|Genre: Card Game|
|Created in: 1997|
|Production Company: Last Unicorn and Five Rings|
Listen, friend. Times are hard, but the winds of change are in the air, brought about like you and I. Look at this planet, Arrakis. The people here are oppressed; abuses are so commonplace in the Imperium that they are no longer noticed. Only we can make the changes that are so obviously necessary. Support our motions before the Landsraad, and we will use our influence to secure your admission to the High Council.
-Inscription on the Atreides Starter Deck
|Insignia on the back of all non-imperium cards.|
|Sandworm adorning the cover of Eye of the Storm Starter Decks and booster packs.|
|A breakdown of a card using Chani, Daughter of Liet.|
The game features five basic types of trading card, each with its own Dune-relevant gameplay action:
- Holdings (Orange-Red faced cards that represent charters, fiefs and homeworlds which you may have presence in or control over).
- Personae (Yellow faced cards representing key characters from the Dune books and from the improvised card game universe, come in two categories: nobles and vassals. Nobles are esteemed or privileged individuals such as Dukes and Lords, whilst Vassals are simply individuals that have made a name for themselves through skill.
- Resources (Green faced cards that serve as your means of war, arbitration and the tools that your forces have available. They come in four categories, Personnel, such as soldiers and delegates, Equipment, such as lasguns and shields, Enhancements, such as a new skill or title for a persona, and Decrees, meaning enhancements that are granted to you by a great house.
FactionsBefore beginning play, each player would first select one faction from the Dune Universe to be their "sponsor". Having a particular faction as a sponsor, such as House Atreides, gives access to various personnel, characters and abilities related to the sponsor. Nine factions existed in the Dune CCG, some on which were memorable organisations from the books and others that had been improvised.
Padishah Emperor Shaddam Corrino IV, House Corrino's power and influence stems from their control of the Imperial Sardaukar Legions. They have the largest number of Imperial links available, and have a great deal of intricate strategies open to them.
House Atreides, a great house of the Landsraad, though not the richest or most prestigious house, has none the less acquire great reputation for nobility and compassion to both its subjects and its peasantry. The Atreides acquire their wealth from the profitable pundi rice trade on their homeworld of Caladan, and are the sworn adversaries of House Harkonnen.
House Harkonnen, lead by the vile Vladimir Harkonnen, have acquired a reputation for despotism and villainy across the Imperium. The employ questionable tactics to turn a profit, and will not hesitate to murder, bribe or enslave their enemies. The Harkonnens have been the fief owners of Dune for some years now, and are greatly despised by the native Fremen.
The Spacing GuildUsing their unquestionable monopoly on interstellar travel, the Spacing Guild, represented by the Third Stage Guild Navigator Oberon, have become one of, if not the, most powerful forces in the Universe. Though they possess little or no weaponry, their control of the Guild Navigators and their prescient abilities make them formidable in every sense of the word.
The Bene Gesserit SisterhoodA mysterious and covert religious cult of women, the Bene Gesserit Sisterhood have entwined themselves tightly around the pillars of society in their quest to control their breeding program and create the Kwisatz Haderach. They have their hands in almost every every important event, and even have sisters that serve the Padishah Emperor himself, giving them great prestige.
Fremen, once known as the Zensunni Wanderers, are scattered across the desert planet of Arrakis. Hardened by their inhospitable homeworld, the Fremen are mighty warriors, even the young, and are far more organised than the Imperium would like to think.
Spice Miners Guild possesses the same level of expertise about the deserts of Arrakis as the Fremen, and are the most important element in Spice Production, whithout whom the spice flow would stop.
Arrakis lead by Lingar Bewt. The Water Sellers Union takes advantage of Arrakis' natural heat to ensure profit, whilst using methods such as murder and theft to acquire water. The center of every community on Arrakis revolves around them.
Arrakis lead by Esmar Tuek, the Dune Smugglers do not, unlike other factions, answer to no great house or Imperial force, and choose to make their living by smuggling spice off-world.
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