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My bad for reading only the first half of thre description!
The two region dice are also a alternative, use one or the other. I prefer the one with west direction on regions 3 and 5, as they are both the numbers with only one region inside it and so less likely to be frozen on. The game tends to be better to play with a prevailingly east-moving sandstorm; if it continually runs back and forth over the same 2 or 3 regions, not that great for anyone who has forces there.
Why are there 2 Tleilax cards?
And why 2 Region dice?
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ps: soundtrack for playing:
https://www.youtube.com/watch?v=MCiRR3X7rjM
To answer your first question, Bene Gesserit choose one other faction before the game starts, if that faction wins the game whilst not in an alliance the Bene Gesserit steals the win instead. The tokens allow you to choose a faction, keeping token facedown throughout the game to be revealed at the end.
It's been a long time since I played, but mindgames are the main focus of the game, you want to only spend enough troops on combat to defeat the enemy. You also want to use your ally's troops as cannon fodder in place of yours, but not so much that people refuse to ally with you. Sardaukar are also great to gain a secure hold over an area, but they are weak to sandstorms and kanly attacks, so don't rely on them.