Sigrid
If Koshka is the main character, Sigrid is her counterpart. A strong and determined soldier who can change the balance of a battle with her fighting skills.
"Use during a battle, immediately after you roll one or more dice to attack or defend. Collect all of the dice that rolled blank and re-roll them."
In DUST the player use special dice to determine the final outcome. These dice have two faces showing a "hit" and four showing nothing. The power to reroll all the "blanks" can really change the outcome of the battle. You can use Sigrid's power only once during a complete game round.
Ace of the Sky
"Use at the start of a battle, before any dice are rolled. All friendly air units have their combat values increased by one for the duration of the battle."
There are 5 different combat units in the game. Fighters and bombers are the air units. Each unit has a combat value that is the number of dice you roll when it's involved in a battle. This card improves the strength of the air units and can be used when you attack or when you defend.
Raketen Truppen
"Use during a battle involving at least one of your land units, immediately after you roll one or more dice to attack or defend. Reroll all of those dice, and use the new results, even if they are worse than the original results."
The Raketen Truppen are special infantry units equipped with a jetpack. They can used in the game to alter the outcome of a battle. Their equipment doesn't work properly every time and this is the reason why the reroll can occasionally be worse than the previous one.
Mech Builder
"Use at any time during your production phase. Place one free mech unit on any area where you have a production center. This unit does not count against that production center's normal five-unit production limit."
Mechs are the elite land units. They are powerful, but quite expensive to build, so this card can be decisive, maybe too much especially if played at the very beginning of the game, when players have only few units under control. For this reason the "epic" set of rules (and the Italian rules as well) say that the player can build just a single mech, it doesn't matter how many production centres he's got. .
Alien Radar
"Use at the start of a battle, before any dice are rolled. Retreat all of your units according to the normal rules for retreats. This ability persists for the remainder of the game round. That is, you may retreat in the same way from any battle involving your units, as long as you announce that you will do so before any dice are rolled."
Sometimes your unit are to be overrun by enemy's forces and this card can help you avoiding a doomed battle. In the Italian version, the power of this card has been reduced. It can be used just once on not for the entire game round.
Nurse
"Use when one of your units is destroyed in battle. Roll a die. If you roll a blank, that unit is not destroyed, and instead retreats according to the normal rules. If you roll a hit, it is destroyed as normal. For the remainder of this battle, each time your opponent destroys one of your units, roll a die in the same way."
This is another very useful defensive card. Instead of being destroyed by enemy's fire, your units have a second chance to survive and retreat. The card can be used just once during a game round but is effective for the entire length of a battle either attacking or defending.
Diplomat
"Use at the start of your production phase. Choose one other player, who becomes your "ally" for the duration of the game round. Neither you nor your ally may attack, or make special attacks against, the other."
There are moments in life when a ceasefire can be more powerfull than any attack.
Secret Weapon
"Use at the start of a battle, before any dice are rolled. Your opponent must immediately retreat all of his units from that battle's target area. You may not activate this ability if it would cause your opponent's units to be destroyed."
Paolo Parente's DUST comics are full of deadly weapons derived from the most incredible experiment. The use of these weapons can upset also the bravest units.
The Italian rules say that this card can't be used against units defending Capitals.
Ballistic Missiles
"A player who chooses the ballistic missile card during the initiative phase may make
one special ballistic missile attack sometime during the combat phase of his player
turn. To do so, he announces the attack, chooses a target area, spends a combat
point, and then rolls three dice. For each hit he chooses and destroys one unit in that
area. He may choose any units he wishes.That is, he need not choose fighters before
bombers, nor tanks before mechs. Special ballistic missile attacks may not be
launched against capitals."
In the Italian rules the strength of this card (that is the number of dice you roll)depends on the number of production centres the player controls. Any production centre = 1 die. The Italian rules also specify that the missiles must be uses only on enemy land areas, whiel the english rules (both Epic and Premium) allow the use also againsta sea areas (that means against submarines).
Mech Dropper
"Use during your combat phase. Take any number of your own mech units from any area or combination of areas and move them on a enemy area you want to attack. They can't be used in conjunction with other combat units. The mech dropper can be used just once during your combat phase. This is a special attack and you need to spend a combat point to make it."
This is one of the most powerful card in play because you can use it to make a sudden attack to an enemy controlled area far, far away from the front. The biggest problem is that once dropped the mechs are alone and they are as strong as vulnerable. Use this card wisely and you can turn the outcome of the war, otherwise you are going to loos most of your expensive elite units. The dropped mechs can't retreat from battle.
Koshka
In the comics Koshka is the main character and we decided to give her a very special power in the game:
"Use as another player's player turn begins. Interrupt that player and take your player turn, instead. That player takes his player turn after your player turn is finished. (You do not get an extra player turn in this game round, however. The order of turns is simply changed.) If two players use this ability to interrupt the same player, the player whose card has the most tie-breaker stars takes his player turn first."
Note that Koshka's card has very low Combat Points value. If you don't use Koshka's power you will be likely the last player in turn.
While the basic use of the cards is to determine the game round and how many points each player has to move, fight and produce new units, the pictures give you a special power that can be very useful in developing your strategy.
Although the special power lasts for just one round, playing the right card in the right moment can change the flow of the game in your favor or avoid a sure defeat. This is the reason why sometime can be better play a card that won't give you the advantage to play first, but the special power you need. The deck has been designed in order to have a balance between the numbers and the powers so that no card is "stronger" than any other.
Below you can see a sample of the 11 different special power. Click on the small pictures to have a closer look. The text explain how to use the cards during the game and is a revised version of the English rules.