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import type { FactionId } from './catalog';
export const FACTION_RULES: Record<
FactionId,
{ basic: string[]; advanced: string[] }
> = {
choam: {
basic: [
'Begin with two spice and twenty forces in off-planet reserves. Your treachery hand limit is five cards.',
'Before any faction claims charity, receive two spice for each faction at the table, including yourself. Other factions’ charity comes from your available spice. Karama cancels your income and makes the bank pay charity for that turn; you may then claim ordinary charity if eligible.',
'You have no free force revival, but pay one spice per force with no normal quantity limit. A Karama response precedes the revival and may restore the three-force allowance and two-spice price for the phase. Tleilaxu can still permit five. See the CHOAM revival topic for allied benefits and cancellation.',
'During Mentat Pause, place Inflation to double or cancel next turn’s charity. At the next Mentat it flips to the opposite effect; at the following Mentat it leaves the game. Double prohibits bribes. Placement has a Karama response; mandatory flip and removal do not.',
'At each phase end, sell Worthless cards for two spice or reveal exact duplicates and sell surplus copies for three each. A Karama response precedes each sale. Once per turn, exchange one card each with your ally; both players choose and CHOAM confirms before either hand changes.',
'Use Kulon on your movement turn to add one territory of range. Use La La La during Revival to prevent a player’s free force returns for the phase; a reactive decision lets you stop a pending free revival before it resolves. Both cards have Karama responses before discard.',
'Trip to Gamont returns one other player’s force from a chosen sector to its reserves during Mentat. Elite types are preserved. A Karama response precedes the return, and CHOAM gets a final opportunity after the closing market before victory is checked.',
'Baliset prevents a player from moving into a territory occupied by CHOAM for the turn, while permitting shipment. Jubba Cloak protects CHOAM forces in one territory from a moving storm. Both powers have Karama responses before the card is discarded.',
'New supported Basic lobbies with CHOAM and the CHOAM and Ix decks enable the Kull preview by default; the host may turn it off. Each selected faction needs its deck, and other optional modules remain outside this profile. React to a legal Karama attempt with held Kull Wahad before costs. The original card stays reserved; only a different eligible Karama can counter before the phase ban applies. Success spends Kull, retains the original unplayed card and prevents the activating player’s Karama uses for the phase. Decline or prevention resumes the original once; a prevented Kull stays held but its physical card’s effect is blocked that phase. With Richese, supported Kull and counter discards offer Semuta, while structured bid, Revival, alliance and bribe commitments are unavailable. Phase-wide bid and combined turn-action questions and unfunded non-CHOAM Karama-dependent overbids remain deferred; see the Kull guide. Complete CHOAM rules remain unfinished.',
],
advanced: [
'Once per game, spend a real Karama and discard selected other cards for three spice each. The cash-in can occur during pending phase or power decisions, while committed battle cards remain protected. See the CHOAM special Karama topic for funding and timing details.',
'In a supported Advanced CHOAM and classic-faction preview lobby, the host can select printed Kull with the CHOAM and Ix decks and no optional modules. It intercepts supported special Karama intents before once-use or other costs, and BG Worthless substitutions before conversion. Successful Kull leaves an attempted special unspent and the original BG card held; ordinary later cancellation of BG conversion still discards its card. Advanced restricts the attempted effect; phase expiry is provisional. This preview does not enable Nexus Cunning Kull or combined modules.',
'Reserve spice to pay for some or all of your ally’s battle support. Each sealed plan records its own and allied shares. A Karama response may prevent this alliance benefit for one battle; unused funding returns at the end of Battle.',
'Receive half of each other player’s actual force-support payment, rounded down, unless any traitor is revealed. Your own payments, including support paid for your ally, go to the bank. A separate Karama response can cancel this battle’s income. See CHOAM combat for examples and outstanding interaction audits.',
'The Auditor is an additional strength-two leader. After using it in battle, CHOAM may inspect two randomly selected unused opposing Treachery Cards if it survives, or one if it dies, limited by the unused cards available. The opponent may pay CHOAM one spice per card that would be inspected to prevent the whole inspection; Karama can also cancel the power. Use the Auditor guide for the exact private choices and limits. Setup and inspection are supported in development games; complete combined play remains unfinished.',
