Dune: War for Arrakis –  The Spacing Guild

2024 · Miniatures

Dune: War for Arrakis – The Spacing Guild

Bring reinforcements from the Imperium to aid the fight for Arrakis. Race Guild Heighliners across the Space Board, stow available forces on faction Heighliner Boards, and deploy them on the planet. Special Imperium Actions enlist the support of the Spacing Guild, CHOAM, or Landsraad.

Players
2–4 best 2
Playing time
120 min
Age
14+
Complexity
3 / 5
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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When do we take Imperium Actions?

Atreides takes one immediately after a Legion destroys a Harkonnen Harvester; a Sandworm destroying one does not count. Harkonnen takes them during Spice Harvesting: spending 2 Spice to hold a marker grants 1 action for it, while spending 3 to raise it grants 2 (p. 4).

How quickly does a Heighliner reach Arrakis, and when does it move?

It takes 4 steps to reach Arrakis and automatically moves 1 step at the end of each round; each Spacing Guild Action moves it 1 additional step. When it arrives, resolve its Landing phase immediately, then return it to its starting space (pp. 5–6).

Where can I place troops and Space Frigates when the Heighliner lands?

Place Houses Major Troops in an empty Area not adjacent to enemy Legions or Settlements; if placing more than 6, use 2 different adjacent Areas that meet the same restriction. Place all Space Frigates in different free Air Zones (p. 6).

Can Atreides Houses Major Troops use Sandriding?

No. They count as Atreides Units and can join an Atreides Legion, but must be left behind if that Legion uses Sandriding. Each Houses Major Troop is a Regular Unit and a Generic Leader with a Combat ability of 1 Hit (p. 6).

How do Space Frigates help a Legion, and when do they go back to reserve?

Remove a Frigate in a connected Air Zone to let a Legion move or attack up to 3 Areas away, or remove one as a free Action for Aerial Bombardment against an Area in a connected Sector. Frigates still on the board at the end of the Action Resolution phase are removed before the Desert Hazards Phase and returned to their player’s reserve (p. 7).

Can the Guild Navigator fight, and how does it enter play?

It enters play on a free Air Zone when one of the three Corrino Ally “The Guild Navigator” Planning cards is played, and is removed with other Vehicles at the end of the round. It cannot enter an Area or participate in combat; instead, it can be used as an Ornithopter, or removed in place of one being used (p. 7).

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Game facts (players, playing time, age, credits) from BoardGameGeek.