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2
GAME COMPONENTS
2
To play with the Tech Module, see the additional
components and rules listed on pages 6-7.
32 Imperium Deck cards
5 used only with theflCHOAM Module
2 used only with the Tech Module
18 Intrigue cards
1 used only with theflCHOAM Module
2 used only with the Tech Module
2 Confl ict cards
1 Confl ict I
1 Confl ict II
Sardaukar Commanders
7 plastic, 7 wood
Use only the
typeflyouflprefer
14 Sardaukar Commander Skills
typeflyouflprefer
CHOAM MODULE
If you are using the CHOAM Module from
DUNE:flIMPERIUM — UPRISING, include these
components in your setup.
5 Imperium cards
shuf e into the
Imperium deck
Coercive Negotiation
shuf e into the
Intrigue deck
8 Contract tokens
shuf e into the
existing contracts
If also using the
TechfiModule
(see pages 6-7)
CHOAM Transports
shuf e into the other
Tech tiles
The Earn any Alliance contract is completed
when you next take a new Alliance token (that
you don’t already have).
You can’t take the new Immediate contract
unless you have an Intrigue card to trash.
The Emperor’s Sardaukar forces are
among the strongest fi ghters in the
Known Universe, and as ruthless as
they are loyal. But that loyalty can be
purchased from the Emperor for the
right price…
Sardaukar Commanders
9 Leaders
1 used only with the Tech Module
LEADER-SPECIFIC COMPONENTS
Tuek’s Sietch board space
for Esmar Tuek
12 Twisted Intrigue cards
for Piter De Vries
each marked with his image
10 Navigation cards
for Steersman Y’rkoon
Tactics token
for Chani
Tactics token
---
3
When playing with BLOODLINES, these steps modify and add to the setup of DUNE: IMPERIUM — UPRISING.
SETUP
1
Take the 7 Sardaukar Commanders you prefer, either the
wood or the plastic. (Do not use both; they are meant to be
limited).
Place fi ve of them on the game board, one on each of the
following spaces: Sardaukar, Dutiful Service, Deliver Supplies,
HighflCouncil, and Gather Support. Leave room on each space for
an Agent to be placed there during the game.
If you are playing a four-player game, place a sixth
Sardaukar Commander, on the Assembly Hall space.
(Otherwise, return it to the box.)
Place the fi nal Sardaukar Commander in the bank. (It is used with
the Imperium card
Sardaukar Standard.)
3Add the new Confl ict cards to those you already have.
Although you will select at random from more
cards, you still create your Confl ict Deck in the
same way: you should have a 10-card deck with
one Confl ict I card on top, fi ve Confl ict II cards
below it, then four Confl ict III cards on the bottom.
Return the unused Confl ict cards to the game box without looking
at them.
4Add the other new cards to those you already have:
Shuf e the 15 Intrigue cards into the Intrigue Deck.
Shuf e the 25 Imperium cards into the Imperium Deck
(before forming the Imperium Row).
Add the 8 new Leaders to those you already
have. When taking Leaders, players may choose
any combination of new or existing Leaders.
For games with one or two players, see the additional
components and rules on pages 8-9.
For six-player games, see the additional rules on page 10.
2
Shuf e the 14 Sardaukar Commander Skills
face down and place the stack near the game
board. Fromflit, deal four faceflup.
3
When playing BLOODLINES with
DUNE:flIMPERIUM:
In step 1, place the fi ve Sardaukar
Commanders on Conspire, Wealth, Foldspace,
High Council, and Rally Troops. With four
players, place the sixth on Hall of Oratory.
In step 2, exclude the two “Fierce” Sardaukar Commander
Skills.
Skip step 3; do not add the new Confl ict cards.