'Supplied Advanced p29 permits Auditor revival each turn even after repeat deaths, for two spice before discounts and using the ordinary one-leader allowance. The five-ordinary-disc cycle policy excludes Auditor and is visibly provisional; it neither opens nor delays ordinary revival.',
],
},
ixians: {
basic: [
'Ixians have seven cyborgs and thirteen suboids. Cyborgs dial strength two in the basic game; each suboid dials one-half. Physical force tokens and combat strength are counted separately.',
'After battle casualties, surviving suboids may be exchanged one for one for cyborgs lost in that battle. Select the suboid and cyborg sectors in the substitution panel. A separate Karama response can stop the exchange.',
'Cyborgs move two territories, can bring accompanying suboids, collect three spice and cost three spice to revive. Standalone suboids move one territory and collect normally. These transport, collection and revival details now have tested support; select cyborgs in the force controls and choose the free-revival type in Revival.',
'Before starting cards are dealt, choose one from a pool of one per faction; shuffle and deal the remainder privately. Before bidding, inspect an extra card and return one to the top or bottom of the deck. Your ally may replace each purchased card with the deck’s top card. These bidding powers have separate Karama responses.',
'Start with ten spice, three cyborgs and three suboids in the Hidden Mobile Stronghold, and the remaining forces in reserves. One force revival is free, of either type. Mobile stronghold placement, route movement, entry, protection and victory counting have engine support. Setup and auction technology have private decision controls. Ixian faction starts are available as unfinished previews; full interaction audits and complete rules acceptance remain open.',
],
advanced: [
'A cyborg needs one spice to dial at strength two; an unsupported cyborg dials strength one. Suboids always dial one-half and cannot receive spice support. Suboid casualty substitution works in both basic and advanced battles.',
'Before Atreides sees a card, Ixians may once per bidding round replace the card being auctioned with one from hand. A private substitution choice and Karama response resolve before Atreides inspects the card. Special Karama can relocate the occupied mobile stronghold up to two territories during your own Shipment and Movement turn without consuming ordinary transport; use its route panel.',
],
},
tleilaxu: {
basic: [
'Start with twenty forces in off-planet reserves and five spice. Two force revivals are free.',
'Receive three Face Dancers after other factions choose their traitors. Reveal a matching victorious leader only after battle rewards are resolved, then replace its surviving army with your forces. See the Face Dancer topic for the full sequence.',
'Zoal copies the opposing leader’s strength in battle and for his death bounty. His ordinary revival value is three spice.',
'Other factions pay you for revival; your own revival has no normal quantity limit and costs half price, rounded up. Grant five-force limits, offer an ally half price, and negotiate early leader returns through the revival controls. Tleilaxu faction starts are available as unfinished previews; remaining powers, interactions and acceptance are still open.',
],
advanced: [
'Revive foreign dead leaders at your discounted bank price while your active pool has fewer than five leaders. Their original traitor identities persist. A dead ghola may be sold back by private agreement; living gholas cannot be sold back. See the foreign-ghola topic. Once per game, spend a real Karama at another faction’s normal revival declaration to prevent its normal force and leader revivals for that turn. The attempt pays nothing and returns no pieces. Card exceptions and complete timing remain under audit.',
],
},
atreides: {
basic: [
'Start with ten forces in Arrakeen, ten in reserve and ten spice. Two force revivals are free each turn.',
'Inspect each card before its auction begins. At the start of movement, inspect the next spice card. The auction and spice panels show this information privately.',
'Before battle plans are sealed, request the opponent’s leader, weapon, defense or dial. The opponent commits that element; a reply of no weapon or no defense still uses the request.',
'When allied, you may use battle prescience for your ally. The ally and their opponent receive the committed element; other players do not.',
'Voice resolves before prescience. A Karama response precedes the answer. Auction and spice peeks also have response windows; a canceled card stays hidden.',
],
advanced: [
