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Dune War For Arrakis Rules Web v3
Dune War For Arrakis Rules Web v3
A game by
PR
O R
RK ES
FRANCESCO NEPITELLO and MARCO MAGGI
IN S
RULEBOOK
DUNE - WAR for ARRAKIS
TABLE OF CONTENTS
CREDITS 3 REMOVE CASUALTIES 26
CONTINUE THE BATTLE 26
COMPONENTS 4 CEASE THE ATTACK 26
RETREAT 26
INTRODUCTION 7 END OF THE BATTLE 26
◊ Advancing After A Battle 26
OVERVIEW 7 ◊ Destroying Settlements 27
GAME BOARD 8 THE REGENERATION TANK 27
ECOLOGICAL TESTING STATIONS 10
SETTLEMENTS 10 PRESCIENCE 27
PLAYER DASHBOARDS 11 THE PRESCIENCE TRACK 27
THE SPICE MUST FLOW BOARD 11 PRESCIENCE CARDS 28
PLAYING PIECES 11 ◊ Discard Or Reshuffle 28
◊ Units 11 OTHER EFFECTS OF PRESCIENCE 29
◊ Atreides Deployment Tokens 12 ◊ Step 3 Of The Prescience Track 29
◊ Leaders 12 ◊ Step 6 Of The Prescience Track 29
◊ Vehicles 13 ◊ Step 8 Of The Prescience Track 29
◊ Sandworms 13
THE FAMILY ATOMICS 29
SETUP 14 SPLINTERED ROCK 29
HOLE IN THE ROCK 30
GAME ROUND 15 RIMWALL 30
PHASE 1. VEHICLE PLACEMENT 16
PHASE 2. ACTION RESOLUTION 17 WORMSIGNS AND SANDWORMS 30
◊ Action Turns 17 WORMSIGN AND HARKONNEN LEGIONS 30
◊ Action Dice Results 17 SANDWORMS 30
◊ Named Leader Special Actions 18 ◊ Sandworm Movement 30
◊ Free Actions 19 ◊ Sandworm Attack 31
◊ Playing Planning Cards 19 ◊ Sandworms And Legions 31
PHASE 3. DESERT HAZARDS 20
◊ Place And Resolve Wormsigns 20 ECOLOGICAL TESTING STATIONS 31
◊ Resolve Coriolis Storms 20
PHASE 4. SPICE HARVESTING 21 NAMED LEADERS 31
◊ Stockpiling 21 REVEREND MOTHER JESSICA
◊ Spice Reserve 21 AND PAUL-MUAD’DIB 32
◊ Imperium Bans 21 GURNEY HALLECK 32
WILD MAKER 32
GENERAL RULES 22 THUFIR HAWAT AND GAIUS MOHIAM 32
BEAST RABBAN AND FEYD-RAUTHA 32
MOVEMENT 22
MOVING MULTIPLE LEGIONS 22 HARVESTERS 32
MOVING A LEGION ACROSS DESTROYING HARVESTERS 32
MULTIPLE AREAS 22
SANDRIDING (ATREIDES ONLY) 23 BENE GESSERIT TOKENS 32
TROOP-TRANSPORT (HARKONNEN ONLY) 23
RULES FOR 3-4 PLAYERS 33
BATTLES 24 3-4 PLAYER GAMES SETUP 33
BATTLE ROUNDS SEQUENCE 24 SHARED FACTION GAMEPLAY 34
COMBAT ROLL 24
◊ Sardaukar And Fedaykin Units 25 RULES SUMMARY 36
◊ Leader Combat Abilities 25
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To attempt an understanding of Muad’Dib without
understanding his mortal enemies, the Harkonnen, is to
attempt seeing Truth without knowing Falsehood.
It is the attempt to see the Light without knowing Darkness.
It cannot be.
CREDITS
GAME DESIGN: Marco MAGGI and Francesco NEPITELLO PLAYTESTERS: Chiara AVE, DUNWICH BUYERS CLUB, Marcello
DEVELOPMENT: Michele GARBUGGIO and Marco MAGGI BALBO, Emanuele BEDIN, Marco BELTRAMINO, Kristofer
LEAD PRODUCER: Thiago ARANHA BENGTSSON, Kevin CHAPMAN, Melanie CHAPMAN, Luca
PRODUCTION: Marcela FABRETI, Vincent FONTAINE, Guilherme DONATI, Michele GARBUGGIO, Giacomo MARCHI, Francesco
Goulart, Rebecca HO, Isadora LEITE, Thiago MEYER, Shafiq MASON, Roberto DI MEGLIO, Giuliano NEPITELLO, Piergiorgio
RIZWAN, Kenneth TAN, and Gregory VARGHESE PALLOTTI, Umberto PIGNATELLI, Lorenzo PERASSI, Andrew
ART DIRECTOR: Paolo PARENTE POULTER, Francesco RANIERO, Jacopo REGGIANI, Riccardo
ART: Henning LUDVIGSEN, Stefano MORONI, Paolo PARENTE, RIMONDI, Maner SAMUEL, and Ralf SCHEMMAN
and Steve PRESCOTT SPECIAL THANKS: Marco and Francesco would like to thank
GRAPHIC DIRECTOR: Mathieu HARLAUT Roberto DI MEGLIO, for their work together on War of the Ring, a
GRAPHIC DESIGN: Gabriel BURGHI, Matteo CERESA, and great source of inspiration for this game, and Kevin CHAPMAN, for
Júlia FERRARI his steady support and precious development work on the rules.
