Dune: Imperium board game box image

Top 5 · #3 of 40 in Strategy

Dune: Imperium

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.

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👥 1–4 players (best with 3·4) age 14+⏱️ 60–120 min🎯 weight 3/5
StrategyCard gameThematic & adventure

Rules

A game that ties deck-building and worker placement together with a single card. The icons on a card decide where that card can send an Agent, and the cards you hold back turn into persuasion and swords on your Reveal turn. Reach 10 victory points and the game ends at the close of that round.

Edition: Base game (cross-checked against the official Dire Wolf Digital rulebook in English and Korean) — «Uprising» (2023) is a separate productKorean/English edition checks complete

What makes this game its own thing

This is not a deck-builder and a worker placement game bolted together. To send an Agent you must play a card, and the icons on that card decide which spaces it can reach. So «which cards you buy» is the same question as «where you can go».

The 5 cards you draw each roundsplit two ways
Cards played on an Agent turnThe card's Agent box plus the effects of the board space its icon allowed
Cards you hold to the endRevealed all at once on your Reveal turn for the Reveal box — mostly persuasion (buying cards) and swords (strength)

One box per card

Every card has an Agent box and a Reveal box, and on any given turn you use only one of them. Spend a card with a strong Reveal box on an Agent turn and that round's persuasion is simply gone.

  • You start with 2 Agents and can buy a third at the Swordmaster space.
  • Even when someone hits 10 victory points, the round is played out in full before the game ends. The last Conflict is always live.
  • The Conflict Deck holds 10 cards, so the game runs at most 10 rounds.

Components

ComponentCountNotes
Game board1Conflict area, 4 garrisons, Combat track, Score track, 4 Faction Influence tracks
Board Space Guide sheet1Costs and effects of all 22 spaces
Imperium Deck cards67The main cards you buy with persuasion
Reserve cards24Arrakis Liaison 8 · The Spice Must Flow 10 · Foldspace 6
Conflict cards184 Conflict I · 10 Conflict II · 4 Conflict III — only 10 of them enter the deck
Intrigue cards40Plot, Combat, and Endgame types
Leaders8Two from each of four Houses. Turn Sequence guide on the back
Water tokens15—
Solari tokens244 large (worth 5) + 20 small (worth 1)
Spice tokens233 large (worth 5) + 20 small (worth 1)
Alliance tokens4One per Faction
Mentat1A freelance Agent you hire for one round
Baron Harkonnen tokens4Only with the Baron Vladimir Harkonnen Leader
First Player marker1—
House Hagal cards31Solo and two-player only, plus their own rules sheet
Player components (per color)CountNotes
Starting deck10 cardsConvincing Argument 2 · Dagger 2 · Dune, the Desert Planet 2 · Diplomacy 1 · Reconnaissance 1 · Seek Allies 1 · Signet Ring 1
Cubes164 for Influence + 12 troops
Discs21 Score marker · 1 Councilor token
Agents3You start with 2; the Swordmaster is the third
Control markers3For Arrakeen, Carthag, and Imperial Basin
Combat marker1The back side is +20

Setup

  1. 1Lay out the board. Put the Mentat on its space and the 4 Alliance tokens on the marked areas of the Faction Influence tracks.
  2. 2Sort the Conflict cards by their backs and stack them face down: 4 Conflict III at the bottom, 5 Conflict II above them, 1 Conflict I on top. Return the unused Conflict cards to the box without looking at them.
  3. 3Shuffle the Intrigue Deck and the Imperium Deck, then deal 5 cards face up to form the Imperium Row. Put the Reserve cards beside it in three stacks.
  4. 4Each player takes a Leader and shuffles their 10-card starting deck.
  5. 5Each player puts 2 Agents on their Leader and the third (the Swordmaster) next to the board.
  6. 6Put your Score marker on the Score track — the 1 space in a 4-player game, the 0 space otherwise. Put your Combat marker on 0 of the Combat track.
  7. 7Put 4 cubes on the bottom space of each of the four Influence tracks. Of the remaining 12 cubes, 3 go into your garrison and 9 stay in your supply.
  8. 8Each player takes 1 water. Solari, spice, and the remaining water form the bank. Determine a first player at random.

