This is a draft version of the rules for Dune NES. I'd love if you read it and gave some comments. No buildings or units or other improvements have been posted yet. Once I get some comments I will finish them up.
RULES
1. Introduction to the setup
Note on the Rules: (please read)
The rules are subdivided into 2 parts. Please dont get scared by their size and the sci-fi nature of this NES. I love the environment of Dune and I enjoy writing even about the smallest details. But I also realize that players get scared by long and unusual rules. That is why I decided to split the initial posts into 2 parts. The first part consists of the info you actually need to play (rules, stats and price list, map). The second is an expanded version of the rules to add flavor to the game with pics and more detailed descriptions. The first part is essential for game play the second is not, so please read the first part.
Lets move on to essential rules:
Short Rules:
Game Setup
Is very similar to Dune 2 PC game which I recommend. (story will come later)
Map
The map is subdivided into territories that have a base as their center of House operations (needs to be built).
Updates, Orders,Turns and Stories
Orders please write them in a list and submit by PM. In-thread orders are fine, but please write in bold Orders From House X as it saves me time while Im scrolling for them.
Updates I will try to do them 2 times a week, but I guarantee one update per weekend. First updates should go quicker.
Turns each turn represents 50 planetary days. No year system whatsoever.
Stories this is a battle NES largely, but I enjoy reading good stories. Writing stories or beautifully designed diplo will give you some positive random events.
Technology and Society
Dune (the novel) was written in 1965 and is set in a feudalist inter-stellar society. From what Ive seen in both games and read so far in the books the technology in Dune is of about the same level as in 1960s on Earth, but it allows space travel and such things. Board computers are primitive, but the technology is still impressive. The society is largely made up of classes (casts) and is organized in a strict hierarchy in the Great Houses (that you will play). When you design units or write orders (stories?) keep in mind this atmosphere. Thats what I meant when I said that this game is not really sci-fi.
Military
Since seas are virtually inexistent and air traffic is difficult at best due to sand storms, it is the Army that is the main branch of the military. The military is made up of pre-defined units. Units can be manufactured on the planet, but most of your military might typically comes from your home planet. In your orders you need to specify how many units of each type you order and they will be shipped and be ready for use by the next turn. Units manufactured on the planet are also in your disposal in the next turn after you give orders for production. Each house is allowed one Unique Unit (UU). When you design one please provide description and keep in mind the desert environment of Dune together with the level of technology. For units stats and description please see Units, Structures and Improvements List.
Economy
Your House was sent to Dune to mine Spice. Spice is a mineral in a form of dust that makes space travel possible. It is contained in the sands of Dune that need to be sifted to extract Spice. Everything in game is measured in spice credits. Spice credits are needed to research technologies, build or order units, construct structures and for other purposes.
Spice credits are earned in 3 ways: direct from spice harvesting, sent from home world or received for scrapping buildings or units (1/2 price). You cannot scrap wonders or technologies.
Spice Harvesting
Your spice account in the stats is replenished from spice collected in all territories under your command. At the end of the turn every territory sends all collected spice to your account and it is available for use in the next turn. Spice production in a territory is determined by the number of workers, equipment used and base development. Formula used:
Number of fremen/10
Number of harvesters * 20
Number of carryalls *30
Base development level * 200
All added up
Bases, Base Improvements and Expansion
Your initial base is the capital of your planetary empire. Improvements at your home base can affect the attributes of the whole house. Great wonders could only b e built at home bases.
Your house gains control of a territory (and begins mining spice which is what you are after) when you build (or conquer) a base in that territory.
Bases are built by MCV unit (Mobile Construction Vehicles) that transforms into initial base constructions. Each base has a number of improvements that can increase base stats. Some structures take more than one turn to make.
Players and NPCs
Houses (PCs)
Each player controls one of the Houses. Houses are organised into strict hierarchic feudalist society scheme. There are 3 pre-defined houses (Harkonnen, Ordos and Atredies for reference see the House stats) Each House starts with the same stats save for special House abilities.
There are only few House parameters that are significant for gameplay.
1. Special abilities (listen in the Lists section). These affect houses as a whole. 2 abilities per House.
2. Trust is your reputation on the planet. It affects morale of troops, workers and your relations with NPCs. Lowered by atrocities, meaningless actions and breaking agreements + promises. Increased by improvements, keeping promises and authoritative policies.
NPCs
Fremen are the people indigenous to Dune. As your House members cannot harvest spice it is only Fremen that produce the necessary workforce for spice harvesting. They are organised in clans (1 clan per territory) and usually accept to work to the Houses. Under extreme circumstances they can be arms, but make poor soldiers. They however may possess secrets that Houses are unaware of.
Emperor (long version)
Is for now - the master of the game. He is the one the Houses are working for. Every now and then (not each and every turn) he will ask for some of the harvested spice to be sent to him. If a House is unable to do so for a long time (some debt is possible) it is wiped out by Emperors Elite Troops. He is the one setting the rules and the one to forgive or punish. But dont worry he wont be too interested in planetary policies as long as the spice keeps flowing.
Emperors has Sardukar Troopers the most elite soldiers in the galaxy. Loyal, disciplined and well trained they stop at nothing to achieve the given task. Other than Sardukars the Emperor possesses normal Imperial Units, but as long as everything is ok you shouldnt be seeing those on the surface of Dune.
Cities
Most outlanders not belonging to Houses dwell in cities. Fremen consider them aliens and rarely go in them. Cities vary in size, population and organization. They are a valuable source of income for Houses and treasures for strong Leaders that know how to use them.
Sandworms (long version)
Sand Worms are indigenous to Dune. Attracted by vibrations, they frequent battlefields and often devour numerous combatants. Sand Worms are almost impossible to destroy, have a voracious appetite, and will consume military hardware. Every territory has sand worm activity levels (none, very low, low, usual, high, very high, the ground is shaking!). The higher the level are the higher the possibility to loose units (random events).