SCULPTING: Yannick HENNEBO, Aragorn MARKS, Kevin MARKS,
and Irek ZIELIŃSKI GALE FORCE NINE
RENDERING: Edgar RAMOS PRODUCER & BRAND MANAGER: Joe LEFAVI | GENUINE
PROOFREADING: Jason KOEPP ENTERTAINMENT
BRAND MANAGEMENT: Joe LEFAVI | GENUINE ENTERTAINMENT CO-PRODUCER: John-Paul BRISIGOTTI
LICENSING: Geoff SKINNER
PUBLISHER: David PRETI
Dune: War for Arrakis is an official sub-licensed property from Gale Force Nine, a Battlefront Group Company. Dune TM and © 2022 Legendary. All Rights Reserved. CMON and the CMON
logo are registered trademarks of CMON Global Limited. No part of this product may be reproduced without specific permission. Actual components may vary from those shown. Figures
and plastic components included are pre-assembled and unpainted. Made in China.
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DUNE - WAR for ARRAKIS
COMPONENTS
HARKONNEN FACTION 127 FIGURES ATREIDES FACTION
13 LEADERS 20 LEADERS
BARON HARKONNEN BEAST RABBAN FEYD-RAUTHA CAPTAIN ARAMSHAM PAUL ATREIDES PAUL-MUAD’DIB LADY JESSICA REVEREND MOTHER JESSICA
EMPEROR GAIUS HELEN THUFIR HAWAT 6 BASHAR LEADERS STILGAR CHANI GURNEY HALLECK ALIA 12 NAIB LEADERS
SHADDAM IV MOHIAM
44 UNITS 30 UNITS
17 VEHICLES OTHERS
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START
HERE 4 3 2 1
GIEDI PRIME
REGENERATION TANK
USED ACTION DICE
START
HERE 2 1
SIETCH TABR
DEPLOYMENT MENTAT HOUSE DESERT POWER
LEADERSHIP STRATEGY
Take this action if you have fewer unused
Action dice than your opponent.
Move 2 different
Legions with a Leader. Move 2 different Legions. Deploy 1 Deployment token Use this result as any Place 2 Wormsign tokens.
and 1 Leader (Naib or Named) Draw 2 Planning cards. other Action die result.
in the same Sietch.
Make a surprise attack with Attack with a Legion. Activate 2 Sandworms.
a Legion with a Leader.
16 WORMSIGN TOKENS 5 BENE GESSERIT TOKENS 6 ECOLOGICAL TESTING STATIONS 14 SETTLEMENT TOKENS
1 ARRAKEEN 1 CARTHAG
4 PYON VILLAGES 8 SIETCHES
24 DICE
4 ATREIDES ACTION DICE 8 HARKONNEN ACTION DICE 6 ATREIDES COMBAT DICE 6 HARKONNEN COMBAT DICE
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119 CARDS
36 ATREIDES PLANNING CARDS 36 HARKONNEN PLANNING CARDS
1 HOUSE ATREIDES DECK 1 FREMEN ALLY DECK 1 HOUSE HARKONNEN DECK 1 CORRINO ALLY DECK
(18 CARDS) (18 CARDS) (18 CARDS) (18 CARDS)
HOUSE ATREIDES (5): PAUL ATREIDES, LADY JESSICA, FREMEN ALLY (5): NAIB LEADERS, PAUL-MUAD’DIB, HOUSE HARKONNEN (4): BEAST RABBAN, THUFIR CORRINO ALLY (4): SHADDAM IV, GAIUS HELEN
REVEREND MOTHER JESSICA, GURNEY HALLECK, ALIA STILGAR, CHANI, WILD MAKER HAWAT, BARON HARKONNEN, FEYD-RAUTHA MOHIAM, CAPTAIN ARAMSHAM, BASHAR LEADERS
16 PRESCIENCE CARDS 6 SECRET OBJECTIVE CARDS 2 REFERENCE CARDS 3 IMPERIUM BAN CARDS
START
HOUSE HERE 3 2 1 START
RATION TANK
ATREIDES
REGENE HOUSE HERE 3 2 1
HARKONNEN
LEADERSHIP MENTAT REGENERATION TANK
HOUSE
DESERT POWER LEADERSHIP
START 3 2 1 MENTAT HOUSE
HERE Take this action if you have fewer unused
FREMEN Action dice than your opponent.
