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R U L E B O O KArrakis, the planet of spice stuck at the far end of the Imperium, filled with conf lict and endless sand.Also known as Dune, the planet is poised for intrigue, rebellion, and war. The sinister House Harkonnen plots and schemes as the newly arrived HouseAtreides takes control, interested in securing relations with the native inhabitants. You find yourself on this infamous planet of sand and spice, between thesetwo Great Houses—among smugglers and laborers, traitors and rebels, agents and soldiers. How will you confront the secrets you’re about to uncover?OVERVIEWDUNE: HOUSE SECRETS is a cooperative story-driven game whereyou join the resistance against House Harkonnen and experience a seriesof Chapters in the world of Dune. You play each Chapter through aseries of Encounters trying to reach specific Goals. Your ability to pursueEncounters is limited by Time, making it impossible to experience everyEncounter. This limitation means that many of the mysteries within thestory must be deduced.At the end of every Chapter you must complete a Status Report consistingof information you’ve acquired and proposals of how to proceed—theseStatus Reports influence the overall direction of the story.There are no winners or losers. Instead, your experiences and decisionscreate a story all your own!“The mystery of life isn’t a problem to solve, but a reality to experience.”- Reverend Mother Gaius Helen MohiamCOMPONENTSIMPORTANT: Dune is full of secrets—do not reveal or look at Encounter cards, Assetcards, Chapter Introductions, or such materials until instructed to do so by the game.1 Encounter deck(4 Cover cards and 68 Encounter cards)1 Asset deck(1 Cover card and 23 Asset cards)Prologue Introduction (marked with P)Chapter Introductions (marked with I, II, III)1 Consequence marker:1 Time marker:1 Game board5 Consequence tokens27 Resource tokens:ӳӳӳӳӳ6 Weapon:6 Spice:6 Water:6 Subterfuge:3 Wild:NOTE: Resource tokens are not limited, so if you run out while playingyou may use anything you’d like as a substitute.1 Skill stickers sheet4 Character / Advocate boards1 Map of Dune, 1 Map of Tel Gezer1 Rulebook

G A M E P R E PA R AT I O NSETUP9“A beginning is the time for taking the most delicate care that the balances are correct.This every sister of the Bene Gesserit knows.”- Princess Irulan, The Manual of Muad’Dib71161584Unchosen Characters are flipped to their Advocate side. Whenstarting the Prologue, gain the indicated Resources from eachAdvocate and add them to your Resource Pool.567Place the Encounter deck, with the cover card on the top, nearthe Game board.Place the Asset deck, with the cover card on the top, near theGame board.Prepare the Consequence Pool by mixing and placing all theConsequence tokens with their front sides facedown near theGame board.342Back side1Place the Game board in the middle of the play area withinreach of all players and place thetoken on the leftmostspace of the Consequence track.2Prepare an area near the Game board for your Resource Pool.If you are continuing your story with a subsequent Chapter:A. Prepare the Resource Pool with the number and type ofResources noted on the Progress page from your previousgame.B.Place the Encounters and Assets you have previouslygained into the play area.(Remember to distinguish the Encounters that you havefull access to from those you have partial access to (seeEncounters, page 4)).3Each player takes their Character boards. For the Prologue, eachplayer chooses a Character to play throughout the entire story.Each Character provides a single Resource token once at the startof the Prologue. Take the indicated token and add them to yourResource Pool.In subsequent Chapters, players take their previously chosenCharacters, but do not gain the Resource token again. You gainmore Resources from Skill stickers by spending Experiencepoints, or from Encounter cards.2 game s etup89Front: Safe side(x2)Front: Consequence side(x3)Gather a pen and paper for taking notes.Place the Map of Dune nearby—it provides context for thelocations of Dune.Log in to the dune.playdetective.online website, choose the10 Chapteryou are about to play, and watch the introductoryvideo.watching the introductory video, take and read the11 Afterappropriate Chapter Introduction, follow the Instructions, andplace it nearby.NOTE: Start your story with the Chapter Introduction marked with “P”in the top-left corner. Dune: House Secrets is made up of 4 Chapters(P, I, II, III), beginning with a Prologue (P). The Prologue is only a basicintroduction to the game. It is significantly shorter and designed only toteach you and help you become accustomed to how the game works.Chapters I, II, and III are the main game, and reveal the essence andcomplexities of the story.

