DUNE CCG VARIANT
SOLO RULES
By C Gerard Luft
(SEE THE LAST SECTION FOR PLAYING WITH OUT DUNE CARDS)
SET UP
You will need a deck of DUNE CCG card (with an equal amount of cards from
each Allegiance) and a paper and pencil.
TURN
The turn consists of drawing one card. You start the game with the
CALADAN Homeworld card (you're a vassal of the late Duke Leto Atredies).
Your Allegiance is as follows in the first column of the table below. In the
Second Column your opponent Allegiance are list:
Player's Allegiances Adversaries
House Atredies Houses Harkonnen & Corrino
Bene Gesserit Sisterhood The Guild
Fremen House Harkonnen
Water Seller's Union Spice Miner's Guild
Dune Smugglers The Guild
You begin with five spice tokens.
When you draw a card each turn, the only figures you need to apply are
cost and Allegiance. In this variant of the rules, the cost is how many
spice tokens you receive or loose.
If the card is of your allegiances or is a "N/A", you gain its cost in
spice tokens. If the card is of the adversary Allegiances, then its cost is
how many spice tokens you loose.
WINNING
You win when you obtain 20 spice tokens (adjust to a lower amount if you
have a smaller deck). If, at any time during the game, you are reduced to
zero spice tokens, you loose.
PLAYING WITHOUT DUNE CARDS
If you do not have a deck, you can use the DUNE CCG CARD SNOOPER,
available free at the link below:
Click Here
Using the FIND IT section to view the entire card list, roll 1d1000 (3 ten
sided dice: 1sr die is hundreds, 2nd dice is tens, and 3rd dice is ones).
Reroll any number above 662. Then find the card's number. That card is the
card you have drawn for this turn.