START 3 2 1
HERE
ALLY CORRINO
DEPLOYMENT DESERT POWER ALLY
STRATEGY
LEADERSHIP unused MENTAT
Take this action if you have fewer DEPLOYMENT
Move 2 different
Legions with a Leader.
Action dice than your opponent. STRATEGY
Place 2 Wormsign tokens. Move 2 different Legions Replace 2 Regular units on
Draw 2 Planning cards. Use this result as any other with a Leader.
Action die result. the board with 2 Elite units.
Make a surprise attack with Activate 2 Sandworms. Draw 2 Planning cards.
a Legion with a Leader. Make a surprise attack with Place 1 Ornithopter,
a Legion with a Leader. 1 Harvester, and 1 Carryall
on the board.
Place 2 Wormsign tokens.
Deploy 1 Deployment token
Move 2 different Move 2 different Legions. and 1 Leader (Naib or Named)
Legions with a Leader. in the same Sietch. Activate 2 Sandworms. Deploy 3 Regular units
Move 2 different Legions. and 1 Leader (Bashar or Named) Draw 2 Planning cards.
Attack with a Legion.
Make a surprise attack with in one or more Settlements
a Legion with a Leader. of your choice.
Attack with a Legion.
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INTRODUCTION OVERVIEW
Dune: War for Arrakis is an asymmetric strategy The Harkonnens start the game controlling the main
board game for 2 to 4 players, based on Frank populated areas of Arrakis and must launch seek and
Herbert’s award-winning science fiction novel Dune. destroy missions against the shelters of the Fremen
Players recreate the Desert War, the struggle for rebels (their Sietches), at the same time devoting
control of the planet Arrakis, the only source in the resources to harvest as much spice as possible — the
Imperium of the spice melange, fought between quantity of spice they produce determines the quality
House Atreides and House Harkonnen and their of the relations with the great powers of the Imperium
respective leaders and allies. At the time of the game, (the Spacing Guild, Landsraad, and CHOAM). The
one year has passed since the Siege of Arrakeen — Emperor (House Corrino) secretly supports the
the assault that wrestled control of the planet from Harkonnens, providing additional military options and
House Atreides and gave it back to House Harkonnen his soldier-fanatics, the Sardaukar.
in the year 10191 AG.
◊ To win the game, the Harkonnen player must
◊ In a 2-player game, each opponent leads one of the accumulate 10 Supremacy Points (SP) or more.
two factions, either the Atreides (House Atreides and
Fremen Ally) or the Harkonnens (House Harkonnen The Atreides fight against the harsh rule of the
and Corrino Ally). Harkonnens. Decimated by the initial attack, the
surviving Atreides become a symbol of pride and
◊ In a 3 or 4-player game, the players will be organized resistance, and oppose the invader with a ruthless
into two teams, each controlling one or two of the guerrilla warfare, in a tight alliance with the local
four powers. population of the Fremen. By completing missions
and using their knowledge of the devastating natural
Players achieve victory by making the best strategic forces of Arrakis, Atreides and Fremen may succeed in
choices, always poised between the need to defend fulfilling ancient prophecies. At that point, there will be
their own settlements and attack those of the enemy, no enemy capable of resisting them…
to take control of the territory and limit the resources
of the adversary. ◊ To win the game, the Atreides player must reach or
exceed a specific score on each of the three types
Please note that the rules throughout this rulebook refer to of Prescience Points (PP), as indicated by a Secret
a 2-player game. Additional rules for 3 or 4 players can be Objective card drawn at the beginning of the game.
found on page 33.
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GAME BOARD
The board shows a view of the northern hemisphere
of the planet Arrakis. A series of dotted lines divides
it into eight Sectors, a subdivision used in conjunction
with the Air zones, circular boxes used exclusively
by the Harkonnen player to place flying vehicles —
Ornithopters and Carryalls. Each Air zone is placed on
the border between 2 Sectors and affects both (it is A
said to be connected to all Areas within both Sectors).
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DUNE - WAR for ARRAKIS
E
F
K K
B G
G This is an Impassable I This is the Supremacy K These symbols indicate where Settlement and
Border Track Ecological Station tokens must be placed
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◊ SUPREMACY TRACK
The Harkonnen player records any Supremacy points gained by moving the marker
on this track. If the marker reaches the end of the track the Harkonnen player
immediately wins the game.