'Once per game, spend Karama after ordinary battle preparation to privately inspect either combatant’s entire plan. The chosen player commits first. Atreides keeps the private inspection visible while the other combatant prepares and seals a plan; no inspection confirmation is required. This works in another player’s battle and is separate from ordinary prescience. See the special-Karama topic for remaining timing audits.',
'The Kwisatz Haderach becomes available once Atreides has lost seven forces in battles. Storm and worm losses do not count.',
'Use it with a leader or Cheap Hero in one territory per turn to add two strength. It contributes nothing if the accompanying leader dies, and it prevents that leader from turning traitor.',
'A lasgun–shield explosion kills KH only when it accompanies the battle plan and the explosion actually resolves. A traitor victory overrides the explosion. An ordinary leader death removes the bonus but does not kill KH or add to the leader’s bounty.',
'Revive KH for two spice once the Atreides leader cycle permits it, using the normal one-leader revival allowance. KH’s life or death never blocks ordinary Atreides leader revivals. Ghola can return a dead KH for free without using that allowance.',
],
},
harkonnen: {
basic: [
'Start with ten forces in Carthag, ten in reserve and ten spice. Two force revivals are free each turn.',
'Keep all four dealt traitors, including any of your own leaders. Begin with two treachery cards and a hand limit of eight.',
'After acquiring an auction card, draw an extra card if there is room in your hand. The bonus has its own Karama response.',
'You may reveal a traitor against your ally’s opponent. This choice belongs to Harkonnen; the ally cannot reveal your cards for you.',
'Karama can cancel an ally-support reveal. It cannot cancel a traitor reveal in Harkonnen’s own battle or reduce the eight-card hand limit.',
],
advanced: [
'After a battle victory, randomly capture an eligible surviving leader from the loser. Leaders already used in another territory that turn are excluded.',
'After casualties and card choices, choose whether to capture. A Karama response resolves before the random draw. Inspect the captive, then execute it for two spice or retain it for one battle.',
'An executed captive is placed face down and counts as having died twice. Its identity and state remain concealed from other factions; the original owner, Harkonnen and Tleilaxu may inspect it. A surviving captive returns after its one battle; a killed captive goes to its owner’s tanks.',
'Once per game during Bidding, spend Karama to take up to four unseen cards from another player, inspect the combined hand, then return the same number. The return may include newly taken cards; temporary hand-limit excess is allowed during the choice.',
'Return captives immediately if all of Harkonnen’s own leaders are dead. Captured leaders can still be traitors. Only captor and original owner receive the captive’s identity privately.',
],
},
emperor: {
basic: [
'Start with all twenty forces in reserve and ten spice. One force revival is free each turn.',
'Receive payments for other players’ auction purchases. Your own purchases pay the bank; a Karama purchase pays no spice. A cancellation sends one auction payment to the bank.',
'Give spice directly to your ally. After the response window it is immediately spendable, unlike a deferred bribe between non-allies.',
'During Revival, pay two spice per extra allied force, up to three extra forces per turn. These are separate from the ally’s normal three-force allowance and may be purchased before or after ordinary revivals.',
'Spice gifts and extra revival uses have Karama response windows. Canceling a use spends neither the Emperor’s spice nor the extra-revival allowance.',
],
advanced: [
'Five Sardaukar forces have a printed battle strength of two each, except against Fremen, where they count as ordinary forces.',
'Spice support applies per token. A supported Sardaukar contributes two strength; an unsupported Sardaukar contributes one, except when fighting Fremen.',
'Once per game during Revival, spend Karama to revive up to three of your own forces or one of your own dead leaders for free. These special returns do not use normal revival allowances, including the ordinary one-Sardaukar limit. With Homeworlds, a low Salusa prohibits free Sardaukar returns; normal forces and eligible leaders remain available.',
'An elite token counts as one force for ordinary revival. Only one Sardaukar may be ordinarily revived per turn; the Emperor’s special Karama is separate.',
],
},
fremen: {
basic: [
'Begin with three spice and ten forces split as you choose among sectors of Sietch Tabr, False Wall South and False Wall West. The other ten forces stay in reserve.',
