Dune 1984
Dune 1984 Rulebook
Table of Contents
Table of Contents
- Object
- Game Board
- The Dune Character Cards
- Spice
- Harvesters
- Kanly Cards and Equipment Cards
- Dice
- Playing
- Game Play Guide
- Buy
- Invest
- Kanly Cards and Equipment Cards
- Making a Deal
- Running Out of Cards
- Selling Items back to the Bank
- Protection
- End of Game and Winning
- 2-player game
- 3-player game
- The Dune characters
Object
To eliminate all enemy characters and be the only player to have at least one character remaining at the end of the game. Use your Spice, Harvesters, Kanly Cards and Equipment Cards to assist you in reaching this ultimate goal.
Game Board
The game board represents the water-starved planet of Dune. The spaces that form the inner circle of the board represent the castle of the rulers of Dune. The spaces surrounding the outer walls of the castle represent the hazardous, sand-covered terrain of Dune.
The Dune Character Cards
Sietch Color Coding: All 3 of your character Cards have matching color borders. These border colors must match the color of your Sietch space.
Guile
Guile refers to your character's craftiness or cunning. The number on the left-hand side of each of your character Cards indicates the character's level of Guile. Guile will be important in certain game play situations, such as a Sand Storm, Poison or Worm attack.
Strength and Strength Clips
Strength refers to your character's power and endurance. The numbers that appear on the right-hand side of your character Cards indicate the possible Strength values for that character: 6 being the highest and 1 being the lowest. If a character's Strength is reduced to 0, that character is eliminated. At the start of the game, you must place a Current Strength marker over the number next to which the word Strength appears. During game play, certain situations may arise which will cause your character's Strength value to increase or decrease. Depending on the circumstances, you will move your character's Current Strength marker up to increase Strength, and down to decrease it.
Character Names
Character names appear at the bottom of all character Cards. Refer to The Characters for a brief description of each Dune character.
Spice
Spice, or mélange, is a crop unique to the planet Dune. Because of its scarcity, Spice is considered quite valuable and is traded as a form of currency.
Harvesters
Harvesters are large Spice-mining machines.
Kanly Cards and Equipment Cards
Kanly and Equipment Cards help strengthen your characters and are always good to obtain. Equipment Cards feature various types of weapons, while Kanly Cards offer your characters the ability to seek revenge on an enemy.
Dice
In this game, there are two different types of dice: 6-sided dice and 8-sided dice. During game play, you will be instructed on which type of dice to use.
Playing
On your turn, try to eliminate enemy characters while also trying to gain Spice, Kanly Cards, Equipment Cards, and Harvesters.
Each turn consists of 4 steps, only the first of which is required. The remaining three steps are optional. The steps are, in order:
- Roll two 6-sided dice and move your character (or characters) on the game board.
- Fight enemy characters.
- Buy Kanly Cards, Equipment Cards or Harvesters.
- Invest Spice in any or all of your investments.
On your turn, you must move at least one of your characters first. After moving, you have the option to fight, buy, and/or invest. You must do these things in the order given, but if you do not fight, you can still buy, and if you do not buy, you can still invest.
Note: you may play one Kanly Card after moving and before buying.
Game Play Guide
Additional Rules and Strategies
Move all characters on the board in a clockwise direction.
Moving Your Characters on the Game Board
You begin the game with all 3 of your characters on your Sietch space. This is your 'home' space. You may move your characters along desert spaces (the outer circle) and castle spaces (the inner circle). At each Sietch space, there is an opening in the castle wall. You must move your characters through a Sietch space (any Sietch space) when you wish to cross over from one circle to another.
Moving One Character On Your Turn
If you decide to move one character on your turn, (or only have one character to move) use the number on either die, or the total of the two dice. (See Game Play)
Example: If you roll a 5 and a 4, and you are moving only one character, you may move that character 4, 5 or a total of 9 spaces.
Moving Two Characters on your Turn
If you decide to split your roll of the dice, and move two characters on your turn, follow these guidelines:
- Move each character only the number of spaces indicated on a single die.
