Recommend
2 
 Thumb up
 Hide
52 Posts
1 , 2 , 3  Next »   | 

BoardGameGeek» Forums » Gaming Related » PBEM » Werewolf

Subject: DUNE: Rules Thread Only - Lynch Time set to 4 PM BGG time... rss

Your Tags: Add tags
Popular Tags: [View All]
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
UPDATE: I will be setting lynch time at 4 PM BGG time daily. Night actions due by 9 PM BGG time.


---------------


Greetings to the players of DUNE.

I have good news - we are ready to rock and roll beginning tomorrow, February 10th. The weekend will simply be a LONG Day 0 and Night 0, to give players a chance to post, intro themselves, figure out the rules, their roles, etc.

The official player roster is:

Anonymouse512
arkibet
Atalanta
BagpipeDan
Beowulf
bowman
bwt2q
CapAp
Dragonbane11
funktard
glitterati
greek2me
houndsoftindalos
jaredh
Javal
jmilum
Johnny
lauramath
Luthien
MoonGoddess
rasattack
Royalflush
Rukasu
SecretSauce
SevenSpirits
shugyosha
SybotCB
Tarrant
xandryyte
xlorp


The rules are posted below in several sections. This will remain as the official rules thread and will be referenced in the main game thread, once it opens tomorrow.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
Daily Proces Verbal

Each day in the public forum, each player may cast a vote to petition for a player to be executed according to the Proces Verbal – the process of making an accusation of wrong-doing or crime before an Imperial audience, and seeking justice for the crime. A player may initiate a vote, support a vote initiated by another player, or vote “no lynch”.

Initiating a Vote:

Any player may initiate a vote on another player. The player does this by casting a vote on the player, and formatting the vote in bold (as in Vote: Kimapesan). The player that initiates the vote (the initiator) must also include an accusation against the other player. The initiator may bring up any charges against the player (from “Kima is being a royal pain in the neck” to “Kima paid for the assassination of Duke Leto”), and the charges may be false or true, they may be baseless or may be based on information the player has or thinks he/she has – but it must be included in the initiating vote. The accusation is included in bold as well as the vote – thus, Accusation: Kima stole spice from House Atreides. Vote: Kimapesan. Any initiating vote without an accusation will be discarded.

The initiator of a vote should be aware that by initiating a vote on a player, he/she will not be permitted to cast a vote for any other person that day. The initiator may withdraw his/her vote, and cast a vote for “no lynch” if desired, but may not initiate a vote on any other player or support any vote on any player (even on the person he/she initially voted for).

Supporting a Vote:

It is generally not sufficient for one player to cast a vote on another person, and have that person seriously considered for execution (the Padishah Emperor does not usually have people executed on a whim, after all). Most initiating votes will require one or more supporting votes to put that person up for a lynch candidate.

Any player may support a vote that has been initiated by another player. The supporting vote is formatted as Support Vote: Kimapesan. It is not necessary for the supporting player to make an accusation or give a reason for supporting the vote.

A player who supports a vote may withdraw that support at any time during the day, and may support any other vote instead or may initiate a vote instead.

Valid Lynch Candidates:

In order for a person to be a valid lynch candidate, and thus be considered for execution that day, the initiator’s vote must be supported by one or more additional votes.

Any initiating vote by a non-leader that is supported by 2 or more votes by non-leaders is considered supported, and thus that person becomes a valid lynch candidate. (Exception: Ambassadors require 4 or more votes by non-leaders.)

Any initiating vote by a leader that is supported by 1 or more other players, or any initiating vote by a non-leader that is supported by 1 vote from a leader, is considered supported, and thus that person becomes a valid lynch candidate.

Any vote by the Emperor is automatically supported, and thus no additional support is necessary.

In summary, a person is a valid lynch candidate if:

- At least three non-leaders are voting for that person
- One leader and one non-leader are voting for that person
- The Emperor is voting for that person


Voting No-Lynch:

Any player may vote "no lynch" to indicate that they do not wish to support any vote and do not wish for a lynch that day. A player who votes for no lynch may change this at any time, and either initiate a vote or support a vote instead.

Withdrawing Vote/Support and Becoming the Initiator:

A player who initiates a vote may not choose to initiate a vote on another player that day, and may not support any other vote that day. The initiating player may ONLY withdraw his/her vote and vote "no lynch" if desired.

A player who supports a vote may withdraw that support at any time. A player who withdraws support may then choose to support another vote, or may initiate a different vote, or may vote "no lynch" instead.

A player who votes "no lynch" initially may choose to initiate a vote on a person or support a vote on a person.

If a player who initiated a vote decides to withdraw his/her vote, and there are still supporting votes for the lynch candidate, the first person to support the lynch may declare him/herself as the vote "initiator". All restrictions on initiating a vote then apply to that person and his/her vote for the day. If this person declines, he/she must withdraw his/her vote, and the next supporter may then become the "initiator".

Any person who declines to become the initiator in these circumstances may choose to initiate a different vote without penalty, or vote no-lynch. However, if that person then chooses to support any vote that day (including the vote on that same person), he/she does so at a penalty of one personal spice unit from supply.