G A M E P R E PA R AT I O NP10192 AG (AFTER GUILD),the Shield WallA cave inB OARDCHAPTER INTRODUCTIONSThe Chapter Introductions consist of 5 sections:The smell of spice coffee and stillsuits is stifling. Your hands are bound,and the rope tghtens against your wrists with the slightest movement.You hear the door open.“You can remove their blindfolds,” says a sharp, raspy voice. Several Fremencarry othe command obediently and you see an old woman dressed in longrobes. Her face iobscured by a dark woolen scarf. You can see her grey eyebrows, andeyes—blue witblue—with no sign of white, surrounded by wrinkles. On her left standsa tall man with aaquiline nose and sunburnt cheeks.“You owe me a water debt,” says the woman with a piercing stare. “I’m Zarzur.And thiSamit,” she adds, pointing to the man at her side. “No need to introduceyourself. I kneverything about you.” She raises her eyebrows in amusement as she seesyour confusio“I needed absolute certainty of your usefulness before I dragged you fromthe Harkonnprison and risked the lives of my men.” She nods to her two subordinates,giving them asign to untie your hands. Some of the Fremen on the upper ledge continueto aim thMaula pistols at you. “Today is your lucky day. You may now begin to repayyour debt.”Zarzur circles the room. A single glowglobe floats behind her.“A few days ago my guerilla unit went missing,” she continues. “I sent themto the Mekhla settlement with a routine task. We were informed yesterday that the settlementhad beattacked by the Harkonnen security forces. We don’t know why. The Harkonnenswoube happy to wipe out every settlement on Arrakis, but even they musthave had a betreason to execute this brutal attack.”“I need to know why the settlement was attacked. If you’re able to find mypeople as weor learn what happened to them, then perhaps your debt will be paid sooner.The gueriunit was supposed to make contact with Erah Bhatt, a tradesman with connectionsamothe gun-running cartels. For now, the only person in Mekhala you cantrust is Adib Mdan. He may know something about the Harkonnens’ role in the attack.His wife is a sistof the mayor, Cyrus Das.”Zarzur points her scarred hand at the packages piled up against the �In the bags you’ll find new clothes, a bit of spice, and a few literjonsof water. You capretend to beFindmerchantstravelers,happenedbut no one can findAdditional:outor whatto outZarzur’sunit. Houthat you supportedAtreides. Remember, there are no second chances. I won’t pluck youfrom Harkonnenhands again.”Samit steps forward. “I’ll show you the way to Mekhala, ” he says. “We setout at nightfalINTRODUCTION: This is the initial plot that presents the overallsituation your team is in.This is where you are.GOALS: These are the Goals of your current Chapter. You willalways have one or more Primary Goals, but may also haveAdditional Goals as well.MISSION GOALS:This is why you are here.TIME: The amount of Time determines how many Encounters you canresolve during this Chapter.TIM E TR A CKThis is your limitation.The Time track indicates how much Time you have leftbefore the current Chapter ends. Each Encounter youreveal decreases your along this track.SPECIAL RULES: This section provides you with specific rulesyou must follow.D E LI BE RATION SPA CEThroughout the game, you will be discussing yourfindings and Encounters with your team. But theDeliberation space is a warning that you’re almostout of Time, and it’s important to stop here and takea moment to focus your ideas, assumptions, andconclusions together as a team. Take advantage ofthe Deliberation space to prepare for completingthe Chapter’s Goals.“Think you of the fact that a deaf person cannot hear. Then,what deafness may we not all possess? What senses do we lackthat we cannot see or hear another world all around us?”- The Koranjiyana Zenchristian ScripturesSTATU S R E POR T SPA CEThe Status Report space indicates that you are out ofTime. You still resolve the Encounter that advancedthe to the Status Report space, but this will beyour final Encounter this Chapter. Once the card isresolved, prepare to complete the Status Report (seeEnd of Game, page 6).INITIAL ENCOUNTERS: The Initial Encounters are the firstEncounters that you may pursue. (see Encounters, page 4).special rules:encounters:005Meet Adib Madan.008Meet Erah Bhatt.TakeTakeTakeTakeAsset P.Asset A.Asset B.the map of Arrakis.Dune 2021 Legendary. All rights rCHARACTERSThe Characters you choose will be with you for the entirestory. As you play, they grow and develop by gainingExperience points and new Skills. Each Character hasthe ability to exchange any 2 Resources for the specialtyResource indicated on the Character boards. They