- Decide which of the two spaces you will act upon first.
- Follow the directions for your first space, and then your second space.
No Harvesters and No Spice
If, at the beginning of your turn, you have neither Harvesters nor Spice, you automatically receive 1 Spice piece from the Spice Bank. You must take the Spice before you begin to move your character. (If you have one or the other, this does not apply.)
Fight/Ambush
If your character lands on a space occupied by an enemy character, you may, if you wish, declare a Fight immediately—but you must follow the directions for the space before actually fighting. However, if the enemy calls Ambush before you call Fight, or before you follow directions for the space, you must battle this character first. If you win, you must then follow the directions for the space.
Fighting is the second part of your turn (after moving) and is optional. A fight is actually a battle that is fought with dice and, if you have any, Kanly Cards and Equipment Cards. The object of a fight is to:
- Eliminate enemy characters
- Acquire Equipment Cards belonging to enemy characters
- Raise your character's fighting Strength by 1 point.
An ambush can accomplish the same results for your opponent as a fight can for you. Your opponent may call an ambush quickly, before you declare a fight—or even if you do not intend to fight. So beware!
Note: You may wish to ambush an enemy character, especially when his Strength value is lower than your character's Strength value.
To fight, each player rolls 1 6-sided die for each point of Strength of the fighting character. No player can have more than 6 dice at a time.
While alternating turns, each player rolls all the dice at the same time and calls out the highest single die number rolled. In case of a tie, roll again.
The highest number wins the round. The player with the lowest number must:
- Subtract 1 Strength point from his fighting character, and
- Set aside 1 die.
Winning a Fight or Ambush
Fighting continues in this manner until one character's Strength is reduced to zero. A defeated character is removed from the board. Any Equipment assigned to the defeated character is taken by the winner. The winning character's Strength is raised 1 point.
Fighting With More Than One Character
At times, you and your opponent may have more than one character involved in a single fight on the same space. Whenever this happens, each player:
- Adds the Strength of his or her characters involved in the fight to determine how many dice can be used—but no more than 6.
- Chooses which character involved in the fight will take damage. Each player must choose only one.
Note: when fighting with more than one character, the player who wins the fight can raise the Strength of all his characters involved in the fight by 1 point.
Winning the Fight
The winner of a fight:
- Raises his character's Strength by 1 point by moving the Current Strength marker up to the next number on the character Card.
- Takes all Equipment Cards belonging to the defeated enemy character and immediately assigns any Cards that are not duplicates to the winning character. Duplicates may be assigned to other characters or held in hand. You cannot use this Equipment until your next turn.
- Removes the defeated character from the board.
Buy
No player may buy more than 3 Kanly Cards or Equipment Cards and 3 Harvesters on one turn.
Buying is the third part of your turn (after moving and fighting) and is optional.
Buying Kanly Cards and Equipment Cards
You may, if you wish, buy up to 3 Cards on a turn. Each Card costs 1 Spice, which is paid directly to the Spice Bank.
Buying Harvesters
You may also buy up to 3 Harvesters on your turn. Each Harvester costs 1 Spice, which is paid directly to the Spice Bank. Take Harvesters directly from the Harvester Bank.
Invest
As the last part of your turn, you may invest any amount in an attempt to earn more Spice.
Investing is the fourth and final part of your turn (after moving, fighting and/or buying).
Investing your Spice offers you a chance to earn more Spice. However, like most investments, there is some risk involved, and you are not guaranteed a return.
How Much Spice to Invest and Where to Place It
Place any amount of Spice onto any or all of the 3 investment spaces in front of you.
How to Read Your Investment Spaces
Example: For 3, 11, if any player rolls a total of 3 or 11, you earn a return on your investment.
Top Numbers: At the top of each investment space are two numbers. These numbers offer you two chances to earn a return on your investment. When any player (including yourself) rolls the dice to begin his turn, add together the numbers on both dice. If the sum of the dice equals one of the top two numbers in your investment space, you earn a return on your investment!