Lynch:

There will be no lynch on a particular day if:

- All players vote “no lynch”
- One or more players receive votes, but none of these candidates is sufficiently supported to be an actual lynch candidate
- One or more valid candidates are sufficiently supported for lynch, but one of the following applies:
o The total number of “leader votes” for no lynch is greater than the total number of votes cast for the leading lynch candidate;
o The total number of votes for no lynch (leader and non-leader alike) is at least twice the total number of votes that have been cast for lynch, regardless of candidate

These last two require clarification and examples.

A “leader vote” is a vote cast by a leader. When looking for the total number of “leader votes” for no-lynch, only no-lynch votes cast by leaders are considered. In addition, the Emperor has a leader vote that is thrice as powerful as any other leader vote – thus, when totaling leader votes, the Emperor’s vote counts as three “leader votes”. An example: The emperor and 2 other leaders vote no lynch. This counts as 5 total leader votes for no-lynch. If four leaders vote no lynch, and the emperor votes for a candidate, then there are four leader votes for no lynch. Note that in this last example, the emperor’s vote for a candidate does NOT count as 3 actual votes for that person.

In the second case, the total number of player votes (regardless of whether they are leader votes or note) for no-lynch are counted up, divided by 2 and rounded DOWN. The total number of votes that have been cast FOR a lynch are then totaled, regardless of for whom they were cast. If the first number is larger than the second, there is no lynch that day. If the second number is equal or larger than the first, there will be a lynch.

There will be a lynch on any day if none of the above conditions apply, and at least one person has enough votes to be considered a valid and supported lynch candidate.

If there is more than one candidate for execution, the person with the most votes will be executed. If there are two or more candidates for execution that have the same number of votes, the leader of the house/faction with the highest current House Spice Supply will cast the tie-breaking vote (via PM to the moderator).


Lynch Results:

Executions will generally result in players rising in power or waning in power. This is reflected as an increase or decrease in personal and house Spice Supplies.

If there is no lynch, there is no shift in spice units.

If there is an execution, the executed player's personal Spice Supply is divided as follows:

- The initiator of the vote on that player receives one half of the remaining units, rounded up.
- Any other leader (other than the initiator) that supported the vote takes one unit for his/her house supply, if any are left. Units are awarded in the order of when leaders cast supporting votes.
- Remaining spice units are divided amongst the supporters (including any leaders that may have already taken a unit for house supply). Units are divided such that any player that supported ONLY this vote will receive 50% more units than any player that withdrew support from another vote in order to support this vote. If there are insufficient units to go around, supporters that did not withdraw from any other vote receive units first, in the order in which their votes were cast, before any other voters receive units, and then the rest of the voters receive units in the order in which their votes were cast.

Additional spice supply points (not from the executed player's supply) are awarded or subtracted as well, as follows:

- The player initiating the vote takes 3 spice points, which may be distributed between personal and house supplies as the player wishes. (However, if the executed player shares allegiance with the initiator, the initiator instead LOSES 3 spice.)
- The player who holds the decisive supporting vote at the time of execution only wins 2 spice units. The decisive vote is determined at the time of execution only, and is counted as the vote that puts that candidate past the number of votes the second highest candidate has. (Thus, if the second-place candidate has four votes, the fifth vote on the first-place candidate is considered the deciding vote.) IN CASE OF TIE VOTES, the decisive vote is considered the last vote on the person who is eventually executed by the tie-breaker. (However, if the executed player shares allegiance with this supporting voter, the supporting voter LOSES 2 spice units.)
- All other supporting players either gain 1 spice unit, OR lose one spice unit if they share any allegiance with the executed player.
- Any player who shares allegiance with the executed player, and did NOT vote for that player (voted for another player or voted no-lynch), receives 1 spice unit.

Defense by Combat

Any player who has had a vote cast on him/her may make a formal demand to defend him or herself through personal combat. The player need not actually fight, but may request a champion to fight on his or her behalf. Fighters, on the other hand, must fight for themselves if they choose this course of action.

Case A: The requesting player is a FIGHTER, or decides to fight for him/herself

If the requesting player is a fighter, or is a non-fighter but chooses to personally defend him or herself, and any fighter is willing to take the cause against that player, then a combat will ensue. This pre-empts and cancels the normal lynch for that day; the trial is now determined by combat rather than by voting.

If the requesting player loses the combat, his/her personal spice supply is divided between the person who initiated the vote on that player, and the player that successfully won the combat. No other spice awards are given out.

If the requesting player wins the combat, the personal spice supply of the loser is not taken by the winner, but is instead distributed evenly to all other surviving members of his/her primary house, with any remainder going to the leader of that house. The person who requested the combat is not considered for lynch that day.

If no one is willing to fight against the player making the combat request, the fighter pays 1 spice to the initiator of the vote against him. The fighter is not considered for lynch that day, and the person that initiated the vote may not initiate a vote against that fighter on the following day.

