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.





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