'Revive up to three forces for free each turn. In the base game, Fremen cannot buy normal force revivals. When Tleilaxu is in the game, paid returns are allowed within the current limit: three normally, or five with Tleilaxu permission. Enabling the Ix expansion without Tleilaxu does not grant this exception. La La La prevents free returns but leaves this paid method available when Tleilaxu is present. Emperor-funded extras and Ghola remain separate.',
'Bring reserves to the Great Flat or one territory within two territories of it for no spice, subject to storm and occupancy restrictions. Ordinary movement has range two, or three when eligible for ornithopters.',
'Worms do not devour Fremen. After the Nexus, move some or all forces from the worm territory to a legal destination. The destination’s existing forces survive.',
'You choose whether a worm spares your ally and whether to grant your ally three free force revivals. These benefits are optional.',
'Basic final-turn victory requires protected sietches empty or occupied by Fremen and no Atreides/Harkonnen/Emperor in Tuek. Reciprocal allied Ecaz cooccupation is permitted at Sietch Tabr only; other conditions remain. Advanced follows the separate supplied two-sietch allowance below.',
],
advanced: [
'Once per game during Spice Blow and Nexus, spend Karama to call Shai-Hulud in sand. Resolve destruction and optional protections immediately; Nexus follows at the end of the blow, with eligible Fremen rides afterward. The called worm consumes no spice-deck card.',
'After the first turn’s dials, a secretly selected storm card determines the next storm. Fremen learns that card in advance; it is revealed when used.',
'Additional worms after the first in a spice blow can be placed in a sand territory chosen by Fremen.',
'Fremen loses half its forces, rounded up, to storm exposure. Reserves may arrive under storm at half loss. Ordinary movement and worm rides may not enter or leave storm.',
'Three Fedaykin tokens count as two forces in battle and casualties. Only one may be revived per turn. All Fremen forces fight at full strength without spice support.',
'Supplied Advanced p32 permits reciprocal Ecaz/Fremen cooccupation in both Sietch Tabr and Habbanya Sietch for the final-turn special victory. Ecaz without Fremen still blocks. Richese also blocks Tuek in Advanced; prior ordinary victory and Guild fallback ordering remain unchanged.',
],
},
guild: {
basic: [
'Start with five forces in Tuek’s Sietch, fifteen in reserve and five spice. One force revival is free each turn.',
'Choose one shipment: reserves to Dune, one on-planet territory to another, or one on-planet territory back to reserves. Movement follows shipment.',
'Pay half the normal shipment rate, rounding the total cost up. Returning forces cost one spice per two tokens, rounded up.',
'In classic-faction games without optional modules, a Guild or allied ordinary reserve/cross-planet shipment and Guild’s own return to reserves wait for a Karama rate response before paying. Canceling the discount charges the normal one/two-spice-per-force destination tariff for the exact force group and original approved payment split; return uses one spice per force. If that split or the saved physical group cannot complete, the declaration returns unused, and a replacement this turn uses full price. The full-price return and safe withdrawal are table interpretations, not dedicated publisher examples; a separate native cross/return-permission response is also connected before payment or departure. Permission denial preserves the discount and another legal shipment or movement; immediate redeclaration for that original opportunity remains provisionally blocked. Optional combinations remain partial.',
'Receive spice for other factions’ ordinary off-planet shipments and allied cross-shipments. Karama shipping and a canceled Guild payment go to the bank. Fremen’s normal reinforcements provide no income. Any spice the Guild contributes toward its ally’s shipment goes to the bank.',
'Allies can ship from off-planet or cross-ship on Dune at half price. They cannot ship back to reserves. Allied Fremen may pay to cross-ship from southern reserves to any legal destination. Allied cross-shipments pay the Guild; any Guild-funded share goes to the bank.',
'If the game reaches its end without another qualifying victory, Guild and its ally win through the Guild special victory.',
],
advanced: [
'Choose when to take the complete shipment-and-movement turn: first, last or between other players’ turns.',
'Once per game, spend Karama to stop a declared off-planet shipment before payment and arrival. No Guild income or accompanying advisor is triggered; ordinary movement remains available. The internal special-Karama reference records settlement details still awaiting clarification.',
'Keep shipment followed by movement together. Other players retain their relative storm order, and no player gets an extra movement turn. Choose now or wait before each remaining player starts; no advance declaration of your eventual position is needed.',
