Boardgames

Dune: War for Arrakis

Unleash your strategic prowess in Dune: War for Arrakis. Command troops, harvest Spice, and challenge Sandworms in this thrilling, ever-changing saga.

120
minutes

1 - 4
player(s)

Medium Heavy

About the game

Welcome to the thrilling world of Dune: War for Arrakis! A game that captures the essence of Frank Herbert’s classic sci-fi novel, Dune, and brings it to your tabletop. This game offers a unique experience, blending strategy, negotiation, and warfare in an immersive setting.

In Dune: War for Arrakis, you will find yourself on the desert planet of Arrakis, also known as Dune. This is a world of vast sand dunes, giant sandworms, and the precious spice Melange, the most valuable resource in the universe. The game’s evocative setting is drawn directly from Herbert’s richly detailed universe, brimming with political intrigue and high-stakes combat.

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Setup and rules summary

Game components Unboxing the fun!

Dune: War for Arrakis is a deeply strategic game with a variety of components that are integral to gameplay. Here are the major components included in the game and their roles:

1. Game Board: The game board is a map of the planet Arrakis, divided into territories. It’s where all the action takes place. Each territory has unique properties, and controlling different territories gives players various advantages.

2. Faction Tokens: Each player represents a different faction vying for control of Arrakis. The faction tokens are used to denote which territories on the board are controlled by which faction.

3. Spice Tokens: Spice is the primary resource in the game. These tokens represent spice, which players can collect and spend to fund their operations.

4. Player Shields: Each player is given a shield that hides their spice and other resources from the other players. This allows for bluffing and strategic play.

5. Troop Tokens: Troops are used to control territories and fight other players. Each faction has its own set of troop tokens.

6. Leader Tokens: Leaders are powerful characters that can turn the tide of a battle. Each faction has its own set of leader tokens.

7. Battle Wheels: Battle wheels are used in combat to secretly decide how many troops to commit to a battle and which leader to use.

8. Treachery Cards: These cards represent various tricks and traps that players can use to gain an advantage. They can be kept hidden behind a player’s shield until they are used.

9. Spice and Storm Cards: These cards are drawn each round to determine where new spice appears on the board and how the deadly sandstorm moves.

10. Faction Sheets: Each faction has a sheet that outlines its unique abilities and restrictions. This helps players understand their faction and strategize accordingly.

11. Battle Tokens: When combat occurs, battle tokens are used to keep track of the battle’s progress.

12. Player Markers: Player markers are used on the game board to indicate a player’s presence in a territory.

13. Alliance Tokens: These tokens are used to form alliances with other players. These alliances can be beneficial for both parties, but they also come with risks.

Game setup Lay it out, line it up, let’s go

Dune: War for Arrakis is a strategic board game that transports players to the desert planet of Arrakis to vie for control of the precious spice Melange. Here’s a step-by-step guide to set up the game:

Step 1: Preparing the Game Board

Firstly, unroll the game board and place it in the center of the playing area. The board represents the planet Arrakis, divided into several territories.

Step 2: Deciding Player Roles

Each player chooses one of the six faction cards: Atreides, Harkonnen, Emperor, Spacing Guild, Fremen, or Bene Gesserit. These factions each have unique abilities and goals. Distribute the corresponding faction tokens, leaders, and other components to each player.

Step 3: Setting Up Player Bases and Forces

Players place their forces on the game board according to the instructions on their faction card. The number of forces and their initial placement varies based on the faction.

Step 4: Distributing Initial Resources

Each player receives a starting amount of spice, the primary resource in the game, as indicated on their faction card. The spice is used for recruiting forces, moving troops, and other strategic actions.

Step 5: Preparing the Spice Deck and Treachery Cards

Shuffle the spice deck and the treachery cards separately. Place the spice deck near the game board, and draw cards equal to the number of players plus two. These cards determine the initial spice blow locations. The treachery cards form a separate draw pile.

Step 6: Setting Up the Storm

Place the storm marker on the “0” space of the storm track. The storm moves across the planet, affecting the spice blow locations and the forces on the board.

Step 7: Random Elements

Some elements of the game are randomly determined. For example, the spice blow locations change after each round based on the drawn spice cards. The storm’s speed and direction are also determined randomly each turn.