◊ PRESCIENCE TRACK
The Atreides player’s Prescience points score is kept track using 3 different markers
— if at the end of any Round, the markers have reached the scores indicated by
the Secret Objective card drawn at the start of the game the Atreides player wins.
Supremacy Prescience
Track Track
SETTLEMENTS
Settlements represent populated locations that are vital to the faction they belong
to. They are used to muster new forces, and their capture by the enemy hastens the
defeat of a faction. All Settlements possess a numerical rank marked on one side.
The Pyon Villages of Arsunt, Hagga Basin, Imperial Basin and North Pole, the city
of Carthag and the planetary capital of Arrakeen are Harkonnen Settlements,
while the 8 hidden Sietches are Atreides Settlements.
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Sardaukar Fedaykin
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Each Deployment token shows on its hidden side a variable combination of Regular,
Elite, or Fedaykin units. Atreides Starting
Deployment Tokens
The Atreides player can choose to reveal a Deployment token at any time (see Guerrilla
Training, page 19). Tokens within an Area must be revealed forcibly instead if the
Area is involved in combat (see page 24) or scouted by an Ornithopter (see page 19)
Once revealed, Deployment tokens of any type are removed from the game. If the supply
of Atreides Deployment tokens runs out, the Atreides player can no longer deploy
tokens on the board.
Atreides Deployment Tokens
◊ LEADERS
Leader figures represent military commanders and important characters from the novel. They are not Units and can
be placed on the board exclusively in Areas containing friendly Units (if they are ever left alone, they are eliminated).
Leaders can be Generic (Bashar and Naib leaders) or Named (for example, Paul Atreides, or Beast Rabban). Both allow
for a greater flexibility of employment of Legions, increasing their movement and attack capabilities.
Leaders are represented by figures on large round bases, and corresponding Leader cards detailing their Combat
and Action special abilities. When a Named Leader enters play, its Leader card is immediately placed faceup on the
corresponding Action box of the controlling player’s dashboard. A Named Leader’s card is considered “faceup” when it
shows the description of its special Action (the side with the monochrome artwork).
Note: Leaders belonging to the same faction may show different colors and symbols — this will be relevant for 3 or 4 players
games.
Facedown Card
Faceup Card
Beast Rabban
Naib Leader
Bashar Leader
Paul Atreides
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◊ VEHICLES
Vehicles include Ornithopters, Harvesters and Carryalls.
They are employed exclusively by the Harkonnen player.
Ornithopters and Carryalls are placed in Air Zones, and
Harvesters are placed in Desert Areas. Vehicles never
move from their location. Carryalls and Harvesters are
used to collect spice, while Ornithopters are used to
move legions faster or scout enemy Sietches. Vehicles
are not Units.
Carryall
◊ SANDWORMS
Sandworms are placed on the board mainly as the
consequence of spice harvesting. The Atreides player
may then use them to attack enemy Legions, to hinder
their movement, and to move Atreides Legions faster
on the board. Sandworms are not Units.
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SETUP
1 Arrange the two sections of the map board in the 6 Shuffle the 2 sets of Harkonnen starting
center of the game area. Deployment tokens and randomly place 1 token
of each type facedown in each Area containing
2 Shuffle the 8 Sietch tokens and randomly place a Harkonnen Settlement. Flip them faceup and
them facedown on the indicated Areas of the replace them with the corresponding Harkonnen
board, 1 token per Area. Only the Atreides player figures (see legend).
can inspect their hidden side at any time during
the game. 7 Shuffle the 6 ecological Testing Stations and
randomly place them facedown on the indicated
3 Shuffle the Atreides Starting Deployment tokens Areas of the board, 1 token per Area. Their hidden
facedown and place 1 token and 1 Naib Leader side is secret to all players and is revealed only if
figure in each Area containing a Sietch. an Atreides Legion enters the Area.
4 Shuffle the standard Atreides Deployment tokens 8 Place the 3 Prescience markers on the 0 space of
and keep them facedown next to the Atreides the Prescience track. Place the Supremacy marker
player. on the 0 space of the Supremacy track.
5 Place the 6 Harkonnen Settlements (4 Pyon 9 Shuffle all Prescience cards into a facedown deck,
Villages, the city of Carthag and the planetary placing it next to the board.
capital of Arrakeen) on the indicated areas of the
board. Their rank is public and can be inspected at 15
any time by all players.
15
12
15
11
15
6
15 2
8
1 8 4
13 5
7
9 15 15
10 14
3
11
15
13
15
15
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DUNE - WAR for ARRAKIS
Harkonnen Elite
Wormsign Tokens
Sardaukar
◊ If there are Harkonnen legions in Plateau or Desert
Bashar Leader Areas, the Atreides player rolls for the consequences
of Coriolis Storms once for each Area.
