Projectile Weapons, Poison Weapons, Shield and Poison Snooper are used as weapon in combat.
Shield are defenses against Projectile weapons. Poison Snooper are defenses against Poison Weapon
Worthless Cards
These cards have no value in play.
These cards may be discarded by using in the weapon or defense position in combat.
They may also be disposed of under the residual poison attack (see Residual Poison).
If Additional Character Advantage Rule (XV) is used, BG may use Worthless Cards as Karama
cards to prevent one opponent to use one of his character's advantage.
Family Atomics
Play just after the storm has been determined but before it moves by a player
who as one or more tokens on the Shield Wallor in a territory adjacent to it.
It destroys the shield wall (and all tokens there) so that the Imperial Basin, Arrakeen and Carthag
are no longer protected from the storm. The Shield Wall was been permanently destroyed and this card
is not resuffled in the treachery deck until next game.
Since the Family Atomics card is played before the storm moves it will impact these areas only if
the storm move into them (not start in them).
The card may be played even if the areas in question are under storm.
Hajir
Play during a player's movement round enabling him to take an extra on-planet movement, subject to the normal rules.
Harvester
Doubles the spice blow. Play just after a spice blow comes up. Place double the amount of spice in the territory.
Karama
Used as explained by rules to prevent one opponent to use one of his advantage or to use a special
power suited to their character once.
Lasergun
Used as weapon in combat. There is no direct defense against lasergun.
It automatically kills an opponent leader. But should you or your opponent play a shield in the same battle,
a nuclear explosion occurs and all tokens and spice (even these not involved in battle) in the territory
are lost to the 'tanks' as well as all leaders played (no spice is paid for them).
All treachery cards played in the battle must be discarded.
Lasergun
Used as weapon in combat. There is no direct defense against lasergun.
It automatically kills an opponent leader. But should you or your opponent play a shield in the same battle,
a nuclear explosion occurs and all tokens and spice (even these not involved in battle) in the territory
are lost to the 'tanks' as well as all leaders played (no spice is paid for them).
All treachery cards played in the battle must be discarded.
Thumper
Play instead of turning up the next spice card. Acts as if a worm is revealed.
[My Note]:
we use this card during spice blow phase before reveal first blow
Tleilaxu Ghola
Play at any time, permits the player to immediately recover one leader from the 'tanks'
without payment, or revive up to 5 tokens form the 'tanks' to his reserves.
A revived leader may not be used until the next battle round.
[My Note]:
You cannot revive a leader durnig battle
phase and reuse it. You may revice your death leader after movement phase and use it into the next battle.
Truth Trance
Played at any time against a player. Forces that player to answer truthfully any aone "Yes/No"
question concerning the game that you ask him.
Se Dune Rules Clarification for more information about using this card.
Weather Control
Play at the start of the storm round, it enable a player to control the storm
that round and move it from 0 to 10 sectors in a
counterclockwise direction.
Cheap Hero(ine)
Play in battle in place of a leader. This is permitted in addition to the defense
and weapon card played (if any).
The cheap hero(ine) has 0 value for leadership may not be discarded
as weapon or defense but just after used in battle.