The Chapterhouse Oracle
22nd August 2002
Changes since the last edition are marked with a [+].
Errata is marked in bold red.
Gameplay and Rules
Allegiance A house card with an allegiance:
- Can only be included in your House Deck if you possess an Imperial Card of the same allegiance in your Imperial Deck.
- If assigned to another card, it can only be assigned to a card with the same allegiance, or possessing no allegiance.
- If an assigned card finds it is now assigned to a card with an incompatible allegiance, nothing occurs: it is not subdued or discarded. Allegiance restrictions are only checked during deployment. If it is subdued, it cannot be redeployed whilst the allegiance incompatiblity exists.
Capturing, Transferring and Discarding
TRANSFERRING
When a card is transferred from a House Domain, all Ventures, Programs, Personnel and Equipment cards assigned to that card must be reassigned to legal targets in the original Domain. If they cannot be reassigned, they are discarded instead. (Programs are not discarded, they are removed from the game entirely).If a card is transferred into a House Domain, all other cards and tokens remain assigned to it. If a card is transferred into the Assembly, then discard all other cards and tokens that were assigned to it.
If a transferred card has one or more active "duration effect" cards targeting it, those cards are discarded if the card is discarded or if it is moved to the Assembly.
If there is no legal target for a transferred or captured card, it is discarded. (e.g. if you capture a Spice Harvester, but have no deserts, you must discard the Spice Harvester).
CAPTURING
The procedure is similar to that of Transferring a card, except that if the captured card bears an adversarial allegiance, you must immediately subdue it if it were not already subdued. You do not subdue any other cards attached to that card, even if they possess an adversarial allegiance.DISCARDING
When a card is discarded from your House Domain, it is the same as tranferring it to your discard pile - all Ventures, Programs, Personnel and Equipment cards must be reassigned if possible, all other cards and tokens are discarded to the appropriate discard piles (or removed from the game in the case of Programs that cannot be reassigned).Command. This value indicates the number of personnel cards that can be attached to this card. Only currently deployed cards count towards the limit, subdued cards are ignored. You may not deploy a card (either from hand or currently subdued) if it would violate the limit. If the Command rank of a card is decreased, and the card then has too many personnel cards attached to it, you must reassign or discard personnel cards until there is no violation.
Deck Construction - errata
Your House deck must be no less than 30 cards. When constructing your House deck, you may include cards bearing no allegiance or cards sharing allegiance with any card included in your Imperial deck. You may include no more than four of any one card (by card name).
- This was accidentally dropped from the TaT printing of the rulebook.
[+] Events. Events are blue-faced House cards.
All Events have one of two subtypes: Imperium and Dune.
During your House Interval, you may place several events from your hand, but you may only deploy one Imperium and one Dune event during your House Interval. Events you deploy outside of your House Interval do not count towards this limit.
In addition, some Events have the Nexus subtype. Nexus Events have effects that last more than one turn.
Imperium Events may only be deployed if you control a homeworld - remember, Dune becomes your homeworld when you deploy it.
Dune Events may only be deployed if you control a Dune Fief.
The following operations may be used with events:
- Play an event (General Operation): During your House Interval, place an event from your hand in your House domain face down in the subdued position. The event has no effect yet - it must then be deployed. This operation costs no solaris, and can be repeated as many times in a turn as you like.
- Deploy a subdued event (Restricted Operation): Once an event has deferment tokens greater than or equal to its deployment cost, you may deploy it by turning it faceup in its current location. Once deployed, the event generates its described effect. Events with Duration Effects are typically discarded during your next House Discard phase (exception: Nexus Events). You may deploy only one Dune and one Imperium event during your House Interval.
If the event is not a Nexus Event, you must discard its deferment tokens when it is revealed.[+] Events, Dune
Dune events may only be deployed if you govern a Dune Fief. Dune counts as a Dune Fief.
You may only deploy one Dune Event during your House Interval.
[+] Events, Imperium
Imperial events may only be deployed if you govern a Homeworld; remember that Dune becomes your homeworld whilst you govern it. Thus, control of Dune allows you to deploy both Dune and Imperial events.
You may only deploy one Imperium Event during your House Interval.
[+] Events, Nexus
All Nexus events are Duration Effects.
When you reveal a Nexus event, the deferment tokens remain on the event; they are not discarded.
During your House Discard step, instead of discarding your Nexus events, remove 1 deferment token from each Nexus event. If you cannot do that, then discard the event.