With this setup complete, players can now start their quest for control over Arrakis and the precious spice Melange. Remember to keep the rulebook nearby to resolve any disputes or clarify rules as you play.

Game flow Round and round we go

Dune: War for Arrakis is a strategic board game based on Frank Herbert’s epic science fiction novel Dune. The game is designed for 2-6 players, where each player takes on the role of one of the factions vying for control of the desert planet Arrakis. The game consists of several phases, each with specific actions that players must perform. Below is a detailed breakdown of each phase:

1. Storm Phase

At the beginning of each round, the storm represented by a marker on the game board moves around the planet. The storm damages units, making it a significant hazard for the players. Its movement is determined by the top card of the storm deck.

2. Spice Blow Phase

In this phase, the spice (the most valuable resource on Arrakis) appears on the planet. The top card of the spice deck is revealed, indicating where the spice is located. Occasionally, a “Shai-Hulud” card is drawn, triggering a sandworm attack at the spice location.

3. Bidding Phase

Players bid for treachery cards during this phase. Treachery cards provide a variety of abilities that can change the course of the game. Players bid spice to win these cards, and the highest bidder adds the card to their hand.

4. Revival and Movement Phase

Players can spend spice to revive their lost troops and then move their forces across the board. The goal is to control strongholds – key locations on the map. Controlling a certain number of strongholds at the start of a turn can win the game.

5. Battle Phase

Any territories that contain forces from more than one faction will see battles. Battles are resolved using a unique system involving hidden dials and treachery cards. Victory results in control of the territory and spice rewards.

6. Collection Phase

Finally, in the collection phase, players collect the spice from territories they control where spice is present. This spice can then be used in future bidding and revival phases.

These phases are repeated in rounds until a player or alliance of players control the required number of strongholds at the start of a turn, winning the game. Dune: War for Arrakis is a game of strategy, diplomacy, and resource management, where understanding and exploiting the unique strengths of your chosen faction is key to victory.

Players'turn One turn to rule them all

In Dune: War for Arrakis, each player’s turn follows a series of phases. Understanding each phase and the possible actions within it is critical for formulating a strategic plan. Here is a detailed breakdown of the player’s turn:

1. Spice Collection Phase:

At the beginning of your turn, you will collect spice from the territories you control that have spice. The amount of spice collected can be used for various actions throughout the game. Strategic considerations include the potential risk of leaving your forces in sparse territories to gather spice versus focusing on more contested areas.

2. Recruitment Phase:

During this phase, you can use the spice you have collected to recruit new units to your forces. The type of unit you can recruit depends on your faction. Each unit has its own cost and abilities, influencing your overall strategy. For example, you might recruit more powerful, expensive units if you plan on being aggressive, or cheaper, more numerous units if you plan on playing defensively.

3. Movement Phase:

In this phase, you may move your units around the board. There are limitations on how far units can move and how many can be in a territory at any time. Strategic considerations include balancing the need to spread out to collect more spice, versus the need to concentrate forces to defend against or launch attacks.

4. Battle Phase:

If your units end up in the same territory as enemy units, a battle ensues. Battles are resolved by comparing the total strength of the units involved, with the possibility of additional effects from leaders and treachery cards. Winning battles can help you control more territories and collect more spice, but losing battles can weaken your forces and leave your territories vulnerable.

5. Spice Blow Phase:

At the end of your turn, new spice blows are added to random territories on the board. These spice blows represent new opportunities to gather spice in future turns, and can shift the strategic landscape as players move to control these territories.

Throughout each phase of the turn in Dune: War for Arrakis, players must balance their resources, strategic goals, and the tactical situation on the board. As such, each decision can have far-reaching effects on the outcome of the game.

End of the game All good games must come to an end

The game of ‘Dune: War for Arrakis’ ends at the conclusion of a turn when one or more players have achieved a victory condition. The game also ends immediately if a player controls the entire planet of Arrakis. Here are the detailed victory conditions:

  1. Control of Three Strongholds: If at the end of a game turn, a player controls three of the five strongholds on Arrakis, they are declared the winner. The strongholds are Arrakeen, Carthag, Tuek’s Sietch, Habbanya Sietch, and Habbanya Ridge Sietch. Control of a stronghold is defined as having at least one troop present with no enemy troops in the same area. It’s important to note that alliances can share the control of strongholds.

