Dune Express Ilya 77 Complete Rules A5 Eng PDF

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a game by FELLBRIGG HERRIOT

art by ILYA BARANOVSKY


COMPONENTS them with the same scale factor as
the game board. To form a 2-sided
? Dune Express Rules (standart tokens print this page twice and
and advanced v1.2 with variants) mount on a wooden or plastic
? 1 Arrakis map rounded chits.
? 6 Faction cards For Troops, Forts, Sardaurkars and
? 5 Snooper, 5 Holtzmann Shield, Sand Storm you can also use any
5 Trutth Trance and other kind of playing pieces, like
5 Thumper tokens wooden cubes, glass beads, 16mm
? 54 stickers for 9 six-sided dice wargame miniatures, etc. You will
? 84 Troops tokens need 12-15 Troops of matching color
? 8 Sardaurkar tokens for each of six factions, 8
? 5 Fort tokens Sardaurkars (these must be yellow),
? 1 Sand Storm token 5 Forts and 1 Sand Storm.
? 1 Quick Reference sheet
The Dice
Each row on the sheet contains the
faces for one die. Print these faces
onto thin card and cut them out, then
use white glue to stick these to
standard dice.
You can also use just standard six-
sided dice (4 white Faction dice, 1
red die for Spice, 1 brown or blue for
Location, 1 black for Traitor and 1
gray or green for Tactics)

Faction Cards, Game Turn Track


MAKING THE GAME It is recommended to print these
The Board pages without scaling. Also Snooper,
The first is the board, which Holtzmann Shield, Truth Trance and
shows the top-down projection of the Thumper token shouldn’t be scaled.
northern hemisphere of the Dune
(Arrakis) planet divided into six game
sectors.
The board is 200x200 mm. When
printing you can scale this page from
about 90% to 125%.
Mount the paper on a cardboard
backing.

Tokens
The Troops, Sardaurkar, Fort and
Sandstorm tokens are placed on a
separate page, so that you can print
winning locations on the Dune map.
These are Sietch Tabr, Carthag,
Arrakeen, Tuek's Sietch and
Habbanya Sietch. The Polar Sink
region is not a winning location.
If at the end of your turn you are the
sole occupant of three winning
locations you
instantly win!
Dune Express is a dice game, that
means it's played predominantly with
dice. But not normal dice! This game
uses special dice that you'll make
yourself. The game works best with
3-4 players but you can be played
with 2 or 5. With more than 5 it's a
very long game (not recommended!
SETTING UP
1. Place the board in the center of
BACKGROUND the table.
This game is themed around the fight 2. Pick a random starting player; play
for Dune (also known as Arrakis), will proceed clockwise.
which is a planet featured in a series 3. Starting with the last player and
of books by Frank Herbert. If you're a going backwards in turn order,
fan of the book, then you might well players each choose a Faction to
find this little game to your taste. play this game.
There is a fantastic board game 4. The starting player begins.
simply called DUNE, and this is a
dice based express version of that
game.
ON YOUR TURN
In the book and the game a number You begin your turn by rolling the
of factions war against each other to dice and setting aside any of the dice
gain control of the planet Dune. you want to keep.
Dune is the only planet in the After each roll you must set aside at
universe that produces “Spice” - a least one of the dice. Repeat rolling
drug that extends the life of its users, until all the dice have been set aside.
as well as giving them various Once all of the dice are set aside,
levels of prescience. you may perform actions allowed by
In this game you will play the part of dice results.
one of the factions trying to gain
control of the planet. RESULTS
Faction Dice
OBJECTIVE There are four Faction dice. Each die
The objective of Dune Express is to result which shows your faction
be in sole control of three of the five represents one Troop Counter that
you may place on the board in the
space matching the face you rolled EXAMPLES
on the Location die. Example 1
However, the amount of troops you Paul is playing the Atreides faction
are able to place is dependent on and after rolling until all dice were set
your Spice die result giving you aside, the
sufficient funds. following results were gained:
• Faction Dice
Location Die Atreides
The Location indicated on this die Atreides
indicates the Active Location - the Harkonnen
location on the board into which Spacing Guild
you may place new Troop Counters, • Traitor Die
and to which you may move Troop Poison
Counters from the Polar Sink. • Location Die
Carthag
Spice Die • Spice Die
The result on the Spice die is 3 Spice
important to the placing and Paul has rolled “Poison”, so he
movement of Troop Counters on the immediately
board. For each unit of Spice you've removes one Troop Counter of his
rolled allows you to place one Troop Harkonnen
Counter into the Active Location on opponent from Arrakeen.
the board that matches your Paul has rolled 3 Spice, which
Location die, up to the maximum means he could
allowed by your Faction Dice result. potentially move/place three Troop
It also costs 1 Spice to move a single Counters.
Troop Counter from the Polar Sink to The Carthag result on the Location
the Location on the board matching die indicates that Paul's Troop
the result on the Location die. Troops Counters can only be moved/placed
on the board can be moved only from into Carthag.
Polar Sink location and only onto the Paul's two Atreides Faction dice give
Active Location. him two
If the Spice Die shows the Shai new Troop Counters, and as he has
Hulud result, then you can't move or three Spice Paul can spend two
place any Troop Counters this turn. Spice to place these two Troop
Counters directly into Carthag.
Traitor Die This leaves Paul with 1 Spice still to
If your Traitor die shows Poison, spend.
Hunter Seeker or Crysknife then you So if Paul had any troops in the Polar
may immediately remove one of your Sink he
opponent's Troop Counters from would be able to spend his remaining
anywhere on the board. If the die Spice to
says anything else then it has no move one Troop Counter from the
effect. Polar Sink
into Carthag. However, he has no in the space, and the Corrino player
Troop Counters in the Polar Sink, so in control of the
he ends his turn, passing all the dice location.
to the player on his left.
Q&A
Example 2 Q : Am I able to keep Faction Dice or
Pieter is playing the Harkonnen Spice Die results which were not
faction, after used in my turn for next turn?
rolling until all dice were set aside, A: No, no die result carries over into
the following results were gained: your next
• Faction Dice turn.
Harkonnen Q : What does Shai Hulud mean on
Harkonnen the Spice
Harkonnen Die?
Harkonnen A : You're not able to place any new
• Traitor Die troops or
Shield move troops from the Polar Sink.
• Location Die Q : What do Shield, Snooper and
Polar Sink• Spice Die Truth Trance
1 Spice results on the Traitor Die do?
The Traitor die shows Shield so A : Nothing at all.
Pieter receives no benefit from it. Q : I didn't roll any Faction Dice for
Bah! my Faction.
Pieter has lucked out and rolled his Can I still move Troop Counters from
Faction on the Polar
all four of the Faction dice. However, Sink?
unfortunately he has only rolled a 1 A : Yes, if you happen to have Troop
on the Spice die, meaning he will Counters in the Polar Sink, and have
only be able to place 1 Troop the Spice available to do so.
Counter in the Polar Sink location on Q : Can I move Troop Counters into
the board. any location during my turn?
A : No. You may only move Troop
Combat Example Counters into the location indicated
The Tuek's Sietch location has two by the Location Die.
Spacing
Guild Troop Counters in it. Three ADVANCED RULES
Corrino Troop Counters are moved In addition to the standard game
into Tuek's Sietch. Combat components each player receives a
immediately takes place, with the corresponding Faction sheet which
troops eliminating each other on a 1 represents his faction’s special
to 1 basis. Here, two Spacing Guild powers.
Troop Counters are Add Snooper, Holtzmann Shield and
eliminated, as are two Corrino Troop Truth Trance tokens to the token pile.
counters. Add Sardaurkar tokens to the token
This leaves 1 Corrino Troop Counter
pile if Corrino faction is in play. amount of Spice available, 6 is Shai
Place a Game Turn track near the Hulud.
board If Bene Gesserit faction is in • Location Die – 1 Blue Die – 1-6
play. correspond to the locations found
on the game board.
Traitor die
If the result on Traitor die is Snoozefest's Dice Variant
Snooper, Holtzmann Shield or Truth Snoozefest's advance rules use the
Trance, player may take a following rules for the dice:
corresponding token from the pile. Same as Regular Dice Variant,
Snooper gives one-time protection except:
against Poison, Holtzmann Shield - Faction Dice – Succeeds on a 1 or
against Crysknife, Truth Trance - 2.
against Hunter Seeker. Traitor Die – Succeeds on a 1 or 2.
Protection token must be discarded
after use. Tactics Variant
Player can hold at maximum 1 Add the Tactics die to the standard
token of each type. dice set. Alternatively use a regular
six-sided die of a different color
(green or gray). Also 5 Fort tokens
and 1 Sand Storm token are
needed.

