Tabletop games
Dune: Imperium
Score the most victory points by sending your Agents to Arrakis and across the Imperium, building your deck and winning conflicts.
- players
- 1–4
- minutes
- 90
You’ll need the game box. Marquoir sums up the rules and keeps score.
Setup
- 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
- 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
- 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
- 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.
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.