
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.
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.
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 round | split two ways |
|---|---|
| Cards played on an Agent turn | The card's Agent box plus the effects of the board space its icon allowed |
| Cards you hold to the end | Revealed 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
| Component | Count | Notes |
|---|---|---|
| Game board | 1 | Conflict area, 4 garrisons, Combat track, Score track, 4 Faction Influence tracks |
| Board Space Guide sheet | 1 | Costs and effects of all 22 spaces |
| Imperium Deck cards | 67 | The main cards you buy with persuasion |
| Reserve cards | 24 | Arrakis Liaison 8 · The Spice Must Flow 10 · Foldspace 6 |
| Conflict cards | 18 | 4 Conflict I · 10 Conflict II · 4 Conflict III — only 10 of them enter the deck |
| Intrigue cards | 40 | Plot, Combat, and Endgame types |
| Leaders | 8 | Two from each of four Houses. Turn Sequence guide on the back |
| Water tokens | 15 | — |
| Solari tokens | 24 | 4 large (worth 5) + 20 small (worth 1) |
| Spice tokens | 23 | 3 large (worth 5) + 20 small (worth 1) |
| Alliance tokens | 4 | One per Faction |
| Mentat | 1 | A freelance Agent you hire for one round |
| Baron Harkonnen tokens | 4 | Only with the Baron Vladimir Harkonnen Leader |
| First Player marker | 1 | — |
| House Hagal cards | 31 | Solo and two-player only, plus their own rules sheet |
| Player components (per color) | Count | Notes |
|---|---|---|
| Starting deck | 10 cards | Convincing Argument 2 · Dagger 2 · Dune, the Desert Planet 2 · Diplomacy 1 · Reconnaissance 1 · Seek Allies 1 · Signet Ring 1 |
| Cubes | 16 | 4 for Influence + 12 troops |
| Discs | 2 | 1 Score marker · 1 Councilor token |
| Agents | 3 | You start with 2; the Swordmaster is the third |
| Control markers | 3 | For Arrakeen, Carthag, and Imperial Basin |
| Combat marker | 1 | The back side is +20 |
Setup
- 1Lay out the board. Put the Mentat on its space and the 4 Alliance tokens on the marked areas of the Faction Influence tracks.
- 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.
- 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.
- 4Each player takes a Leader and shuffles their 10-card starting deck.
- 5Each player puts 2 Agents on their Leader and the third (the Swordmaster) next to the board.
- 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.
- 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.
- 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).
The five phases of a round
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
- 1Play one card from your hand face up in front of you.
- 2Choose one Agent icon on that card and send an Agent to an unoccupied space whose upper-left icon matches.
- 3Pay any cost or meet any requirement of the space first. If you cannot pay, you cannot go there.
- 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.
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
- Wealth
- Conspire
- Foldspace
- Heighliner⚔
- Secrets
- Selective Breeding
- Stillsuits⚔
- Hardy Warriors⚔
- Hall of Oratory
- Rally Troops
- Mentat
- High Council
- Swordmaster
- Arrakeen⚔
- Carthag⚔
- Research Station⚔
- Sietch Tabr⚔
- Secure Contract
- Sell Melange
- Imperial Basin⚔
- Hagga Basin⚔
- The Great Flat⚔
| Space | Icon | Cost or requirement | Effect |
|---|---|---|---|
| Wealth | Emperor | — | 1 Emperor Influence, 2 Solari |
| Conspire | Emperor | 4 spice | 1 Emperor Influence, 5 Solari, 2 troops, 1 Intrigue card |
| Foldspace | Spacing Guild | — | 1 Spacing Guild Influence, acquire a Foldspace card from the Reserve |
| Heighliner ⚔ | Spacing Guild | 6 spice | 1 Spacing Guild Influence, 5 troops, 2 water |
| Secrets | Bene Gesserit | — | 1 Bene Gesserit Influence, 1 Intrigue card, and one random Intrigue card from each opponent holding 4 or more |
| Selective Breeding | Bene Gesserit | 2 spice | 1 Bene Gesserit Influence, trash one card to draw two |
| Stillsuits ⚔ | Fremen | — | 1 Fremen Influence, 1 water |
| Hardy Warriors ⚔ | Fremen | 1 water | 1 Fremen Influence, 2 troops |
| Hall of Oratory | Landsraad | — | Recruit a troop. With an Agent here you gain 1 persuasion on your Reveal turn |
| Rally Troops | Landsraad | 4 Solari | Recruit 4 troops |
| Mentat | Landsraad | 2 Solari | Draw a card. If the Mentat is here, take it and use it as an Agent this round (it returns in phase 5) |
| High Council | Landsraad | 5 Solari | Once per game. Place your Councilor token; from then on gain 2 persuasion on every Reveal turn |
| Swordmaster | Landsraad | 8 Solari | Once 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 ⚔ | City | 2 water | Draw 3 cards |
| Sietch Tabr ⚔ | City | 2 or more Fremen Influence | Recruit a troop, gain 1 water |
| Secure Contract | Spice Trade | — | 3 Solari |
| Sell Melange | Spice Trade | 2 to 5 spice | Gain 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 Trade | 1 water | 2 spice plus all bonus spice here |
| The Great Flat ⚔ | Spice Trade | 2 water | 3 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.