House Deck. Your House deck must be no less than 30 cards. When constructing your House deck, you may include cards bearing no allegiance or cards sharing allegiance with any card included in your Imperial deck. You may include no more than four of any one card (by card name).
- This was accidentally dropped from the TaT printing of the rulebook.
Homeworlds
- While you govern Dune, your original homeworld retains its "homeworld" status, and thus cannot be discarded, captured or transferred. However, your original homeworld is no longer considered "your homeworld" and so cannot be engaged to Request Admission.
[+] Initiative Phase - errata
This phase is played as follows:
1. Each player declares their current favor.
2. Beginning with the player who was assigned the last initiative rank in the previous round, and proceeding clockwise around the table, each player may play an initiative tactic, or pass. (In the case of the first turn of the game, determine randomly between the players with the lowest favor).
3. When every player passes in succession, initiative ranks are assigned. Proceeding from highest declared favor to lowest, each player is assigned an Initiative rank. The player with the highest favor earns Initiative rank 1, the second highest favor gains rank 2 and so on.
If two or more players tie for declared favor, all deadlocked players discard the top card of their House deck. The player who discarded the card with the highest deployment cost wins the ranking, with subsequent ranks assigned from highest to lowest deployment cost. If the cards drawn are also tied, those still tied draw again until the tie is broken. If the deployment cost of a card is 'X', count it as a 10. Cards drawn in this way cost nothing and generate no effects.
- The previous version of the initiative phase had everyone playing initiative tactics when they felt like it; there are cases where this is unworkable, so this revised version has been created.
- You may only play Initiative Tactics during this step, no other Tactics or operations are allowed.
Programs - errata
- Programs may be assigned to and used by any eligible persona (aide or ally) you govern. (Allegiance rules apply).
Tactics
- Declaration Tactics with no additional subtype may only be played during the House Interval, you may not play one during the Opening or Closing Interval.
- When a non-duration tactic is played, you resolve it immediately: you may not respond to the play of a non-duration tactic with another tactic. If two players both wish to play a tactic at the same time, they do so in Initiative Order.
Individual Cards
Homeworlds
Forbidden Zone - errata
Homeworld, Dune Fief
5, Fremen, Imperial, Box, EotS
B1, C4, R5, NTR
Engage to produce 3 solaris in your treasury. When deploying Dune, do not subdue Forbidden Zone.Imperial Cards
Baronial Tithes
Charter, Directorship
3, Harkonnen, Imperial, Set
A0, C2, R5, NTR
Engage and subdue a Harkonnen Ally you govern to disengage a fief you govern.
- You engage Baronial Tithes and subdue the Ally, not Engage and Subdue the Ally.
Caladanan Exports - errata
Charter, Directorship
2, Atreides, Imperial, Set, EotS
A0, C2, R6, NTR
Engage to produce 3 solaris in your treasury.Dune - Center of the Universe - errata
Siridar Fief, Dune Fief
7, NA, Imperial, Set
B1 A1, C5, R5, NTR
Engage to transfer up to 3 spice assigned to a target desert you govern to your hoard.
- One of the printings of Dune was incorrect, with two arbitration icons. Use the values given above.
- Dune is a Dune Charter, a Dune Fief, and a Siridar Fief. It may be targeted by cards or game rules that affect any of those things.
- While Dune is deployed, it also gains the subtype of Homeworld, the allegiance of the player deploying it (losing all previous allegiances), and becomes the Homeworld of the player deploying it. Their previous Homeworld is subdued, and any cards attached to their previous Homeworld are moved to Dune if Dune is an eligible target, otherwise they remain on the original card.
- If your original homeworld states "does not become subdued when you deploy Dune", that is the only step you skip when deploying Dune. You must still transfer across all eligible cards. You may still deploy new cards on your original homeworld once Dune is deployed - they are not automatically transferred. Cards only transfer while Dune is being deployed.
- While Dune is deployed, its governor may not redeploy their original Homeworld, even if that Homeworld states "does not become subdued when you deploy Dune."
- You may not engage your original Homeworld for Admission to the High Council while Dune is deployed.
Feige Treazal - errata
Ally, Vassal, Native
3, Smugglers, Imperial, Set
I3 A1, C1, R3, NTR
Engage Treazal and discard a target resource from your hand to produce X solaris in your treasury. X equals the deployment cost of the target resource. If the deployment cost has an 'X' in it, Treazal produces 5 solaris in your treasury.Guild Bank Arbiter
Decree, Enhancement, Title
3, Guild, Imperial, Random, JotC2
NT, NC, NR, NTR
Assign to a target delegate you govern. Arbitration tactic (engagement) Engage the assigned delegate and pay X solaris to capture a target Dune charter vanquished during an arbitration rite you initiate. X equals the deployment cost of the target charter.