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DUNE - WAR for ARRAKIS
◊ END OF THE ROUND ◊ First, the Harkonnen player must set aside a number
◊ Atreides Victory Check. The Atreides player checks of their Action dice as indicated on the first column of
whether the Prescience markers have reached the the active row. Those dice are kept in the appropriate
scores indicated by the Secret Objective card. If so, box on the dashboard and won’t be used this round.
the Atreides player wins the game. If not, the game
continues. ◊ Then, the player takes a number of vehicles, as indicated
on the 3 dedicated columns on the active row.
◊ Remove any Ornithopters and Carryalls on the board.
The Harkonnen player places the available vehicles on
◊ If they have named Leaders on the board, starting the board, following the rules for each type of vehicle:
with the Harkonnen player, both players may replace
any named Leader with a generic one. ◊ Harvesters are placed in free Desert Areas, 1 figure
per Area. Harvesters never move and are used to
◊ Flip faceup and place back on their corresponding gather spice during Phase 4: Spice Harvesting.
Action boxes all ‘spent’ Leaders cards (except for
those of Leaders on the Regeneration Tank, which ◊ Ornithopters and Carryalls are placed in Air Zones
are flipped faceup but not placed on the dashboards). of the board, 1 figure per Zone. Ornithopters are
used to transport Legions (see page 23) or to scout
◊ Both players check their hand of Planning cards and enemy Sietches and Deployment tokens (see page
discard down to 6 cards (if needed), choosing which 19).
cards to discard.
Note: If an Air Zone is already occupied and the Harkonnen
◊ The Atreides player chooses whether to remove from player wants to place a different vehicle there, the current
the game or reshuffle back into the deck any revealed vehicle is simply removed.
but unclaimed Prescience cards.
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◊ Move 2 different Legions with a Leader. ◊ Replace 2 Regular Units with 2 Elite Units.
OR OR
◊ Make a surprise attack with a Legion with a Leader. ◊ Place 1 Ornithopter, 1 Harvester, and 1 Carryall on
the board.
DEPLOYMENT ACTION
(ATREIDES VERSION) DESERT POWER ACTION
The recruitment of fresh troops and commanders (ATREIDES ONLY)
for the Atreides faction is accomplished by drawing This represents the control that the native Fremen
a random Deployment token. The player inspects it exert over the gigantic Sandworms of Arrakis. This
and places it facedown in an Area containing a Sietch action doesn’t require spending any Action die to be
token. The DEPLOYMENT Action allows to: performed. However, it can only be performed if the
Atreides player has fewer unused Action dice than the
◊ Deploy 1 Deployment token and 1 Leader (Naib or Harkonnen player, or as part of a Planning card effect
Named) on the same Sietch token. or special Action. A DESERT POWER Action allows to:
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Leaders’ special Actions are alternative options to the ◊ PLAYING PLANNING CARDS
standard Actions allowed by a die result — this means
that players can always choose between a regular Playing Planning cards from their hand allows the
Action and a special one. players to take special Actions, often twisting the basic
rules of the game. Many of the best-known episodes
◊ Should a player decide to make use of a leader’s and secondary characters from the novel can enter the
special Action, once the Action is fully executed game through the appropriate use of these cards.
the Leader card is pulled out of the dashboard and
flipped: the Leader card is considered ‘spent’, and the ◊ Players draw cards at the beginning of each round,
corresponding special Action is no longer available and during Action Resolution by taking the Mentat
until the beginning of the following round. Action, and play them during Action resolution
spending any one Action die.
Free Actions allow players to act without the need to ◊ The Corrino Ally deck greatly
spend an Action die or a Desert Power Action. Free facilitates the movement and
Actions can be performed multiple times during the attacks of Legions, especially those
same turn, and in addition to the normal Action. Besides that include Sardaukar, and force
those allowed by certain Planning or Prescience cards, the Atreides player to discard
the following two are also considered Free Actions. Planning cards, Prescience cards
and Action dice.
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DUNE - WAR for ARRAKIS
◊ Burrowing Sandworm. If the token ◊ For each Harkonnen Legion in a Plateau, Minor
is in a Deep Desert Area, place a Erg, Desert, and Deep Desert Area, the Atreides
Sandworm in the Area, then discard player rolls 2 Combat dice (Atreides Legions are
the token. Otherwise, simply discard unaffected). The attack inflicts 1 Hit on the enemy
the token. Legion for each and a variable number of Hits for
each based on the terrain type (see table below):
Note: All Sandworms appearing during this phase must be
placed on the board. If there are no more Sandworm figures Deep Desert: 2 Hits
available, the Atreides player must take them from anywhere
else on the board. If more than 4 Sandworms appear on the Desert: 1 Hit
board during this phase, the Atreides player chooses where
Minor Erg or Plateau: No Hits
they appear and discard the remaining Wormsign tokens.
