Thunder At Twilight
TABLE OF CONTENTS
1 INTRODUCTION................................................................................................................................................................................................................................................................................................................................2
2 GAME OVERVIEW .........................................................................................................................................................................................................................................................................................................................2
2.1 GAME OBJECTIVES...........................................................................................................................................................................................................................................................................................................2
2.2 CHOAM........................................................................................................................................................................................................................................................................................................................................... 3
2.3 LANDSRAAD............................................................................................................................................................................................................................................................................................................................. 3
2.4 IMPERIAL POWERS .......................................................................................................................................................................................................................................................................................................... 3
3 CARD OVERVIEW...........................................................................................................................................................................................................................................................................................................................4
3.1 CARD TYPES ..............................................................................................................................................................................................................................................................................................................................4
3.2 CARD ELEMENTS ...............................................................................................................................................................................................................................................................................................................5
3.3 TALENTS....................................................................................................................................................................................................................................................................................................................................... 6
3.4 TALENT REQUIREMENTS...................................................................................................................................................................................................................................................................................... 6
4 PREPARING FOR PLAY .............................................................................................................................................................................................................................................................................................................7
4.1 CREATING A HOUSE PROFILE ................................................................................................................................................................................................................................................................................7
4.2 BUILDING THE DECKS................................................................................................................................................................................................................................................................................................7
5 SETTING UP............................................................................................................................................................................................................................................................................................................................................7
5.1 CHOAM EXCHANGE .............................................................................................................................................................................................................................................................................................................7
5.2 HOUSE TERRITORY........................................................................................................................................................................................................................................................................................................7
5.3 DUNE.....................................................................................................................................................................................................................................................................................................................................................8
5.4 DEFINITIONS, TERMS, AND USAGE ...........................................................................................................................................................................................................................................................................8
6 TURN SEQUENCE............................................................................................................................................................................................................................................................................................................................. 9
6.1 OPENING INTERVAL......................................................................................................................................................................................................................................................................................................10
6.2 HOUSE INTERVALS.......................................................................................................................................................................................................................................................................................................10
6.3 CLOSING INTERVAL ....................................................................................................................................................................................................................................................................................................16
7 ALLEGIANCE RULES...................................................................................................................................................................................................................................................................................................................16
8 OPTIONAL RULES.........................................................................................................................................................................................................................................................................................................................17
8.1 ADDITIONAL VICTORY CONDITION .........................................................................................................................................................................................................................................................17
8.2 FAVOR-RELATED RULES .......................................................................................................................................................................................................................................................................................17
8.3 HOUSE OPERATIONS ..................................................................................................................................................................................................................................................................................................17
9 DUNE LEXICON................................................................................................................................................................................................................................................................................................................................. 18
10 INDEX............................................................................................................................................................................................................................................................................................................................................................19
11 CARD CLARIFICATIONS..................................................................................................................................................................................................................................................................................................20
Figure 1 Card Diagram............................................................................................................................................................................................................................................................................................................................. 6
Table 1 Imperial Adversaries............................................................................................................................................................................................................................................................................................................4
Table 2 CHOAM Rate Of Exchange....................................................................................................................................................................................................................................................................................7
Table 3 Rate Of Exchange................................................................................................................................................................................................................................................................................................................13
Table 4 Eligibility Chart....................................................................................................................................................................................................................................................................................................................14
Table 5 Rite Sequence..........................................................................................................................................................................................................................................................................................................................14
1 INTRODUCTION
2.2 CHOAM
2.3 LANDSRAAD
The Landsraad is responsible for the political
administration of the Imperium. Delegates from Houses
major and minor in the Landsraad Assembly enact
legislation originating within the Landsraad High Council.
Each House controls a seat in the Landsraad Assembly.
It is every Houses ambition to gain admission to the High
Council, and this assembly seat provides the opportunities
essential for such advancement.
FAVOR. Imperial favor measures a Houses esteem and
influence within the Assembly. This favor fluctuates
during the game, rising when a House excels in
accordance with the Landsraad Conventions and falling
when it falters.
Favor is open-ended; there is no minimum or maximum
number that one may possess; favor can even fall into
negative numbers. However, no House may draw cards to
replenish its hand when its favor is 0 or lower at the end
of any game turn (this effect may eliminate a House from
play).
SPONSORSHIP: A House sponsor represents the
connection to an Imperial Power, a group that holds
enormous influence in the Imperium. Houses ally
THE FREMEN:
leader Liet,
regarded as a populace of scattered tribesmen,
dispersed among the cities and urban fringes of
the planet Arrakis. Officially recognized as neither a
Landsraad nor a CHOAM power, the Fremen are the true
wardens of Dune, secretly controlling most of the affairs
that occur on-planet.