Case B: The requesting player is a non-Fighter and requests a champion

If the player who requests a trial by combat requests a champion, he or she must find a fighter or guardian player to take up the cause on his/her behalf. Finding a fighter may involve any manner of dealing and offers, such as payment of spice for the service, promise of future votes, etc. and these deals may be made privately or publicly. Guardians are not permitted to fight on behalf of anyone other than someone they share allegiance with, and may not accept payment for this service – it’s their job to do this for those they are sworn to protect.

Any fighter may choose to take up the cause against the person requesting the combat.

If the requestor cannot find a champion that will declare for him/her, that person will be considered for lynch as normal. If a fighter decided to declare against the requestor, that fighter is awarded 3 spice for having stepped forward.

If the requestor finds a champion, but no fighter is willing to engage the champion in combat, then the lynch proceeds as normal but the requestor is discarded as a lynch candidate. The fighter may attempt to hold the requestor to agreed terms… but don’t always count on it. A guardian that volunteers his/her services earns 3 spice for having volunteered.

If two fighters are found, or a fighter and guardian, then combat will take place. If the requestor’s champion wins, the losing fighter’s spice is distributed amongst the players of his/her primary House, with remainders going to the house’s leader. If the requestor’s champion loses:

- The champion’s spice supply is divided up between the winner of the combat and the initiator of the vote against the requestor.
- The requestor is lynched as well, and his/her personal spice supply is divided as per normal lynch rules. Note, however, that the additional bonuses do not apply here.




SPECIAL LYNCH CONDITION: LYNCHING THE EMPEROR

The Emperor may not be killed through lynch. If the Emperor ever "wins" the lynch vote, all players that vote for the emperor will lose 3 personal spice units and cost their houses 2 units each (except for leaders, who lose 4 units each and cost their houses 3 units each). This holds true regardless of which character/player is the emperor.

However, if the Emperor wins the lynch vote and at least half of the other remaining leaders voted to lynch the emperor, the Emperor will be deposed from the Imperial throne, lose one half of his/her personal spice supply, and will no longer be the leader of his/her house. The player may continue to use abilities and cast votes in the forum (until actually killed), and may even try to contend for the throne again if he/she succeeds in becoming house leader again.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
Private Messaging

All players may initiate up to 3 private messages per day. These messages may all go to the same player or to 2 or 3 different players.

All players may respond to up to 6 private messages per day. These do NOT have to be connected to any of the messages the player initiates that day.

A Leader (except for the Emperor) may initiate up to 4 private messages per day, and may respond to up to 8 messages per day.

The Emperor may initiate 5 messages per day, and respond to up to 10 messages per day.

You are free to say or offer anything you wish in your private messages. Always be aware, however, that the person you message may be your enemy, and may even have personal victory conditions connected to removing you from power - or from existence altogether.

All private messages are to be cc'ed to kimapesan, the Mahdi-rator.

When initiating messages, format your subject line as:

Day 1 Alexfrog to Latria
so I know who initiated that message and on what day.

When responding to a message, DO NOT MODIFY THE SUBJECT LINE as it will automatically contain the RE: and thus I can tally how many responses you send.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
The Spice

The universe of DUNE centers entirely on the all important spice melange. There is only one planet in the galaxy that has it, Arrakis, and it is essential for Space Travel in an age when computers and any other machine resembling a human mind are expressly forbidden. It is also the substance that gives the Bene Gesserit their abilities of prescience, Mentats generally use it to enhance their calculative powers, and many people of wealthy means simply use it as a mild narcotic.

In this game, all players will have a personal Spice Supply. Players will accumulate more spice during the game, and may spend it to take advantage of special powers they may have.

There will also be a House Spice Supply for each faction or house in the game. In this game the houses/factions are:

- Atreides
- Harkonnen
- Corrino (or Imperial)
- Bene Gesserit
- Fremen
- Spacing Guild

Personal supplies and House supplies are tracked separately.

Each House Leader is aware at all times of how much is in the House Supply. Other house members, or people loyal to those houses, will not know how much is in the house supply.

During the Night Phase, a player may pay personal spice units into the House Supply, or may withdraw from the House supply. The specific player that makes the deposit or withdrawal will not be known to the house leader, but the character that made the transaction will be reported. (If a character has allegiance to more than one house, he/she may withdraw or deposit to EITHER house supply, but only ONE each night.)

If any house leader is executed or otherwise removed from the game and a new house leader is installed, the new house leader not only receives new information on house balances, but also will learn any information that the prior house leader had learned.

Spice Production – The Arrakeen Governor

The Governor of Arrakis is responsible for overseeing spice production and distribution to the various factions involved in this game. Players will know at all times which player is the current governor, though not necessarily which character. Each day, the governor will receive a message of the total spice produced the prior night, and the governor is then responsible for deciding how to distribute the spice out. The initial quotas are set as:

Atreides: 2
Harkonnen: 2
Corrino (Empire): 3
Spacing Guild: 3
Bene Gesserit: 1
Fremen: 1

These quotas are potentially subject to change during the game.

The governor may choose to meet the quotas, exceed them, or pay less (or nothing at all). The governor may also choose to pocket some amount of the spice production for himself – or, in order to meet quotas, may dip into his/her personal spice supply! Anything the governor pays out is deposited into the correct house supplies. (The player sitting in the governor’s seat will no doubt appreciate that consistently failing to meet quotas will make him a target for lynch, coup, or assassination, and that consistently meeting or exceeding quotas will likely keep houses placated.)

