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ALTERNATE RULES FOR
DUNE: EYE OF THE STORM
COLLECTIBLE CARD GAME
Last Unicorn Games
Five Rings Publishing Group






OBJECTIVE
Only changes to the rules are discussed. Otherwise play proceedes as 
normal. These are a combination of rules for Common Deck play with 
some other minor rules changes thrown in. A common deck game is 
more unpredictable than using preconstructed decks.

SETUP
Each player starts with their Homeworld in play plus one of each 
ally, aide, charter, fief, personnel, and equipment card that has 
allegience to that house. Personnel & equipment are assigned after 
the other cards are put down. All these cards start in play.

DISTRIBUTION OF HOLDINGS
Take one of each Charter and Fief (including Dune). Do not include 
those deployed in setup. Shuffle them and deal them all out 
to the players. Players start with these in play.

COMMON DECK SETUP
Take all other cards, Imperial & House cards & shuffle them together, 
this is the Common Deck.  Each Imperial card is unique so only 
include one of each. Do not put holdings or charters into this deck. 
Adjust the numbers of each type of House card to suit your tastes. 
All players share the same deck & discard.

TO WIN
The conditions to win are the same except that 30 spice are required.

AREAS OF PLAY
There is no assembly, Imperial deck, or Imperial Discard. Imperial 
cards are petitioned directly from your hand. Effects that target 
the assembly instead target the players hand. Effects that  target 
the Imperial deck, or Imperial Discard instead target the Common 
deck or discard. There is no Imperial Draw or Discard. 

RITES
A player may only initiate one rite (CHOAM or Landsraad) per turn. 
Fiefs subdued in Battle are automatically captured (The attacker takes control of the Fief)
A players Homeworld fief gets +5 Resistance.
Charters subdued in Arbitration are automatically captured. 
Dueling: The Duelist can only target another Duelist.

SUBDUAL OF PERSONAS
Whenever a persona is vanquished or subdued roll 1D6
#	Result
1-2	Persona Killed
3-5	Persona Injured- Treat this as the normal subdual rules: Card is flipped & accrues deferment tokens
6	Persona Captured
Effects targeting subdued personas target injured personas.

CAPTURED PERSONAS
Captives are face up & engaged
Engage a persona to interrogate a captive. A captive can only be interrogated 
once per turn as a general operation. Roll 1D6:
#	Result
1-2	Killed
3	Nothing
4-5	Information: Look at opponents hand. Limit this result to once per captive
6	Blackmail or Brain washed: Take control of Persona. Persona gains intrigue skill = 4
Captives may be sold back to their original controlers

EQUIPMENT & TRANSPORTS
Treat subdued results against these cards as discard (destroyed)

REINTERPRETATION OF CARDS
Note: I have not seen all of the cards and none after the first expansion.
Card			Change
Usurp Holding	        Do not use this card
Glacier Refinery	Do not use this card unless someone is playing the water merchants
Salvaging Operation	Do not use this card
Historic Acquisition	Do not use this card






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