Dune

Dune - Play by E-Mail

"Die Furcht tötet das Bewußtsein. Die Furcht ist der kleine Tod, der zur völligen Zerstörung führt."
- Litanei gegen die Furcht.

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Language: |
History: PBEM LK1 - Turn 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10
other recorded PBEM-Games: LK1 - BCO10

Game information
Game: LK 1
Judge of the Change:
PBEM Liet-Kynes (Distrans)

Turn : 6 - House interval Cox
Interval: Opening interval

CROE 6 5 4 3 2 1 3 Solari/Spice
Guild Hoard 0 1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
7 Spice
        6|
   C    5|
   R    4|
   O    3|               XXXXX
   E    2|XXXXXXXXXXXXXXX
        1|
---------+------------------------
Turn     |01   2  3  4  5  6  ...
Interval|-1234123123123123123...
House information
House
Profile
Name
Leader
House Cox
Graf Oovve
House DaKa
Dan

House Franken
Der Frank
Mondschmuggler
Kapitän Khan
des Raumschiffs Komet
Sponsor House Harkonnen (hha-oj02) House Atreides (hat-oj02) House Corrino (hco-oj02) Dune Smuggler (dsm-lj01)
House
Forum
(Imperial)
Rank (Init.)
Imperial Deck
Discard (showing)
Assembly
2 (12)
10 cards
1 cards (Irrevocable Directorship)
Imperial Card #1
Imperial Card #2
Imperial Card #3
1 (13)
5 cards
3 cards (Imperial Basin)
--
Imperial Suk School Profits
Imperial Card #3
- (-)
- cards
- cards ( - )
-
-
-
3 (6)
11 cards
1 cards (Suspensor Technologies)
Imperial Card #1
Imperial Card #2
Imperial Card #3
House
Reserves
House Deck
Discard (showing)
Hand
Treasure
Favor
Hoard
37 cards
10 cards (Formidable Patron)
7 cards
7 Solari (1 +5 -2 +3 -1 -1 +2)
12 Favor
2 Spice
37 cards
11 cards (Pogrom)
4 cards
9 Solari (10 -2 +5 +3 +3 -3 -3 -2 +2 -4)
15 Favor (13 +2)
2 Spice
- cards
- cards (-)
- cards
18 Solari
10 Favor
0 Spice -> 38 Punkte
38 cards
8 cards (Landsraad Coalition)
6 cards
7 Solari (6 -2 -1 +3 +4 +5 -6 -2)
8 Favor (6 -1 +3)
4 Spice (3 +1)
House
Domain
Giedi Prime

Dune

Carthag

CHOAM Delegate
CHOAM League
Peer of the Realm

Glossu Rabban
Harkonnen Battalion

Event

House Swordmaster

Iaken Nefud

Arrakeen

Caladan
Atreides House Guard

Dune

Suspensor Technologies

Atreides Propagandist #1
Assassin Cohort #1

Atreides Propagandist #2
Assassin Cohort #2

Paul Atreides
Kindjal
Slip-Tip

Caladanan Exports

Siridar Tithes

Thufir Hawat

Event

House Agent

Gurney Halleck

abtrünnig False Wall South

Dune
Smuggler Battalion #2

Spacing Industries
CHOAM League

Ereignis #1

Ereignis #2

Trafficking Partnership

Guard Commander
Stunner
Vanguard Battalion

Carthag
House Frigate

Imperial Basin
Smuggler Battalion #1

House Mentat

Progress Turn 6
Liet-Kynes: DISTRANS an alle Häuser:

Nach Dune konnten die Mondschmuggler nun auch eine Wüste unter Ihre Kontrolle bekommen und damit die Gewürzernte starten. Allmählich beginnt aufgrund der Nachfrage auch der Gewürzpreis der Gilde zu steigen. Arrakeen ist stark umkämpft, zunächst eroberten Cox' Truppen die Stadt, später versuchten die Mondschmuggler per Petition die Kontrolle über Arrakeen zu erlangen, was Haus DaKa, die bis zuletzt Arrakeen regierten zu verhindern wussten. Wer wird als nächstes den Regierungssitz in Arrakeen für sich beanspruchen können?


Opening interval
1. Deactivation phase: (20 cards).
2. Deferment phase: (18 cards).
3. Initiative phase:
    House DaKa declare 13 Favor and gaining Rank 1.
    House Cox declare 12 Favor and gaining Rank 2.
    Mondschmuggler declare 6 Favor and gaining Rank 3.

