Leaders
Troops
Basic: strength 1. Advanced: strength 1/2 without spice, or 1 with 1 spice support.
Harkonnen Troop
0.5 | 11
Advantages
Traitors
Keep all 4 Traitor Cards dealt at setup, including your own. You may reveal a matching opponent leader in your own battle.
Cannot stop a traitor call in your own battle.
Treachery
Your hand limit is 8. Whenever you buy a Treachery Card, draw one extra from the deck if room remains. With 7 cards, buying fills your hand and gives no bonus card. With 8, you must pass.
Prevent one bonus card, not your hand limit.
Advanced: captured leaders
After a win you may randomly capture one available leader from the loser, including the battle leader if alive. Exclude dead leaders and those used elsewhere that turn. Inspect it, then kill it face down for 2 spice or keep it for one battle. A face-down execution counts as dying twice.
Prevent capture after one battle.
Advanced: using a captive
A captive may turn traitor. Return it to its faction after its one battle if it survives. A killed captive goes to the Tanks for its own faction. Return all captives immediately when all your own leaders are dead. You and the original owner know its identity and may disclose it.
Cannot stop use of an already captured leader.
Alliance
You may reveal a traitor matching the opposing leader in your ally's battle. Karama may prevent this allied traitor call.
Faction Special Karama
Exchange secrets
Advanced Game, once per game during Bidding: spend a Karama to take up to 4 random cards from another hand. Combine them with your hand, then give that player the same number of cards of your choice. You may return cards just taken. A full hand does not prevent this temporary exchange.
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