Dune: Variant Cards
BGG rating
6.4

Expansion for Dune

Dune: Variant Cards

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Rules assistance for Dune: Variant Cards

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–6 players
  • 240 min
  • 12+

Rules assistant for Dune: Variant Cards

What would you like to know?

Answers come from the official rulebook, with the page to check.

Dune: Variant Cards is an expansion for Dune released in 1986 for 2–6 players, 240 minutes per game, and ages 12 and up. Its main mechanics are Variable Player Powers, Area Majority / Influence, and Team-Based Game.

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About the game

A set of 8 new Dune Treachery cards printed on 1 sheet of cardstock with 2 pages of accompanying rules. These names and effects have precedent in the books or movie, primarily the books. The cards are: Weather Scanner, Smuggler, Troop Carrier, Dust Chasm, Juice of Sapho, Imperial Conditioning, Break Imperial Conditioning, Weirding Way. These were published in The VIP of Gaming Magazine, Issue #2 Feb/Mar 1986 Summary of Effects Weather Scanner: Allows a non-Fremen player to examine the next weather token. Smuggler: Steal spice from another player, stealing more for each desert territory you control. Troop Carrier: Make a second shipment of troops to Dune, paying the Guild as usual. Dust Chasm: Destroy all non-Fremen units in the space where a Spice Blow just occurred, and no units may move into or through the space this round. Fremen units which stay in the space will also be destroyed. Can't be played if a worm appears. Juice of Sapho: After a player has committed their cards to a battle, look at the entirety of their remaining hand before making your own choice. Imperial Conditioning: For one battle only, before players have committed cards to a battle, your leader cannot turn traitor. Break Imperial Conditioning: Cancel Imperial Conditioning when it is played in your battle. Weirding Way: Before any part of a battle occurs, play to double the casualties that battle inflicts on your opponent. Suggested Use Five cards without effects are included in the base game, and two more 'useless' cards are added in Dune: Spice Harvest and Dune: The Duel. This variant suggests replacing those seven cards with the first seven of the variant cards, and to, once someone has blown the Shield Wall, replace the Family Atomics card with Weirding Way and/or have that card function as Weirding Way. An alternate method suggested is to buy an additional full set of Treachery cards and overwrite the normal effects with the variant card effects (pasting the new image onto the card, or for a more modern audience, using sleeves and inserts). Interaction with other Expansions The 'Reviving the Ghola'/Bene Tleilax expansion adds additional uses for the 'useless' Treachery cards. If the variant cards replace useless cards and that variant is also in use, they should be marked to indicate that they also count as 'useless' cards for the Tleilaxu's purposes. The alternate method is probably preferable if these are used together.

Editions

  • Dune: Variant CardsenDTI (Diverse Talents, Incorporated)1986

Publishers

  • DTI (Diverse Talents, Incorporated)

Questions and answers

Dune: Variant Cards supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.