THE SPICE MINERS GUILD: A group of veteran
spice workers under the guidance of Director
Ormi B'rrican, this is a force not to be crossed.
Only the Fremen know the ways of the Worm
as do the miners, If this group of hardened desert
harvesters were to strike, the flow of spice would stop,
and the Imperium would find itself rapidly brought to its
knees.
THE WATER SELLERS UNION: Arrakis may be
the center of the universe, but the center of
every Arrakeen city is the water sellers'
domain. Everyone on the planet is trapped
between the scorching sun and the merciless sands, and
water is as precious as air to those who work here. And
rest assured, if Lingar Bewt, their leader, could charge for
air, he would.
DUNE SMUGGLERS: Deep in the recesses of
Tuek's Sietch, Esmar Tuek leads his followers
among the cities like the Fremen move among
the dunes. He recognizes no Imperial overlord,
and will bend his knee to no so-called Great House, for
he knows the Houses may hold wealth, but people like his
actually earn it.
2.4.1 Adversaries
Every Imperial Power has at least one other Power
bent on its destruction. Such powers are also your
adversaries (See Table 1 Imperial Adversaries).
Imperial Sponsor
Adversaries
Fremen
House Harkonnen
The Guild
Sisterhood, Dune
House Atreides
Houses Harkonnen,
House Corrino
House Atreides
House Harkonnen
The Sisterhood
The Guild
Dune Smugglers
The Guild
3.1.1 Holdings
Holdings have orange-red faces, and are found in the
Imperial Deck. They are properties delegated to qualified
Houses of the Landsraad. All holdings except Home
worlds are unique. There are four subtypes of holdings:
Home worlds, Fiefs, Charters, and Siridar fiefs (Imperial
cards).
FIEFS are regional, planetary jurisdictions granted by
the Landsraad to its member Houses. They provide a
consistent source of revenue for their governors.
HOME WORLDS (found on the deck box) are fiefs
shared by lesser Houses. They are not considered
unique. Home worlds and Dune are immune to capture
and discard effects.
CHARTERS represent economic assets, including such
diverse arrangements as partnerships, directorships,
contracts and investments. Because charters pertain to
the industries and organizations of the Imperium, they
often bear allegiance.
A SIRIDAR FIEF includes both territorial and economic
rights. Thus, a Siridar fief is both a fief and a charter.
Dune is the only Siridar fief in the game.
3.1.2 Personas
Personas are yellow-faced cards. They are the central
characters in the game and are divided into two subtypes
Allies (Imperial cards) and Aides (House cards). All
personas are either allies or aides. If a persona gains one
of these subtypes by virtue of another game card, they
lose their previous subtype. In other words, a persona
cannot be both an ally and an aide.
ALLIES are prominent individuals who serve an
Imperial Power. Allies normally bear allegiance, and
are unique determined by the card name, not by the
card's subtitle. All allies are sub-typed as nobles or
vassals. If an ally gains one of these subtypes, they
lose their previous subtype. In other words, an ally
cannot be both a noble and a vassal.
Nobles are hereditary members of the Imperial
aristocracy. They possess titles such as Baron, Duke or
Count, or sometimes lesser titles such as Lord or Lady.
3.1.3 Resources
Resources are green-faced cards. They are the tools a
House has available. Resources must be assigned to
personas or holdings when deployed, and come in four
subtypes: Personnel, Equipment, Enhancements (House
cards), and Decrees (Imperial cards).
PERSONNEL represent groups who perform specific
functions. Troops, corps and unions are a few of the
personnel subtypes available.
EQUIPMENT represents the machinery and hardware
used in the Imperium. Equipment subtypes include
weapons, devices and transports.
ENHANCEMENTS
represent
improvements
or
augmentations. Enhancements include skills and titles
for personas, bastions for cities, and so forth.
DECREES are enhancements granted by a Great House.
Because they are granted by Great Houses, they are
Imperial cards and often bear an allegiance.
3.1.4 Plans
Plans are gray-faced cards. They are deployed to
generate effects during the game. Plans come in three
types: Programs (Imperial cards), Ventures and Tactics
(House cards).
PROGRAMS are Imperial plans that give rewards for
meeting certain goals. They are kept separate from
the decks; each is purchased at the start of the game
and concealed face down under the home world until
deployed. Like all Imperial cards, programs are unique.
VENTURES are special missions assigned to personas.
They typically have talent requirements since they
represent task-specific operations.
TACTICS alter or modify the initiation, procedure or
outcome of operations. Unlike most other cards, tactics
may also be deployed during a rivals' House Interval.