  2. Control of the Entire Planet: If at any point during the game, a player or alliance controls all 18 territories on the map, they are immediately declared the winner.

Before final scoring, players must perform the following actions:

  • Resolve any battles: All battles in areas with more than one faction’s troops must be resolved. The player with the most troops remaining after battle gains control of the territory.
  • Check stronghold control: Players should verify control of the strongholds. A player controls a stronghold if they have at least one troop and no enemies present.
  • Check planet control: Finally, players should check if anyone controls the entire planet of Arrakis. This would end the game immediately.

Once these actions have been taken, the player or alliance who has met a victory condition is declared the winner. If no player or alliance has met a victory condition, the game continues to the next turn.

Scoring Did you outsmart your rivals?

In ‘Dune: War for Arrakis’, the scoring is based on a detailed system that accounts for various achievements and strategic decisions made throughout the game. Understanding this system is crucial for players as it directly impacts their overall performance and game outcome. Here’s a breakdown of how points are awarded and the tie-breaking rules:

Points Awarded

  • Controlling a Territory: Players earn 1 point for each territory they control at the end of each round.
  • Controlling Spice: For each spice a player controls at the end of each round, they earn 1 point.
  • Winning a Battle: Players gain 2 points for every battle they win against an opponent. However, they lose 1 point if they are defeated in a battle.
  • Controlling the Great Houses: If a player controls the Great House, they earn a 3 point bonus at the end of each round.

Tie-Breaking Rules

  1. If two or more players end the game with the same number of points, the player with the most territories under control is the winner.
  2. If there is still a tie, the player with the most spice under their control wins.
  3. If a tie persists, the player who won the most battles is declared the winner.
  4. If a tie still exists after following the above rules, the player who controls the Great House will be the winner.
  5. If no player controls the Great House, or a tie still exists, the game is considered a draw.

It is important to note that efficiently managing resources and strategically controlling territories is key to amassing points and winning the game of ‘Dune: War for Arrakis’.

Particular Cases and Exceptions Wait… is that legal?

Dune: War for Arrakis is a complex board game with intricate rules and exceptions. Here are some of the special rules, exceptions, and clarifications you need to know to play the game:

1. Storm Movement:

At the beginning of every turn, players roll a die to determine the movement of the sandstorm on the board. However, if a player rolls a 6, the storm does not move that turn.

2. Spice Harvesting:

Spice is crucial in the game as it is the primary resource. While players can collect spice from any territory with a spice blow, they cannot harvest spice from a territory where the storm currently resides or one that the storm has passed over in the same round.

3. The Kwisatz Haderach:

The Bene Gesserit faction has a special unit called the Kwisatz Haderach. This unit can be incredibly powerful, but its use is governed by strict rules. The Kwisatz Haderach can only be deployed once per game, and only when certain conditions are met – namely, the Bene Gesserit must have control of two stronghold spaces and the current game round must be an even number.

4. Traitor Cards:

At the beginning of the game, each player receives four traitor cards. However, the player can only select one of these cards to keep. The selected traitor is kept secret from other players and can be used to turn a battle in the player’s favor at a crucial moment. It’s important to note that the traitor card can only be used once, and then it is removed from the game.

5. Shai-Hulud Attacks:

If a player draws a Shai-Hulud card during the spice blow phase, all forces in the Great Flat are immediately killed. However, if no forces are in the Great Flat, the player can choose any one territory and all forces in that territory are killed instead.

6. Emperor’s Special Ability:

The Emperor has a unique ability to receive spice whenever other players bid on treachery cards. However, this ability only applies to the base cost of the card. If a player uses extra spice to enhance the effects of a card, this additional payment does not go to the Emperor.

7. Victory Conditions:

Victory in Dune: War for Arrakis is achieved when one player or an alliance of players controls three of the five strongholds at the end of a turn. However, if the game reaches the end of the last round and no player has achieved victory, the game ends in a draw.