Frank Herbert's classic science fiction novel
DUNE will live for many generations as a
masterpiece of creative imagination. In this
game you can bring to life the forbidding alien
planet and the swirling intrigues of all the
book's major characters.
DUNE--the very name conjures up desolation.
Desert sandscapes cover most of the planet
surface, broken only by great rock ridges.
Giant worms a quarter mile long live beneath
the sand and attack any who linger in it.
Human life exists in a few scattered places
where precious water is available, but even
those settlements are buffeted by terrifying
coriolis storms.
Yet the planet is crucial to the destiny of a
galactic empire. Because only on DUNE can
spice be harvested. Spice is the key to
interstellar travel. Only by ingesting the
addicitve drug can the Guild Steersman
continue to experience visions of the future,
enabling them to plot a safe path through
hyperspace. Spice is also a geriatric medicine
which prolongs life. Only by assuring a stable
supply of it throughout the galaxy can any
Emperor avoid civil revolt. With spice, in short,
one can buy whatever he wants.
Powerful forces struggle for control of DUNE.
Imperial troops, aristocratic families,
Guildsmen, a secret sisterhood, and the
nomadic native Fremen all vie for power on the
planet. All are subject to the rigid economics of
their joint merchant combine, CHOAM;
resources are expensive, shipping is costly,
excellence has a price. And that price must be
paid in the universal currency, the measure of
all value: spice.
All need spice. Some will harvest it directly
when it blows in an isolated area of sand,
risking the onslaught of worm and storm alike.
But others will take it violently in battle, or
quietly in taxes and fees.
Those controlling large settlements will have
access to ornithopters and cover great
distances quickly. Others will have to pick their
way slowly across sand and rock. And all
anxiously await the decision-making nexus
signaled by the sudden appearance of the great
sand worm Shai-Hulud.
Massive battles will occur, but often can be decided
by a single brilliant leader or an act of low
treachery. But death on DUNE need never be
tragic. The dead are routinely rendered up for
their body's water--so that life on the arid
planet may continue. And even one surviving
cell of an individual may be cultured by the
Tleilaxu technicians until the original person is
regrown.
You will be one of these characters:
- The youthful Paul Atreides (Muad'dib)
Rightful heir to the planet, gifted with valiant
lieutenants and a strange partial awareness of
the future, but beset by more powerful and
treacherous opponents.
- The decadent Baron Vladimir Harkonnen
Master of treachery and cruel deeds.
- His majesty the Padishah Emperor Shaddam IV
Keen and efficient, yet easily lulled into
complacency by his own trappings of power.
- Guild Steersman Edric (in league with smuggler bands)
Monopolist of transport, yet
addicted to ever increasing spice flows.
- Fremen ecologist Liet-Kynes
Commanding fierce hordes of natives, adept at life and travel
on the planet, and dedicated to preventing any
outside control while bringing about DUNE's
own natural regeneration.
- Gaius Helen Mohiam, Reverend Mother of the Bene Gesserit sisterhood
Ancient and inscrutable, carefully trained in psychological
control and a genius at achieving her ends
through the efforts of others.
Optional Houses not included in the game:
- Speaker of the Lansraad House
With the Great Houses of the Lansraad, the Imperial
governing body, behind you the benefits of
numbers and the advantages of the legal system
make others wary of your power.
- Scytale of the Bene Tleilax
As a force beyond the Imperium's normal boundaries you
delve into a good deal, from recreating the
dead from as little as a single cell, your mystical
presence is pervasive.
- Inquisitor of Ix
You come from a system whose strength is derived from manufacturing
things, from the exotic to the mundane. You find
mobility and technology easy to come by
and hold the keys to the new frontiers.
In DUNE you can explore many of the possible
interactions which might have taken place
among these fascinating characters with their
own drives, needs and special advantages.
DUNE has been divided into a Basic Game,
and Advanced Game, and Optional Rules.
Learn and play the Basic Game several times
before venturing into the Advanced Game. The
Optional Rules add extra flavor to the game.
NOTE: This is a French language edition of DUNE. The components
are all in French. However, the Rule Book and the play aids it contains, make the
game very easy to understand. Most of the components in the game are fairly
language-neutral, or are in the language of Frank Herbert's DUNE, so no difficult
translation is necessary.
This edition of DUNE was produced under license from Avalon Hill and is the same
game as the original Avalon Hill edition that was produced in 10+ years ago. However, this edition
includes both of the hard-to-find expansions Spice Harvest and The Duel. Also included
in the translation are three new Houses that were published as variant rules in Avalon Hill's
GENERAL and HEROES magazines.
Awards won by DUNE:
Selected: Golden Ace Award Cannes Internataional Games Festival, France 1993
Selected: Games 100 "Best Games" 1982, 1983, 1984, 1985 Games Magazine
Voted: (Top 2) Science Fiction Board Games 1980 Space Gamer Magazine