Spice production will be randomly determined each night; it will generally range between 8 and 16 total units. Some player actions may disrupt the spice production and reduce the total produced. Enforcers have the ability to ensure higher production levels.

If there is NO governor of Arrakis, either because the governor is assassinated or a coup attempt succeeds in deposing the governor, all spice production for the night goes to the Fremen house supply.

If the governor is executed during the day, a new governor is installed through the leaders' nightly vote on the governor.

Note that no Spacing Guild member is permitted to become Governor of Arrakis.

Spice Transfers Between Players

As part of the back-dealing that is sure to crop up here, players are free to promise payments of spice or demand such payments in exchange for some service (such as voting for someone, challenging someone specific, performing a certain night action, etc.). The moderator has no part in these offers and deals except to act as the “middle-man” for the deal – that is, if a player wishes to transfer spice to another player, the first player sends a PM to the moderator to this effect, and the moderator makes the appropriate transfer and notification to the other player. Note that this means no deals, other than any explicitly mentioned in these rules, are in any way binding, and players are free to renege on any deal they choose.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE: VOICE

A character with the Voice ability is trained in the Bene Gesserit method of voice control, which uses specific types of pitches and sounds in combination with language to manipulate the lower brain functions of another person, and essentially command them to perform specific actions. A player who has the Voice attribute may, once per day/night, perform one of the following actions:

- Suggest: During the day, force one other player to initiate or support a specific vote. The commanding player PMs this request to the moderator, and the moderator instructs the target player that he/she must vote as directed. (The target player has a 33% chance of subsequently learning the identity of the player who made the command, however.)

- Paralyze: At night, target a player to prevent that player from using any abilities for the next day/night. This prevents fighters from issuing or responding to challenges, for example. (The target player has a 33% chance of subsequently learning the identity of the player who made the command, however.)

- Deflect: At night, nullify one assassination attempt made against you. (If there are multiple, separate attempts, only one is nullified – the others have a normal chance of working.)

Note that only ONE of these abilities may be used per day/night cycle. Thus, if a player uses Suggest during Day 2, no abilities may be used on Night 2. If an ability is used on Night 3, then the player may use an ability on Day 4 or Night 4.

Suggest and Paralyze do not work on any person who has Voice, Mentat, or Truthsayer attributes. Any such attempt made will automatically fail, and the targeted player will learn the identity of the player who made the attempt.

If a successfully targeted player learns the identity of the person who commanded them to perform a specific action, that person will gain a 50% resistance to any further voice commands made by that person (e.g., the person has a 1/2 chance of ignoring the next Voice command from that person). Further, if that person successfully resists such a voice command at any time, he/she will learn that another attempt was made, and he/she will become 90% resistant to all subsequent voice commands.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE: FIGHTER – Rated ability

A character with the Fighter attribute is highly skilled in the art of personal or gladiatorial combat. Some, in fact, positively relish in the thrill and challenge of the fight and the eventual kill of the opponent. Once per day, a player with the Fighter ability may perform one of the following actions:


- Challenge: The fighter may publicly challenge another player to personal combat – always this will be to the death.
-- If the target player is a Guild Member, Ambassador, or a Bene Gesserit member, the challenge is invalid, and the Fighter forfeits two spice to that player for the offense, OR the challenged player may choose to fight OR request a champion take his/her place, and hopefully kill the offending challenger.
-- If the target player is the Emperor, the challenge is not only invalid, but the Fighter must forfeit 5 spice units to the Emperor; otherwise, the fighter will be immediately executed for such affrontery to the royal family.
-- If the target player is any other non-fighter, the player must either accept the challenge, ask for a champion, or forfeit 2 spice to the fighter to decline the challenge. If the player requests a champion and no champion appears, the player MUST forfeit 2 spice to the Fighter.
-- If the target player is a Fighter, the Fighter must accept the challenge (exception – Count Fenring is also an Ambassador, and thus may decline as above) or pay 3 spice to the challenger.

Combat is resolved per the Personal Combat rules below.

- Champion: When requested by another player, the Fighter may act as the champion for that player. This may be in response to a challenge, or in response to that person's request for Judgment by Combat. The fighter may either fight to protect that person, or may fight to have that person lynched.

If a fighter has issued a challenge during the day, he/she may NOT become champion for any player, even if the challenge is invalid or declined (paid off). Similarly, if the fighter agrees to be champion for another player, he/she may not then issue a challenge that day, even if the need for a champion no longer exists.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE: MENTAT – Rated ability

Mentats are "human computers" – their mental capacities are superior even to the thinking machines developed before the Butlerian Jihad. Thufir Hawat, servant of House Atreides, was widely regarded as the best mentat of his time. Mentats are immune to Bene Gesserit Voice abilities Suggest and Paralyze. Each night, a mentat may perform one of the following:

- Investigate: The mentat may investigate any assassination or attempted assassination, any successful or attempted coup, or any vote by a player to discover whether that player suffered vote tampering (by Voice or other coercion method). The mentat may perform this as a free action, or may pay spice units to increase his/her chances of successfully uncovering the truth about one of these events. The Mentat's base chance at success is determined by his/her rating (e.g., a rating of 5 gives a 60% chance of success, rating of 7 gives 70% chance), and may pay 1 spice unit for each extra 10% chance at success. Whether the Mentat succeeds or fails, he will ALWAYS learn something from the investigation - whether it is the truth, or the lies the perpetrator wanted to appear as truth.