- Any card that is a "Charter" and a "Dune whatever" is considered a target Dune charter for this card.
Insert Watchers - errata
Program
X, Bene Gesserit, Imperial, I/R
NT, NC, NR, NTR
Assign 1 program token each time you subdue or discard an event in a rival's domain.
Venture. Produce 4X solaris in your treasury. X equals the number of program tokens assigned.
- Errata: in a rival's domain, rather than governed by a rival.
[+] Initiative Coup - errata
Program
X, NA, Imperial, Random
NT, NC, NR, NTR
Whenever you are assigned first initiative rank and have played at least one initiative tactic this turn, assign 1 program token to Initiative Coup.
Venture: Produce 4X solaris in your treasury. X equals the number of program tokens assigned.
- [+] The previous wording of this card was unclear; the new text makes it clear that if you have played any initiative tactics and end up with the first initiative rank, you get a program token.
- [+] Yes, effects like Lida Banfi and Duke Leto Atreides (TaT), even if played for 0 solaris count as initiative tactics.
- [+] Only assign a program token if your final initiative rank is first; don't assign them as the favour totals change during initiative declaration.
Lisan Al-Gaib - Voice of the Outer Worlds
Decree, Enhancement, Title
5, Fremen, Imperial, Random
NT, NC, NR, W1
Assign to a noble heir.
Declaration tactic: Engage to immediately end a rite in which any native persona or Dune fief you govern is declared a participant. The rite still counts against the attacker's House interval limit.
- To use this card, you must first give the heir Fremen allegiance, otherwise the card may not be deployed.
[+] Remain Invisible - Operate in the Shadows - errata
Program
X, Smugglers, Imperial, Random
NT, NC, NR, NTR
Whenever you are assigned last initiative rank and have played at least one initiative tactic this turn, assign 1 program token to Remain Invisible.
Venture: Produce 4X solaris in your treasury. X equals the number of program tokens assigned.
- [+] The previous wording of this card was unclear; the new text makes it clear that if you have played any initiative tactics and end up with the last initiative rank, you get a program token.
- [+] Yes, effects like Lida Banfi and Duke Leto Atreides (TaT), even if played for 0 solaris count as initiative tactics.
- [+] Only assign a program token if your final initiative rank is last; don't assign them as the favour totals change during initiative declaration.
Shadow Partnership
Charter, Partnership
5, NA, Imperial, I/R, JotC3
A0, C2, R6, NTR
Upon deployment, name a target charter governed by a rival. Shadow Partnership gains the same operation as the named charter, functioning in the same manner.
- Shadow Partnership may target Dune, as Dune is considered a Charter.
- Shadow Partnership loses the operation when it is subdued. You must choose a legal target each time it is deployed.
- If the target of Shadow Partnership is subdued, it has no effect on Shadow Partnership: SP keeps the copied text until it itself is subdued.
- If there is no legal target for Shadow Partnership when it is deployed, it gains no operation and is basically dead weight until subdued and deployed again.
- Shadow Partnership only gains the operation of the charter; it does not gain any of the charter's types, command rank, talents, or allegiance.
Smuggling Revenues
Charter, Partnership
4, Smugglers, Imperial, Set
A0, C3, R5, NTR
Declaration Tactic. Engage to produce X solaris in your treasury. X = the deployment cost of a target House card deployed by a rival.
- This must be used as response to a rival deploying a card. Smuggling Revenues cannot target any deployed card on the table, only the one just deployed.
"Soo Soo" Nejhre
Ally, Vassal, Banker, Native
2, NA, Imperial, Set
A2 D1, C1, R3, NTR
Engagement Tactic. Engage to add +2 to the resistance of a target Dune charter you govern
- Dune is a legal target for this card.
- The resistance bonus affects anything targeting Dune, not just Arbitration rites.
- You may only use this ability in response to someone engaging a card, or during the engagement steps of a rite.
