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# Optional three-stronghold alliance victory
## Group ordinary-shipment funding — 28 October 2026
**Staged Basic prototype, not a selectable game mode.** Group allies can set
aside separate amounts for each other during Shipment and Movement. A shipper
may explicitly allocate amounts from each pledged donor to an ordinary physical
reserve shipment; the authoritative payment rechecks those exact pledges,
charges the shipper's remainder once, and retains each donor's identity. An
outside Guild receives the eligible payment. Unspent pledges return to their
respective donors at phase end. Alliance edge authorizations are renewed on
formation, preserved for surviving edges and revoked on departure, with
aggregated refunds for removed edges. Controls show only the viewer's own
outgoing and incoming pledges; bots may continue using their own spice.
This first path is limited to Basic classic-faction staged groups without a
Guild member, optional modules, Karama shipment pricing or special transport.
Guild-allied rates, other shipment types, group-funded bidding, and the
remaining faction benefits and interactions are not connected. No lobby can
start a group game yet. The recipient-specific pledge and allocation procedure
is a provisional online convention rather than a printed worked example.
## Group Nexus negotiation — 28 October 2026
**Integrated groundwork, not a selectable game mode.** In a staged Basic
classic-faction Nexus with the group ledger present, a pair member or an
unallied entrant can propose adding the entrant. Every participant must
explicitly agree; a decline cancels the invitation and preserves the pair.
Each proposal has a fresh event and revision, and an unanswered invitation
holds the Nexus. Leaving a three-member group retains the other pair and its
original edge age. Pair offers involving the newly formed group are cleared.
The staged table renders the group controls and minimal bots can answer.
Unanimity, cancellation, the pending-Nexus hold and the surviving pair are
provisional online procedures, not publisher rulings. This scope excludes
expansion decks/factions, Advanced, optional modules, live Truthtrance
commitments and pledged aid. No lobby creates the group ledger: faction ally
benefits, group funding and other interactions must be connected before any
player can start the printed larger-alliance option. The separate unlimited
alliance variant remains missing.
**Prototyped / Partial — 28 October 2026.** The host can select a shorter
two-member alliance game in the lobby. With at least three physical
controllers, allied factions need three distinct qualifying strongholds
instead of the default four. A solo faction keeps its normal target, a
separately agreed extra-stronghold requirement is added afterward, and Tech
Tokens retain their existing ownership requirements. The same calculation
drives public progress and the Mentat victory decision. Changing the setting
clears human readiness; older games omit it and retain the default.
The 2019 GF9 rulebook's optional alliances table, printed p. 24, lists a
two-member alliance with three strongholds as a shorter game. The
[publisher rulebook mirror](https://www.boardgamesbot.com/assets/games-library/dune/manual_eng.pdf)
preserves that table. This first version keeps the existing four-stronghold
target for two physical controllers, including the two-faction-per-person
setup; priority between that special setup and this optional table is a
provisional interpretation. Larger alliance variants require separate
membership and interaction work. Advanced and expansion combinations are not
certified by the Basic-focused evidence.