From: coram@fraser.sfu.ca (Timothy Paul Coram) Description: New cards for AH Dune Due to popular request, here are the summaries for eight additional cards for the Avalon Hill boardgame Dune. WEATHER SCANNER: Played any time before the Storm Round. Allows the player to look at the storm counter for the coming round (like the Fremen player). If the Fremen player get this card, he/she/it can either a) discard the card as a worthless card (in battle) or b) pay the Guild player 3 spice to remove the card from the game. TROOP TRANSPORT: Played during movement round. Allows player to make a second shipment onto Dune at regular cost (paying the Guild as usual). The Guild player can block one but not both of the shipments with a Karama card - the Guild player chooses which shipment is blocked. DUST CHASM: Played right after Spice Blow. Prohibits movement into or through the territory in which the spice appears for the current turn. Cannot be played on a Worm card (obviously). All troops in that territory are eliminated except for Fremen troops , who must vacate the territory on that turn or be eliminated. The spice is not affected. SMUGGLER: Played at any time. Allows player to steal one spice per occupied desert territory from one opposing player. Bene Gesserit tokens co-existing with other tokens do not count for this purpose. If victim hasn't got enough spice, they give all the spice they have, and may plead for CHOAM charity that round. IMPERIAL CONDITIONING: Played before one battle, before plans are made. Prevents the leader used in battle (whichever one is choosen) from turning traitor for that battle only (card is then discarded). BREAK IMPERIAL CONDITIONING: Played immediately after ImpCond is played. Obviously, this card counteracts the other one. NOTE: normally, allies are not allowed to play Treachery cards to benefit their partners in battle. You might want to allow an ally to play this card to increase its effectiveness. JUICE OF SAPHO: Played during battle AFTER opponents plans have been formulated. Player can then look at all remaining cards in their opponent's hand, and change plan accordingly, provided the changes do not go against previous Voice or Prescience. WEIRDING WAY: Played before one battle, BEFORE plans are made. Causes opponent to lose double the number of committed tokens in the battle. These rules were published in the October '86 issue of a magazine called "The VIP of Gaming". Included was a card sheet with appropriate colours, and sizes. I don't know where the magazine was published or which company published it. I assume it's no longer in print. I would guess that it was a North American publication but don't quote me on that. It may have ties to the Space Gamer magazine; try the odds and ends box of your local gaming store, behind the GENERAL back-issues. Best thing is to make up a new deck of cards if you can't find the magazine (I've only found one other copy in Vancouver). Hope they make a good addition to your games. Tim Coram (coram@sfu.ca) "Don't try to out-weird me; I get weirder things than you with my breakfast cereal. " ZB