Your only starting resource is 1 water

It is often mis-stated that you begin with a mix of spice, Solari, and water. The official rulebook gives you 1 water and nothing else (extra starting resources exist only in the solo difficulty options).

TopIConflict I1 card — round 1
MiddleIIConflict IIIIConflict IIIIConflict IIIIConflict IIIIConflict II5 cards — rounds 2-6
BottomIIIConflict IIIIIIConflict IIIIIIConflict IIIIIIConflict III4 cards — rounds 7-10, the richest rewards
The 10-card Conflict Deck — 1 Conflict I on top, 5 Conflict II in the middle, 4 Conflict III at the bottom. In play they are all face down. These 10 cards set the length of the game.

The five phases of a round

1Round StartReveal 1 Conflict card, then everyone draws 5
2Player TurnsClockwise: an Agent turn or a Reveal turn
3CombatCombat Intrigue cards, then rewards by strength
4Makers1 bonus spice on each Maker space with no Agent
5RecallCheck the end, recall Agents and Mentat, pass the First Player marker
A round runs through these five phases in order. The Conflict card is revealed first, so you always know what you are fighting over before you play a card.

Turns go round **one at a time**

You do not place all your Agents before the next player starts. Play passes clockwise one turn per player, and you may take a Reveal turn even while you still have Agents. But once you take a Reveal turn, your turns are skipped for the rest of the phase.

Agent turn — the card decides the space

  1. 1Play one card from your hand face up in front of you.
  2. 2Choose one Agent icon on that card and send an Agent to an unoccupied space whose upper-left icon matches.
  3. 3Pay any cost or meet any requirement of the space first. If you cannot pay, you cannot go there.
  4. 4Resolve the space's effects and the card's Agent box in any order. If it is a Faction space, also advance your cube one space on that Influence track.
Sardaukar Legion2 Agent icons
Emperor iconConspire · Wealth — one of the 2 Emperor spaces
Landsraad iconHall of Oratory · Rally Troops · Mentat · High Council · Swordmaster — one of the 5 Landsraad spaces
A card with no Agent icon at all cannot be played on an Agent turn; it can only be revealed.
A card with two icons lets you pick one of them, not both. One card never sends two Agents.

You cannot go where someone already is

Each space holds one Agent. The more players there are, the faster the good spaces close, and that is the standing tension between going early and going strong.

An arrow cost is paid once per card

Arrow costs on cards and spaces (cost → effect) are never forced, but you may not pay one more than once on the same turn. You may pay 2 spice for 3 troops with «Fremen Camp», but you cannot pay 4 spice for 6 troops.