alsoprovide 1 Resource token at the beginning of the Prologue.Advocates are the inhabitants of Dune that help youthroughout the story. You may also add Skills to them byspending Experience points. They provide 2 Resourcetokens at the beginning of the Prologue.Characters and Advocates are similar in regards togameplay, but differ thematically.Player sidelevel i:unlocked aftechapter 0FREMEN INFORMANTA Citizen of a small settlement near Arrakeen, Javedcollected information about House Harkonnens’actions in Tel Gezer. Due to Javed’s failed plan toinfiltrate Harkonnen’s garrison, one of his close friendslost his life. Unable to recover his friend’s body, he wasgreatly dishonored—for dehydration, a waste of water.Javed vows to make amends, and once again provehis worth in the ranks of the Fremen guerilla forces.Dune 2021 Legendary. All rights reserved.spotsfor l e v e l i i :stickerslevel iii:unlocked aftechapter 1unlocked aftechapter 2Skills: master of infiltration, can easily gain access to heavilyguarded locations using lockpicks, codebreaking, andcounterfeiting documents.Begin with 1 Spice token.At any time, may exchange any 2 Resource tokens for 1AT R E I D E S S P Ylevel i:unlocked afchapterspots l e v e l i iforstickerslevel iiiunlocked afchapterEducated on Caladan, Arya was a low-rankinginformant in Thufir Hawat’s spy network. Shecollected information in the Tel Gezer areaand during the massacre tried to pose as alocal merchant, but was exposed by HouseHarkonnen during illegal transactions. After a shortimprisonment she was freed by Zarzur’s people.unlocked afchapterSkills: trained in deception, can impersonate someoneby mimicking their voice, facial expressions, and the useof disguise.Begin with 2 Subterfuge tokens.Advocate sideRESOURCESThe Consequence track indicates the Experience pointsyou gain at the end of each Chapter (see Experience, page6). Consequences represent how much the Harkonnensknow about your actions and movement on Arrakis.To survive on Dune and accomplish your Goals, you’ll need Resources. Your Resourcesconsist of Spice, Water, Weapons, Subterfuge, and Wild. The Wildtoken may replace any other Resource token. You will use these Resources throughoutthe game to gain access to Encounters, or activate various game effects. All resources youstart with and gain are kept in your resource Pool until they are spent and returned to thebox. Be careful, you should conserve Resources as you play—Arrakis is not a kind planet,you gain initial Resources at the beginning of the Story, and won’t gain many more on thisbarren planet.Once you reach the rightmost space on the Consequencetrack, immediately log in to the [website] to accessHistory@006.NOTE: Each Resource represents how you deal with situations in the story.A Water token may represent bribing someone on the barren and dry Arrakis,and a Subterfuge token might represent you hiding your true identity.CON SE Q UENCE TRACK These are the paths forward.A D VO C AT E S I D ERemember, you are a team, and everyone’s opinionis important—Dune is not the place to be closeminded, take a moment to consider input fromeveryone.These are your orders.PUT TIMEMARKER ONSPACE 6.3

BASIC RULESH O W T O P L AYYour purpose as Rebel agents on Arrakis is very simple—uncover thesecrets, and discover the story.ENCOUNTERSThe game is played out by resolving Encounters. As you read andresolve each Encounter you’ll begin to uncover a unique story filled withaction and intrigue.You start with a Chapter Introduction that provides Initial Encountersto pursue. Each Encounter is associated with a unique number todistinguish it. Encounters provide important information about thestory, and also dictate how much Time you have left before the Chapterends.1123Draw the Encounter card with the corresponding number of theEncounter you wish to pursue.456Read the Encounter aloud to all players. Make sure you keepthe reverse side hidden (unless instructed otherwise).ENCOUNTER CARDS402the soldiers were“Are they the oneslooking for?”so,” says the girl.