In step 4, exclude all the CHOAM Module components, as
well as:
• 5 Intrigue cards: False Orders, Grasp Arrakis,
InsiderflInformation, Ripples in the Sand, Sleeper Unit
• 7 Imperium cards: Arrakis Observer, Eliminate Allies,
Holy War, Intelligence Training (2), Pointing the Way,
Shrouded Counsel
• 3 Leader cards: Count Hasimir Fenring,
GaiusflHelenflMohiam, Liet Kynes
If a player uses the
Steersman Y’rkoon leader, exclude the
Navigation card that places or recalls a Spy.
1
2
---
4
SARDAUKAR COMMANDERS
BLOODLINES allows players to recruit a new type of unit: the Emperor’s powerful Sardaukar Commanders.
USING SARDAUKAR COMMANDERS
During one of your turns, if you send an Agent to a board space that has a Sardaukar Commander, you may spend 2 Solari to acquire and
then immediately recruit that Sardaukar Commander. (This is an
ef ect of the space: you may spend 2 Solari for a Sardaukar Commander in
any order you choose along with other board space and card ef ects.)
Whenever you acquire a Sardaukar Commander, you gain a Sardaukar Commander Skill. Choose one of the face-up
options and put it in your supply (visible to all players). You cannot choose a copy of a Sardaukar Commander Skill
already in your supply. After taking your choice, deal a new one from the stack to replace it.
Whenever you recruit a Sardaukar Commander, you use it in most ways like any other unit:
• You may place it in your garrison or, if you sent an Agent to a Combat space this turn, deploy it to the Confl ict.
• Later, if it is in your garrison when you send an Agent to a Combat space, it can be one of the “up to two” units you deploy from
your garrison.
• It is a “troop” that’s worth 2 strength in the Confl ict.
• When combat is resolved and rewards have been given, it returns to your supply.
It’s Amani’s Agent turn, and she sends an Agent to Dutiful Service. Along with the other effects of her turn, she pays 2 Solari to acquire and recruit the Sardaukar
Commander from Dutiful Service. She chooses a Sardaukar Commander Skill, Driven, and places it in her supply. Dutiful Service is not a Combat space, so she places
the Sardaukar Commander in her garrison.
On her next Agent turn, Amani sends an Agent to Gather Support. She pays another 2 Solari to acquire and recruit the Sardaukar Commander
there. She cannot choose a second Driven as her new Sardaukar Commander Skill because she already has one, so she takes Canny. Again, she
places her new Sardaukar Commander in her garrison.
On a later Agent turn, Amani sends an Agent to Arrakeen. She deploys to the Conflict the troop recruited by that space, plus the two Sardaukar
Commanders from her garrison.
You cannot recruit a Sardaukar Commander from your supply by normal means. Instead, once per turn (Agent or Reveal), you may pay
2fiSolari to recruit one Sardaukar Commander from your supply, moving it to your garrison (or to the Confl ict, if you sent an Agent to a
Combat space this turn). You do not choose another Sardaukar Commander Skill at this time (because you are not
acquiring the Sardaukar
Commander).
It’s Brennen’s Agent turn, and he sends an Agent to Deliver Supplies. He pays 2 Solari to recruit the Sardaukar Commander from that space, and takes a Sardaukar
Commander Skill. He also has two other Sardaukar Commanders in his supply. He decides to pay another 2 Solari to recruit one of them. (He can’t pay 4 Solari to
recruit both, because you can only recruit one Sardaukar Commander from your supply each turn.) He does not take another Sardaukar Commander Skill, because he
is not acquiring the Sardaukar Commander from his supply.
SARDAUKAR COMMANDER SKILLS
While you have any number of Sardaukar Commanders in the Confl ict, the ef ects of all your Sardaukar Commander Skills
are active. Each one either gives you a bonus when taking your Reveal turn, or additional strength when resolving combat.
Each one works only once each round, even if you have more than one Sardaukar Commander in the Confl ict.
When Amani’s Reveal turn comes, she gains 1 spice from Driven. (Not 2, even though she has two Sardaukar Commanders in the Conflict.)
During the Combat phase, Amani plays an Intrigue card, Go to Ground. She may retreat either or both of her Sardaukar Commanders (because
they are “troops”). If she retreats them both, however, she will no longer have any Sardaukar Commanders in the Conflict, and so will not get any
extra strength from Canny.