'The first attempt to act early or delay your normal turn has a Karama window. Cancellation keeps you in normal order for this phase. Once a delayed turn is allowed, you may choose between later players or go last.',
],
},
beneGesserit: {
basic: [
'Start with one force in the Polar Sink, nineteen in reserve and five spice. One force revival is free each turn.',
'Secretly predict another faction and a turn. If that faction wins normally on that turn, including in an alliance, Bene Gesserit wins alone. Fremen and Guild special victories cannot trigger the prediction.',
'After another faction ships from off-planet, optionally send one reserve force to the Polar Sink for free. Fremen reinforcements and on-planet Guild transport do not trigger this benefit.',
'Use Voice to require or forbid a battle card category: projectile, poison, lasgun, shield, snooper, worthless or Cheap Hero. An opponent unable to comply is released from the requirement.',
'You may Voice an ally’s opponent. Voice resolves before prescience and sealed battle plans; the response window allows one use to be canceled.',
],
advanced: [
'After Fremen setup, place one advisor in a territory of your choice, turning it into a fighter if the territory is empty. Advisors and fighters use distinct sides of the same force tokens.',
'Advisors coexist peacefully. They do not contest strongholds, fight, collect spice, supply ornithopters or enable Family Atomics. Storms, worms and explosions can still kill them.',
'A free accompanying shipment may place an advisor in the arriving faction’s territory. That advisor cannot become a fighter during the same turn while other forces remain there.',
'Ordinary shipments enter as fighters unless joining existing advisors. Arriving forces match the Bene Gesserit type already in that territory. Advisors moving into an empty territory become fighters; those entering an occupied territory without another Bene Gesserit group may remain advisors or become fighters.',
'When another faction enters your fighters’ territory, you may turn them into advisors. Between the spice phase and the first shipment, you may turn eligible advisors into fighters to contest their territories.',
'Receive two charity spice regardless of wealth. Worthless cards may be used as Karama, with the card discarded when used.',
],
},
richese: {
basic: [
'Begin with five spice, twenty forces in reserve and two free force revivals. Keep your ten technology cards in a separate cache, outside your hand and the ordinary Treachery Deck.',
'At each Bidding phase, declare whether a cache lot replaces the first or last ordinary lot. Reveal its card when that lot begins, using Once Around or Silent bidding. Other buyers pay you; your own purchase pays the Emperor or bank. The card must fit in the buyer’s hand.',
'Once Around lets each other faction bid or pass once in your chosen direction before your final opportunity. Silent bidding reveals simultaneous offers and resolves ties in storm order. A zero result allows the cache card to be kept or removed. Ordinary Karama acquisition cannot take this special lot.',
'Your concealed No-Field tokens represent zero, three or five forces, while counting as one presence until revelation. Actual forces come from the reserves available when the token is revealed. Use the No-Field guide for shipment, movement and revelation choices.',
'You may give your ally a Richese-family card already in your hand when they have room. Allied No-Field shipments reveal immediately and use the ally’s reserves.',
'Exhausted/canceled cache restores the declared ordinary pool. Basic mixed No-Field battles and Guild/active-Karama allied prices now have connected, visibly provisional first versions. Technology-card controls are present in bounded scopes; wider timing, custody and combined interactions remain for refinement.',
],
advanced: [
'Before the regular auction sequence, Black Market may offer a concealed card from your hand. The buyer pays you. An unsold card stays in your hand; a completed sale reduces the regular auction pool by one. Atreides can inspect the offered card.',
'Once per game, spend Karama and three spice to acquire an eligible cache card privately for your hand. This is separate from an auction purchase.',
'Richese occupation of Tuek’s Sietch also prevents the Fremen special victory in Advanced play.',
'Ordinary mixed No-Field battles and Guild/active-Karama allied prices share Basic’s visibly provisional policies, with native Advanced support and shipment-stop timing. Full-hand Box exchange is likewise provisional. A positive Black Market self-purchase provisionally keeps the same card while making the normal payment; wider card interactions remain guarded, and supplied p34 excludes Ixian Technology from Richese auctions.',
],
},
ecaz: {
basic: [
'Begin with twelve spice, six forces in Imperial Basin, fourteen in reserves and two free force revivals. Your Ambassador supply contains the reusable Ecaz token and five random other identities.',