◊ EFFECTS OF SANDWORM PLACEMENT The Harkonnen player must immediately remove any
After all Sandworms are placed, apply the following: casualties (see Removing Casualties on page 26).
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◊ SPICE RESERVE
The Harkonnen player may choose to save a maximum
of 1 spice point, to spend it for better effect in a
following round. To do so, the player takes the Spice
Reserve token and places it on the Spice Must Flow
board as a reminder.
◊ IMPERIUM BANS
If one or more Imperium Bans are active, the Harkonnen
player must apply their corresponding Ban effects, as
described on their reference cards, at any time during
the round. If a Ban is active, it is always considered to
Example: The Harkonnen player has collected 4 spice points. be in effect.
They are spent to maintain the position of the CHOAM and
Landsraad markers (2 points each). The Spacing Guild marker Note: A Ban is in effect for the whole round, as long as its
goes down by 1 step. corresponding Imperium marker moved down in the previous
round or is at the bottom step of The Spice Must Flow board.
Note: Imperium markers cannot be moved above the top step
or below the bottom step. Any movement that would cause
them to do so is ignored.
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MOVEMENT must be careful not to move the same figure twice with the
same Action. To avoid this, all movements allowed by the
same Action should be considered simultaneous.
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A sandriding Legion cannot move across Areas Troop-transport can be used to attack (see page 24).
containing enemy Legions (Harvesters do not block
sandriding, however).
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DUNE - WAR for ARRAKIS
An attacking Legion can target an enemy Legion inside 5. If the defending Legion is not in an Area containing
an adjacent Area (remember that Areas separated by an a Settlement and the defending player does not
impassable border are not considered to be adjacent). choose to retreat, a new battle round starts.
The attacking Legion remains in its current Area for the
duration of the battle.
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◊ SARDAUKAR AND FEDAYKIN UNITS ◊ For each Generic Leader in the battle, the
corresponding player considers 1 result as 1 .
The presence of Special Elite units lowers the opponent’s
defenses. Immediately before removing casualties, ◊ For each Named Leader in the battle, the
each Sardaukar or Fedaykin cancels 1 result on the corresponding player considers 1 as a specific
opponent’s Combat roll. number of and/or , as indicated at the bottom
of the corresponding Leader card.
◊ LEADER COMBAT ABILITIES A player whose Legion includes more Leaders than the
number of rolled results must choose which Leader’s
All leaders possess a Combat ability, which can be ability to apply for each result. If this happens to both
activated in battle when a Combat roll generates sides, the attacking player must make this choice first.
results. If a Combat roll generates more results than the
number of Leaders in the Legion, they are considered
as miss results.
Example: The Harkonnen player rolls 3 , 2 , and 1 in their Combat roll. The Harkonnen Legion in the battle contains 2
Leaders: 1 Bashar Leader and Baron Harkonnen. The player considers 1 result as 1 (thanks to the Bashar Leader) and 1
result as 2 (thanks to Baron Harkonnen). The third result cannot be utilized and is considered as a miss result.
The Atreides player rolls 5 in their Combat roll. The Leader in the Legion, Paul-Muad’Dib’s considers result as 2 and , but
since no was rolled, that doesn’t come into effect.
The Atreides’ Fedaykin is able to cancel 1 of the Harkonnen results. The Sardaukar’s ability doesn’t come into effect since the
Atreides rolled no . The 2 generated by Baron Harkonnen’s ability cancel 2 of the Atreides . The final result is that the
Harkonnen scored 3 Hits and the Atreides 3 Hits
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DUNE - WAR for ARRAKIS
◊ Replace 1 Elite Unit (Special or not) with 1 Regular Unit CEASE THE ATTACK
◊ Remove 1 Leader (Generic or Named). If the attacking player ceases the attack, the battle
ends: the surviving figures of both players remain in the
If all Units in a Legion are eliminated, also remove Areas where they were at the start of the battle.
any surviving Leaders. All removed Units and Generic
Leaders become available for future deployments.
Named Leaders go to the Regeneration Tank instead
(see page 27).
RETREAT
If a Legion retreats, the opposing player moves the
retreating Legion in an adjacent Area of their choice.
The chosen Area must be considered free for the
retreating Legion, and additionally cannot contain a
Wormsign token if the Legion is Harkonnen. If such an
Area is not available, the Legion cannot retreat.
Example: The Harkonnen player wants to retain as much ◊ If the attacking player ceases the attack, or the
aggressive power as possible, so they decide to apply the 3 Hits attacking Legion is eliminated (and the defending
received by replacing the 2 Elites with Regulars, and eliminating Legion is not destroyed), the battle ends in a victory
Baron Harkonnen, who goes to the Regeneration Tank. for the defending player.