All tactics belong to one of two subtypes Declaration and Engagement - indicating when they
are deployed. Most are further classified by the type
of operation (Initiative, Petition, Rite, et cetera) they
affect. All tactics are discarded once their effects
have been resolved.
3.1.5 Events
EVENTS are blue-faced House cards. They depict
sweeping changes within the Imperium or on the
planet Dune. Though temporary in duration, events
generate powerful effects that can significantly alter
the game.
Events have two subtypes: IMPERIUM and DUNE.
During a House Interval, several events may be placed
facedown, but only one Imperium event and one Dune
event may be deployed.
In addition, some Events have the NEXUS subtype.
Nexus Events have effects that last more than one
turn.
3.3 TALENTS
Talents are expert abilities used to initiate Rites or
use special cards. There are six talents: Dueling, Battle,
Arbitration, Intrigue, Weirding and Prescience. If a card
has a talent, the talent icon appears on the left side of the
card.
The number next to the icon is the talent rank and
shows how skilled the card is in the talent. Talent rank 0
indicates a basic familiarity with the skill. Cards without a
5.3 DUNE
All Houses begin the game with Dune subdued in
their House Domain. A House may deploy Dune like any
other subdued card. Dune is, of course, unique.
If a House comes to govern Dune, immediately subdue
its home world. Dune becomes their home world (but
unlike other home worlds, it remains unique) and gains
allegiance to their House sponsor, losing all other
allegiances. The original home world may not be engaged
to request admission as long as Dune is governed. The old
home world may only be re-deployed if Dune becomes
subdued.
10
11
12
USING VENTURES
Ventures deployed on an eligible target do nothing
when they are first deployed. To use a venture assigned
to a persona, declare the intent to engage its persona to
activate the venture. If there are several ventures on a
persona, pick one (and only one) when making the
declaration. The other assigned ventures are not affected.
Once other Houses have deployed any declaration
tactics, engage the target to generate the effects
described by the operation of the venture. If the persona
engages for any other reason than to activate a given
venture, that venture is not activated. It continues to be
assigned to the persona, and can be activated later in the
game.
Upon engaging the target persona, the venture
generates its effect immediately. Operations initiating
Rites immediately invoke that Rite with the venture's
assigned persona as leader. Operations with Duration
Effects last for the rest of that House Interval, and are
resolved once the Interval has ended. All ventures are
discarded once their effects have been resolved.
USING PROGRAMS
Programs gain tokens each time the condition
described in its operations text is fulfilled. As the
number of assigned tokens increase, so do the rewards
generated upon their initiation and resolution. While
subdued, programs cease to operate and cannot gain
additional tokens.
While a program is deployed and has at least one
program token assigned, its assigned persona may be
engaged to active the program just like a venture. Resolve
the effects in the "venture" portion of its operation. Upon
resolution, discard all assigned tokens and remove it from
play; do not place the program into the Imperial discard.
Spice in
Guild Hoard
13+
10-12
7-9
4-6
1-3
0
13
Exchange
Rate Solaris
1
2
3
4
5
6
Target
Type
Talent
Dueling
Battle
Arbitration
Intrigue
Persona
Fief
Charter
Persona
Landsraad
Landsraad
CHOAM
CHOAM
Dueling
Battle
Arbitration
Intrigue
Initiation Interval
Attacker Declaration
Attacker Engagement
Defender Declaration
Defender Engagement
Assessment Interval
Force Calculation
Force Distribution
Resolution Interval
Table 6 Rite Sequence
INITIATION INTERVAL
All Rites are initiated by personas or card effects.
Initiation consists of Declaration and Engagement, and
proceeds in segments from the attacker to the defender.
