- players
- 1–4
- minutes
- 90
- years
- 14+
In the box
1 board · Imperium cards and starting decks · Intrigue cards and Conflict cards · Leader boards · Wooden agents and troop cubes · Spice, Solari and water
Box details
- Designer
- Paul Dennen
- Publisher
- Lucky Duck Games
- Mechanics
- Deck BuildingWorker PlacementArea MajorityOnce-Per-Game AbilitiesSolo Play
- Expansions
- Dune: Imperium – Rise of Ix · 2022
- Dune: Imperium – Immortality · 2022
- Dune: Imperium – Bloodlines · 2025
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
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The basics
Each player sends their Agents to Arrakis and across the Imperium, builds their deck and fights conflicts to score the most victory points. On your turn, play a card to send an Agent to a space it allows; once your Agents are placed, reveal the rest of your hand: Persuasion buys cards, swords add strength to your troops in the Conflict. The round becomes the last as soon as a player reaches 10 points or the Conflict deck is empty; the most points wins.
The rules, step by step
Setup
1 leader each, Starting deck, 1 point at the start
- Each player chooses a leader and takes their starting deck, Agents and troops, and places their Influence markers at the start of the four factions' tracks.
- Form the Conflict deck and the Imperium Row.
- Each player starts with 1 victory point.
How to play
Send an Agent, Then Reveal, Persuasion and swords
- Each round, a Conflict is revealed and each player draws five cards.
- On your turn, play a card to send an Agent to a board space it allows, and apply that space's effect; you may deploy troops there into the Conflict.
- When you have no Agents left, or when you choose to, take your Reveal turn: your remaining cards give Persuasion and swords.
- Persuasion buys new cards; swords add to your strength in the Conflict.
- The Conflict is resolved, then the Agents return.
Scoring
Conflicts, Alliances, Influence thresholds
- Victory points come from conflicts, from Alliances and Influence thresholds with the factions, from certain cards and from certain locations.
- Points are tracked on the board's score track.
End of the game
10 points: final round, Or no Conflicts left, Most points
- The current round is the last as soon as a player reaches 10 victory points, or when the Conflict deck is empty.
- The most points wins; in a tie, the most spice, then Solari, then water, then troops in the garrison.
Going further
Frequently asked questions · In the same family
Frequently asked questions
Can an Agent go to a space that is already occupied?
No, unless an effect allows it: each space takes only one Agent per round.
What does a faction give you?
Reaching 2 Influence with a faction scores a victory point. Being the first to reach 4, and the highest on that faction's track, gives you its Alliance, which scores a point and a bonus, and can change hands.