The 22 board spaces

Emperor2
  • Wealth
  • Conspire
Spacing Guild2
  • Foldspace
  • Heighliner⚔
Bene Gesserit2
  • Secrets
  • Selective Breeding
Fremen2
  • Stillsuits⚔
  • Hardy Warriors⚔
Landsraad5
  • Hall of Oratory
  • Rally Troops
  • Mentat
  • High Council
  • Swordmaster
City4
  • Arrakeen⚔
  • Carthag⚔
  • Research Station⚔
  • Sietch Tabr⚔
Spice Trade5
  • Secure Contract
  • Sell Melange
  • Imperial Basin⚔
  • Hagga Basin⚔
  • The Great Flat⚔
⚔ = Combat space (desert illustration with crossed swords)
The 7 Agent icons and the spaces each one reaches. The 10 marked with ⚔ are Combat spaces — the only places from which troops reach the Conflict.
SpaceIconCost or requirementEffect
WealthEmperor—1 Emperor Influence, 2 Solari
ConspireEmperor4 spice1 Emperor Influence, 5 Solari, 2 troops, 1 Intrigue card
FoldspaceSpacing Guild—1 Spacing Guild Influence, acquire a Foldspace card from the Reserve
Heighliner ⚔Spacing Guild6 spice1 Spacing Guild Influence, 5 troops, 2 water
SecretsBene Gesserit—1 Bene Gesserit Influence, 1 Intrigue card, and one random Intrigue card from each opponent holding 4 or more
Selective BreedingBene Gesserit2 spice1 Bene Gesserit Influence, trash one card to draw two
Stillsuits ⚔Fremen—1 Fremen Influence, 1 water
Hardy Warriors ⚔Fremen1 water1 Fremen Influence, 2 troops
Hall of OratoryLandsraad—Recruit a troop. With an Agent here you gain 1 persuasion on your Reveal turn
Rally TroopsLandsraad4 SolariRecruit 4 troops
MentatLandsraad2 SolariDraw a card. If the Mentat is here, take it and use it as an Agent this round (it returns in phase 5)
High CouncilLandsraad5 SolariOnce per game. Place your Councilor token; from then on gain 2 persuasion on every Reveal turn
SwordmasterLandsraad8 SolariOnce per game. Gain your third Agent — usable from this round on
Arrakeen ⚔City—Recruit a troop, draw a card. Arrakeen's controller gains 1 Solari
Carthag ⚔City—Recruit a troop, draw an Intrigue card. Carthag's controller gains 1 Solari
Research Station ⚔City2 waterDraw 3 cards
Sietch Tabr ⚔City2 or more Fremen InfluenceRecruit a troop, gain 1 water
Secure ContractSpice Trade—3 Solari
Sell MelangeSpice Trade2 to 5 spiceGain the Solari shown for what you paid. One exchange per turn
Imperial Basin ⚔Spice Trade—1 spice plus all bonus spice here. Its controller gains 1 spice
Hagga Basin ⚔Spice Trade1 water2 spice plus all bonus spice here
The Great Flat ⚔Spice Trade2 water3 spice plus all bonus spice here

Every Faction has one space with a cost and one without. When you are short, the free spaces (Wealth, Foldspace, Secrets, Stillsuits) let you climb the Influence track while you rebuild your resources.

Troops — three places they can be

A troop cube moves between your supply, your garrison, and the Conflict. Where it sits changes your strength completely, so mixing these three up breaks the rules wholesale.

Supply×99 at the start. With none here you cannot recruit
Recruit — one troop each time a cube icon appears
Garrison×33 at the start. Troops here are worth 0 strength
Deploy — only on a turn you sent an Agent to a Combat space
ConflictAll troops recruited this turn, plus up to 2 more from your garrison
Once Combat is resolved
Back to your supply×2Not the garrison — you have to recruit them again
Recruited troops go to your garrison. To get them into the Conflict you must send an Agent to a Combat space that turn. After Combat they return to your supply, not your garrison.
  • Each troop in the Conflict is worth 2 strength. Troops in your garrison or supply count for nothing.
  • Losing a troop sends it to your supply. Retreating moves it from the Conflict to your garrison. They are not the same thing.
  • However many troops you recruit at a non-Combat space (Rally Troops, Conspire and the like), none of them can be deployed that turn.
  • When a Conflict card is revealed for a space you control, the defensive bonus lets you deploy one troop from your supply straight into the Conflict.

Reveal turn — persuasion and strength

  1. 1Reveal Cards — put every card left in your hand face up in front of you, kept separate from the cards you played on Agent turns.
  2. 2Resolve Reveal Effects — only the Reveal boxes of the cards you just revealed. The Reveal boxes of cards played earlier are lost.
  3. 3Set Strength — total your troops in the Conflict and your swords, then move your Combat marker.
  4. 4Clean Up — put every card in front of you into your discard pile.