Taking 3 Hits, the Atreides player is barely able to keep Paul-
Muad’Dib on the board by replacing the Fedaykin with a ◊ If both Legions are completely destroyed, no player
Regular and eliminating the 2 Regulars. Will they retreat or wins the battle.
stand for another Combat round?
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DUNE - WAR for ARRAKIS
The Prescience markers advance on the track whenever: ◊ To claim a card specifying a number of conditions,
the Atreides player must verify if they apply to the
◊ The Atreides player claims a Prescience card: current gameplay circumstances (for example, The
Advance the markers indicated on the card by the Desert War).
number written on it.
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◊ If the Kwisatz Haderach marker reaches this step, Paul-Muad’dib enters play.
◊ If the Sand Dwellers marker reaches this step, Reverend Mother Jessica enters play.
◊ If the Area contains a Legion, all figures are moved to an adjacent free Area
chosen by the opposing player (for example, an Atreides legion is moved by the
Harkonnen player).
As can be seen by the token graphics, the atomics cause the change of a Mountain
Area into a Desert Area. The Atreides player can normally place Wormsign tokens in
this Area.
SPLINTERED ROCK
The Splintered Rock Area becomes a Desert Area.
◊ For the rest of the game, Harkonnen legions in the Hagga Basin area are exposed
to attacks from Coriolis Storms and Sandworms.
Splintered Rock
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DUNE - WAR for ARRAKIS
◊ For the rest of the game, Harkonnen legions in the Imperial Basin Area are exposed
to attacks from Coriolis Storms and Sandworms.
Hole in the Rock
RIMWALL
The Rimwall Area becomes a Desert Area.
◊ For the rest of the game, Harkonnen legions in the Imperial Basin and the Arrakeen
Areas are exposed to attacks from Coriolis Storms and Sandworms.
WORMSIGNS AND
SANDWORMS
Rimwall West
As seen on page 20, Wormsign tokens are put in play the board during Action Resolution, follow the rules for
during Phase 3, but can also be placed on the board by Sandworm Attacks on page 20.
the Atreides player performing a Desert Power Action.
Here follow the rules governing Wormsign tokens, in ◊ Each Sandworm can be activated to move or attack.
addition to Sandriding and their effects during the
Desert Hazards phase. Example: The Atreides player takes a Desert Power action,
allowing them to activate 2 Sandworms on the board. The
WORMSIGN AND HARKONNEN player can choose to attack with both Sandworms, or move
them both, or attack with 1 Sandworm and move the other.
LEGIONS
If a Harkonnen Legion enters an Area containing a ◊ SANDWORM MOVEMENT
Wormsign token, the token is revealed and resolved. This
does not apply if a Wormsign is placed directly in an Area Activated Sandworms can move to up to 2 Desert
already with a Harkonnen Legion or Harvester as with Areas. The Area of destination cannot contain figures
a Desert Power Action. Atreides Legions never cause a of any kind. If the Sandworm moves 2 Areas, the
Wormsign to be revealed. traversed Area can contain a Sietch and/or any number
of figures, friendly or enemy.
◊ If a Sandworm is placed in the Area, the Legion must
retreat (using the usual rules). If the same Area also
contains a Harvester, the Legion retreats and the ◊ SANDWORM ATTACK
Harvester is removed (the Harkonnen player cannot
use a Carryall to save the Harvester: Carryalls are To attack with a Sandworm, the Atreides player removes
only used only during the Desert Hazard phase). its figure and targets an Area up to 2 Areas away. If the
Sandworm attacks at a distance of 2 Areas, the first
Area must be a Desert.
SANDWORMS The target of the attack can be an enemy Legion and/
or a Harvester in any Desert Area or, in case of a Legion,
Sandworms mainly appear during the Desert Hazards also in any Plateau or Minor Erg area within range
phase, and are activated taking a Desert Power Action (though not in an Mountain Area).
during Action Resolution. If a Sandworm is placed on
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◊ ATTACKING LEGIONS
If a Sandworm attacks an Area containing an enemy
Legion, the Atreides player rolls 4 Combat dice for a
Kwisatz Haderach Sand Dwellers Jihad
regular Sandworm or 6 Combat dice for a Wild Maker,
inflicting 1 Hit on the enemy Legion for each and a
variable number of Hits for each
terrain type:
result, based on the
NAMED LEADERS
Deep Desert: 2 Hits
When a Named Leader enters play, their Leader card is
Desert: 1 Hit immediately placed on the corresponding Action box of
Minor Erg or Plateau: the dashboard (with the exception of Gurney Halleck,
No Hits
see next page). The Leader figure is set aside, to be used
when the player deploys or places the Named Leader
The Harkonnen player must immediately remove any on the board.