---
5
SPY WITH DEEP COVER
This icon allows you to place a Spy using the normal rules. However, you also have the option to ignore any
opponents’ Spies when you place it. (You can’t place the Spy where you already have a Spy of your own.)
When you play Arrakis Observer during your Agent turn, you may discard a card to place a Spy: either on an unoccupied
observation post, or one occupied by any opponents’ Spies (but not your own).
COMMAND
Several Imperium cards include “Command ( 6+)” in their Reveal box. In a Reveal turn, you use the ef ect that follows if
you generate 6 Persuasion or more.
When you reveal I Believe, if you generate 6 Persuasion or more during that Reveal turn (including the 1 on I Believe itself), you recruit two
troops. (Without some means to deploy them to the Conflict, you will have to place them in your garrison.)
COMBAT
This icon (which previously appeared in the IMMORTALITY expansion) allows you to deploy troops to the
Confl ict as though you’d sent an Agent to a Combat space: you may deploy any units you recruit this turn
and up to two more from your garrison. Even if you have two or more of this icon during your turn, you
may deploy no more than two units from your garrison.
When you reveal Disruption Tactics, if you choose to trash it, you may deploy up to two units from your garrison to the Conflict. If you
recruit any troops during this Reveal turn, such as with I Believe in the previous example, you may deploy those as well.
WILD BATTLE ICON
In DUNE: IMPERIUM — UPRISING, there was only one wild battle icon available, so the rules stated that
during the Endgame, you would match it with one of the three other battle icons in your supply.
BLOODLINES adds more wild battle icons, requiring clarifi cation:
During the Endgame, you may match a wild battle icon with any other battle icon in your supply—one of the
three standard battle icons, or a second wild battle icon. Flip the matching pair of cards face down and gain 1
Victory Point.
When the game ends, Steve has both Propaganda and Storms in the South in his supply. He may pair them with each other to gain
1 Victory Point, or each with its own standard battle icon to gain 1 Victory Point for each.
OTHER NEW GAMEPLAY
---
6
TECH MODULE
BLOODLINES comes with a mini-expansion called the Tech Module, providing access to Ixian technology and machines. You may use it with
or without the CHOAM Module from
DUNE:flIMPERIUM — UPRISING, or with DUNE:flIMPERIUM.
SETUP
Modify your setup as follows:
A
Place the Ixian Embassy board next to the game
board.
Shuf e the 18 Tech tiles face down, then divide them
into three stacks of 6 tiles. Place the stacks on the
three spaces of the Ixian Embassy board, then turn the
top tile in each stack face up.
In some cases, you may need to exclude certain Tech
tiles before shuf ing. Divide your three stacks as
evenly as possible.
If you are playing without the CHOAM Module,
exclude CHOAM Transports.
If you are playing with the original
DUNE: IMPERIUM rather than
UPRISING, exclude Advanced Data Analysis, Forbidden Weapons,
Ornithopter Fleet, Panopticon, and Spy Drones.
B
Shuf e the two additional Intrigue cards
into your Intrigue Deck.
C
Shuf e the two additional Imperium
cards into your Imperium Deck.
D
A player has the option to
choose
Kota Odax of Ix as
theirflLeader.
COMPONENTS
2 Imperium cards,
2fiIntrigueficards, and
KotafiOdax of Ix
The additional cards
show this symbol.
18 Tech tiles
Used in a solo game only
(see pages 8-9)
4 House Hagal cards
andfi1fiRival card
Ixian Embassy board
18 Tech tiles
---
7
ACQUIRING TECH TILES
The Acquire Tech icon is the only way to acquire a Tech tile. The primary way of
doing this is shown on the top of the Ixian Embassy board: during a turn in which
you send an Agent to a
doing this is shown on the top of the Ixian Embassy board: during a turn in which
board space, you may acquire one Tech tile. There is
no limit to the number of Tech tiles a player may have.
