Dune: The Landsraad Maneuver
Note BGG
7,9

Extension de Frank Herbert's Dune

Dune: The Landsraad Maneuver

1990Propulsé par BGG

Aide aux règles de Dune: The Landsraad Maneuver

Des explications claires des tours, effets de cartes et situations litigieuses, avec des références aux sources officielles et un historique des questions sauvegardé.

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

Assistant de règles pour Dune: The Landsraad Maneuver

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Les réponses viennent du livret officiel, avec la page à vérifier.

Dune: The Landsraad Maneuver est une extension de Frank Herbert's Dune sortie en 1990 pour 2 à 6 joueurs, avec des parties de 60 à 180 minutes et à partir de 12 ans. Il a été conçu par Kenneth Burke et ses principales mécaniques sont Variable Player Powers, Hand Management et Auction / Bidding.

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À propos du jeu

En anglais

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.

Éditions

  • Dune: The Landsraad ManeuverenThe Avalon Hill Game Co1990

Questions et réponses

Selon le catalogue, Dune: The Landsraad Maneuver se joue de 2 à 6 personnes. Cette fourchette correspond au nombre de joueurs indiqué par l’éditeur : le jeu s’installe donc pour toute taille de groupe dans cette limite. La mise en place, certaines règles et le décompte peuvent varier selon l’effectif ; vérifiez la configuration exacte dans la règle de votre édition.