Resolve the die result as following:


• Fort (1) - allows a player to place
a Fort token on any location
controlled by this player. When
attacking the location with Fort,
Variants attacker loses 2 of his attacking
Regular Dice Variant Troops first, then the battle resolved
If you don't want to put together as usual.
your own set of Dune Express dice, • Atomic (2) - allows to remove one
you may use regular six-sided dice enemy Fort from anywhere on the
of different colours, using the board.
following as a key: • Sand Storm (3-4) - player may
• Faction Dice – 4 White Dice – put or move a Sand Storm token
Roll success on a 1. into enemy location. Put or move a
• Traitor Die – 1 Black Die – Troop into location with Sand Storm
1, 2, and 3 are Poison, Hunter cost 1 additional Spice.
Seeker and Sand Storm can not be placed or
Crysknife respectively. 4, 5, and 6 moved onto the Polar Sink.
are Shield, Snooper and Truth • Assignment (5-6) - player may
Trance respectively. move his troops into any other of
• Spice Die – 1 Red Die – 1-5 is the his controlled locations. At least 1
Troop must remain in every http://www.boardgamegeek.com/us
controlled location after er/steamrunner
assignment.
Rules text is based on rules
compiled by Katatonic.
Thumper Variant http://www.boardgamegeek.com/us
by Chris Heinzmann (steamrunner) er/katatonic

In this variant, a roll of Shai Hulud See the BoardGameGeek page for
cannot be re-rolled, and Dune Express
immediately is set aside. Traitor Die http://www.boardgamegeek.com/bo
results are resolved as normal. ardgame/42617
Alternatively, a three-roll limit may
be imposed
upon players in order to add tension
to the rolls. The Shield result on the
Traitor Die is replaced with a
Thumper result. When a player
rolls a Thumper result, he takes a
Thumper Token. In a later turn, the
player may discard the Thumper
Token in order to re-roll one Shai
Hulud result.

Dune Express original game design


by FNH1.
http://www.boardgamegeek.com/us
er/FNH1

Art by Ilya 77
http://www.boardgamegeek.com/us
er/Ilya77

Advanced Rules by Snoozefest.


http://www.boardgamegeek.com/us
er/snoozefest

Tactics variant by Expio


http://www.boardgamegeek.com/us
er/Expio

Thumper Variant by Steamrunner.

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