To acquire a Tech tile, choose a face-up tile on top of any of the three stacks, pay the cost in
spice shown, then put the tile in your supply (visible to all players). Finally, turn the next tile
in the stack face up. (If a stack is emptied, then for the rest of the game, there will simply be
fewer choices available when acquiring a Tech tile.)
There are two means of reducing the cost of a Tech tile, though the cost can never be less
than 0.
Ixian Embassy board. The Ixian Embassy board of ers a discount: if you have a High
Council seat, each Tech tile costs you 1 less spice.
Tech Discount. This icon appears on some cards. It allows you to acquire a
single Tech tile at a discount of 1 spice. You may combine this discount with
your discount from the Ixian Embassy board for having a High Council seat.
(But you can’t combine the discounts from two or more of these icons.)
It’s Brennen’s Agent turn, and he sends an Agent to High Council (paying the
required 5 Solari). He places his Councilor token on a Council seat. High Council
is a
required 5 Solari). He places his Councilor token on a Council seat. High Council
board space, so Brennen can use the Ixian Embassy to acquire a Tech
tile. Because he now has a High Council seat, the Tech tile costs him 1 less
Spice. He pays 1 spice to acquire Glowglobes and places the tile in his supply.
It immediately lets him gain one Influence of his choice. For the rest of the
game, he will be able to look at the top card of his deck at any time.
USING TECH TILES
Tech tiles have a variety of abilities that work at dif erent times in the game: during your Reveal turn, when you win a Confl ict, at the end of
the game, and more.
An ability with this icon is used during one of your turns, and can be used only once per round of the game. When you use such a
Tech tile, fl ip it face down to mark its use. At the start of the next round (during Phase 1: Round Start), return it to its face-up side
to show you can use it again.
TECH TILE ANATOMY
A B
C
D
E
ASpice Cost
BName
C
Acquire ef ect
You gain this effect one time, when you
acquire the tile. Not all tiles have one.
DAbility
E
Rival Tech tile
(next to expansion icon)
A Rival in a solo game can acquire this.
See page 9 for details.
Combining the Tech Module with RISEfiOF IX
During setup, you can combine the Tech Module with the RISE OF IX expansion for more Tech tiles.
Divide all shuf ed Tech tiles as evenly as possible into three larger stacks.
To use only the Tech tiles from RISE OF IX (with no other parts of that expansion), exclude Detonation
Devices and Troop Transports. Shuf e the other 16 Tech tiles with those from BLOODLINES.
To use all of the RISE OF IX expansion, do not use the Ixian Embassy board from BLOODLINES.
Instead,flplace your three Tech tile stacks on the Ix board as usual. (You can use Tech Negotiation for discounts, but there is
no Ixian Embassy discount for having a High Council seat.)
If you are using the entire RISE OF IX expansion, you won’t be able to place two of the Sardaukar Commanders
during setup, because the CHOAM board overlay will cover their spaces. Instead, place one Sardaukar Commander on
Dreadnought. If you are playing a four-player game, place the other on Tech Negotiation (otherwise, return it to the box).
---
New rules govern how Rivals in a solo or two-player game interact with
elements of
BLOODLINES.
If you’re playing with the Tech Module in a solo game, the rules on the
nextflpage explain how a Rival can acquire Tech tiles. If you’re playing a
two-player game, or are not using the Tech Module, then you may ignore
the next page; everything you will need to know is on this page.
SARDAUKAR COMMANDERS
A Rival will not acquire Sardaukar Commanders from the game board until it fi rst
gains its Swordmaster. Once it has a Swordmaster, the Rival’s behavior depends
on whether you are using the “Streamlined Rivals” game variant for two players
(described on page 4 of the Rivals rules supplement in
UPRISING).
If you are using Streamlined Rivals:
• When a Rival sends an Agent to a board space that has a Sardaukar Commander,
itflremoves that Sardaukar Commander from the game board. (Return it to the box.)
