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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.

The box

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