Dune: Imperium rules
Deck-building and worker placement for control of Arrakis.
- Players
- 1–4
- Time
- 60–120 min
- Ages
- 14+
- Goal
- Send agents, build your deck, win conflicts and gain faction influence to score Victory Points. The game ends in the Recall phase once someone has 10+ VP or the conflict deck is empty; most VP wins.
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How to play Dune: Imperium
Setup
- Conflict deck: shuffle all 4 Conflict III cards face down, put 5 random shuffled Conflict II cards on top, then 1 random Conflict I card on top — 10 cards. Return the unused Conflict cards to the box unseen.
- Cards: shuffle the Intrigue deck and the Imperium deck, each face down; deal 5 Imperium cards face up as the Imperium row. Set out the 3 reserve stacks: Arrakis Liaison, The Spice Must Flow and Foldspace.
- Board: put the Mentat on its Landsraad space, an alliance token on each of the 4 faction tracks, and build a shared bank of Solari, spice and the remaining water.
- Each player: choose a leader, shuffle your 10-card starting deck and take 1 water (no Solari or spice).
- Pieces: 2 agents on your leader, Swordmaster beside the board, 1 cube at the bottom of each faction track, 3 of your 12 troops in your garrison (the rest, and your other pieces, in your supply), combat marker on 0.
- Score: VP marker on 1 in a 4-player game, otherwise on 0. Choose a random first player and give them the first-player marker.
- Solo or 2 players: also set up the House Hagal cards, following their separate rules sheet.
A round
Each round has five phases:
- Round Start: reveal the next conflict card; everyone draws 5 cards.
- Player Turns: clockwise, one turn each at a time (an Agent turn or your Reveal turn), until everyone has revealed.
- Combat: play Combat Intrigue cards, then hand out the conflict rewards by strength.
- Makers: 1 bonus spice goes on each empty Maker space.
- Recall: check for the endgame, return agents, and pass the first player marker clockwise.
Agent turns
- Play a card with an agent icon, face up.
- Send an agent to an empty space with a matching agent icon, paying its cost or meeting its requirement.
- Take the effects of the space and the card's agent box. A faction space also gives 1 influence.
- Combat space? You may deploy troops recruited this turn, plus up to 2 from your garrison.
Troops you commit early tell opponents how hard they must fight; sometimes it's worth holding your garrison until your last agent.
Your Reveal turn
Take this once you have no agents left, or whenever you choose. After it, you're done for the round.
- Reveal the rest of your hand and add up its persuasion and swords.
- Acquire cards with persuasion, from the Imperium row or the reserve, into your discard pile.
- Strength: 2 per troop in the conflict plus 1 per sword, only if you have a troop there.
- Clean up: your played and revealed cards go to your discard pile.
Combat and rewards
- Intrigue first: players in the conflict play Combat Intrigue cards in turn order until all pass in a row.
- Rewards: highest strength takes the top reward, second the second, third the third (4 players only). 0 strength gets nothing.
- Ties drop a reward: tied for first, no one wins and each takes the second; tied for second, each takes the third; tied for third, nothing.
- Control: if the conflict card shows a flag, the winner puts their control marker on that space.
- Afterwards, troops in the conflict go back to your supply.
Example: Anna has 3 troops and 2 swords (strength 8); Ben has 4 troops (strength 8). They tie for first, so both take the second reward.
Influence, Landsraad & Intrigue
- Influence: 2 on a faction's track is worth 1 VP and 4 earns its bonus. The first to 4 takes the alliance token and its VP, until someone passes them.
- High Council (5 Solari), Swordmaster (8 Solari) and Mentat (2 Solari) are bought at their board spaces.
- Intrigue cards: play Plot Intrigue on your turns, Combat Intrigue in Combat, and Endgame Intrigue at game end.
Game end
- Game end: in Recall, if anyone has 10+ VP or the conflict deck is empty.
- Endgame Intrigue: players may now play any they hold.
- Winner: most VP. The tie-breaker is most spice, then Solari, water, and garrison troops.
