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Tabletop games

Dune: Imperium

Lucky Duck GamesPaul Dennen2020

players
1–4
minutes
90
years
14+

As d’Or Expert 2022

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

score sheets for this game →

Where to buy it

Near you and online

In a shop

Within 50 km.

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.

In the same family

see all →