Persuasion cannot be saved

That is why it has no tokens. Any persuasion you do not spend on this Reveal turn is simply lost. You may pool persuasion from several sources to buy one card, or split one source across several cards.

Imperium RowImperium cardImperium card3Space Travelbought for 3Imperium cardImperium cardThe rulebook's own example — 4 persuasion, 3 spent on «Space Travel», and nothing available for the last 1
The Imperium Row always holds 5 cards. Because a gap is refilled immediately, persuasion left over can buy the card that just came up. Everything you acquire goes to your discard pile.
  • Besides the 5 cards in the Row, the Reserve cards «Arrakis Liaison» and «The Spice Must Flow» can also be bought with persuasion.
  • «Foldspace» cards cannot be bought — they come only from the board space of the same name.
  • Acquired cards go to your discard pile, so you cannot use them this round. They join your deck when you reshuffle.
  • Some cards carry an Acquire effect. It fires once, at the moment you buy the card, and never again when you later play it.
Troops in the Conflict2 × 2 = 4 strength
Swords revealed this turnImperial Spy1 swordStilgar3 swords4 swords × 1 = 4 strength
Combat marker8Move to 8 on the Combat track. Past 20 you flip the marker to its +20 side and start again
Strength = (troops in the Conflict × 2) + (swords revealed). In the rulebook's example, 2 troops (4) plus 4 swords (1 from Imperial Spy, 3 from Stilgar) makes 8.

No troops in the Conflict means 0 strength

It does not matter how many swords you reveal. The moment your last troop is removed your strength drops to 0 and cannot be raised by any means.

The Combat phase — rewards and ties

First comes the chance to play Combat Intrigue cards, starting with the First Player and going clockwise among those with at least one troop in the Conflict. Passing once does not lock you out, and Combat is only resolved once everyone passes consecutively.

0123456789101112The Combat track, 0 to 12. Each player's Combat marker sits on their strength
The rulebook's example — red wins at 10, blue takes second at 8, and green has no troops in the Conflict, so 0 strength and no reward at all.
SituationResult
Highest strengthThe top reward on the Conflict card
Second highestThe second reward
Third highestA third reward exists only in a 4-player game
0 strengthNo reward — with no troops in the Conflict you cannot place
Tie for firstNobody wins the Conflict. The tied players each take the second reward (in a 4-player game the other two still compete for the third)
Tie for secondThe tied players each take the third reward
Tie for thirdNothing at all

Intrigue cards that say «when you win a Conflict»

You do not play these before Combat is resolved. Wait until you have actually won, then play them before moving on to the next phase.

  • Once rewards are handed out, all troops go from the Conflict back to their owners' supplies and every Combat marker resets to 0.
  • A Conflict card such as «Siege of Arrakeen» awards control: put your Control marker on the flag below that space, replacing any opponent's marker there.
  • A control bonus pays out whenever anyone sends an Agent there, yourself included. Arrakeen and Carthag give 1 Solari, Imperial Basin gives 1 spice.

Faction Influence and Alliances

The Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen each have an Influence track. Sending an Agent to one of that Faction's spaces gains 1 Influence, and card effects move you up (and sometimes down) as well.

01234…2 = 1 victory point · 4 = space bonus plus the Alliance token
Reaching 2 Influence gives a victory point; reaching 4 gives the bonus on that space and the Alliance token. Drop back below 2 and you lose that point again, but the bonus from 4 is never given back.

Alliance tokens get **taken from you**

The first player to reach 4 takes the Alliance token and the victory point on it. If an opponent later climbs to a higher space on that track, you must hand the token over — you lose the point and they gain it.

  • «Gain 2 Influence» means 2 with one Faction. You cannot split it across two Factions.
  • Sietch Tabr is the only space with an Influence requirement: 2 or more with the Fremen.
  • If you fall below 4 and climb back, you can earn that space's bonus again. Unusual, but the rules allow it.