If you are NOT using Streamlined Rivals:
• When a Rival sends an Agent to a board space that has a Sardaukar Commander,
if it has at least 2 Solari, it will spend 2 Solari to acquire and recruit the Sardaukar
Commander.
• Whenever a Rival can deploy troops to the Confl ict, it will always deploy a Sardaukar
Commander before a regular troop.
• Rivals never gain Sardaukar Commander Skills. Instead, each of their Sardaukar
Commanders is worth 4flstrength in the Confi ict. However, at the end of a Confi ict, a
Rival returns all their Sardaukar Commanders in the Confl ict to the game box (not to
be used again this game).
8
ADDITIONS TO SOLO & TWO-PLAYER GAMES
SETUP
The new Rival cards add more options
to those from
DUNE: IMPERIUM —
UPRISING
.
You may use
KotaflOdax of Ix only
if you are playing a solo game and
using the Tech Module.
The 6 new House Hagal cards are
shuf ed into the House Hagal deck—
but they are used only in specifi c
cases:
Use the 2
Tuek’s Sietch cards only
if a player is using the
Esmar Tuek
Leader. (These cards give Rivals
access to that board space.)
Use the 4
Acquire Tech cards only
if you are playing a solo game and
using the Tech Module. (However,
do not use them if you are using the
RISE OF IX expansion.)
When playing BLOODLINES with DUNE:flIMPERIUM, Rival
cards are not used. Instead, two of the new Leaders can be
played by a Rival in a solo game:
Esmar Tuek — Do not place Tuek’s Sietch. (A player
is not using the Leader.) When this Rival activates his
Signet Ring, he always chooses to take a bonus spice,
from the space with the most bonus spice (or total spice if tied). If no
spaces have bonus spice, ignore his Signet Ring.
Piter De Vries — Use his Signet Ring normally.
For Sardaukar Commanders: during a solo game, a Rival behaves as
though you are “NOTflusing Streamlined Rivals” (above); during a two-
player game, a Rival uses the “Streamlined Rivals” rules (whether it has
gained its Swordmaster or not).
ADDITIONAL GAME COMPONENTS
6 House Hagal cards
4 used only with theflTechflModule
6 Rival cards
1 used only with theflTech Module
CLARIFICATIONS
When a Rival places a Spy with Deep Cover,
itflplaces the Spy on a Faction observation post of
the fi rst available Faction on its Faction priority
list (ignoring any opponents’ Spies).
When a Rival must move a Spy, it treats it as though it were
placing a new Spy according to its priority list (on the fi rst
possible observation post other than the one it must move
from). If all other Faction observation posts are full, the Spy
is lost.
When a Rival must lose a troop, it will always choose to lose
a regular troop before losing a Sardaukar Commander, and
will lose that troop from the garrison (ifflpossible) before
losing it from the Confl ict.
---
9
SOLO GAME RIVALS AND THE TECH MODULE
When using the Tech Module in a solo game, a Rival can acquire Tech
tiles—but only those that are marked with a small House Hagal icon
in the lower right corner (near the
BLOODLINES expansion icon). Ifflat
anyfitime there are no face-up Tech tiles with that mark on any of the
stacks, trash the tile from the largest stack and reveal a new one. (Ifflmultiple stacks
are tied for the largest, trash the tile from thefltopmostflstack.)
A Rival will ignore Tech tiles until it fi rst gains its Swordmaster. Once it has a Swordmaster, it begins to hoard spice for Tech tiles; it will not
spend 7 spice for a Victory Point unless the current Confl ict card is a Confl ict III card.
When the
Acquire Tech House Hagal card is revealed for a Rival’s Agent turn, it acquires the most expensive
Tech tile it can, at a 1 spice discount. (In the case of a tie, it chooses the Tech tile from the topmost stack on
the Ixian Embassy board.)
Kota Odax of Ix can also acquire tech in the same way, using her Signet Ring.
When a Rival acquires a Tech tile, it generally works the same as it would for a normal player. Some Tech tiles,
however, require specifi c guidance or clarifi cation:
Delivery Bay — A Rival ignores the Acquire ef ect.
