Dune: Eye of the Storm from Five Rings Publishing Group Inc. |
Published in conjunction with |
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Released late in 1997, this collectible card game has caught the interest of many game-playing Dune fans. There are approximately 300 cards in the initial set, and four expansion sets have been planned. Although it was originally planned to be based around the books, the designers feel it does both the motion picture and the book justice.
At the beginning of the game, each player creates a House with a unique name. This House is listed with the Landsraad Registry under Houses Minor. Each new House is then aligned with one of the six major Imperial powers: House Atreides, House Harkonnen, House Corrino, Spacing Guild, the Fremen, or the Bene Gesserit Sisterhood. These alliances provide each player with political protection and give access to important resources. The ultimate goal is to gain admission to the Landsraad High Council, seats in which are reserved for Houses Major, the greatest of the Imperial powers. To accomplish this, you must do two things: accumulated and store 10 units of Spice in your House Hord, and secure 10 points of Favor. Favor flucuates, and is determined by how well your House abides to the principles of Greater Imperial Law. If you Favor drops below 0, you are fed to Shai-Hulud.
There are two main phases in each turn. The first is known as the CHOAM Interval, where Spice is traded. This turn is entirely economically based and works on simple supply and demand. The second phase is known as the Landsraad Interval, where all the action takes place. Players can buy Favor, set Plans into motion, and execute Events. Sanctioned combat, or Rites, also takes place during this phase. The four types of combat are Arbitration (political conflict), Dueling (one-on-one melee), Battle (mass combat), and Intrigue (sabotage or assassination).
The action occurs both on each House's homeworld, where the House Hord is located, and on Arrakis. Arrakis is represented by six cards. Dune is the master card, and then there are five sub-fiefs representing either cities or deserts. Cities produce revenue and deserts produce Spice. Clearly, there are great advantages to controlling the Dune card, but there is a very high price to pay if you lose control of it.
General information came from: "Into the Eye of the Storm" by Rick Swan in InQuest #27 (July 1997) |
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Card Type: | Example Cards: | Purpose: |
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Personas | Paul Atreides, Piter DeVries | represent the game's major players |
Holdings | Imperial Basin, Harkonnen Industries | generate revenue |
Events | Sandworm, Landsraad Summit | depict plot twists |
Plans | Guerrilla Raid, Surprise Assault | represent Persona-initiated actions |
Resources | Assassin Cohort, Lasgun Rifle | encompasses various support personnel and equipment |