- Identify Mentat: The mentat may name a target player, and learn if that person is a Mentat or Not Mentat. This ability always succeeds.

- Identify Leader: The mentat may name a target player, and will learn if that person is a Leader or Not Leader. This ability always succeeds.

Investigate may be conducted as a night or day action; the Identify abilities are night only. Only one ability may be used per day/night cycle.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE: TRUTHSAYER

A very rare ability that only a few characters have. The character with truthsayer ability may choose to use one of the following abilities per day/night:

- Divine Truth: Choose one statement made by any player, whether in public or in a PM, and divine whether the statement is true or false. The truthsayer sends the statement to the moderator, who will verify or deny the statement to the best of his abilities (if truth or falsehood cannot be ascertained, the moderator will reply as such). The truthsayer may use this once per day for free; or, the truthsayer may use this one ability multiple times by paying 2 spice units per use after the first use.

- Divine Identity: Choose one target player at night and pay 1 spice. That player's role will be identified to the truthsayer.

Only one of these abilities may be used per day/night cycle.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE: AMBASSADOR

The ambassador is a representative of a particular house or faction, and as such enjoys certain privileges that other players do not.

- Ambassadors do not need to answer challenges from Fighters (see Fighter rules above).
- Ambassadors cannot be the target of Assassinations by any faction or house to which the Ambassador holds allegiance. Such attempts will automatically fail. They can, however, be assassinated by factions to which the ambassador holds no allegiance.
- No vote initiated on an ambassador is valid unless at least one leader supports the vote, or unless at least four non-leaders support the vote.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE: GUARDIAN – Rated Ability

Guardians are sworn defenders of their royal house members. A Guardian begins the game knowing the identity of his/her House Leader; if the House Leader must change for any reason, the Guardian will know who is the new House Leader. The Guardian may perform the following actions:

- Guard: The guardian targets a player to guard at night. Assassination attempts against that person automatically fail; if the assassination attempt is rolled as successful, then the guardian will die instead of the targeted person. All successful coup attempts will kill the guardian instead of the targeted player, even though the coup itself will succeed in deposing the targeted governor/emperor.

- Answer Challenge: The guardian may answer a fight challenge in place of a member of the royal house to which the guardian is aligned. The guardian fights according to his ability. (Note that the guardian may NOT initiate a challenge, but may only respond to a challenge – the exception is if the person has both Guardian and Fighter abilities.)

- Champion: See above for Fighter.

A Guardian is the ONLY type of character that can win a personal victory even when dead. At the end of the game, all deceased guardians will score points as if they were alive, counting their spice units at the time of death along with any personal victory points gained while alive.

(Note: Some characters may have both Guardian and Fighter abilities, in which case they will only be rated for their Fighter ability.)
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE: ENFORCER

The Enforcer attribute indicates that a person is particularly skilled at finding ways to “motivate” better spice production on Arrakis. If an Enforcer is sitting in the Governor’s seat, spice production at night is automatically increased by +1. In addition, the Enforcer may use the following abilities:

- Apply the Whip: If the Enforcer is in the governor’s seat, he may choose to simply take the +1 production bonus at night, or may attempt to increase production through application of strong-arm techniques. Each time this is used, the potential risks and rewards change:

First time: Bonus 0, +1, or +2
Second time: Bonus -1, +1, +3
Third time: Bonus -1, 0, +1, +2, +3
Fourth time: Bonus -2, -1, +1, +2, +4
Fifth time: Bonus -3, -2, +1, +3, +5
Sixth and subsequent: Bonus -3, -2, -1, +2, +4, +6

If the Enforcer leaves the governor's chair and then returns, this ability is not reset.

- Brutal Coercion: Target one player to forcefully prevent that player from casting any votes the following day. This ability automatically fails against any leader or the current Governor of Arrakis; the player making the attempt is reported to that leader. The attempt succeeds against any other player for the first time only. A second attempt against that same player will have a 50% chance of success, and the attempt is reported to that player. Subsequent attempts will automatically fail.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE - MERCHANT

The merchant is a trader and general money-man. Merchants have a keen sense of the flow of money and power, and can attempt to manipulate trade to their advantage. Merchants may perform the following actions:

- Examine personal accounts: Target one player, and learn that player’s current spice total.
- Collect Banking Fee: At night, target any player. Any transaction that player makes (transfers to/from house supply, transfers to other players, etc.) will cost one additional spice unit, which is transferred to the merchant player. This action has a 33% chance of being detected by the affected player.
- Collect Graft: At night, target the governor. 20% of the night’s production is directed to the merchant’s supply prior to the governor receiving the remainder. Each use of this runs a cumulative 20% chance of being detected by the governor. (If the governorship changes hands, this chance is reset to the original 20%).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
CHARACTER ATTRIBUTE: LEADER

The leader is most influential in the daily proces verbal proceedings, in terms of supporting votes and determining whether a lynch will occur or not. Most leaders, in addition to their Leader attribute, will have additional special abilities assigned to them.