Intrigue cards

Intrigue cards never join your deck. You keep them face down and play them when you choose — you may look at your own at any time, and they are revealed only as you play them. That is why no Conflict is settled until it is over.

TypeWhen you may play it
PlotAt any point during one of your own Agent or Reveal turns
CombatOnly during the Combat phase
EndgameOnly at the end of the game
  • They come mainly from three spaces — Carthag, Conspire, and Secrets — and from cards showing the Intrigue icon.
  • «Secrets» and the Steal Intrigue effect take one random card from each opponent holding 4 or more Intrigue cards. Hoarding makes you a target.
  • A played Intrigue card goes face up to the discard pile beside the Intrigue Deck.

Makers and Recall

Makers is the phase where spice piles up in the desert. Check the three spaces with a Maker icon — The Great Flat, Hagga Basin, and Imperial Basin — and put 1 spice from the bank on each one that has no Agent. It stacks on top of whatever accumulated in earlier rounds.

Harvest spaceCostBase spiceAccumulated bonus
Imperial Basin—1You take all of it
Hagga Basin1 water2You take all of it
The Great Flat2 water3You take all of it

A desert nobody visited is next round's payday

Left alone for a couple of rounds, The Great Flat is worth 3 plus everything stacked on it. Banking 2 water in advance and clearing it in one trip is the standard spice play.

Recall is where you check for the end of the game. If it has not ended, return the Mentat to its space, recall your Agents to your Leader, pass the First Player marker clockwise, and start a new round.

Where victory points come from

SourceDetails
2 Faction Influence1 point per Faction. Fall below 2 and you lose it again
Alliance tokensEarned by reaching 4 first. Passed on, point and all, if someone overtakes you
Conflict rewardsThe victory points printed in the first, second, and third reward boxes
Intrigue cardsSome Intrigue cards score points outright
Imperium cardsCards such as «The Spice Must Flow» carry victory points
4-player adjustmentIn a 4-player game everyone starts at 1

It is not true that Conflict rewards are «totalled up at the end». They are paid out during the Combat phase of each round, and the only thing resolved after the game ends is Endgame Intrigue cards.

Ending the game

  1. 1In phase 5, Recall, the game ends if anyone is at 10 or more victory points or the Conflict Deck is empty.
  2. 2Everyone may play and resolve their Endgame Intrigue cards.
  3. 3Whoever has the most victory points wins.
  4. 4Ties are broken by spice, then Solari, then water, then garrisoned troops.

Hitting 10 does not end the game on the spot. The round's Combat is played out first, so there is exactly one more chance to turn it around.

Strategy that falls straight out of the rules

  • Buy the Swordmaster (8 Solari) early. You get the third Agent the same round you buy it, so its value is the number of rounds left.
  • High Council (5 Solari) pays 2 persuasion every round for the rest of the game. Its value is highest when many rounds remain.
  • The 4 Conflict III cards are the last 4 rounds and carry the biggest rewards. Saving troops and Intrigue cards for them usually pays.
  • Set your strength as late as you can. Delaying your Reveal turn lets you see opponents' Combat markers before deciding how many troops to commit.
  • A cheap second place often beats an expensive first. Troops return to your supply after Combat and must be recruited all over again.
  • Water is the bottleneck on spice harvesting. The Fremen side of the board (Stillsuits, Sietch Tabr, Heighliner) is how you get it.
  • The Bene Gesserit give you trashing. Cutting weak starting cards makes your strong cards come around more often.
  • Every card you buy thickens your deck and makes the icon you need harder to draw. «What can I buy?» matters as much as «where can I no longer go?».

Solo and two-player — House Hagal

The 31 House Hagal cards drive automated opponents, called Rivals. A Rival takes Agent turns but never Reveal turns, and it ignores a space's normal costs and effects entirely — it gets only what the revealed House Hagal card shows.