14
15
CHOAM RITES:
7 ALLEGIANCE RULES
16
17
18
19
10 INDEX
Advantage.............................................................16
Adversary................................ 4, 7, 11, 15, 16
Allegiance.......................................................5, 16
Arbitration.....................................................6, 14
Areas of Play.......................................................7
Assembly..................... 3, 7, 8, 9, 10, 11, 16
Assessment..................................................14, 15
Assignment............................6, 8, 10, 12, 15
Battle ...................................................................6, 14
Capture ........................................................... 15, 16
Card Effect...................................8, 11, 12, 14
Card Type
Aide..........................................................4, 5, 11
Ally.........................................3, 4, 5, 10, 12
Charter .............................................4, 14, 15
Decree ...............................................................10
Equipment.....................5, 8, 9, 11, 15, 16
Event.....................................5, 9, 12, 13, 17
Fief..........................4, 9, 10, 11, 13, 14, 15
Nexus ...................................................5, 13, 16
Personnel........5, 6, 8, 9, 11, 14, 15, 16
Program................................3, 7, 9, 12, 15
Tactic ......... 5, 6, 10, 11, 12, 14, 15, 17
Venture...................5, 6, 8, 9, 11, 12, 14
CHOAM .............................2, 3, 7, 9, 11, 13
Command.........................................................6, 14
Counter.....................................................................15
CROE .................................................3, 7, 13, 17
Decks............................................... 4, 5, 7, 8, 16
Declaration.................... 5, 10, 11, 14, 15, 17
Deferment...................................................... 9, 10
Deployment.............................................5, 8, 17
Deployment Cost............................................. 5
Desert .........................................................................2
Discard................. 7, 8, 9, 11, 13, 14, 15, 16
Disengagement ................................................... 8
Dueling ........................................................6, 11, 14
Duration Effect10, 11, 12, 13, 14, 15, 16
Engagement .............................5, 8, 11, 14, 15
Exchange................................................... 3, 7, 13
Favor2, 3, 7, 8, 10, 11, 12, 13, 15, 16,
17
Force ..........................................4, 14, 15, 16, 17
General Operation.................................9, 10
Govern.........................................7, 8, 11, 13, 14
Governor.....................................6, 8, 9, 12, 15
Great House..................................... 2, 3, 4, 5
Hoard
Guild..............................................3, 7, 12, 13
House............................................................8, 13
Holding..................4, 5, 6, 8, 10, 11, 12, 15
Home World............ 4, 5, 7, 8, 11, 12, 13
House
Creation.............................................................3
Domain...........................................8, 9, 11, 12
Forum ................................................................... 7
Profile............................................................7, 8
Territory ......................................................... 7
Treasury............................................................8
Imperial
Power........................3, 4, 5, 7, 11, 15, 16
Treasury.......................3, 7, 8, 11, 12, 13
Initiation...................................................................14
Initiative......................................5, 9, 10, 11, 17
Intrigue........................................................5, 6, 14
Kanly................................................................... 2, 13
Noble..............................................................2, 3, 4
Optional...................................................................17
Persona......................................................................14
Petition..................................................5, 9, 10, 11
Plan...................................................................2, 4, 5
Prescience ................................................................6
Production................................................................8
Profile ......................................................................... 7
Program.....................................................9, 12, 15
Request Admission................... 3, 8, 9, 12
Reserves......................................................3, 7, 8
Resistance........................................................6, 15
Resolution....................................................... 11, 14
Resource................. 2, 3, 4, 5, 8, 10, 11, 15
Restricted Operation..................9, 10, 13
Rites
CHOAM.......................................................14
Landsraad.......................................................14
Sequence of Play
Closing Interval...........................9, 11, 16
Deferment Phase.............................. 9, 10
General Operation......................... 9, 10
Initiative Phase................................... 9, 10
Opening Interval........................8, 9, 10
Siridar Fief...............................................4, 7, 8
Solari.............................................................3, 7, 16
Spice..........................................2, 3, 4, 7, 9, 13
Sponsor......................................................................7
Subdue................................................. 8, 9, 15, 16
Surprise....................................................................15
Surrender Initiative .....................................17
Talent Rank............................................5, 6, 15
Talent Requirement.........................5, 6, 11
Talents
Arbitration.............................................6, 14
Battle............................................................6, 14
Dueling.................................................6, 11, 14
Intrigue................................................5, 6, 14
Prescience......................................................... 6
Weirding.......................................................... 6
Tokens ...............................8, 9, 10, 12, 13, 16
Transfer.....................................................8, 9, 13
Treasury
House.................................................................... 8
Imperial .........................3, 7, 8, 11, 12, 13
Unique.............................. 4, 5, 6, 7, 8, 10, 11
Vanquish......................................................... 15, 16
Vassal..........................................................................4
Venture ....................................................11, 12, 14
Victory...............................................................3, 12
Weirding.................................................................. 6
Assassin's Honor
20
Elacca Languor
The discard happens immediately.
Emperors Truthsayer
attacking personas.
Counter Conspiracy
Diplomatic Settlement
Harkonnen Sleeper
Hellhounds
21
Mahdi
Renegade Sister
Maneuver Pawn
Shadow Partnership
Master at Arms
Only the Master at Arms may use this ability.
the Assembly.
Voice Command
Any secondary effects from using a captured persona
are the "current" governor's gifts. Exempli gratis, if Piter is
Voice Commanded and then captures a persona, that
persona is kept even when Piter returns to its governor.
Wake Shot
The key words here are "when engaging......to assign
deferment tokens......" so it won't help Yueh or any other
physician that isn't engaging to add tokens.