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Butlerian Jihad
Butlerian Jihad
by Warp Spawn Games (2012)
Player Count
2
Categories
  • Card Game
  • Science Fiction
  • Designers
  • Lloyd Krassner
  • Mechanisms
  • Hand Management
  • Card Drafting
  • Family
  • Player Count: Two Player Only Games
  • Rating: 0/10 from 0 users

    Description

    A two player card game themed on The Butlerian Jihad in the Dune Universe as described by the Prequel Trilogy. After a thousand-year standoff, the War between the Free Human League of Nobles Worlds and the Intelligent Machine controlled Synchronized Worlds escalates.

    One player is the Humans. The other player is the Machines. Each player has their own unique deck. Each deck has 6 suits. Each card has a force value and a special ability. Some special abilities require their ability to be activated, other abilities automatically take effect when the card is recruited or as a Free action discarded from the hand or in-play.

    Each player starts the game with 3 Empire Tokens.

    Each round has 6 Phases.

    1. Initiative Phase
    - Players roll high on 1D6. High roll is the attacker. Low roll is the defender.

    2. Fate Phase
    - Each player draws 5 cards from the top of his deck.

    3. Strategy Phase
    - Each player may discard up to 2 cards and draw replacements.

    4. Battle Phase
    - Players take turns starting with the attacker. On his turn a player can either Recruit (put a card into play face up in front them), Activate (use the activation ability of a card in play if it has one) or Pass.
    - If both players Pass, one after the other, the Phase ends.
    - Once a player passes, he must continue to pass, unless his opponent causes one of his in-play cards to be discarded or eliminated.
    - Normally, during the round, a player can only recruit a max of one card from each of the six suits. Some cards as their special ability allow you to recruit more than 1 card of a particular suit.
    - A card can only be activated once per round.

    5. Resolution Phase
    - Add up the modified force values of all the cards in-play. The player with the highest score wins. If tied, players roll high on 1D6 to determine winner.
    - The winner takes an Empire Token from the loser.
    - The winner causes one target in-play card of his opponent to be discarded.

    6. End Phase
    - Each player can allow up to 9 of their in-play cards to remain in play. Excess cards must be discarded.
    - Max hand size is 3 cards. Discard excess cards

    The first player to control all 6 Empire Tokens wins the game.

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