PlayersRivalsHow it behaves
2House Hagal, 1 RivalA spoiler with no resources, no deck, and no victory points. It occupies spaces and pushes troops into the Conflict, acting after each of the First Player's Agent turns
12 RivalsThey score victory points and take control of spaces. If either reaches 10 the game ends — and they can beat you
  • Whenever a Rival goes to a Combat space it deploys up to 2 troops from its garrison, even if the card recruited none.
  • In the Combat phase, reveal one House Hagal card per Rival and advance its Combat marker by the number of swords at the bottom.
  • For two players, remove the three Arrakeen cards marked «1P»; for solo, remove every card marked «2P» (the Reshuffle card and three Arrakeen cards).
  • Solo difficulty comes in three levels — Mercenary, Sardaukar, and Mentat — changing Rival starting troops, when their Swordmasters appear, and the cost of the Mentat space (2 → 5 Solari).

Expansions and the standalone

ProductYearNotes
Rise of Ix2021Expansion
Immortality2022Expansion
Bloodlines2025Expansion. Works with both the base game and «Uprising»
Uprising2023A standalone game. It does not need the base game

«Uprising» is not an expansion to this game

It is a separate product with a different board, different cards, and a different player count. Everything in this guide is the 2020 base game, so do not apply it to «Uprising».

Rules people get wrong

Q. Can I take a Reveal turn while I still have Agents?

Yes. Agent turns are optional. But once you take a Reveal turn your turns are skipped for the rest of the phase, so any Agents left over go unused this round.

Q. Can one card send two Agents?

No. Even a card with several Agent icons lets you choose exactly one and send one Agent.

Q. If I recruit a lot of troops, can I deploy all of them?

Only on a turn when you sent an Agent to a Combat space. You may deploy every troop recruited that turn, plus at most 2 more from your garrison.

Q. I revealed plenty of swords but my strength is 0.

With no troops in the Conflict your strength is 0 and swords cannot raise it. The same applies the moment your last troop is removed.

Q. Do troops return to my garrison after Combat?

No, they go back to your supply and have to be recruited again. Losing a troop also sends it to your supply; only Retreat moves one back to the garrison.

Q. If two players tie for first, do both get the top reward?

No. Nobody wins the Conflict and the tied players each take the second reward. In a 4-player game the other two still compete for the third.

Q. Can I carry leftover persuasion into the next round?

No, which is why persuasion has no tokens. Anything you do not spend on your Reveal turn is lost.

Q. Do I win the instant I hit 10 victory points?

No. That round's Combat and Makers phases are played out first, and the end is checked in phase 5. The last Conflict can still change the standings.

History and editions

ItemDetail
DesignerPaul Dennen
PublisherDire Wolf Digital, 2020 — under licence from Gale Force Nine
Korean editionKorea Boardgames, «Dune: Imperium» (exclusive Korean rights, © 2021)
Source materialFrank Herbert's novel «Dune» and the 2021 Legendary Pictures film
AwardsNominated for the 2022 Kennerspiel des Jahres; third place in the Deutscher Spiele Preis

Deck-building and worker placement had been combined before. What people keep citing here is that a hand of five cards limits where you can go and what you can buy at the same time. Play a card and you get the space, but you give up the persuasion printed on it — and that single choice repeats five times a round.

«Uprising» (2023) is the standalone successor: up to six players and a number of changed rules. It is designed to combine with «Rise of Ix» and «Immortality», but its rulebook prescribes a separate setup for doing so.

Sources

Official Dire Wolf Digital rulebook (English, 2020-10-26 printing)Official Dire Wolf Digital rulebook (Korean edition, published by Korea Boardgames)Cross-checked against Wikipedia: Dune: ImperiumCross-checked against Namuwiki: Dune: Imperium (Korean)

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

Spotted a mistake? Tell us in the comments below →

Last updated 2026-09-14

💡 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.

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Conflict and influence dashboard

Influence scores for the four factions and conflict rewards by round.

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Solo/2-player House Hagal auto deck

Automatic agent placement and conflict card draws for the AI.

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