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Dune: War for Arrakis – Smugglers thumbnail

Dune: War for Arrakis – Smugglers

Expansion for Dune: War for Arrakis

Dune: War for Arrakis – Smugglers Rulebook

Table of Contents

Table of Contents

  • Components
  • Additional Setup
  • Changes in the Game Round
  • Smugglers Are Neutral
    • Smuggler Harvesters
    • Smuggler Harvesters Are Not Harkonnen Harvesters
    • Smuggler Harvesters and Legions
  • Smugglers Ally with the Atreides
  • Smugglers Base
  • Smugglers Action Die
  • Smuggler Units and Leaders
    • Smuggler Units
    • Staban Tuek
    • Gurney Halleck
  • Smuggler Ornithopters
    • Smuggler Ornithopters Placement
    • Smuggler Ornithopters Use
  • Smugglers Are Defeated

Components

  • 1 Smuggler Leader (Staban Tuek figure)
  • 6 Smuggler Units (Smuggler Regulars)
  • 3 House Atreides Planning cards (Drone Ornithopters)
  • 1 House Atreides Leader card (Staban Tuek)
  • 1 Smugglers board
  • 7 Smuggler Vehicles: 3 Ornithopters, 3 Harvesters, 1 Carryall
  • 1 Smugglers Base
  • 1 Smugglers Action die

Additional Setup

  1. Place the Smugglers board next to the main game board, with 1 Smuggler Regular Unit on it, as well as Gurney Halleck.
  2. Place the Staban Tuek figure on step 7 of the Prescience track.
  3. Replace the 3 Smugglers Planning cards in the House Atreides deck with the 3 Drone Ornithopters cards in this expansion (remove from the game the replaced cards).
  4. The Harkonnen player adds all 3 Smuggler Harvesters and the Smuggler Carryall to their available vehicles.
  5. The Atreides player keeps the Gurney Halleck and Staban Tuek cards, as well as the 3 Smuggler Ornithopters near at hand.

Changes in the Game Round

Add the following rules to the phases of the round.

Start of the Round

  • If Smugglers are neutral: Add 1 Smuggler Regular Unit to the Smugglers board.
  • If Smugglers are allied with the Atreides: No changes.

1. Vehicle Placement

  • If Smugglers are neutral: In addition to their own, the Harkonnen player places all available Smuggler Harvesters and the Smuggler Carryall on the board.
  • If Smugglers are allied with the Atreides: The Atreides player places all available Smuggler Ornithopters on the board (before the Harkonnen player places theirs).

2. Action Resolution

  • If Smugglers are neutral: No changes.
  • If Smugglers are allied with the Atreides: The Atreides player rolls the Smugglers Action die along with their other Action dice, then places it on the Smugglers board (the board shows all associated Actions).

3. Desert Hazards (Atreides only)

  • If Smugglers are neutral: The Atreides player also places and resolves Wormsign tokens in all Areas containing Smuggler Harvesters.
  • If Smugglers are allied with the Atreides: No Wormsign tokens are placed in Areas containing Smuggler Units (if present, they are removed). Coriolis Storms do not apply to Smuggler Units.

4. Spice Harvesting (Harkonnen only)

  • If Smugglers are neutral: Smuggler Harvesters on the board collect spice for the Harkonnen player: 1 spice point for each Harvester (whether in Desert or Deep Desert).
  • If Smugglers are allied with the Atreides: No changes.

End of the Round

  • Remove all Smuggler Vehicles still on the board.

Smugglers Are Neutral

The Harkonnens are obviously hostile to the Smugglers' spice mining operations, but thanks to unofficial deals and corruption they do not persecute them. In return, the Smugglers pay the Harkonnens a tribute in spice.

As long as the Smugglers are neutral, the Harkonnen player can use the Smuggler Harvesters and the Smuggler Carryall to collect additional spice. At the start of the game there are 3 Smuggler Harvesters available, but this number may decrease as the game progresses (see below).

Smuggler Harvesters

The Smuggler Harvesters and the Smuggler Carryall can be used by the Harkonnen player in the same way and following the same rules as the corresponding Harkonnen Vehicles, except that each Smuggler Harvester always collects only 1 spice point even if it is in a Deep Desert Area.