Bottom Numbers: At the bottom of each of your investment spaces are two numbers separated by a colon (:). These numbers indicate how much spice you'll receive for every 1 you invest.
When to Take Your Investment Return and From Where
Whenever you are eligible for a return on your investment, take the appropriate number of Spice directly from the Spice Bank and take back all Spice invested on that winning space. If more than one player is due an investment return at a time, players should take their Spice in a clockwise direction, beginning with the player whose turn it is.
Losing Your Investment
If, on your next turn, after you roll the dice to move, you have any Spice left on any of your investment spaces that have not earned a return, you lose them and must place them in the Spice Bank.
Kanly Cards and Equipment Cards
There are two types of Cards: Kanly Cards and Equipment Cards. Both help you strengthen your characters: one with weapons, the other with the ability to seek revenge. You can acquire these Cards by buying them, or by trading with other players.
Equipment Cards
Equipment Cards consist of various weapons and protective gear that can be used when your characters fight or ambush enemy characters.
The Equipment Cards are:
- Sword: This Card lets you use all 8-sided dice instead of 6-sided dice when fighting. Benefit: greatly increases fighting capability if your character's Strength is less than the enemy character's Strength.
- Gom Jabbar: This Card lets you use one extra 8-sided die when fighting, in addition to your other dice. Benefit: Increases fighting capability if your character's Strength is less than the enemy character's Strength.
- Lasgun: This Card lets your character shoot an enemy character who is 1 or 2 spaces ahead of you. There can be no other characters between you and your target. Best Use: When you wish to eliminate a character without entering into a fight.
- Shield: As long as this Card is assigned to your character, it will protect your character from lasgun beams.
- Poison: This Card allows you to attempt to Poison an enemy character—but only after you've inflicted 1 point of damage to the enemy's Strength. After you use this Card, you must discard it. Benefit: Helps you eliminate your opponent more quickly during a fight.
- Stillsuit: This Card increases your character's Guile by 1 point when attacked by a Worm or Sand Storm while on desert spaces. Best Use: When a character is traveling in the desert.
- Ornithopter: This Card allows you to move your character to any other space on the board. Use it instead of following the roll of the dice on your turn, or, on another player's turn, when attacked by either a Worm or Sand Storm to move into the castle or back to your Sietch. Follow space's directions only if you use it on your turn in place of the dice throw. You must pay 1 Spice if you land in a Castle space, either on your turn or another player's. If you use this Card, you might lose it. Best Use: When your character is about to be attacked.
Assigning Equipment Cards
You can assign Equipment Cards to any of your characters for use in fighting. However, you can only assign one of each kind of Equipment Card to any one character.
You must assign an Equipment Card:
- Immediately after buying it
- Immediately after you capture it in a fight
You cannot wait to assign an Equipment Card at a later time in game. Once assigned, Equipment Cards cannot be reassigned to any of your other characters.
To assign an Equipment Card, simply place it on the character Card of your choice.
Equipment Cards Not Assigned
If you have a duplicate Equipment Card and cannot assign it, you must place it face down in your pile of Kanly Cards. If, for any reason, you lose an Equipment Card already assigned, you may replace it with a duplicate from your pile.
In general, you will want to assign Equipment Cards whenever possible in order to strengthen your character. If you place Equipment Cards into your Kanly Card pile, there is a greater chance that they may be taken by another player following an attack or a fight.
Kanly Cards
Unlike Equipment Cards, Kanly Cards cannot be assigned to characters. Rather, whenever you acquire Kanly Cards, simply place them face down in a pile in front of you.
The Kanly Cards are:
- Secret Silo: This Card allows you to take Spice from the Bank.
- Hunter-Seeker: You may attempt to assassinate an enemy character with this Card.
- Harvester Raid: This Card allows you to steal Harvesters from another player.
You can only play one Kanly Card on your turn. You must play it before you begin the buying part of your turn. Once you have used a Kanly Card, you must discard it.
