Dune Board Games: trading card game
Dune: Eye of the Storm, the 1997 Dune Card Game
The Dune card game, Dune: Eye of the Storm, is a 1997 collectible game from Five Rings Publishing Group and Last Unicorn Games for 2 to 8 players. It suits collectors and fans of the Dune novels who like auctions, intrigue and building a house.
- 1997
- 2-8 players
- 60 minutes
- trading card game
- Five Rings Publishing Group (Last Unicorn Games)
Designers: Owen Seyler, Matthew Colville
Houses, holdings and rites of challenge: this Dune game runs on cards.
This 1997 collectible card game feels more like a political duel than a battle. Build up your house, bid for allies and wear down opponents with attacks. The bullets below group the game around what players do, rather than numbered phases. For another way to play in the Dune universe, see Dune: Betrayal.
Allies and aides can join a rite only if they have the matching talent on their card.
How the Dune card game works, in brief
Each player leads a minor house. The steps below are grouped by what you do.
Attacking or defending taps your unit until your next turn, so spread the work around.
- Step 1:
Each player leads a minor house with a Homeworld and a little Solaris, the Imperium’s currency.
- Step 2:
Pay for cards from your House Deck, including aides, personnel, equipment, plans and tactics, then deploy them from your hand.
- Step 3:
Win unique allies and holdings from the Imperial Deck through an auction-style mechanic.
- Step 4:
Attack other players with intrigue, battle, arbitration or dueling rites. Allies and aides can join a rite only if they have the matching talent.
- Step 5:
An ally or aide that attacks or defends taps and stays unavailable until the next turn. Keep several attackers and defenders in play.
- Step 6:
Tactic cards let you disrupt an attack between two other players without using your own allies or aides.
- 7Step 7:
Defeated allies and aides usually stay in the game. They turn face down and can be resurrected after a few turns.
- 8Step 8:
Prophecy and Bene Gesserit Weirding can advance your agenda. A house wins with 10 or more spice units and 10 or more Favor points.
Two decks, four kinds of attack and a victory condition with two parts can make the game tough for younger players. Here’s each piece in plain English. For a card-driven Dune game that’s still in print, try Dune: Imperium.
Dune card game rules: decks, rites and how to win
Setup
Each player is sponsored by one of six great houses: Atreides, Bene Gesserit, Corrino, Fremen, Harkonnen or the Spacing Guild.
Each player starts with a Homeworld and a little Solaris.
Players use two kinds of deck. The Imperial Deck holds a Homeworld and unique allies and holdings. The House Deck holds non-unique cards.
Each starter deck held 60 cards, half fixed and half random. Booster packs held 15 cards.
Turn by turn
Two decks
Players compete by auction for the Imperial Deck’s unique allies and holdings. The House Deck has non-unique cards such as aides, personnel, equipment, plans and tactics. Pay for these and play them from your hand. Random event cards may also appear in the deck.
Four attack types
Players attack with intrigue, battle, arbitration and dueling rites. Allies and aides can join a rite only if they have the matching talent shown on the card.
Tapping
An ally or aide used to attack or defend taps until the next turn. That’s why players need several attack and defense options in play.
Tactics and resurrection
Tactic cards let a player disrupt attacks between other players. Defeated allies and aides usually turn face down instead of leaving the game, and can be resurrected after a few turns.
Prophecy and Weirding
Prophecy and Bene Gesserit Weirding offer two more ways to advance a player’s agenda.
End of the game and scoring
A house wins by accumulating 10 or more spice units and 10 or more Favor points. You need both, so keep an eye on each.
Key rules
Houses
Six great houses or factions sponsor players, each with its own starter deck and Homeworld.
Rites need talents
Allies and aides can join a rite only if they have the matching talent.
Taps
A unit stays tapped until the next turn after it attacks or defends.
Two resources
Spice and Favor are the two scores that count toward victory: 10 or more of each.
Tips for your first game
- Pack several attackers and defenders into your deck, since attacking taps your units.
- Save tactic cards to interrupt rivals’ attacks.
- Protect your key allies. Defeated units can return, but only after a few turns.
- Check your aides' talents before planning a rite.
Tactic cards let you interfere in fights between two other players without using your own units.