2 players and solo
- 2 players: House Hagal, an automated third house, takes a turn after each of the first player's Agent turns. It never scores.
- Solo: you face two House Hagal rivals; if either reaches 10 VP the game ends.
Expansion rules
Only needed if you play with the expansion named on each heading.
Rise of Ix Rise of Ix
- Setup: add the CHOAM overlay and the Ix board with 3 face-down stacks of 6 Tech tiles (top tile of each face up). Each player takes 2 dreadnoughts and puts a freighter on the bottom of the shipping track.
- New rules: dreadnoughts, Tech tiles, the shipping track and the overlay's new board spaces. The Epic Game plays to 12 VP.
Bloodlines Bloodlines
- Setup: with the original Dune: Imperium, put one Sardaukar Commander on each of Conspire, Wealth, Foldspace, High Council and Rally Troops (and Hall of Oratory with 4 players); return the rest to the box.
- Setup: shuffle the Sardaukar skills face down, minus the two Fierce ones. Don't add the new Conflict cards, and leave out the CHOAM Module and the Bloodlines cards left out with this game (3 Leaders, 5 Intrigue, 7 Imperium).
- New: Sardaukar Commanders, the optional Bloodlines tech module and new leaders. Contracts belong to Uprising's CHOAM Module and aren't used with this game.
Immortality Immortality
- Setup: swap your 2 Dune, the Desert Planet cards for 2 Experimentation; add the Bene Tleilax board, the Tleilaxu row, the Research Station overlay, a research token, a Tleilaxu token and Family Atomics.
- New rules: specimens, the research and Tleilaxu tracks, graft cards and Family Atomics.
All Dune: Imperium rules (96)
Setup
Round
Clarification
- You Can Reveal While You Still Have Agents
- You Can't Use an Occupied Space
- No Deploying From a Non-Combat Space
- Swords Don't Count Without Troops
- Tied for First Means No One Wins
- Matching the Alliance Holder Doesn't Take It
- Card Rulings in the Rulebook
- House Hagal in 2-Player Setup
Agent Turn
- Agent Turn
- Agents
- Agent Icons and Board Areas
- Costs and Requirements
- Troops, Recruiting and the Garrison
- Deploying Troops
- Retreat
- Running Out of Troops
Board
- Landsraad Spaces
- High Council
- Swordmaster
- Mentat
- Emperor Spaces
- Spacing Guild Spaces
- Bene Gesserit Spaces
- Fremen Spaces
- CHOAM Spaces
- City Spaces
- Spice Spaces and Harvesting
- Control
Reveal Turn
- Reveal Turn
- Persuasion
- Acquiring Cards
- Imperium Row and Deck
- Reserve Cards
- Your Deck, Drawing and Reshuffling
- Trashing Cards
Combat
Factions
Cards
Game End
Solo & 2P
Rise of Ix expansion
- Rise of Ix — What It Adds
- Rise of Ix Board Spaces
- Units
- Dreadnoughts
- Dreadnought Control
- Tech Tiles
- Tech Discounts and Negotiators
- Shipping Track and Freighter
- Infiltrate
- Unload and Discard Icons
- Epic Game
- Rise of Ix Card Rulings
- Rise of Ix in Solo and 2-Player
- Rise of Ix Rivals
Bloodlines expansion
- Bloodlines — What It Adds
- Sardaukar Commanders
- Sardaukar Fine Points
- Sardaukar Skills
- Bloodlines Tech Tiles
- Bloodlines Leaders
- Bloodlines Leader Pieces
- Bloodlines with House Hagal
- Bloodlines Cards Left Out With Dune: Imperium
Immortality expansion
- Immortality — What It Adds
- Research Track
- Genetic Markers
- Tleilaxu Track
- Specimens
- Tleilaxu Cards
- Reclaimed Forces
- Graft
- Graft Fine Points
- Immortality Card Rulings
- Family Atomics
- Go to 11 Variant
- Immortality in Solo Games
Expansions covered
- Rise of Ix
- Immortality
- Bloodlines Sardaukar Commanders, tech, leaders