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Things From Another World
Dune: The Landsraad Maneuver
Dune: The Landsraad Maneuver
by The Avalon Hill Game Co (1990)
Player Count
2 to 6

Player Ages
12+

Playing Time
1 hour to 3 hours
Categories
  • Political
  • Bluffing
  • Negotiation
  • Expansion for Base-game
  • Fighting
  • Novel-based
  • Designers
  • Kenneth Burke
  • Mechanisms
  • Auction/Bidding
  • Variable Player Powers
  • Partnerships
  • Hand Management
  • Area Movement
  • Area Control / Area Influence
  • Family
  • Dune
  • Desert Theme
  • Rating: 7/10 from 1 users

    Description

    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.

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