casualties (see page 26). If the attack eliminates
all enemy Units in an Area and the area contains a If the card of a Named Leader entering play shows
Harvester, the Harvester is also removed. a Bene Gesserit symbol (on the bottom right), the
corresponding player immediately takes 1 Bene Gesserit
Note: Thanks to the detonation of the Atreides Family token. Leaders that show a Bene Gesserit symbol are:
Atomics, a Sandworm attack might target a Legion in an Lady Jessica, Reverend Mother Jessica, Alia, and Gaius
Area containing a Harkonnen Settlement. Even if all units are Helen Mohiam.
eliminated, the Settlement is not considered conquered (and
therefore it is not removed from the board). With the exception of Thufir Hawat and Beast Rabban
(see next page), once they entered play, all Named
Leaders remain in play until the end of the game.
◊ SANDWORMS AND LEGIONS
Neither Harkonnen nor Atreides Legions can ever enter
REVEREND MOTHER JESSICA AND
or attack Areas containing a Sandworm. They can,
however, traverse an Area containing one using the
PAUL-MUAD’DIB
Sandriding or Troop-transport rules (see page 23). If Reverend Mother Jessica enters play, her figure and
card immediately replace those of Lady Jessica. They
are placed in the same position as the replaced ones: on
ECOLOGICAL the board, in front of the player, or on the Regeneration
Tank as far as the figure is concerned; in active or spent
TESTING STATIONS position as far as the card is concerned (see below).
The same applies when Paul Muad’dib enters play. The
cards and figures of the replaced Leaders are removed
from the game.
There are 6 Ecological Test Stations in the game. During
the Setup of the game, they are shuffled and placed in Note: If a Planning or Prescience card refers to “Paul”, it
the indicated areas of the board. On their hidden side, is considered applicable for both Paul Atreides and Paul-
Ecological Testing Stations always show one Prescience Muad’Dib. Similarly, if a card refers to Jessica, it is considered
symbol. applicable to both Lady Jessica and Reverend Mother Jessica.
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DUNE - WAR for ARRAKIS
◊ The Wild Maker does not follow the same rules as ◊ If an Atreides Legion ends its movement in an Area
other Leaders. It is not deployed in Legions, it does containing only a Harvester, the Harvester is removed
not move with them, etc. It is considered a special (this is not considered an attack).
type of Sandworm. Once in play, the Wild Maker
figure can only be placed on the board via its Leader ◊ If an Atreides Legion, after a victorious battle,
card’s special ability. advances in an Area containing a Harvester, the
Harvester is destroyed.
When on the board, the Wild Maker moves or attacks
like other Sandworms (its attacks are more lethal, Note: If the Atreides player moves a Deployment token into
though, see the Perils of Arrakis reference card). The an Area containing a Harvester to remove it, the token is
Wild Maker can be activated by any ability or Planning not revealed (as the removal of Harvesters is not considered
card allowing the activation of Sandworms. an attack).
When Thufir Hawat is removed from the game, Gaius The Harkonnen player starts the game with no Bene
Helen Mohiam enters play. Gesserit tokens. They receive 1 token when Gaius
Mohiam enters play. More Bene Gesserit tokens can be
obtained from Planning cards.
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RULES FOR 3-4 Sharing the Atreides faction: One player controls the
House Atreides subfaction and the other controls the
PLAYERS Fremen Ally subfaction. Leaders of each subfaction are
distinguished by the color of thecorresponding card:
green for House Atreides, green for Fremen Ally.
While Dune: War for Arrakis is played as a struggle Players sharing a faction play cooperatively. They
between 2 factions, it can be played with 3 or 4 players win the game together if their faction achieves its
as well. victory conditions.
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DUNE - WAR for ARRAKIS
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◊ ACTIONS TURNS
Players alternate in taking Action turns based on their
faction, with the Atreides faction going first, as usual.
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RULES SUMMARY
GAME ROUND
◊ START OF THE ROUND ADVANCING THE PRESCIENCE TRACK
◊ Draw 2 Planning cards, 1 from each deck. ◊ Claim a Prescience card: Advance the indicated
◊ Reveal the 3 set aside Prescience cards. markers by the number shown.
◊ Draw 3 new Prescience cards and place them aside. ◊ Take an Ecological Station: Advance 1 step the
Prescience marker shown under the token.
1. VEHICLE PLACEMENT (Harkonnen) ◊ Destroy a Harkonnen Settlement: All markers
Based on the position of the lowest Imperium marker: advance equal to the Settlement’s rank.
◊ Lose the indicated number of Action dice.
◊ Place the indicated number of vehicles on the board.