
Top 5 · #3 of 40 in Strategy
A strategy game based on the science fiction classic Dune that combines worker placement and deck-building as you fight for control of the planet Arrakis. Engine building, where you gather resources to improve your cards, locks together with diplomacy between the factions and with combat.
1. Setup
You choose a House leader card and set up a 10-card starting deck and starting resources (spice, Solari, water). Your leader's own ability changes the direction of your early strategy a lot.
2. Turn flow
Each round you draw a hand of 5 cards. [Agent turn]: play a card to send an agent to a board space to gain resources and station troops. [Reveal turn]: reveal the cards left in your hand to buy new cards with persuasion and add to your combat strength.
3. Key rules
Sending an agent to a space of one of the four factions (Fremen, Bene Gesserit, Emperor, Spacing Guild) moves you up the influence track and earns victory points. At the end of the round you resolve the conflict between the troops stationed there.
4. End condition
When someone reaches 10 victory points or the 10th round ends, you add up the conflict rewards and the player with the most victory points wins.
Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules.
💡 Master tip
Harvesting spice at the right time to turn it into Solari, and using Intrigue cards at the right moment as a bluff, is how you turn a conflict around. If you buy cards but neglect your faction influence, the victory point gap opens up badly in the late game, so keep the two balanced.
If this one has gotten too easy, try these — same feel, one step up in weight.
Not built yet. Let us know if you want one — it goes on the list.
Conflict and influence dashboard
Influence scores for the four factions and conflict rewards by round.
Solo/2-player House Hagal auto deck
Automatic agent placement and conflict card draws for the AI.
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