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Tutorial

Create a custom Dune faction

Make a homebrew faction for the Dune board game, step by step, and get its faction sheet, shield, tokens and cards to print or share.

What you will make

A faction on Dune Zone is one form. From it, the site draws everything you need at the table: the faction sheet, the shield, a token and a traitor card for every leader, the troop tokens, the faction token and the alliance card. Change the logo once and every piece follows.

55Warden Ishara
Sand Wardens
Alliance

Your ally may move one extra territory.

You may give your ally spice at any time.

One faction, many pieces: a leader token, a troop token and the alliance card, all drawn from the same form.

You need an account and an idea. A first faction takes about half an hour; the rules take as long as your playtesting does.

Step 1

Sign in and open the faction creator

A faction belongs to the account that made it, so the creator asks you to sign in first. Then open the faction creator.

The creator is one form split into tabs. The left side holds the fields; the right side draws the piece you are working on, so every change shows up as you type. You do not have to fill the tabs in order, and nothing is public until you save.

Step 2 · Identity & Appearance tab

Name it and give it a look

The name is printed on every piece and becomes the faction’s web address, so pick it before you share a link. Names may repeat; each faction still gets an address of its own.

Pick a logo from the symbol library. It goes on the faction token, the leader tokens and the shield. Then choose a background: a texture with two colours laid over it, which every token and card is painted on. The faction sheet theme colour is for headings on the sheet.

Step 3 · Faction leader tab

Choose a faction leader

Every faction has one faction leader, the character who stands for it. Give them a name and a portrait from the portrait library. The faction leader is drawn on the faction shield.

Step 4 · Leaders tab

Add supporting leaders

Supporting leaders are the ones that fight in battles. Five is what the official factions have, but anything from none to ten works. Each one needs a name, a portrait and a strength: a whole number, a single character such as X, or blank to leave it off.

Drag the rows to change their order. Each leader becomes a leader token and a traitor card.

Step 5 · Planets tab

Add planets, if your faction has a home

This tab is optional. A planet has a name, an illustration from the planet library and a short description, and it is listed on the faction’s page.

Step 6 · Troops tab

Define your troops

Most factions have one kind of troop; some have elite troops too. For each kind, pick an icon, describe it and set how many tokens are in the box. That count is printed on the sheet as ×20.

Then set its battle values: its strength, its strength when supported with spice, and what that support costs. A troop that does not fight in battles can say so. If your troop flips to a second side, like the Bene Gesserit’s advisors and fighters, add a back face with values of its own.

Step 7 · Alliance tab

Write the alliance advantage

This is the help your faction gives its allies. The text is printed on the alliance card, next to your troop and logo. Decals are optional small symbols for the card’s corners.

Step 8 · Rules tab

Write the setup and special rules

Starting instructions say where your troops begin and anything else that happens at setup. Starting spice is a number of its own. Revival instructions say how many troops come back each turn for free.

The last part is the faction’s special Karama power. You can rename the section to Fate if that suits your faction better, and give the rule a title of its own.

Step 9 · Advantages tab

List the faction advantages

Advantages are the rules that make your faction play differently. Add one per rule, with an optional title. If an advantage can be boosted with a Karama card, describe that in its Karama field. Drag them into the order you want them read.

Step 10 · Phases tab

Add your own phases, if you need them

Optional. If your faction adds a step to the turn, such as a prediction at setup or an action before bidding, declare it here with a name and instructions. It is placed before the turn phase or setup step you choose, so players know when it happens.

Step 11 · Extras tab

Bring your own cards and tokens

Some factions need pieces nothing else has: a deck of their own, or special tokens. Make those first with the card and token creators, then pick them here. They come along with the faction when a game is set up.

Step 12 · Complexity tab

Check the complexity rating

Dune Zone works out how hard your faction is to play from its rules. If you know better, set the rating by hand; readers then see your rating instead.

Step 13

Review the sheet and save

Open Review faction sheet in the toolbar to see the whole faction as one printable sheet. Anything missing is listed at the top of the page; pick a warning to jump to the field.

Then press Save faction. Your faction gets its own page in the faction catalogue, and within a few minutes its faction sheet PDF and images are ready to download and print.

Step 14

Share it and keep improving it

Send the faction’s link to your play group, or print the faction sheet. After the first save you can give the faction to a Group, so friends can edit it with you.

A Ruleset collects the factions and Rulebooks a group plays with; ask its maintainers to add yours, or start a Ruleset of your own. Each time you save, the sheet and images are drawn again, so they always match the latest version.

Ready?

Open the creator and start with a name. You can save, leave and come back to it as often as you like.