“N-no I don’t thinkthem the Sharks“We wanted to warnonly had time towere coming, but weThey killed everyhide in the machines., shot everywhere,one in a few secondswhole town—weand then searched thehad good hiding places.2yRES O LVIN G A N E N C O U N T E RRead the message.34024Face the consequencesof your actions.Go to the east to find outdesert.what is going on on the1. Unique CARD NUMBER associated with the access tothis card.Decrease theCarefully take the card with the indicated number from theEncounter deck, without revealing any information on the othercards.Follow all of the Encounter’s Instructions (see Instructionsbelow).Place the Encounter card near the Game board, keeping trackof which Encounters you have full access to and which you don’t(see Flip, page 5).2. PLOT TEXT : this text describes the situation you’re inand provides insights to complete your Goals.NOTE: Keeping Encounters organized is crucial to navigate theChapter. We recommend placing Encounters that you only have accessto the front of on the left side of the board, and those that you have fullaccess to on the right side of the board.3. VARIOUS INSTRUCTIONS : In this case: take Asset card“y” to read the message and draw a Consequence token.Also remember, when you resolve an Encounter, take a moment to writethe card’s number down in your notes.4. POSSIBLE ENCOUNTERS to pursue, along with adescription of what you may discover.Encounters present you with various situations, likeinvestigating suspicious areas, interrogating inhabitants ofArrakis, and searching for Assets. Each Encounter containsimportant information, so stay focused as you read them—they contain everything you’ll need to accomplish your Goals.NOTE: Your notes are as important to you as wearing a stillsuit onArrakis—Encounters and the information on them are like water, not asingle drop should be wasted.You may never view or read an Encounter until it becomes available oryou are Instructed to do so. Once you have resolved an Encounter, it isavailable to view and read for the rest of the current game and everysubsequent Chapter!TIMEThe Time track indicates how much Time is left before you must report back torebel headquarters—you can’t remain in enemy territory for too long.To resolve an Encounter card, move the Time marker on the TIME TRACK by 1space toward the 0 space.Time equals the number of Encounter cards you will reveal and read during asingle game.Each Chapter Introduction instructs you where the Time marker begins on the track.“Hope clouds observation.”- Reverend Mother Gaius Helen Mohiam4by 1 space on the TIME TRACK. encounters ( encounter card des cr iption , res olv ing)

BASIC RULESINSTRUCTIONSEncounters often contain INSTRUCTIONS that you must follow. Someof these Instructions offer choices, but many simply instruct you to drawand/or read game components. When a card has multiple Instructions,resolve them one by one in the order that they appear.DRAW 1CO N S EQ U EN C EFLIPTheicon indicatesthat you may accessthe reverse side of theEncounter card. In some casesthe card indicates that you mustspend or draw a token in orderto flip it, but generally there isno cost, and in this case youmay simply flip the card overwhen you see theicon.If you must spend a token, ordraw a Consequence token toflip a card, the decision mustbe made before you pursueany other Encounters and youmay never return to and flip apreviously unflipped Encountercard. If you choose not to flip it,you only have access to it’s frontside. If you do decide to flip theEncounter card, you have accessto both sides of it for everysubsequent Chapter.Follow the woman tocontinue the conversation.icon:Example use of theDraw 1 Consequence token to flipthe Encounter card.When you see thisInstruction you mustimmediately draw one randomtoken from the ConsequencePool and resolve it in thefollowing way:Nothing happens. Discardthe Consequence tokenback into the box.-1First, move thespace on the Consequencetrack (see Experience,page 6). Second, take allthe Consequence tokens,including this one andthose discarded into thebox, and reshuffle themback into the ConsequencePool.Consequence tokens signifywhen your actions have beennoticed by the Harkonnens, andrepresent losing opportunities totrain and gain new Skills.NOTE: The ConsequencePool is always refreshed at thebeginning of each Chapter!Assets represent important items to aid you throughout the story. These cardsare marked with letters in order to distinguish them from Encounters. You gainAssets in various ways, such as Chapter Introductions or Encounters.Assets follow many of the same rules as Encounters:ӳ You may only look at and read Asset cards that you have access to.ӳ Some Asset cards feature Instructions that you must resolve immediatelywhen you gain them.ӳ Once you have access to an Asset card, it is available to all players, duringevery subsequent Chapter.ca“The power to destroy a thing is the absolute control over it.You’ve agreed I have that power. We are not here to discussor to negotiate or to compromise.”