Delivery Bay, Panopticon, Training Depot — A Rival gains the Reveal turn ef ects
immediately after completing their fi nal Agent turn each round. For the tiles requiring
Command, they always get the Command bonus.
Gene-Locked Vault, Glowglobes, Self-Destroying Messages, Servo-Receivers — A Rival
uses
only the Acquire ef ects. (For Gene-Locked Vault, it chooses to draw an Intrigue
card.)
Rapid Dropships — A Rival will fl ip this the fi rst time it sends an Agent to a non-Combat
space in a round.
Spy Drones — A Rival will fl ip this during its turn at the fi rst opportunity each round,
including immediately when it acquires the tile. It gains 1 Solari when it fl ips the tile
(ignoring the trash ef ect).
In a two-player game, your Rival ignores Tech tiles
completely. None of these Tech tiles rules apply.
Solo game including RISEfiOF IX
Use the appropriate
House Hagal cards
from
RISE OF IX to
determine when a
Rival will acquire
Tech tiles. Remember,
a Rival will ignore Tech tiles if it
doesn’t yet have a Swordmaster.
---
These modifi cations allow for a six-player game using DUNE: IMPERIUM — UPRISING.
SARDAUKAR COMMANDERS
Muad’Dib’s team can’t acquire or recruit Sardaukar
Commanders. Instead, when Muad’Dib or one of
his Allies sends an Agent to a board space with a
Sardaukar Commander, they may spend 2 spice (not
2flSolari) to draw an Intrigue card and then remove
that Sardaukar Commander from the game, returning
it to the box. They gain nothing from trashing
Sardaukar Standard.
When Shaddam acquires a Sardaukar Commander, it
is recruited for his activated Ally. That Ally chooses
a Sardaukar Commander Skill for their supply. The
Sardaukar Commander belongs to that Ally from then
on. Later, when it returns to their supply, the Ally must
pay to recruit it on one of their turns; Shaddam can’t
pay to recruit it.
CLARIFICATIONS
A team’s Commander can only earn the Alliance token from their personal board; that is the only way they can complete the “Earn Any
Alliance” contract.
When using the Tech Module:
Ornithopter Fleet — Because a Commander can’t take any Confl ict cards into their supply, they will have no battle icons for this Tech
tile to af ect.
Plasteel Blades, Sardaukar High Command — The Muad’Dib team can acquire these Tech tiles. (They benefi t from the Acquire
ef ects.) If Shaddam has either of these tiles, he can use it only when acquiring a Sardaukar Commander (because after that, it will
belong to his activated Ally).
ADDITIONS TO SIX-PLAYER GAMES
10
SETUP
Place fi ve Sardaukar Commanders on the game board,
one on each of the following spaces: Military Support,
Deliver Supplies, High Council, Assembly Hall, and Gather
Support. Place the sixth Sardaukar Commander on the
Sardaukar space on the Emperor board. Place the fi nal
Sardaukar Commander in the bank, asflusual.
Exclude the two “Fierce” Sardaukar Commander Skills.
Because of her unusual interaction with sandworms,
Liet Kynes is not recommended for a six-player game.
Otherwise, Allies may select any combination of new or
existing Leaders.
Recommended Allies of
Muad’Dib:
Chani
Duncan Idaho
Esmar Tuek
Recommended Allies of
Shaddam Corrino IV:
Count Hasimir Fenring
Gaius Helen Mohiam
Piter De Vries
Leaders Who Could Be
onfiEither Side:
Steersman Y’rkoon
Kota Odax of Ix
---
11
DIRE WOLF DIGITAL
Game Design and Development
Paul Dennen,
Phil Amylon, Andy Clautice, Caleb Vance
Executive Producer
Scott Martins
Art Direction
Clay Brooks, Nate Storm
Graphic Design
Leah Falin, Julianne Stone
Card Illustration
Derek Herring, Kenan Jackson, Raul Ramos
Production
Evan Lorentz
Additional Game Development
Corey Burkhart, Justin Cohen, Kevin Spak, Jay Treat
GALE FORCE 9
Producer & Brand Manager
Joe LeFavi
Genuine Entertainment
Co-Producer
John-Paul Brisigotti
Special thanks to all those involved in the creation of this game:
Brian Herbert, Kevin J. Anderson, Byron Merritt, and the Herbert Properties, LLC
Our partners at Legendary Entertainment
All of the awesome Dire Wolf Digital team members, and their friends and families,
who helped to playtest
DUNE: IMPERIUM.