- 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
- 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.
- 2Resolve Reveal Effects — only the Reveal boxes of the cards you just revealed. The Reveal boxes of cards played earlier are lost.
- 3Set Strength — total your troops in the Conflict and your swords, then move your Combat marker.
- 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.
- 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.
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.
| Situation | Result |
|---|---|
| Highest strength | The top reward on the Conflict card |
| Second highest | The second reward |
| Third highest | A third reward exists only in a 4-player game |
| 0 strength | No reward — with no troops in the Conflict you cannot place |
| Tie for first | Nobody 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 second | The tied players each take the third reward |
| Tie for third | Nothing 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.
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.
| Type | When you may play it |
|---|---|
| Plot | At any point during one of your own Agent or Reveal turns |
| Combat | Only during the Combat phase |
| Endgame | Only 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 space | Cost | Base spice | Accumulated bonus |
|---|---|---|---|
| Imperial Basin | — | 1 | You take all of it |
| Hagga Basin | 1 water | 2 | You take all of it |
| The Great Flat | 2 water | 3 | You 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
| Source | Details |
|---|---|
| 2 Faction Influence | 1 point per Faction. Fall below 2 and you lose it again |
| Alliance tokens | Earned by reaching 4 first. Passed on, point and all, if someone overtakes you |
| Conflict rewards | The victory points printed in the first, second, and third reward boxes |
| Intrigue cards | Some Intrigue cards score points outright |
| Imperium cards | Cards such as «The Spice Must Flow» carry victory points |
| 4-player adjustment | In 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
- 1In phase 5, Recall, the game ends if anyone is at 10 or more victory points or the Conflict Deck is empty.
- 2Everyone may play and resolve their Endgame Intrigue cards.
- 3Whoever has the most victory points wins.
- 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.
| Players | Rivals | How it behaves |
|---|---|---|
| 2 | House Hagal, 1 Rival | A 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 |
| 1 | 2 Rivals | They 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
| Product | Year | Notes |
|---|---|---|
| Rise of Ix | 2021 | Expansion |
| Immortality | 2022 | Expansion |
| Bloodlines | 2025 | Expansion. Works with both the base game and «Uprising» |
| Uprising | 2023 | A 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
| Item | Detail |
|---|---|
| Designer | Paul Dennen |
| Publisher | Dire Wolf Digital, 2020 — under licence from Gale Force Nine |
| Korean edition | Korea Boardgames, «Dune: Imperium» (exclusive Korean rights, © 2021) |
| Source material | Frank Herbert's novel «Dune» and the 2021 Legendary Pictures film |
| Awards | Nominated 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.
Similar games
Ready for something heavier
If this one has gotten too easy, try these — same feel, one step up in weight.
Tools you can request
Not built yet. Let us know if you want one — it goes on the list.
Counts include public tool requests only, excluding repeats from the same browser. These are not signed-in people counts: other devices or cleared cookies can be counted again.
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.
Comments
Share your thoughts, report a mistake, or request a tool. No sign-in needed — nicknames are not verified, so anyone can use the same one.
Loading…