Water Despot - Appropriations Director - errata
Decree, Enhancement, Title
3, Water Sellers, Imperial, Random
NT, NC, NR, NTR
Assign to target ally. During petitions for Dune fiefs, you may increase the bid as if you had five additional solaris in your treasury. If you are the victor and cannot pay the final deployment cost, you may subdue the assigned ally instead of reducing your favor.House Cards
Baliset - Stringed Instrument - errata
Equipment, Device
3, NA, House, Common
NT, NC, NR, NTR
Limit 1. Assign to a target persona. Engage Baliset and assigned persona to disengage a target persona or personnel card you govern.Best Blade - errata
Venture, Dueling
2, NA, House, Common, EotS
NT, NC, NR, D2
Apply X force to a target ally. If applied force equals or exceeds the target's resistance, subdue the target. X equals the assigned persona's dueling rank.Brilliant Rhetoric - errata
Tactic, Arbitration, Declaration
0, NA, House, Uncommon, EotS
NT, NC, NR, NTR
Duration Effect: Target persona may CounterFull Reverend Mother
Enhancement - Title
4, NA, House, Rare, EotS
NT, NC, NR, W3
Limit 1. Assign to a target persona. Target gains Reverend Mother subtype, +1 weirding rank, and +1 prescience rank. Target is immune to Poison effects.
- Strange though it may seem, you may assign this card to a male (or neuter) persona. (It must be the KH!)
Guild Bank- Financial Headquarters - errata
Enhancement, Bastion
5, Guild, House, Uncommon; TaT2
NT, NC, NR, NTR
Limit 1. Assign to a target city or homeworld governed by a rival, ignoring allegiance restrictions. When engaged to produce solaris, produce X solaris in your treasury. X equals the target's command rank. If assigned to a Dune fief, you may deploy native personas and Dune events.Harkonnen Sleeper
Aide, Assassin, Spy
1, Harkonnen, House, Uncommon, JotC2
I1, C0, R2, NTR
Place and deploy Sleeper like an event, but do not discard its assigned deferment tokens upon deployment. Sleeper gains +1 Intrigue rank per assigned token, but if it becomes subdued discard all of its assigned deferment tokens. Sleeper must be deployed once it has been assigned 5 deferment tokens.
- If a player attempts to use an ability like Gauvir's in an inappropriate situation (ie: trying to look at a non-event card) then the card is still engaged/used and you would simply state that it is not an event.
Implicate Traitor - errata
Venture, Intrigue
2, NA, House, Common, EotS
NT, NC, NR, I2
Apply X force to a target ally. If applied force equals or exceeds the target's resistance, subdue the target. X equals the assigned persona's intrigue rank.Litany Against Fear - errata
Venture, Weirding
0, NA, House, Uncommon, EotS
NT, NC, NR, W1
Initiate a Rite. The assigned persona gains a +X bonus to their Resistance where X is the target's Weirding Rank.
- The Persona using this card need not possess the required talent for the Rite.
- The Rite must be one of the four basic rite types: Battle, Dueling, Intrigue or Arbitration.
Lt. Kinet - Scarface - Errata
Aide, Pilot, Unique
3, Harkonnen, House, Rare, TaT2
B2, D1, C1, R2, NTR
Kinet is immune to the effects generated by weirding ventures and Voice effects.
- Errata: Command of 1 (original not printed)
Name of the Great Mother
Tactic, Declaration
X, NA, House, Uncommon
NT, NC, NR, NTR
Deploy a target subdued event you govern. An event must be assigned the necessary number of deferment tokens in order to be targeted by this tactic. X equals the number of deferment tokens assigned to the target..
- You may use this card in your own House Interval, but if you do the event counts towards your Interval Limit; it does not count towards your interval limit if you deploy it in a rival's House Interval.
- You must control a Dune Fief to deploy a Dune Event with this card; you must control a Homeworld to deploy a Imperial Event with this card.
Noble Born
Enhancement, Title
2, NA, House Common
NT, NC, NR, NTR
Limit 2. Assign to a target persona. If the target is an aide, it's subtype changes from "Aide" to "Ally." If the target is an Ally, it gains the subtype "Noble."
- An Aide given Noble Born without having either Vassal or Noble as a subtype does not gain either, it is possible to create a non-Vassal, non-Noble Ally with this card.
Petitioning Tithes - errata
Tactic, Petition, Declaration
0, NA, House, Rare, EotS
NT, NC, NR, NTR
Duration Effect. Assign to the petition target. The victor must pay X solaris of the final deployment cost to you instead of the Imperial treasury. X equals the final deployment cost minus the listed deployment cost. Once deployed, no other house may deploy Petitioning Tithe.Perilous Terrain - errata
Tactic, Battle, Declaration
0, NA, House, Uncommon, EotS
NT, NC, NR, NTR
Duration Effect: Target persona may CounterPogrom - errata
Venture, Battle
2, NA, House, Common, EotS
NT, NC, NR, B2
Apply X force to a target fief. If applied force equals orexceeds the target's resistance, subdue the target. X equals the assigned persona's battle rank.PreOrdained Sequence
Tactic, Initiative, Declaration
0, NA, House, Uncommon
NT, NC, NR, NTR
Limit 1: Discard X favor and assign to a target rival's homeworld.
