- Projectile weapons, poison weapons, lasgun, cheap hero/heroine, and worthless cards can be used in combat and must be discarded after use. Shield, snooper, and lasgun can be used as defenses in combat.
- Cone of silence prevents players from certain actions. Family atomics destroys the shield wall. Hajr allows an extra movement. Harvester doubles spice. Tleilaxu ghola revives tokens or leaders.
- Karama and residual poison have special powers that can be used against opponents. Thumper acts as if a worm is revealed. Truth trance forces a truthful answer to a question. Weather control controls the storm movement.
- Projectile weapons, poison weapons, lasgun, cheap hero/heroine, and worthless cards can be used in combat and must be discarded after use. Shield, snooper, and lasgun can be used as defenses in combat.
- Cone of silence prevents players from certain actions. Family atomics destroys the shield wall. Hajr allows an extra movement. Harvester doubles spice. Tleilaxu ghola revives tokens or leaders.
- Karama and residual poison have special powers that can be used against opponents. Thumper acts as if a worm is revealed. Truth trance forces a truthful answer to a question. Weather control controls the storm movement.
- Projectile weapons, poison weapons, lasgun, cheap hero/heroine, and worthless cards can be used in combat and must be discarded after use. Shield, snooper, and lasgun can be used as defenses in combat.
- Cone of silence prevents players from certain actions. Family atomics destroys the shield wall. Hajr allows an extra movement. Harvester doubles spice. Tleilaxu ghola revives tokens or leaders.
- Karama and residual poison have special powers that can be used against opponents. Thumper acts as if a worm is revealed. Truth trance forces a truthful answer to a question. Weather control controls the storm movement.
- Projectile weapons, poison weapons, lasgun, cheap hero/heroine, and worthless cards can be used in combat and must be discarded after use. Shield, snooper, and lasgun can be used as defenses in combat.
- Cone of silence prevents players from certain actions. Family atomics destroys the shield wall. Hajr allows an extra movement. Harvester doubles spice. Tleilaxu ghola revives tokens or leaders.
- Karama and residual poison have special powers that can be used against opponents. Thumper acts as if a worm is revealed. Truth trance forces a truthful answer to a question. Weather control controls the storm movement.
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Used in Combat. May be reused.
May be played at certain times during the
game. Must be discarded after use. Projectile Weapons – Crysknife; Hunter- Seeker; Maula Pistol; Slip-Tip; Stunner [4 cards Cone of Silence [1 card The Duel] – Prevents + 1 Spice Harvest] – Use as a weapon in any player(s) within its scope from buying combat, stopped by the Shield defense. cards, threatening Kanly or making an alliance. It may be played at any time upon any named Projectile Defense – Shield [4 cards + 1 Spice player(s) and stays in effect until the end of the Harvest] – Defends a leader against projectile turn. You may direct it against as many of your weapons in combat. See also Lasgun. opponents as you desire, but you can not use it against your allies. Poison Weapons – Chaumas; Chaumurky; Ellaca Drug (2); Gom Jabbar [4 cards + 1 The Family Atomics [1 card] – Play just after the Duel] – Use as a weapon in combat, stopped by storm has been determined but before it moves the Snooper defense. by a player who has one or more tokens on the Shield Wall or in a territory adjacent to it. It destroys the shield wall (and all tokens there) Poison Defense – Snooper [4 cards + 1 The so that the Imperial Basin, Arrakeen and Duel] – Defends a leader against poison used Carthag are no longer protected from the storm. in combat. Once played, the card is placed off board near the Shield Wall to indicate it has been Lasgun [1 card] – Use as a weapon in combat. permanently destroyed. Since the Family There is no direct defense against a lasgun. It Atomics card is played before the storm moves, automatically kills an opponent’s leader. But it will impact these areas only if the storm should you or your opponent play a shield in the moves into them (not starts in them). The card same battle, a nuclear explosion occurs and all may be played even if the areas in question are tokens and spice (even those not involved in under storm. the battle) in the territory are lost to the ‘tanks’ as well as all leaders played (no spice is paid Hajr [1 card] – Play during a player’s movement for them). All treachery cards played in the round enabling player to take an extra on-planet battle must be discarded. movement, subject to the normal rules.
