Dune: The Landsraad Maneuver
Puntuación BGG
7,9

Expansión de Dune

Dune: The Landsraad Maneuver

1990Con tecnología de BGG

Ayuda con las reglas de Dune: The Landsraad Maneuver

Explicaciones claras de turnos, efectos de cartas y situaciones dudosas, con referencias a fuentes oficiales e historial de preguntas guardado.

  • 2–6 jugadores
  • 60–180 min
  • 12+

Asistente de reglas de Dune: The Landsraad Maneuver

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Las respuestas salen del reglamento oficial, con la página para comprobarlo.

Dune: The Landsraad Maneuver es una expansión de Dune publicada en 1990 para 2–6 jugadores, con partidas de 60 a 180 minutos y a partir de 12 años. Fue diseñado por Kenneth Burke y sus mecánicas principales son Variable Player Powers, Hand Management y Auction / Bidding.

Juegos similares

Sobre el juego

En inglés

Variant of Dune published in The General vol. 26 #1 Pieces and cards published on insert. LANDSRAAD (New faction): AT START— 20 tokens in reserves (off-planet). Start with 30 spice. FREE REVIVAL— 3 tokens. ADVANTAGE— You have Influence over almost all major powers (except the Fremen) on Dune. 1. During a turn, you may use your power of Influence during the revival/movement or the battle round. a. In the revival /movement round, you may order any player to "hold in place". That player will not be able to reclaim tokens from the tanks, ship tokens onto or off Dune, or move his tokens on the mapboard during the round. b. In the battle round, you may order any player to "hold in place". That player will not be able to attack: anyone during that round, but may defend if attacked by another party. ALLIANCE — You may not ally with the Fremen (although a third player may be allied to both). Allies may make use of the Lansraad "Optional Advantage" of restricting territories; the same conditions as to who may be affected is imposed. Leaders and Values: Baron Moat — 6 Earl Viacontc — 5 Administrator — 3 Commissioner — 2 Representative — 1 Disadvantages : 1. You cannot make use of your power of Influence in both the revival/movement and combat rounds of the same turn (unless able to play a Karama card, to be described later). 2. You have no power of Influence over the Fremen player, nor may you ever ally with the Fremen player. Optional Advantage: At the start of any turn, before the Storm marker position is determined, you may declare any non-sietch territory on the mapboard (except for the Polar Sink) "restricted' All tokens that do not belong to the Lansraad player, a Lansraad-allied player, the Fremen player, or are co-existing Bene Gesserit tokens must be moved out of this territory during the upcoming revival/movement turns. Failure to do so results in the tokens being sent to the tanks. With the exception of the above-mentioned token types, tokens may not be moved into the territory during the entire turn. The Lansraad player may not declare the same territory "restricted" for two consecutive turns. Karama Powers: 1. When played against the Lansraad player, this prevents him from using his power of Influence or optional "restriction" once. The card would be played right after the Lansraad ordered a player to hold in place or declared a territory restricted. 2. If the optional special Karama Power rules are used, the Lansraad player may use a Karama card once during the game to use his power of Influence during the revival/movement and combat rounds of the same game turn. The card would be played at the start of the battle round.

Ediciones

  • Dune: The Landsraad ManeuverenThe Avalon Hill Game Co1990

Preguntas y respuestas

Según el catálogo, Dune: The Landsraad Maneuver admite de 2 a 6 jugadores. Este intervalo corresponde al número de jugadores indicado por la editorial, así que el juego puede prepararse para cualquier grupo dentro de ese margen. La preparación, algunas reglas y la puntuación pueden variar según el número de jugadores; consulta la configuración exacta en el reglamento de tu edición.