In the social deduction game Dune: Betrayal, players take on the identity of one of the iconic characters of Dune, each representing a distinct role within the factions vying for control amid the s...
Dune: Imperium is a game that finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian ...
The Bene Tleilax advance their own agenda by trading in genetic innovations. Will you hire Face Dancer spies of unmatched skill? Regrow damaged tissue and organs? Or dare to employ people restored ...
Conflict spreads across the Imperium in Dune: Imperium – Rise of Ix, the first expansion to the award-winning board game.
• Enter the fray as one of three new Great Houses with unique leader abilit...
In Dune: Imperium Uprising, you want to continue to balance military might with political intrigue, wielding new tools in pursuit of victory. Spies will shore up your plans, vital contracts will ex...
Dune, A Game of Conquest and Diplomacy builds on 40 years of development, refinement and evolution from the original classic game.This is NOT a reskin of the classic Dune game, re-published in 2019...
This expansion adds two new factions, the CHOAM and the Richese, to the Dune boardgame, along with 2 new variants.
The Combine Honnete Ober Advancer Mercantiles or CHOAM controlled much of the econ...
This expansion adds House Ecaz and House Moritani, to DUNE: The Board Game.
House Ecaz: House Ecaz is ruled by Archduke Armand Ecaz, who is well respected in the Landsraad and keen to strengthen hi...
The Great Houses of the Imperium live and die by their lineage. Plots unfold over generations as Emperors build dynasties, and the Bene Gesserit weave prophecy into reality. As alliances rise and f...
Desert War is an expansion for Dune: War for Arrakis that introduces new units for both the Harkonnen and Atreides factions, further detailing the harsh reality of the conflict fought on the burnin...
Arrakis is a desert world seemingly dead and barren, yet here lies the most important resource in the galaxy: Spice. Without Spice, space travel is impossible, and humans become little clusters on ...
The Spacing Guild expansion introduces a Space Board where Guild Heighliners will race through space to bring reinforcements to Arrakis, as well as one Heighliner Board for each faction, where play...
Drawn by the scent of guilt, the Diaemus - a grotesque, bat-like demon - is both a portent and purveyor of misery. Legend says the Diaemus feeds on guilt, drawn to shady places where dark emotions ...
Rumours tell of an owlbear too intelligent to be merely an animal, and too deadly to be left alone. Could it be linked to the disappearance of a power hungry druid, years ago? Venture into an ancie...
Taverns are a frequent feature in almost every fantasy roleplaying campaign, yet they're rarely given time to shine. That ends now. Your party's tavern visits will no longer be a means to an end. W...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '