Rise of Ix rules
ExpansionDune: Imperium
Rise of Ix is an expansion for Dune: Imperium.
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How Rise of Ix changes play
Rise of Ix
- Setup: add the CHOAM overlay and the Ix board with 3 face-down stacks of 6 Tech tiles (top tile of each face up). Each player takes 2 dreadnoughts and puts a freighter on the bottom of the shipping track.
- New rules: dreadnoughts, Tech tiles, the shipping track and the overlay's new board spaces. The Epic Game plays to 12 VP.
Dune: Imperium rules it changes
- Starting Deck In the Epic Game, replace 1 Dune, the Desert Planet with Control the Spice.
- Conflict Deck In the Epic Game, use no Conflict I card: 5 random Conflict II cards on top of 5 Conflict III cards.
- You Can't Use an Occupied Space An Infiltrate icon lets your agent go to a space that already has opponents' agents on it — it ignores this rule.
- Deploying Troops The same limit covers units: recruited troops and dreadnoughts commissioned this turn, plus up to 2 units from your garrison.
- Landsraad Spaces The CHOAM overlay replaces Rally Troops and Hall of Oratory with Dreadnought and Tech Negotiation (and Secure Contract and Sell Melange with Smuggling and Interstellar Shipping).
- Control A winning dreadnought can sit on the flag and cover your control marker; see Dreadnought Control.
- Combat Dreadnoughts don't go to your supply: if you didn't win they return to your garrison; if you won, one goes on a flag and the rest to your garrison.
- Strength and Swords Each dreadnought in the conflict adds 3 strength, and a dreadnought alone is enough for swords to count.
- Swords Don't Count Without Troops A dreadnought in the conflict counts as a troop for this purpose: with a dreadnought there but no troops, your strength doesn't drop to 0 and your swords still count.
- Game End In the Epic Game the target is 12 VP instead of 10.
All Rise of Ix rules (14)
- Rise of Ix — What It Adds Rise of Ix adds a CHOAM board overlay with four new spaces, dreadnoughts, Tech tiles on the Ix board, the shipping track with a freighter…
- Rise of Ix Board Spaces The overlay covers Rally Troops, Hall of Oratory, Secure Contract and Sell Melange, which aren't used.
- Units A unit means a troop or a dreadnought. Cards that say troop affect only troops, never dreadnoughts; cards that say unit affect either.
- Dreadnoughts To commission a dreadnought, move it from your supply to your garrison; if you commission it on a combat-space Agent turn you may deploy it.
- Dreadnought Control If you win a conflict with at least one dreadnought in it, put one of them on the flag of Arrakeen, Carthag or Imperial Basin — one…
- Tech Tiles Only an Acquire Tech icon lets you buy tech.
- Tech Discounts and Negotiators A tech discount icon (−1 or −2) lowers one purchase; you can't combine discounts from more than one icon.
- Shipping Track and Freighter Your freighter starts at the bottom of the shipping track.
- Infiltrate An infiltrate icon lets you send your agent to a matching space even if opponents' agents are there.
- Unload and Discard Icons A card with unload gives its reveal effect when you reveal it normally, and also whenever you discard or trash it.
- Epic Game The game ends at 12 VP instead of 10. The conflict deck has no Conflict I card: 5 random Conflict II cards on top of 5 Conflict III cards.
- Rise of Ix Card Rulings Appropriate: pay in Solari or spice, not a mix; negotiators take 1 Solari off each. Second Wave needs a unit already in the conflict.
- Rise of Ix in Solo and 2-Player Remove the 2 Hall of Oratory and 2 Rally Troops House Hagal cards and add the new ones: remove the 2P-marked Dreadnought cards for solo…
- Rise of Ix Rivals A rival's freighter advances until it reaches the second space, then recalls, always taking Dividends on the first; a rival also gains 1…
Other Dune: Imperium expansions
All Dune: Imperium rules and how to play · More about Dune: Imperium