  • During the Vehicles Placement phase, the Harkonnen player places all available Smuggler Harvesters and the Smuggler Carryall on the board, along with the other Harkonnen Harvesters (this placement is mandatory).
  • During the Action Resolution phase, the Atreides player can enter the Areas containing Smuggler Harvesters to capture them.
  • During the Desert Hazards phase, the Atreides player also places 1 Wormsign token in all Desert Areas containing a Smuggler Harvester. Then, the player flips these tokens along with the other Wormsign tokens and resolves their effects as usual.
  • During the Spice Harvesting phase, each Smuggler Harvester still on the board collects 1 spice point. Spice points collected by Smugglers are added to those available to the Harkonnen player and are spent in the usual ways.

Smuggler Harvesters Are Not Harkonnen Harvesters

Smugglers Harvesters are used by the Harkonnen player but they are not Harkonnen Vehicles. Therefore, with the exception of those placed during the Vehicle Placement phase, the Harkonnen player cannot add Smuggler Harvesters to the board in any way (e.g., by playing Planning cards or by spending the results of House Action dice).

  • The Smuggler Carryall can only save Smuggler Harvesters.
  • Harkonnen Carryalls cannot save Smuggler Harvesters.
  • Atreides Planning cards referring to Harkonnen Vehicles do not apply to Smuggler Harvesters (for example, Fremen Rockets).

Smuggler Harvesters and Legions

  • Areas of the board containing Smuggler Harvesters are considered free for both players. For Atreides Legions, Areas containing a Smuggler Harvester are considered as containing a Harkonnen Harvester (the usual rules must be followed in this regard).
  • Harkonnen Legions may enter and remain in the same Area as a Smuggler Harvester.
  • If an Atreides Legion ends its movement in an Area containing a Smuggler Harvester (either by moving or after a victorious battle), the Harvester is captured and permanently removed from the game. For each Smuggler Harvester removed in this way, the Staban Tuek figure on the Prescience track is moved down 1 step.

Note: A Smuggler Harvester is only permanently removed from the game by Atreides Legions. If it is removed from the board by other effects (for example, by the Dust Chasms Planning card), it remains available to the Harkonnen player on the next round.

Smugglers Ally with the Atreides

The Smugglers faction allies with the Atreides when any Prescience marker reaches (or surpasses) the Staban Tuek figure on the Prescience track. At the start of the game, the Staban Tuek figure is placed on step 7 of the track, but as the game continues, the Atreides player can lower its position in two ways:

  • Playing the Drone Ornithopters House Atreides Planning cards. The Staban Tuek figure is moved down 1 step for each of these card played (as stated in the card text).
  • Capturing Smuggler Harvesters placed on the board. The Staban Tuek figure is moved down 1 step for each Harvester removed by Atreides Legions.

When the Smugglers ally with the Atreides, follow the steps described next.

  • All Smuggler Harvesters and the Smuggler Carryall are immediately and permanently removed from the game (they can no longer be used by the Harkonnen player).
  • The Atreides player places the Smugglers Base figure in any empty Desert Area of one of the four lowest Sectors of the game board (below the North Pole).
  • Move the Leader figures of Staban Tuek and Gurney Halleck and all Smuggler Regular figures that are on the Smugglers board to the Area containing the Smugglers Base.
  • The Atreides player adds the Smugglers Action die to their available Action dice (to roll at the start of the next Action Resolution phase).

Smugglers Base

The Smugglers Base has a rank of 3. In case of battle, they follow the same rules as a Settlement.

The Harkonnen player does not gain Supremacy points by destroying the Smugglers Base, though that eliminates the Smugglers from the game (see page 8).

Smugglers Action Die

The Smugglers Action die is rolled together with the other 4 Atreides Action dice, at the start of the Action Resolution phase. Once rolled, it is placed on the Smugglers board (it therefore does not occupy any of the dice slots on the Atreides player's board).

During their turn, the Atreides player may use the Smugglers Action die instead of an Atreides Action die, with one exception:

  • The Smugglers die cannot be used to play a Planning card (except for a Mentat result, see next).

The possible results of the Smugglers Action die are similar to those on the Atreides Action die, but the associated Actions are less powerful:

Leadership Action

  • Move a Legion with a Leader. OR
  • Attack with a Legion containing a Smuggler Unit.

Strategy Action

  • Move a Legion. OR
  • Move 2 different Legions, both containing a Smuggler Unit.

Deployment Action

  • Place 2 Smuggler Units in the Area containing the Smugglers Base.