The game began with a license for the 1984 film and expanded to the novels within months. Next up: the publishers, later sets and the first three books behind the cards. For a full list of Dune games, see the Dune board games overview.
The game and the Dune story behind it
You need 10 spice and 10 Favor, so don't focus on just one.
The game
Design and release
Owen Seyler is credited as designer, and Matthew Colville is also listed. Five Rings Publishing Group and Last Unicorn Games released it in 1997 as Dune: Eye of the Storm. Last Unicorn negotiated the license with the Herbert estate and Universal Studios. Wizards of the Coast acquired Five Rings in 1997 and took over publishing.
Editions and reprints
Eye of the Storm had 301 cards, sold in 60-card starters and 15-card boosters. Judge of the Change (December 1997) added 152 cards, followed by two sets in 1998. Second Moon Rising and Fall of the Padishah were also planned, but canceled before printing. The challenging rules were tough for younger players, contributing to the game’s collapse.
The film or series it covers
The first three Dune novels: Dune, Dune Messiah, and Children of Dune. The original license covered the 1984 film; by December 1997, it covered all of Frank Herbert's novels.
Players lead minor houses hoping to claim a seat in the Landsraad. Cards feature houses, spice, aides, personnel, and intrigue from the novels. The later sets track the story: the 1998 Judge of the Change set follows House Atreides arriving on Arrakis, while Thunder at Twilight covers House Harkonnen reclaiming it.
Scenes and story beats in the game
- 1
Players lead minor houses vying for a seat in the Landsraad.
- 2
Bene Gesserit Weirding offers another way to advance a player's position.
- 3
Judge of the Change (December 1997) adds factions such as the Spice Miners Guild, along with decree cards.
- 4
Thunder at Twilight (1998) follows House Harkonnen reclaiming Arrakis and adds program ventures and nexus events.
What came in a Dune: Eye of the Storm pack
- Six 60-card starter decks, one for each faction. Half of each deck is fixed, and half is random.
- 15-card booster packs
- Imperial Deck cards: a Homeworld, plus unique allies and holdings.
- House Deck cards with aides, personnel, equipment, plans and tactics
- A few Preview promo cards came out before launch.
Expansions of the Dune card game
Eye of the Storm 1997
The base set of 301 cards.
Judge of the Change 1997
A December 1997 set of 152 cards that added new factions, including the Spice Miners Guild, and the decree card type.
Judge of the Change (1998 set) 1998
A 183-card set released under the same name, covering House Atreides arriving on Arrakis.
Thunder at Twilight 1998
A 178-card set covering House Harkonnen reclaiming Arrakis. It modified the Atreides, Corrino and Harkonnen starters and added program ventures and nexus events.
Dune card game FAQs
What is Dune: Eye of the Storm?
It is the first set in a 1997 collectible card game where each player leads a minor house trying to enter the Landsraad. Five Rings Publishing Group and Last Unicorn Games published it, before Wizards of the Coast took over.
How do you win Dune: Eye of the Storm?
A house needs at least 10 spice units and 10 Favor points to win. A surplus of one won't cover a shortage of the other.
How do the Imperial Deck and House Deck differ?
The Imperial Deck has a Homeworld and unique allies and holdings, which players compete for at auction. The House Deck contains non-unique cards, including aides, personnel, equipment, plans, and tactics.
Is Dune: Eye of the Storm still in print?
No. It’s out of print. Second Moon Rising and Fall of the Padishah were planned, but canceled before printing.
Which Dune books does the card game draw on?
It draws on the first three novels: Dune, Dune Messiah, and Children of Dune. The original license covered David Lynch's 1984 film; by December 1997, it covered all of Frank Herbert's Dune novels.
How many players can play Dune: Eye of the Storm?
Two to eight players can play, and a game takes about an hour.
What expansions did Dune: Eye of the Storm have?
Judge of the Change (December 1997), Judge of the Change (1998 set), and Thunder at Twilight (1998). Second Moon Rising and Fall of the Padishah were planned for 1998 but canceled before printing.
Allies and aides can join a rite only if they have the matching talent on their card.
Attacking or defending taps your unit until your next turn, so spread the work around.
Sources
- Wikipedia: Dune (card game) en.wikipedia.org
- Wikipedia: Five Rings Publishing Group en.wikipedia.org
- Wikipedia: List of games based on Dune en.wikipedia.org
