Leaders
Troops
Can be returned to reserves at any time
Untested
after surviving 1 combat, can move to any territory at start of shipment & movement phase.
Tested
0.5 strength normally, 1 strength when spice dialed.
Troop
No leaders can be played
The test subject
Advantages
A test of peace
At the revival phase, count how many turns there have been without any leader deaths. You take that many spice from the spice bank.
You take 0 spice from the spice bank this turn, and your tracker is reduced by 2.
A test of charm
When anyone makes a binding deal that does not involve you, you may take 1 spice from the spice bank.
A test of resolve
Before you resolve your battle, you may ask to see 1 treachery card of your opponent they will not play in their battle plan.
Your opponent may show you a card and still play it, but if they do, you can take that card, even if you lose the battle.
(before battle resolve) Your opponent does not have to show you any card, you cannot take any card.
A test of finance
Each player may (not your ally) exactly once per game, challenge you to a "test of finance".
When this happens and you have 20 spice or more, you must give them 5 spice.
If you have fewer, you may bring your spice total up to 20 from the spice bank.
A test of loyalty
If you are allied to the same faction for more then 2 turns, you and your ally may swap seats.
Alliance
Your ally can choose the next spice card on any 1 spice blow, including from any discard.
Testing the limits
Take all items belonging to the "test faction" and remove them from play.
Pick any other faction currently not in play and you start playing as that faction. Perform their "at start" immediately.