Each faction begins with a leader, but if that leader is removed from the game another member of that faction will be designated as the faction leader.

A leader (except Guild and Bene Gesserit, see below) may attempt one of the following as a night action:

- Modify Spice Quota: Leaders may flex their power over spice production by increasing their demand. The amount required to raise the quota depends on the level to which the quota is increased. Raising the level to 2 costs 2 units, raising to 3 costs 3 units, and so on. To raise the quota more than one level in a single night, the leader must pay the cost for each incremental increase - thus, to go from 1 to 3, a total of 5 spice is required.

All quotas are set back by 1 whenever the governor's seat changes, but no quota is ever set back beyond its initial (start of game) level.

- Coup for Governance of Arrakis: The leader may attempt to take control of the governorship of Arrakis, and may either install himself or another person of his/her choosing as governor. The leader must pay a minimum of 10 spice (house plus personal) for the attempt, plus any additional spice he/she wishes to add. If the total spice the leader spends is greater than the current governor’s personal supply (if there is a governor), and is greater than the amount spent by any other leader, the leader succeeds and wins the governance of Arrakis. If there is a current governor, that governor is killed and his/her personal spice supply turned over to the winning leader.

- Coup for the Empire: The leader may attempt to take control of the Empire itself, and become the new Emperor. The leader must pay a minimum of 20 spice (house plus personal) for the attempt, plus any additional amount the leader wishes to add. If the leader succeeds in exceeding the total of the Emperor’s personal supply PLUS the house supply of the Emperor, the coup attempt succeeds (assuming no other leader also attempts a coup for the Empire). The prior Emperor is killed, and his/her personal supply turned over to the new Emperor.

The Spacing Guild leader and Bene Gesserit Leader may NOT perform the above coup actions. However, they MAY attempt to interfere with such attempts. If either of the above attempts are made by a leader, these two leaders will be informed of the attempt only (not the leader making the attempt). Either leader may pay the costs listed above in an attempt to block the coup (12 + for governor, 20 + for Emperor). If they succeed in outspending the leader, the attempt is foiled, and the spice that attempting leader expended is given to the leader (or leaders) that successfully blocked the attempt. If they do NOT block the attempt, the spice expenditure is not recoverable.

The Spacing Guild Leader may not increase spice demand by paying in spice as above. However, the guild’s quota will automatically increase by 1 for every three increases made by any other factions (this could be three increases by different factions, three increases by the same house, etc.).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
COMMON ACTIONS

The following actions can be performed by most players, though some actions may not available to certain characters.

ORDER ASSASSINATION

Anyone can order an assassination attempt on another player. Two or more players may join together in ordering an assassination attempt. They do NOT need to be from the same faction.

The base cost for an assassination attempt is 1 spice unit - this purchases a 10% chance of successful assassination. Every additional unit paid above this purchases an additional 10% chance, up to a maximum of 100% chance of success. Note that even at 100%, player abilities and actions may still defeat the assassination attempt, or direct it to a different person altogether (such as a Guardian blocking the attempt).

When ordering an assassination, the player or players who order the attempt will also decide on which player they wish to frame for the attempt - in other words, who they want to APPEAR to have ordered the assassination. If the targeted player survives the attempt (either because the attempt failed, or another player defended that target at night), that player will learn either the name that the would-be assassins chose, or the name of one of the players that actually made the attempt. Which he learns depends on the total amount paid by the assassins - for each 10% chance of success purchased, there is a 10% chance that the framed person will be blamed. Thus, for 1 spice there is a 10% chance of success, and a 10% chance that the frame target will be blamed (and a 90% chance that one of the actual conspirators will be correctly blamed). At a cost of 5 units, there is a 50/50 chance that one of the conspirators will be correctly identified. (At 100% chance of success, of course, there is no chance of survival anyway, unless some other power intervenes to save the target. In this case, the person framed for the assassination will be blamed for the attempt, but Mentats may still discover the truth... see below).

Thus, paying more for the assassination not only helps ensure success, it helps cover your tracks - the more you pay, the more likely you succeed and the more likely someone else will get blamed for it.

In addition, MENTATS have the ability to investigate assassinations. For every 2 spice paid for the assassination (rounded down), the chance of a successful Mentat investigation is reduced by 10%. Thus, the most conspirators can hope to confuse a Mentat is by 50%.

When declaring intent to make an assassination attempt, you send a PM to the moderator as:

Assassinate Latria
Payment: 5
Frame: Kimapesan


If you are collaborating with one or more other players in an assassination, and each of you is paying part of the cost, send your orders in as:

Assassinate Latria with dbmurph and Melsana
Payment: 3
Frame: Kimapesan


If collaborating with one or more other players, each player submits a name to hang the assassination on. The moderator will choose whichever name is submitted the most times, but in case of a tie the moderator will choose one of the names at random. (Note that this means you can even frame the assassination on one of your co-conspirators………)

If a player is assassinated, his/her personal supply of spice is distributed out as follows:

- One half (rounded up) is returned to that player’s primary house supply.
- The remainder is distributed amongst the conspirators that paid into the attempt.