- Paul AtreidesTAK E AN AS SE TC ARDADD RESOURCETOKEN TO THEPOOLWhen you see this Instructionthat indicates to take acard marked with a letter, you mustimmediately take the indicated Assetcard from the Asset deck.When you see thisInstruction, immediatelytake the indicatedResource from thebox and add it to yourResource Pool.Remember, never reveal any othercards unless instructed to do so.You may be Instructed to take anAsset that you already have. Thisis not a mistake. Some Assets areimportant and thus have multiplechances to obtain them. If youalready have an Asset and areInstructed to gain it again, simplydisregard the Instruction.EN CO U N TERSThis section indicateswhich Encounters you mayaccess. Each Encounteralso contains a description of whatyou may find when pursuing theEncounter. The number (#003)indicates the Encounter card whichyou now have access to and maydraw from the Encounter deck.Remember to keep notes aboutwhich Encounters you have access to.NOTE: Some Encounters requirespending a Resource to gain accessto them.S PEN D RES O U R C ETO K ENWhen you see this Instruction,spend the indicated Resourcefrom your Resource Pool anddiscard it into the box.H I S T O RY& FILMBOOKWhen you see theseInstructions, you mustimmediately log in to thedune.playdetective.onlineto access the information.Once you log in, choosethe appropriate type of entry inthe main window and enter theindicated number to access thisimportant information (for example:History@008 or Filmbook@007).Example of Instructionsfound on Encounter cards:409Talk to theSardakaur.Jane must to spend 1 SpiceResource to gain access toEncounter card #409.407Follow the soldiers intotheir HQ.Adam must spend 1 WeaponResource to gain access toEncounter card #407.instr uc tions on the card s 5

GAME ENDEND OF THE GAME“Arrakis teaches the attitude of the knife—chopping offwhat’s incomplete and saying: ‘Now, it’s complete becauseit’s ended here.’”- Princess Irulan, The Collected Sayings of the Muad’DibThe game ends once thespace of the Time track.EXPERIENCESpending the Experience points you’ve gained allows you to level up your Characters.This is done by placing Skill stickers on the dedicated spaces of Character andAdvocate boards. Skills require you to spend your Experience points.reaches the Status ReportTo end a Chapter, choose the STATUS REPORT fromthe menu on the dune.playdetective.online website.Remember, there is no winning or losing—youexperience the game by completing each Chapterand reporting back to rebellion headquarters withyour Status Report to influence the plot of subsequentChapters.The Status Report consists of a series of actions thatyou recommend to your headquarters. For each of theactions, you pick one suggestion that indicates how itimpacts the subsequent Chapters. The outcomes arepresented to you once you finish your Status Report.After completing your Status Report you may gain newSkills for your Characters by spending your Experience.The Skill stickers sheet has 3 levels of Skills that are unlockedafter playing specific Chapters. You unlock all level I Skillsafter playing Chapter 0, unlock level II Skills after Chapter 1,etc. In order to buy subsequent Skills, you must unlock thelevel as well as have applied the previous level of the Skill.For example: before gaining the “Training: Smuggler, Expert”you must have played through Chapter 2 and already applied“Training: Smuggler, Apprentice” and “Training: Smuggler, Adept.”Experience is shared by the entire team so be sure to deliberate how you want to divide it. Youcannot save Experience points between Chapters, and will lose any that you do not spend.Each Skill you gain has a special one-time effect that you may activate during the game. Toactivate it, check the box on the Skill and resolve its instructions.level iii:HA LT !You’ve learned everything you need to begin playingDUNE: HOUSE SECRETS.The following sections of the rulebook are only neededafter you’ve completed the Prologue. It containsinstructions for spending EXPERIENCE to gain newSkills, what the VICTORY POINT TRACK is usedfor, keeping track of information on your PROGRESSSHEET, beginning a NEW CHAPTER, REPLAYINGCHAPTERS, and STORING THE GAME.Example: At the end of Chapter 2, the Consequence marker ison the 3 XP space of the Consequence track. The team gains 3Experience points to spend. They decide to spend them on 2 level ISkills for 2 of the Characters and 1 level I Skill for an Advocate.unlocked afterchapter 2level iii:unlocked afterchapter 2level iii:unlocked afterchapter 2VICTORY POINT TR ACKThe reverse side of the Game board contains a Victory Point track—instead of a Consequencetrack—that is used only for Chapter 3.The rules for moving the marker on the Victory Point track are the same as the Consequence track.If you draw a Consequence token with the red Consequence side, move the Consequence marker-1 space on the Victory Point track.Some Encounter cards instruct you to gain Victory Points as well, and when this happens, movethe Consequence marker the amount indicated by the card.“We can say that Muad’Dib learned rapidly because hisfirst training was in how to learn. And the first lesson ofall was the basic trust that he could learn.”- Princess irulan, The Humanity of the Muad’Dib6Example: You see the instruction “Gain 2VP.” Immediately move the Consequence marker 2 spaces onthe Victory Point Track.Again, there is no winning orlosing. The Victory Point trackis used to indicate the positiveimpacts of your actions duringChapter 3. end of the game, exper ience, v ic tor y points