House interval - DaKa:
1. Deploy House card subdued.
2. Deploy House Agent (10-2=8 Solari).
3. Engage Caladan (8+5=13 Solari).
4. Engage Suspensor Technologies (13+3=16 Solari).
5. Engage Caladanan Exports (16+3=19 Solari).
6. Engage Siridar Tithes (11+2=13 Favor).
7. Deploy subdued Thufir Hawat (19-3=16 Solari).
8. Deploy subdued Paul Atreides, Kindjal, Slip-Tip (16-3=13 Solari).
9. Deploy Assassin Cohort, assigned to Atreides Propagandist #2 (13-2=11 Solari).
10. Initiate intrigue rite: Dakas Atreides Propagandist #1 vs. Mondschmugglers Guard Commander.
    Attacker Declaration & Activation: Atreides Propagandist #1 + Assassin Cohort #1.
    Defender Declaration & Activation: Guard Commander.
    Resolution: Atreides Propagandist (Force 3) vanquishs Guard Commander (Resistance 2). Guard Commander (Force 0) does not affect Atreides Propagandist (Resistance 4).
    Consequences: Mondschmuggler loose 2 Solari (6-2=4 Solari).
11. Initiate duel rite: DaKas Paul Atreides vs. Mondschugglers' House Mentat.
    Attacker Declaration & Activation: Paul Atreides.
    Defender Declaration & Activation: House Mentat.
    Resolution: Paul Atreides (Force 5) vanquishs House Mentat (Resistance 2). House Mentat (Force 0) does not affect Paul Atreides (Resistance 3).
    Consequences: Mondschmuggler loose 1 Favor (6-1=5 Favor).
12. Initiate intrigue rite: Dakas Atreides Propagandist #2 vs. Cox' House Swordmaster.
    Attacker Declaration & Activation: Atreides Propagandist #2 + Assassin Cohort #2.
    Defender Declaration & Activation: House Swordmaster
    Resolution: Atreides Propagandist (Force 3) vanquishs House Swordmaster (Resistance 3). House Swordmaster (Force 0) does not affect Atreides Propagandist (Resistance 3).
    Consequences: House DaKa gains 2 Solari (11+2=13 Solari).
13. Initiate petition for Gurney Halleck.
    DaKa bids 4.
    Mondschmuggler passes.
    Cox passes.
    DaKas petition for Gurney Halleck is successful (13-4=9 Solari).
14. Initiate petition for Imperial Suk School Profits.
    DaKa bids 3.
    Mondschmuggler bid 4.
    Cox passes.
    DaKa passes.
    Mondschmuggler blocks the petition (4-1=3 Solari).
15. End House interval.

House interval Cox:
1. Engage Giedi Prime (1+5=6 Solari).
2. Deploy subdued Arrakeen. (6-2=4 Solari).
3. Engage Arrakeen (4+3=7 Solari).
4. Deploy subdued Harkonnen Battalion. (7-1=6 Solari).
5. Initiate battle rite: Cox' Glossu Rabban vs. Mondschmugglers Carthag.
    Attacker Declaration & Activation: Glossu Rabban + Harkonnen Battalion.
    Mondschmuggler: Declaration tactic: Engage House Frigate and Transfer House Frigate to Carthag.
    Defender Declaration: Carthag. Defender Activation: -.
    Resolution: Cox' Attacker (Force 6) does not affect Mondschmugglers Carthag (Resistance 7). Carthag does not strike back.
    Consequences: -.
6. Deploy subdued CHOAM Delegate (6-1=5 Solari).
7. Initiate arbitration rite: Cox' CHOAM Delegate vs. DaKas Caladanan Exports.
    Attacker Declaration & Activation: CHOAM Delegate.
    Defender Activation & Declaration: Caladanan Exports.
    Resolution: Cox' CHOAM Delegate (Force 2) vanquishs DaKas Caladanan Exports (Resistance 2). Caladanan Exports does not affect CHOAM Delegate.
    Consequences: House Cox gains 2 Solari (5+2=7 Solari).
8. End House interval.

House interval - Mondschmuggler:
Announced orders:
1. Engage False Wall South (3+3=6 Solari).
2. Engage Spacing Industries (6+4=10 Solari).
3. Engage Carthag (10+5=15 Solari).
4. Engage Imperial Basin and produziere 1 Spice, assigned to Imperial Basin.
5. Engage Dune and Transfer 1 Spice from Imperial Basin to Hoard (3+1=4 Spice).
6. Engage Trafficking Partnership and Deploy Smuggler Battalion #2, assigned to Dune.
7. Buy 3 Favor (5+3=8 Favor; 15-6=9 Solari).
8. Deploy CHOAM League, assigned to Spacing Industries (9-2=7 Solari).
9. End House interval.

Legend
SymbolBedeutung


Dune
Dune
Dune
Dune
[1]
(0)
*P*
Imperiale Karte
Hauskarte
deaktiviert/einsatzbereit
aktiviert
zugeordnet/angelegt
unterdrückte Karte
Anzahl Verzögerungsmarker
Anzahl Programmmarker
wird gerade in Petition ersteigert
imperial card
house card
disengaged/deployed
engaged
attached/assigned
subdued card
# of deferment tokens
# of program tokens
currently being petitioned
RiteTargetRite typeReward
Knife - DuelPersonaLandsraad+/- 1 Favor / vanquished card
Gun - BattleFiefLandsraad+/- 1 Favor / vanquished card
Scroll - ArbitrationCharterCHOAM+/- 2 Solari / vanquished card
Mask - IntriguePersonaCHOAM+/- 2 Solari / vanquished card
Rules

Siegbedingungen
1. Wohlstand und Einfluß beweisen: 10 Ehre + 10 Spice ansammeln + Heimatwelt bzw. Ally aktivieren.
2. Arrakis beherrschen: Dune, Arrakeen, Carthag, Minor Erg, Imperial Basin und Open Bled regieren und alle 6 aktivieren.
3. Als einziger Spieler übrig sein. Spieler werden eliminiert wenn sie Housekarten auf die Hand ziehen müssen, aber nicht können, weil sie A) 0 oder weniger Ehre besitzen oder B) ihr House Deck leer ist.

Regeln (englisch)
- Spielrunde ausführlich (englisch)
- Spielrunde kurz (englisch) / (deutsch)
- Beispiel-HausIntervall (deutsch)

letzte Änderung:
13.02.2020
von Ole Jaekel