Making a Deal
At any time during the game, you may make a deal with another player. Once a deal is made, it must be honored for one complete round of play.
At certain times during the game, situations may arise when you may wish to make a deal with another player (or players) in order to keep your characters safe. You may wish to trade Spice, Harvesters, Kanly Cards, or Equipment Cards—almost anything—in an effort to protect your character.
Example: You land on an enemy-occupied space, but do not wish to fight. You also do not want the enemy character to ambush your character. You might offer your opponent an Equipment Card and some Spice if he promises not to ambush you. If your opponent agrees, he cannot ambush you on this turn.
Running Out of Cards
There is a limited number of Kanly and Equipment Cards. If the Card draw piles are completely used up, these items are not available.
Selling Items back to the Bank
At any time during the game, players may sell Harvesters or Kanly Cards and Equipment Cards back to the Bank. The Bank will pay 1 Spice for every 2 Cards or Harvesters returned—or 1 Spice for 1 Card and 1 Harvester. Returned Kanly and Equipment cards are discarded.
Protection
At any time during the game, you may pay Spice directly to the Bank in order to raise your character's Guile or to protect your Harvesters.
Raising your Character's Guile
For every 3 Spice you pay to the Spice Bank, you will increase your character's Guile by 1 point. If enough Spice is paid, it will become impossible for your character to be eliminated.
For each additional point of Guile, take a Guile marker from the Spice Bank and place it on your character Card.
This heightened Guile is only good for 1 attack. After the attack, your character's Guile returns immediately to its assigned Guile value. You may wish to raise your character's Guile whenever your character is attacked by a Sand Storm, Poison, or Worm.
Protecting your Harvesters
For every Spice you pay to the Spice Bank, you will protect one of your Harvesters from sand storm or the worm. You may protect as many of your Harvesters as you wish. A protected Harvester is automatically safe for that attack only, so there is no reason for dice to be rolled against your protected Harvesters.
End of Game and Winning
The game ends when one player has eliminated all opponents' characters. The player whose characters survive is the winner!
2-player game
A 2-player game plays like a 4-player game, with the following exceptions:
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Each player controls two sets of characters. Each player should control the characters on opposite Sietch spaces (e.g. one player controls the red and blue Sietch; the other the green and yellow sketch [sic]).
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Play then proceeds to the left as usual so that players alternate turns. Example: if red goes first, play proceeds to yellow, blue, then green.
Each player receives the usual number of Spice and Harvesters for each set of characters at the beginning of each game.
3-player game
A 3-player game is played in the exact same manner as a 4-player game.
The Dune characters
Red
- Paul Atreides: the heroic son of Duke Leto, heir to House Atreides. Strength 4, Guile 3.
- Duke Leto Atreides: The head of House Atreides, one of the great planet-ruling clan houses. Strength 3, Guile 4.
- Gurney Halleck: A loyal Atreides planetologist. Strength 5, Guile 3.
Yellow
- Emperor Shaddam IV: The ruler of all the clan houses, the head of the Empire that rules the Universe. Strength 3, Guile 4.
- Princess Irulan: The daughter of the Emperor Shaddam IV. Strength 4, Guile 3.
- Sardaukar Warrior: One of the soldier-fanatics of the Padishah Emperor. Strength 5, Guile 3.
Blue
- Dr. Kynes (Liet): The Imperial Ecologist, who is, in reality, the leader of the Fremen of Dune. Strength 3, Guile 4.
- Chani: Daughter of Dr. Kynes (Liet). Strength 4, Guile 3.
- Stilgar: One of Dune's Fremen leaders. Strength 5, Guile 3.
Green
- Baron Harkonnen: Evil leader of the clan House Harkonnen, enemy of House Atreides. Strength 3, Guile 4.
- Feyd: One of the Baron's two evil nephews. Strength 4, Guile 3.
- Beast Rabban: Baron Harkonnen's other evil nephew who eventually becomes Governor of Dune. Strength 5, Guile 3.