Mentat Action

  • Play 1 Planning card. OR
  • Draw 2 Planning cards from the House Atreides deck. Keep one card and discard the other.

House Action

  • Use this result as any other Smugglers Action die result.

Note: The Smugglers Action die is counted for determining the number of Desert Power Actions available to the Atreides player during a round.

Smuggler Units and Leaders

From the moment the Smugglers ally with the Atreides, the Atreides player can use Smuggler Regular Units and the Staban Tuek Leader as if they were Atreides figures, following all usual rules for stacking, movements, attacks etc.

Smuggler Units

The Smuggler Units are considered as Regular Units. They cannot be placed on the board until the Smugglers faction allies with the Atreides. At the start of the game, place 1 Smuggler Regular on the Smugglers board. As long as the Smugglers remain neutral, 1 Smuggler Regular is added to the Smugglers board at the start of each round.

When the Smugglers ally with the Atreides, the Smuggler Regulars on the Smugglers board are placed in the Area containing the Smugglers Base figure. From that moment on, they are considered as Atreides Regular Units.

Note: Smugglers and Atreides Units and Leaders can be part of the same Legion, with no special limitations.

Staban Tuek

At the start of the game, Staban Tuek is not in play. When the Smugglers ally with the Atreides, Staban Tuek enters play: place his Leader card on the Desert Power Action box of the Atreides player's board and his figure in the Area containing the Smugglers Base.

Staban Tuek is considered an Atreides Leader. If removed from the board, the Staban Tuek figure is placed on the Regeneration Tank. When Staban Tuek returns in play from the Tank, his figure is placed with any Atreides Legion on the board (Atreides player's choice).

Staban Tuek and the Wild Maker: It's possible to end up with the Leader cards of both Staban Tuek and the Wild Maker in the Desert Power Action box of the Atreides dashboard. In that case, the Atreides player can use a Desert Power Action to execute any of the two Leader's special Actions, spending only that Leader's card.

Gurney Halleck

As in the core game, Gurney Halleck is an Atreides Leader who has no Leader abilities (use the same figure and card). At the start of the game, he is not in play, being placed on the Smugglers board. When the Smugglers ally with the Atreides, Gurney Halleck enters play: place his figure in the Area containing the Smugglers Base.

Smuggler Ornithopters

Each time the Atreides player plays a Drone Ornithopter Planning card, a Smuggler Ornithopter is added to those available to the Smugglers faction (it is placed on the Smugglers board). Once the Smugglers ally with the Atreides, the Atreides player can use all available Smuggler Ornithopters, placing them during the Vehicles Placement phase and using them during the Action Resolution phase.

Smuggler Ornithopters Placement

During the Vehicles Placement phase, the Atreides player can place all available Smuggler Ornithopters on Air Zones of the board of their choice (1 Vehicle per Zone), before the Harkonnen player places their Carryalls and Ornithopters. Smuggler Ornithopters occupy their Air Zone (no other Ornithopters or Carryalls can be placed there).

Thopter Battle: After the placement of Smuggler Ornithopters is completed, the Harkonnen player can choose to forfeit 1 of their available Ornithopters for the round to remove 1 Smuggler Ornithopter from an Air Zone of their choice (so that they can place another available Harkonnen Ornithopter there, for example).

Note: For the Harkonnen player, this is the only way to remove a Smuggler Ornithopter from the board. The player can make this choice every time they place Ornithopters on the board (for example, when using House results or some Planning cards).

Smuggler Ornithopters Use

In addition to hindering the placement of opposing Ornithopters, the Atreides player can use Smuggler Ornithopters to move their Legions faster. When the Atreides player takes an Action to move a Legion, they can remove a Smuggler Ornithopter from a connected Air Zone to move or attack with the Legion up to 2 Areas away.

As with Harkonnen Ornithopters, this movement allows a Legion to cross impassable borders, Areas containing enemy Legions, and Sandworms.

Smugglers Are Defeated

If a Harkonnen Legion destroys the Smugglers Base, the Smugglers faction is out of the game. Immediately apply the following:

  • Remove the Smugglers Base from the board (its destruction does not grant the Harkonnen player any Supremacy points).
  • Discard the Smugglers Action die (regardless of whether used or not yet used). The Smugglers die will no longer be added to the available Atreides Action dice on subsequent rounds.
  • Permanently remove all Smuggler Units, Vehicles, and Staban Tuek from the game (whether or not they are on the board).