'After Revival, place Ambassadors in eligible strongholds, paying one spice for the first, two for the second and so on that turn. Eligible enemy entry lets you trigger an effect for yourself or your ally. The Ambassador guide explains each identity and its choices.',
'Your Ecaz Ambassador can acquire an available Duke Vidal or offer an alliance when both participants are unallied. Duke availability, loans and custody use his separate rules.',
'You and your ally may share territories. Divide shared desert spice by agreement; without agreement, divide as equally as possible and give the odd spice to your ally. Both factions occupying each of three qualifying strongholds provides an allied victory route.',
'When you are allied with Fremen, sharing Sietch Tabr does not itself prevent the Fremen special victory. Its other conditions still apply.',
'Basic combined Occupy, the Tleilaxu Ambassador first-death leader alternative and the new-ally Duke loan now have connected first versions, with explicit provisional policies where the source is unresolved. Exceptional custody and competing arrival interactions remain for refinement; this is not complete-mode certification.',
],
advanced: [
'At Spice Collection, both allies receive the normal bank income from a jointly occupied Arrakeen, Carthag or Tuek’s Sietch. Canceling Ecaz’s Collection benefit leaves the ally’s income intact.',
'Loyalty: before initial Traitor dealing, randomly set aside one of your five native Traitor Cards face up for everyone. It stays outside the deck for the whole game, including later Traitor and Face Dancer draws. Karama cannot prevent this automatic power; the corresponding leader disc is unchanged.',
'In the bounded Advanced Occupy preview, choose Ecaz or your ally as lead. The lead uses its own leaders, cards and spice; total dial includes the ceiling of half your fighters at free full strength plus chosen allied army strength. An ordinary win leaves the floor of half your fighters and settles allied dial losses separately. Every participating whole army must be storm-clear and connected.',
'Karama prevention keeps the selected lead but switches to that lead’s own forces; the other ally contributes zero. These numbers use the authorized revised Advanced sheet, not a Basic ruling; only Ecaz may revive Duke, including by Ghola.',
'Once per game before plans reveal, declare special Karama while playing neither weapon nor defense. The supplied p30 disc difference has a connected provisional virtual-strength/no-extra-casualty first version; the owned panel explains the formula.',
'Loyalty, Collection and bounded Advanced Occupy have connected development implementations. Remaining powers and combined interactions are still being completed; this sheet is not a complete faction certification.',
],
},
moritani: {
basic: [
'Set up last with six forces in an unoccupied territory, fourteen in reserves, twelve spice and two free force revivals.',
'Keep six Terror identities hidden: Assassination, Atomics, Extortion, Robbery, Sabotage and Sneak Attack. Once each Mentat Pause, place one token or relocate one already placed. Eligible enemy entry into its stronghold offers an optional reaction.',
'Before revealing a would-trigger token, Enemy of My Enemy may offer the entrant an alliance, except Ecaz. Acceptance replaces existing alliances and returns the token; refusal requires its revelation.',
'When your ally loses a battle that has a winner, the ally may retain one eligible played Treachery Card that it could have kept after winning.',
'Moritani can acquire Duke Vidal at the end of Shipment and Movement under his separate stronghold-battle and custody conditions. Inspect his guide before choosing him for a battle.',
'All six Terror effects have bounded first-version controls, including Atomics and Extortion. Exceptional leader custody and full combined interactions remain for refinement. Public Terror descriptions never reveal the identities of placed tokens.',
],
advanced: [
'After losing a qualifying battle with no traitor called and the opposing leader surviving, you may reveal a held Traitor Card naming a different leader from that opposing faction. A living target dies and pays its printed strength from the bank; an already-dead target pays nothing.',
'During Mentat Pause, set the revealed card aside face up as that faction’s use marker and draw its replacement. Use this advantage once against each faction; Karama cannot prevent it.',
'Once per game after a battle loss with a winner, special Karama can force kept/discarded subsets of that opponent’s public played cards. Owned selectors, native cost and cleanup are connected; mandatory named-card disposal has explicitly provisional precedence.',
'Advanced assassination is available in an opted-in development preview. The duration of forfeiture after calling a normal traitor and exceptional leader-custody interactions remain unresolved.',
],
},
};