NEW GAME, CREDITSPROGRESS SHEETThe final page of these rules contain a Progress page. This page is usedto keep track of various information between games.At the end of each Chapter, take a moment to write down all thenecessary entries from the Status Report on the Progress page,Encounters you have access to, as well as how many and which type ofResource tokens you have available.CHAPTERSNEW CHAPTEROnce you’re ready to proceed to the next Chapter, you can begin byfollowing the basic Setup instruction (see Setup, page 2) using thesubsequent Chapter Introduction indicated by the number in its top-leftcorner.R E P L AY I N G C H A P T E R SIf you wish to replay a Chapter, place all the Encounters back into theEncounter deck in numerical order, faceup. Each Chapter’s Encountersare distinguished by the first digit of the number (0,1,2, or 3), and with a“B” to indicate the reverse side of the card.For example: If you have just completed Chapter 2 and wish to replay it,you gather all the Encounters that begin with 2, and place them with thecorrect facing back into the Encounter deck in order.CREDITSP O R TA L G A M E SGAME DESIGN: Ignacy Trzewiczek, Weronika Spyra, Jakub PoczętyGAME STORY: Przemysław RymerGRAPHIC DESIGN: Mateusz Kopacz, Rafał SzymaCOVER ARTWORK: Mateusz LenartARTWORK: Mateusz Bielski, M81 Studio, Maciej Janik, Tomasz ‘Morano’ Jędruszek,Hanna Kuik, Maciej SimińskiRULEBOOK: Joanna KijankaEXECUTIVE PRODUCER: Grzegorz PolewkaENGLISH EDITOR: Tyler BrownThe authors thank the testers and editors for their help in developing the game.Special thanks to: Marek Spychalski, Joanna Kijanka, Joanna Wareluk, Grzegorz Polewka, MichałKulasek, Rafał Szyma, Olga Nowak-Zawiślińska, Damian Mazur, Iwona Idec, Marzena Trzewiczek,Patryk Pajgis, Iza Skowron, Piotr Skupień, Zuzanna Zalewska, Aleksander Kafarski, Zbyszek, Kuba,Eric, David, Luke and all other who helped with playtesting this product.Dear Customer, our games are assembled with the greatest care. However, if your copy lacksanything, we apologize. Please, let us know through the Customer Service form on our website:portalgames.pl/en/customer-serviceGALE FORCE 9PRODUCER AND BRAND MANAGER: Joe LeFavi Genuine EntertainmentCO-PRODUCER: John-Paul BrisigottiSpecial thanks to all those involved in the creation of this game:Brian Herbert, Kimberly Herbert, Byron Merritt, Kevin J. Anderson,and the Herbert Properties, LLCJohn-Paul Brisigotti and Peter Simunovich from Gale Force 9Our wonderful partners at Legendary and the extraordinary filmmakerswithout whom this game could not have been madeAnd Frank Herbert, author and creator of the Dune Universe,whose singular vision and imagination have inspired us all.Next, choose to reset the Chapter on the dune.playdetective.onlinewebsite—but remember, if you choose to reset a Chapter, all theinformation that you have gained and all the progress you have madewill be removed—so use caution when deciding to reset a Chapter.STORING THE GAMEDUNE: HOUSE SECRETS is made up of a Prologue and 3 Chapterstelling one overarching story. Playing the game over multiple sessionsis very likely. Storing the game between sessions is important. We’veprovided an insert to help keep track of your progress—when storingthe game, place all cards you’ve resolved in the right section of the boxinsert, and the unresolved Encounters in the left section.Published by: Portal Games Sp. z o.o.ul. H. Sienkiewicza 13, 44-190 Knurów, Poland. Copyright 2021 PORTAL GAMES Sp. z o.o.All rights reserved.Dune: House Secrets is an officially sub-licensed property from Gale Force Nine,a Battlefront Group Company.Dune 2021 Legendary. All rights reserved.prog ress sheet, ne w chapter, replay ing chapters, stor ing the game, game creators 7

PROGRESS SHEET8PROLOGUE (P)CHAPTER INotes:Notes:CHAPTER IICHAPTER IIINotes:Notes:

1 Map of Dune, 1 Map of Tel Gezer 1 Rulebook OVERVIEW DUNE: HOUSE SECRETS is a cooperative story-driven game where you join the resistance against House Harkonnen and experience a series of Chapters in the world of Dune. You play each Chapter through a series of Encounters trying to reach speciic Goals. Your ability to pursue