If a guardian successfully prevents an assassination attempt, the guardian’s spice supply is entirely returned to that guardian’s primary house supply – the assassins do not get any spice from his/her supply.

ORDER ESPIONAGE

Any player may order an espionage attempt on another player. The espionage attempt may be made for one of the following:

- Intercept Message: During the following day, intercept one message sent by the target player - no control over which message is intercepted. Cost: 2 Spice. Chance of success: 75%.
Failure: Intercept no messages.

- Discover Action: Receive information on what action the target player has chosen or ordered for that night. Cost: 3 Spice. Chance of success: 50%, additional 10% for each additional unit of spice. Failure: Receive false information.


DISCARD ALLEGIANCE

As a night action, a player may decide to discard an allegiance he or she holds to a house or faction. This action is sent by PM to the moderator. (Leaders and Guardians are NOT permitted to take this action – they must always retain allegiance to their primary houses.)

The player doing so will no longer be able to take spice from that house supply, or return spice to that supply. Any player that can view your allegiance will no longer see that allegiance. You will also be unable to participate in the House Victory, should that house win.

However, by taking this action, the player will no longer suffer penalties for voting and lynching members of that house or faction. Some players may find this beneficial for achieving personal victory conditions.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
Number of Permitted Actions

All players may perform one, and only one, of the common night actions listed above, regardless of any other abilities they may use (whether given by attributes or other abilities unique to the player).


A player may only use ONE attribute or unique ability per day/night cycle. If a player has multiple attributes and/or unique character abilities, he/she may only use one per day/night cycle.

EXAMPLE: A player has the attributes Truthsayer and Voice, as well as unique character power. On any night, the player may order and assassination or an espionage attempt. During any day/night cycle, the player may choose to use one Truthsayer ability, OR one Voice ability, OR the unique character power, but no more than one of these.

A Day/Night cycle is any day and night with the same number (Day and night 1, day and night 8, etc.).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
The Road to Victory

Each character will have personal victory conditions that add “victory points” towards a potential win. Each house will have house victory conditions that set a house victory.

At the end of the game, each surviving player (and each deceased Guardian) earns a total number of points as:

Personal Spice Supply + Points for Personal Conditions + 10 if House wins

It is possible, of course, for a player to win a personal victory even if his/her house does not win a house victory. However, only surviving players and Guardians can earn a personal victory.

A house’s point total is counted as:

House Spice Supply + Points for House Conditions + 1 point for each personal condition fulfilled by house members

All players for that house, whether alive or dead at game end, share in the House Victory.

A house must have one or more surviving members at game end to hold points. If a house has been eliminated, it gains NO points, even if any of its victory conditions were met.

House Conditions are as follows:

Atreides:

+5 if Baron Harkonnen killed
+5 if Feyd-Rautha killed
+25 if all Harkonnens destroyed (above bonuses not counted)
-10 if Paul Atreides killed

Harkonnens:

+5 if Duke Leto killed
+5 if Paul Atreides killed
+25 if all Atreides destroyed (above bonuses not counted)
-10 if Feyd-Rautha killed

Corrino:

+15 if all Fremen destroyed
+5 if Duke Leto killed
+5 if Baron Harkonnen killed
+5 if Spacing Guild fails to control ½ of total spice supply
+5 if House Supply larger than Atreides and Harkonnen house supplies
+10 if Shaddam IV is emperor at game end
-10 if Shaddam IV is killed

Fremen

+5 if Glossu Rabban killed
+5 if Feyd-Rautha Harkonnen killed
+5 if Liet Kynes alive
-10 if Paul Atreides killed
+5 if Spacing Guild fails to control ½ of total spice supply
+10 if Paul Atreides becomes Kwisatz Hadderach
+5 if any Atreides holds Arrakeen Governor


Bene Gesserit

+5 if Bene Gesserit House Spice supply is neither highest nor lowest among all house supplies
+5 for each alive: Paul Atreides, Feyd-Rautha, Princess Irulan, Lady Fenring ( Additional +5 if all alive)
-20 if Paul Atreides becomes Kwisatz Hadderach
+10 if Imperial Throne is held by Corrino household
-5 if Imperial Throne held by any faction other than Corrino

Spacing Guild

+15 if in control of over 50% of total spice pool (all personal + all house)
+5 if Paul Atreides killed
-20 if Paul Atreides becomes Kwisatz Hadderach
+5 if Arrakeen Governor is a Harkonnen at game end
-5 if Arrakeen Governor is Fremen at game end



Additional Points Available:

+ 15 to the house that holds the Governor’s Seat at game end
+ 25 to the house that holds the Imperial Throne at game end (not awarded if Shaddam IV remains Emperor)
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
Game Ends

There are several potential game end triggers in this game.