Duration Effect: After all initiative ranks are assigned, change the target's governor's initiative rank to X. Players must draw cards normally to break any ranking ties this effect creates.
- You may only assign ranks from 1 to the number of players in the game. i.e. in a four player game you can only discard from 1 to 4 favour - all rankings must exist.
Production Quota
Event, Imperium
3, Guild, House, Uncommon, JotC3
NT, NC, NR, NTR
Engage all deserts to produce X spice in the Guild Hoard. X equals 1 spice per desert so engaged.
- The Guild Hoard only gains spice from deserts that are engaged by this event; deserts that are already engaged as it resolves are not counted.
Provoke Insurgency - errata
Venture, Arbitration
2, NA, House, Common, EotS
NT, NC, NR, A2
Apply X force to a target charter. If applied force equals or exceeds the target's resistance, subdue the target. X equals the assigned persona's arbitration rank.Renegade Sister
Aide, Sister, Adept
3, Bene Gesserit, House, Rare, EotS
W2 I1, C1, R2, NTR
Engage to engage a target a persona.
- You may only use Renegade Sister's ability during your turn.
Secund-Elect Dueling - errata
Tactic, Duel, Declaration
0, NA, House, Uncommon, EotS
NT, NC, NR, NTR
Duration Effect: Target persona may CounterShield Failure - errata
Tactic, Engagement
0, NA, House, Common, EotS
NT, NC, NR, NTR
Discard a target Shield.Spice Infusion - Melange Overdose - errata
Enhancement, Condition
X, NA, House, Rare, JotC1
NT, NC, NR, P1
Limit 1. Assign to a target persona. The target gains +X prescience rank. X may not exceed 3. Subdue Spice Infusion during your next house discard phase. When Spice Infusion is redeployed, its deployment cost may vary but it must remain assigned to the same target.
- Only one copy of this card can be deployed on a persona at a time. This means, if you put one on a persona, you cannot put another on until you use the first and it is subdued. Then you can deploy another and after you use it, redeploy the first one next turn, cheaper, because it gets tokens on it for free while subdued. Once you get three on someone, one of them will always be subdued with 3 tokens.
Unforeseen Difficulties - errata
Tactic, Intrigue, Declaration
0, NA, House, Uncommon, EotS
NT, NC, NR, NTR
Duration Effect: Target persona may CounterUsurp Holding - errata
Venture, Transfer
3, NA, House, Common, EotS
NT, NC, NR, NTR
Transfer a target subdued, non-homeworld holding to it's governor's assembly.
- You may not target Dune or a Homeworld with Usurp Holding.
Voice Command
Venture, Weirding
3, NA, House, Uncommon, EotS
NT, NC, NR, W2
Duration Effect (Voice). Capture target persona whose weirding rank is lower than the assigned persona's. Replace target when Voice Command is discarded. Target retains its status when replaced.
- You may sell a persona with Grant Furlough but at the end of your turn when Voice Command is discarded, they are transfered back to the original owner, as Voice Command takes precedence.
- Any secondary effects from using a captured persona are the "current" governor's gifts. Example: If I Voice Command Piter and capture someone with him then I keep the persona even when Piter goes back.
Weirding Way - errata
Venture, Weirding
0, NA, House, Uncommon, EotS
NT, NC, NR, W1
Initiate a Rite. The assigned persona gains a +X bonus to their Force where X is the target's Weirding Rank.
- The Persona using this card need not possess the required talent for the Rite.
- The Rite must be one of the four basic rite types: Battle, Dueling, Intrigue or Arbitration.
Well-Placed Bribes - errata
Tactic, Arbitration, Declaration
1, NA, House, Common, EotS
NT, NC, NR, NTR
Engage a target persona or personnel.[+] Windtrap - Dew Precipitator
Equipment (Enhancement), Bastion
2, NA, House, Common
NT, NC, NR, NTR
Limit 3. Assign to a target Dune fief. Reduce the deployment cost of all subdued personnel assigned to the target by 1 solari each.
- [+] Windtrap was printed as an Equipment card in the original set; TaT printed it as an Enhancement. Either version may be used.