Used in Combat. Must be discarded after use.
Harvester [1 card Spice Harvest] – Doubles the Cheap Hero / Heroine [3 cards] – Play in battle spice blow. Play just after a spice blow comes in place of a leader. This is permitted in addition up. Place double the amount of spice in the to the defense and weapon card played (if any). territory. The cheap hero has a 0 value for leadership. The cheap hero is used in the leader position Tleilaxu Ghola [1 card] – Play at any time, and may not be discarded as a weapon or permits the player to immediately recover one defense. leader from the ‘tanks’ without payment, or to revive up to 5 tokens from the ‘tanks’ to Worthless – Baliset; Jubba Cloak; Kull Wahad; reserves. A revived leader may not be used Kulon; La, La, La; Trip to Gamont; Ya! Ya! until the next battle round. Yawm! [5 cards + 1 The Duel + 1 Spice Harvest] – These cards have no value in play. These cards may be discarded by using in the weapon or defense position in combat. They may also be disposed of under the residual poison attack. See Residual Poison. Karama [2 cards] – When played can do any Bene Gesserit – You may use any ‘worthless’ one of the following: card as a Karama card. Prevent other players from using some of their Fremen – You may use a Karama card to advantages once as explained below. cause a worm to appear in any territory that Prevents the Atreides from seeing the future, you wish. The worm is not drawn from the once; or (optional rule) prevents the Atreides spice deck. A worm cannot devour tokens if from using the Kwisatz Haderach once. not in a desert territory. Prevents the Harkonnen from taking a second Emperor – You may use a Karama card to free treachery card, once; or (optional rule) revive up to three tokens or one leader for prevents Harkonnen from capturing a leader free. once. Prevents the Bene Gesserit from Residual Poison [1 card The Duel] – Played accompanying one shipment; using the ‘voice’ face down in front of a player’s character shield. once; or (optional rule) using a worthless card That player must pay you a bribe of 1-4 spice as a Karama card once. (you name the amount) on every turn it remains there. If the player fails to pay, then you reveal Prevents the Fremen from controlling a worm the residual poison card and that player loses once (their tokens in the territory are any one leader of your choice (except the Main destroyed and taken to the ‘tanks’); or Leader). You collect the lost leader’s value in (optional rule) from counting Fedaykin bonus spice from the spice bank. You may also bluff in one battle. playing residual poison by playing a worthless Enables a player to bid for and buy one card. If you are found to be bluffing before you treachery card without paying for it; or can remove the residual poison card, then you (optional rule) prevents the Emperor from must pay the offended player 3 times the counting Sardaukar bonus in one battle. amount of the bribe you are demanding. If you Enables a player to land tokens from off- do not have enough spice, you owe that planet reserves at the Guild cost (half rate). amount and must pay it as soon as you get it. The payment goes to the spice bank and not You may retract the residual poison or bluff the Guild. This takes the place of that player’s card during any of your moves whereupon it is normal shipment for that round. Or (optional discarded unseen in all cases. rule) prevents the Guild from taking his move when he wants. He must make his move in Thumper [1 card Spice Harvest] – Play instead his proper turn in the movement sequence. of turning up the next spice card. Acts as if a Karama Optional Rules – Allows players to worm is revealed. use a special power suited to their character once. Truth Trance [2 cards] – Played at any time against a player. Forces that player to answer Harkonnen – You may use a Karama card to truthfully any one “Yes/No” question concerning take without looking at any number of cards, the game that you ask. up to the entire hand of any one player of your choice. For each card you take you must give player one of your cards in return. Weather Control [1 card] – Play at the start of the storm round, it enables a player to control Atreides – You may use a Karama card to the storm that round and move it from 0 to 10 look at one player’s entire battle plan. sectors in a counterclockwise direction. Spacing Guild – You may use a Karama card to stop one off-planet shipment of any one player.
Planet Terror: The Ultimate Horror movie Encyclopedia and Movie Reference with 446 Reviews, Terrifying Trivia, and Haunting Fun Facts from 24 Countries