Language: | History: PBEM LK1 - Turn 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10other recorded PBEM-Games: LK1 - BCO10
Turn : 7 - House interval Cox
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Dune
Carthag
CHOAM Delegate CHOAM League Peer of the Realm
Glossu Rabban Harkonnen Battalion
Event
House Swordmaster
Iaken Nefud
Arrakeen
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
House Agent
Gurney Halleck Stunner Atreides Battalion
Imperial Suk School Profits
Dune Smuggler Battalion #2
Spacing Industries CHOAM League
Ereignis #1
Ereignis #2
Trafficking Partnership
Guard Commander Stunner Vanguard Battalion #1
Carthag Vanguard Battalion #2
Imperial Basin Smuggler Battalion #1
House Mentat
House interval - DaKa: 1. Engage Caladan (9+5=14 Solari). 2. Engage Suspensor Technologies (14+3=17 Solari). 3. Deploy subdued Caladanan Exports (17-1=16 Solari). 4. Engage Caladanan Exports (16+3=19 Solari). 5. Engage Siridar Tithes (15+2=17 Favor). 6. Deploy Atreides Battalion, assigned to Gurney Halleck (19-2=17 Solari). 7. Deploy Stunner, assigned to Gurney Halleck (17-2=15 Solari). 8. Initiate battle rite: DaKas Gurney Halleck vs. Mondschmugglers False Wall South. Attacker Declaration & Activation: Gurney Halleck + Atreides Battalion. Mondschmuggler: Declaration tactic: Engage House Frigate and Transfer House Frigate to False Wall South. Defender Declaration: False Wall South. Defender Activation: -. Resolution: DaKas Attacker (Force 7) does not affect Mondschmugglers False Wall South (Resistance 8). False Wall South does not strike back. Consequences: -. 9. Initiate duel rite: DaKas Paul Atreides vs. Cox' CHOAM Delegate. Attacker Declaration & Activation: Paul Atreides. Defender Declaration & Activation: CHOAM Delegate. Resolution: Paul Atreides (Force 5) vanquishs CHOAM Delegate (Resistance 2). CHOAM Delegate (Force 0) does not affect Paul Atreides (Resistance 3). Consequences: Cox loose 1 Favor (12-1=11 Favor). 10. Initiate intrigue rite: Dakas Thufir Hawat vs. Cox' Glossu Raban. Attacker Declaration & Activation: Thufir Hawat. Defender Declaration & Activation: Glossu Raban. Resolution: Thufir Hawat (Force 5) vanquishs Glossu Raban (Resistance 3). Glossu Raban (Force 0) does not affect Thufir Hawat (Resistance 3). Consequences: House DaKa gains 2 Solari (15+2=17 Solari). 11. Initiate petition for Imperial Suk School Profits. DaKa bids 4. Mondschmuggler bids 5. Cox passes. DaKa bids 6. Mondschmuggler bids 7. DaKa bids 8. Mondschmuggler passes. DaKas petition for Imperial Suk School Profits is successful (17-8=9 Solari). 12. Initiate petition for Duncan Idaho. DaKa bids 3. Mondschmuggler passes. Cox bids 4. DaKa bids 5. Cox bids 6. DaKa passes. Cox blocks Dakas petition for Duncan Idaho.(7-4=3 Solari). 13. End House interval.
House interval Cox: 1. Engage Giedi Prime (3+5=8 Solari). 2. Engage Arrakeen (8+3=11 Solari). 3. Deploy subdued Iaken Nefud. 4. Initiate petition for The Open Bled. Cox bids 3. DaKa bids 4. Mondschmuggler passes. Cox bids 5. DaKa bids 6. Cox passes. DaKa blocks Cox' petition for The Open Bled (9-3=6 Solari). 5. End House interval.
House interval - Mondschmuggler: Announced orders: 1. Engage False Wall South (7+3=10 Solari). 2. Engage Spacing Industries (10+4=14 Solari). 3. Engage Carthag (14+5=19 Solari). 4. Engage Trafficking Partnership and Deploy Vanguard Battalion #2, assigned to Carthag. 5. Buy 2 Favor (8+2=10 Favor; 19-4=15 Solari). 6. Engage Imperial Basin and produziere 1 Spice, assigned to Imperial Basin. 7. Engage Dune and Transfer 1 Spice from Imperial Basin to Hoard (4+1=5 Spice). 8. Buy 2 Spice (5+2=7 Spice; 15-7=8 Solari; Guild Hoard: 7-2=5 Spice; CROE: 3+1=4). 9. End House interval.
Abschlußintervall: 1. Imperial-Verwaltungsphase (Ablage und Nachschub) 2. Haus-Verwaltungsphase (Ablage und Nachschub)
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)