- Kwisatz Hadderach Ending: Paul Atreides succeeds in becoming Kwisatz Hadderach and he or any other Fremen becomes either the Arrakeen Governor or the Emperor.
- Emperor Feyd-Rautha Ending: All Atreides house family are killed, Baron Harkonnen is dead, and Feyd-Rautha Harkonnen succeeds in becoming Emperor.
- Galaxy in Chaos Ending: If the Governor’s Seat or the Imperial Throne remains unoccupied and untaken for three consecutive nights, the game will end.
- Galactic War Ending: All members of two of the game’s factions are eliminated (e.g., All Atreides and all Spacing Guild members are killed, or all Harkonnens and all Atreides, etc.).
- Decimation Ending: Fewer than 1/3 of the original players remain alive in the game (with 30 players, this comes when only 9 or fewer players are left)
- Spice Monopoly Ending: One house controls more than 80% of all spice units (house supply + supply of each house member is >80% of total of all house and personal supplies).

When one (or more) of these endings occur, the game will end and points will be totaled for each surviving player and each remaining house to determine individual and house victories.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sean McCarthy
United States
Seattle
Washington
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
Nice rules.

Question on assassinations: Why shouldn't I just say

Assassinate Latria with Anonymouse512 and arkibet and Atalanta and...
Payment: 1
Frame: Kimapesan


And list every single player in the game in the list of people who I am co-assassinating with?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Game begins Friday!
SevenSpirits wrote:
Nice rules.

Question on assassinations: Why shouldn't I just say

Assassinate Latria with Anonymouse512 and arkibet and Atalanta and...
Payment: 1
Frame: Kimapesan


And list every single player in the game in the list of people who I am co-assassinating with?


Aha. You've found fatal flaw #1 in the rules set.

Thus, the Assassination rules will be amended as follows:

Any player may order an assassination attempt on another person. A player may act alone or may act in concert with other players. There is a minimum cost of 1 spice unit to commit an assassination. Each spice unit paid for the assassination attempt buys a 10% chance of success in the assassination. Thus, to guarantee an assassination (barring other means of intervention) a total cost of 10 spice is required.

... and all other rules of assassination remain the same. This way, any spice you pay for an attempt will make an attempt, but if you only pay 1, you might be leaving yourself open to easy discovery. At 10% chance of success, you have a 90% chance of failure, and thus also a 90% chance of being correctly pinned for the failed attempt (only a 10% chance your framing target will be blamed).

This way, it's definitely in your interests to spend a bit of money on an attempt. And if you're working with other people, to make sure they're solidly in with you on the attempt.

As far as the Mentat's investigation goes: for every 2 units paid for the assassination, the Mentat's ability to correctly identify the conspirators is reduced by 10%. This way, the most you can impede the investigation is 50%.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Need to Set a Lynch Time!
LYNCH TIMES

Okay, players... I'm working out the kinks in this game (obviously) but one of the biggest kinks is going to be lynch time.

Normally, I like to set lynch time somewhere around 1 PM to 3 PM BGG time. This may not work for everyone.

I'm willing to work with y'all on this to get a good time for nearly everyone to be able to participate, and not be penalized too heavily for not being around at lynch time every day.

I'm willing to go as far as a 4 PM lynch time, with night orders then due by 9:30 PM BGG time.

Another possibility is to set lynch at 9:30 BGG time, and have night orders sent in by 7 AM BGG time (with time left to me to resolve those night actions). It's not the greatest setup, but it's workable. There may be times when I'm not around right AT lynch time, but the deadline would still be set and all votes/actions submitted after that time would be completely null and void.

So, let's hear what you think about this. I think it's going to be absolutely impossible to accommodate everyone, there's 30 of you plus me... so we'll just have to work around this as best we can.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Alan
United States
Shaker Heights
Ohio
flag msg tools
badge
Avatar
mb
Re: DUNE: Rules Thread Only - Need to Set a Lynch Time!
A 3 pm with night orders due by 9:30 pm works for me. Also, a 9:30 pm lynch time with night orders due by 7 am works as well.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brian Thomas
United States
Herndon
Virginia
flag msg tools
badge
Avatar
mbmb
Re: DUNE: Rules Thread Only - Need to Set a Lynch Time!
I strongly prefer the afternoon lynch with evening deadline. If players overwhelmingly opt for an evening lynch, I would prefer a later (9:00 am BGG) deadline on night orders.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
An open-eyed man falling into the well
United States
Roswell
Georgia
flag msg tools
"I don’t believe in magic that works whether or not you believe in it!"
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Need to Set a Lynch Time!
My preference is lynch time morning/afternoon (say 6AM - 3PM BGG). I'm often offline at night.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: DUNE: Rules Thread Only - Need to Set a Lynch Time!
bwt2q has pointed out several problems with the rules around the governor and the Enforcer roles. Those will be changed, hopefully for the better.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Shawn Kelley
United States
Fort wayne
Indiana
flag msg tools
Avatar
mbmbmb
Re: DUNE: Rules Thread Only - Need to Set a Lynch Time!
the 3pm time works best for me

Shawn
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
1 , 2 , 3  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.