Professional Documents
Culture Documents
COMPONENTS
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Dune Express Rules (standart
and advanced v1.2 with variants)
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1 Arrakis map
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6 Faction cards
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5 Snooper, 5 Holtzmann Shield,
5 Trutth
Trance and
5 Thumper tokens
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54 stickers for 9 six-sided dice
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84 Troops tokens
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8 Sardaurkar tokens
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5 Fort tokens
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1 Sand Storm token
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1 Quick Reference sheet
The Board
The first is the board, which
shows the top-down projection of the
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
SETTING UP
BACKGROUND
This game is themed around the fight
for Dune (also known as Arrakis),
which is a planet featured in a series
of books by Frank Herbert. If you're a
fan of the book, then you might well
find this little game to your taste.
There is a fantastic board game
simply called DUNE, and this is a
dice based express version of that
game.
In the book and the game a number
of factions war against each other to
gain control of the planet Dune.
Dune is the only planet in the
universe that produces Spice - a
drug that extends the life of its users,
as well as giving them various
levels of prescience.
In this game you will play the part of
one of the factions trying to gain
control of the planet.
OBJECTIVE
The objective of Dune Express is to
be in sole control of three of the five
ON YOUR TURN
You begin your turn by rolling the
dice and setting aside any of the dice
you want to keep.
After each roll you must set aside at
least one of the dice. Repeat rolling
until all the dice have been set aside.
Once all of the dice are set aside,
you may perform actions allowed by
dice results.
RESULTS
Faction Dice
There are four Faction dice. Each die
result which shows your faction
represents one Troop Counter that
EXAMPLES
Example 1
Paul is playing the Atreides faction
and after rolling until all dice were set
aside, the
following results were gained:
Faction Dice
Atreides
Atreides
Harkonnen
Spacing Guild
Traitor Die
Poison
Location Die
Carthag
Spice Die
3 Spice
Paul has rolled Poison, so he
immediately
removes one Troop Counter of his
Harkonnen
opponent from Arrakeen.
Paul has rolled 3 Spice, which
means he could
potentially move/place three Troop
Counters.
The Carthag result on the Location
die indicates that Paul's Troop
Counters can only be moved/placed
into Carthag.
Paul's two Atreides Faction dice give
him two
new Troop Counters, and as he has
three Spice Paul can spend two
Spice to place these two Troop
Counters directly into Carthag.
This leaves Paul with 1 Spice still to
spend.
So if Paul had any troops in the Polar
Sink he
would be able to spend his remaining
Spice to
move one Troop Counter from the
Polar Sink
Example 2
Pieter is playing the Harkonnen
faction, after
rolling until all dice were set aside,
the following results were gained:
Faction Dice
Harkonnen
Harkonnen
Harkonnen
Harkonnen
Traitor Die
Shield
Location Die
Polar Sink Spice Die
1 Spice
The Traitor die shows Shield so
Pieter receives no benefit from it.
Bah!
Pieter has lucked out and rolled his
Faction on
all four of the Faction dice. However,
unfortunately he has only rolled a 1
on the Spice die, meaning he will
only be able to place 1 Troop
Counter in the Polar Sink location on
the board.
Combat Example
The Tuek's Sietch location has two
Spacing
Guild Troop Counters in it. Three
Corrino Troop Counters are moved
into Tuek's Sietch. Combat
immediately takes place, with the
troops eliminating each other on a 1
to 1 basis. Here, two Spacing Guild
Troop Counters are
eliminated, as are two Corrino Troop
counters.
This leaves 1 Corrino Troop Counter
Q&A
ADVANCED RULES
In addition to the standard game
components each player receives a
corresponding Faction sheet which
represents his factions special
powers.
Add Snooper, Holtzmann Shield and
Truth Trance tokens to the token pile.
Add Sardaurkar tokens to the token
Traitor die
If the result on Traitor die is
Snooper, Holtzmann Shield or Truth
Trance, player may take a
corresponding token from the pile.
Snooper gives one-time protection
against Poison, Holtzmann Shield against Crysknife, Truth Trance against Hunter Seeker.
Protection token must be discarded
after use.
Player can hold at maximum 1
token of each type.
Variants
Regular Dice Variant
If you don't want to put together
your own set of Dune Express dice,
you may use regular six-sided dice
of different colours, using the
following as a key:
Faction Dice 4 White Dice
Roll success on a 1.
Traitor Die 1 Black Die
1, 2, and 3 are Poison, Hunter
Seeker and
Crysknife respectively. 4, 5, and 6
are Shield, Snooper and Truth
Trance respectively.
Spice Die 1 Red Die 1-5 is the
Thumper Variant
by Chris Heinzmann (steamrunner)
In this variant, a roll of Shai Hulud
cannot be re-rolled, and
immediately is set aside. Traitor Die
results are resolved as normal.
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.
http://www.boardgamegeek.com/us
er/steamrunner
Rules text is based on rules
compiled by Katatonic.
http://www.boardgamegeek.com/us
er/katatonic
See the BoardGameGeek page for
Dune Express
http://www.boardgamegeek.com/bo
ardgame/42617