And Frank Herbert, author and creator of the
Dune Universe,
whose singular vision and imagination have inspired us all.
CREDITS
Published by: Dire Wolf Digital
© 2024 Dire Wolf Digital, Inc. All rights reserved.
DUNE: IMPERIUM — UPRISING is published under license from Gale Force Nine, a Battlefront Group company.
DUNE © 2024 Legendary. All rights reserved.
www.direwolfdigital.com
/direwolfdigital
@direwolfdigital
---
Acquire Tech — You may acquire one face-up Tech tile
from the top of any stack on the Ixian Embassy board.
Pay its spice cost, put itflin your supply, then reveal the
next tile in the stack. (The Ixian Embassy board gives
you this option each time you send an Agent to a
next tile in the stack. (The Ixian Embassy board gives
board space.)
This version of the Acquire Tech icon gives you a
discount of 1 spice.
Bloodlines — This icon appears on the lower right corner
of components in this expansion. It is purely for reference.
Combat — You may deploy troops to the Confl ict this
turn as though you’d sent your Agent to a Combat space.
Command ( 6+) — You may use this ef ect only in a Reveal turn
in which you generate 6 Persuasion or more.
Discard a card of your choice from your hand. (For this and
any other time you’re directed to discard a card, it cannot
be an Intrigue card, unless specifi ed.)
Flip this Tech tile face down to use its ability. Turn it
face up at the start of the next round. (You may only
use it once per round.)
Rival Tech Tile — Used only in a solo game including
the Tech Module, this marks a Tech tile that a Rival can
acquire. See page 9 for details.
Spy with Deep Cover — Place one Spy; you have the
option to ignore any
opponents’ Spies when you
placeflit.
Tech Module — This marks a card used only in a game
including the Tech Module. See pages 6-7 for details.
Trash an Intrigue card of your choice from your hand.
Twisted Intrigue — This marks an Intrigue card used only
when playing the Piter De Vries Leader.
ICON GUIDE AND TERMS
Chani — During setup, place the Tactics token on the track
printed on the Leader, in the space corresponding to the number
of players. When the token reaches the rightmost space, reset it
by returning it to the space you started on.
If you lose or retreat enough troops that you would pass the end
of the Tactics track, you still reset at the starting space (and do
not advance for those extra troops).
Count Hasimir Fenring — You do not gain Solari when trashing an
Intrigue card.
Esmar Tuek — During setup, place the Tuek’s Sietch board space
near the game board. It is a Maker board space, and accumulates
spice accordingly.
Using your
Signet Ring, you may place a bonus spice on Tuek’s
Sietch and then gain it using the Agent you sent there (all on the
same turn).
Forbidden Weapons — For this Tech tile, if you choose the option
that provides 3 strength, you must lose one Infl uence with a
Faction where you have at least one Infl uence (if possible).
Ornithopter Fleet — Each battle icon you have, including wild
battle icons, must be treated as an Ornithopter instead. This can
cause you to immediately match battle icons when you acquire it.
The
Crysknife and Desert Mouse Intrigue cards can’t be used to
gain a Victory Point while you have this Tech tile.
Steersman Y’rkoon — You may look at your face-down Navigation
cards at any time. By losing and regaining Infl uence, it may be
possible to reach 2 Infl uence with the same Faction more than
once, playing a Navigation card each time.
CLARIFICATIONS
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