only if there are no regular or elite units remaining may you remove 1 leader (generic or named).
  7. If all units in a legion are eliminated, also remove any surviving leaders. All eliminated units and generic leaders become available for future deployments. Named leaders go to the regeneration tank.
  8. Any remaining hits and shields are then discarded.
  9. The attacking player must then decide whether or not to continue the battle. To continue, the attacker must take 1 additional hit (resolving the casualty immediately). Otherwise, the battle ends and all figures remain where they are.

Deployment Tokens

Atreides deployment tokens represent hidden units. They are a key part of the Atreides guerrilla warfare strategy.

  1. Atreides deployment tokens are placed face-down, hiding the combination of Regular, Elite, or Fedaykin units on their hidden side. Only the Atreides player may look at their face-down tokens.
  2. Guerrilla Training (Free Action, Atreides only): The Atreides player can reveal any number of deployment tokens on the board. Flip the token and replace it with the corresponding units. Then remove the revealed token from the game.
  3. Forced Reveal: Tokens must be revealed when the area is attacked by an enemy legion or when an Ornithopter scouts the area. At the beginning of a battle, if the defending legion is in an area containing an unrevealed Sietch token, flip the token face-up to reveal its rank. Also flip any deployment tokens involved in the battle, replacing them with the corresponding units.
  4. Restriction: The Atreides cannot voluntarily reveal deployment tokens (Guerrilla Training) in a Sector with an Ornithopter in a connected Air Zone. However, tokens must still be revealed if the area is attacked.

Scouting (Harkonnen)

The Harkonnen player can use Ornithopters to scout areas, revealing hidden Atreides deployments and sietches.

  1. The Harkonnen player may remove 1 Ornithopter from the board to choose an area in a connected Sector.
  2. Reveal any Sietch and all Deployment tokens in that area. Flip the sietch token face-up, and replace deployment tokens with the corresponding units (remove the deployment tokens from the game).

Prescience

The Atreides player's prescience score is tracked using 3 markers: Kwisatz Haderach (green), Sand Dwellers (yellow), and Jihad (red). The prescience markers advance on the track whenever certain conditions are met.

  1. Claiming a Prescience card: advance the markers indicated on the card by the number written on it. Maximum 2 cards can be claimed per round. Action Resolution phase cards can only be claimed during phase 2. End of Round cards are claimed during the End of Round step.
  2. Taking an Ecological Testing Station: advance 1 step the prescience marker whose symbol is on the back of the station's token.
  3. Destroying a Harkonnen settlement: advance ALL prescience markers a number of steps equal to the settlement's rank (3 for Arrakeen, 2 for Carthag, 1 for a Pyon Village).

Named Leader Special Actions

Each named leader card is associated with a special action die result. Place a named leader card that enters play face-up on your dashboard, on the action box with the corresponding action symbol.

  1. Once you have fully activated a leader's special action, pull the leader card out of the dashboard and flip it face-down. That card is now spent and its special action is not available until the beginning of the following round.
  2. Unless they are in the regeneration tank, leaders allow you to choose from additional or enhanced options (in green for Atreides, and in red for Harkonnen) when spending a matching die result to execute an action. You can always choose between a regular action and a special one.
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