Dune Board Games: strategy board game

Arrakis: Dawn of the Fremen: How the Dune Game Works

Arrakis: Dawn of the Fremen is a 2022 strategy game from Gale Force Nine for 2 to 4 players, set among Fremen tribes on Arrakis. It’s a good fit for groups who enjoy negotiation and area control, with all information in the open.

  • 2022
  • 2-4 players
  • 60-90 minutes
  • Ages 14+
  • strategy board game
  • Gale Force Nine

Designers: Bill Eberle, Jack Kittredge, Peter Olotka, Greg Olotka, Jack Reda

Tribes, worms and water debts. Here’s one cycle of Arrakis.

Arrakis: Dawn of the Fremen ratings

Difficulty3 out of 5
Time to explain4 out of 5about 25 min
Player experience4 out of 5
Geek Level6 / 10Has a favorite side character
How we rate

Geek Level 7 (can explain the timeline): moderate rules, with Fremen culture and sietch lore at the heart of the theme.

Arrakis plays in cycles instead of rounds, and a die roll determines which phases occur. Most of the game happens during the action phase, when each player gets two actions, and the council that follows. Here’s an ordinary cycle after the initiation cycle, which teaches the basics. The game comes from the designers of the original Dune board game.

New to the series? Uprising is standalone, so the base game isn’t needed.

One cycle of Arrakis: Dawn of the Fremen, explained

After the Harj setup and a brief initiation cycle, each cycle follows this order.

Check the film connection line on each card. Dune games draw from the book, the 1984 film or the new films.

  1. Step 1:

    Development: In clockwise order, spend resources in one territory to build stillsuits, crysknives or sietches.

  2. Step 2:

    Production: Roll the Arrakis die. The result determines which sites produce resources and whether worms are called or promoted.

  3. Step 3:

    Trade: Another Arrakis roll determines whether this phase happens. Each player may trade once with each other player.

  4. Step 4:

    Shipment: A third roll determines whether each player may make one resource shipment.

  5. Step 5:

    Action: Each player takes two actions, such as scavenging, attacking or shipping. In the initiation cycle, only one action may be an attack.

  6. Step 6:

    In an attack, your strength plus your supporters’ bearing strength must exceed the defender’s.

  7. 7Step 7:

    Council: Players discuss the game and may propose rule changes and alliances, which require unanimous agreement. They also check for a council vote win.

With no hidden information, territory, strength and water debt rules shape every decision. This section covers the Harj setup, die results, development costs, combat, and other key rules. Prefer secrets and surprises in a Dune game? Try Dune: Betrayal.

How to play Arrakis: Dawn of the Fremen, step by step

Setup

  1. Each player gets a tribe set with a tribe card, a thumper, 30 warriors and 8 water debts.

  2. Set out 12 face-down resource production sites: 11, plus one chosen at random from the set-aside sites.

  3. Roll the order die. The highest roller becomes Harj Leader. During setup, turn order goes counterclockwise.

  4. Rock barriers: The Harj Leader rolls to determine how many to use (3 to 8). Players place them on borders, never on a drum sand border.

  5. Place the sites face down, then flip them over. Take turns placing a warrior in each unoccupied territory. Starting territories are 18 each with 2 players, 12 with 3 and 9 with 4.

  6. Place the first worms, one per player, in territories they occupy. Then reverse turn order and play clockwise from the Lead Player.

Turn by turn

  • Development

    In clockwise order, spend resources from one territory. A stillsuit (strength 1, moves 2) costs 1 spice, water or food. A crysknife (strength 3, moves 1) costs 2 spice, or 1 water and 1 worm tooth. A sietch (strength 1, cannot move) costs 4 spice, or 1 each of water, worm tooth, food and spice.

  • Production and the Arrakis die

    A 12-sided die decides whether players produce, trade or ship. A crescent or full moon favors thumper holders; with both moons, everyone can produce. The Lead Player or all players may decide. A worm result removes one worm from each player, while a storm cancels the phase.

  • Sietch bonus

    A territory with a resource site produces extra tokens if it holds your sietch or touches a neighboring territory you control that has one. You get 2 bonus tokens if you have none of that resource, 1 if you have one, and none if you have two or more.

  • Attacks

    Place the attack marker, then add the defender's tokens and adjacent bearing strength. Other players with adjacent territory declare whether they're neutral, attacking or defending. Move a token into the target and add its strength. The attack succeeds only if the total is higher.

  • Water debt

    A defeated player takes 1 water debt if they lost 1 to 3 strength, or 2 if they lost 4 or more. Water debts also pay for passage through a tribe's territory, and 2 debts can cancel one attacker's strength in a conflict.

  • Council

    At the end of each cycle, players review the game. Proposed rule changes and alliances become binding only with everyone's agreement.

End of the game and scoring

A single player wins by controlling 3 sietches at the end of an action phase. Allied players win with 5 sietches between them. Everyone can agree to change these numbers. Or, if the council unanimously agrees that no one can stop a player or alliance, that side wins. Equal results at the end of an action phase mean a tie.

Key rules

  • Equal strength means a failed attack

    An attack succeeds only when the attacking strength exceeds the defending strength. A tie fails.

  • Bearing

    A territory adds its total strength to an adjacent territory unless a rock barrier separates them. It applies even if you'd rather not support the attack.

  • Rock barriers

    Barriers block bearing, sietch bonuses and movement. Stillsuits, kulons and ornithopters can cross them; worms cannot.

  • Worms

    Thumper holders call and promote worms to add strength. If the Arrakis die shows a worm, each player removes one worm they control.

Tips for your first game

  • Place your warriors during the Harj with production sites in mind. Troops can't move afterward.
  • Check the rock barriers before planning an attack. They block bearing strength.
  • Save water debts for a fight. Two can stop a rival's strength.
  • Use the council to propose alliances. In a 4-player game, two players can win together.

Rise of Ix and Immortality both need the original Dune: Imperium box.

This game reworks an older design by the creators of the 1979 Dune game and takes place long before the novel. This section looks at the designers, its connection to Borderlands and the Fremen-focused setting. See the Dune board games overview for the full list of games.

The game and its place in the Dune story

Out of print doesn’t mean unplayable. Check the print status on each card.

The game

  • Design and release

    Bill Eberle, Jack Kittredge and Peter Olotka, creators of the original Dune and Cosmic Encounter, are credited alongside Greg Olotka and Jack Reda. Gale Force Nine released it in 2022 for 2 to 4 players, ages 14+, with a 60 to 90 minute playtime.

  • Editions and reprints

    One reviewer calls the game a reimplementation of Borderlands, a 1982 game by the same designers. Our sources list no known expansions.

The film or series it covers

The setting comes from Frank Herbert's Dune, but the story takes place long before the novel. The publisher places it more than a hundred generations before the Atreides arrive.

Lead Fremen warriors in a cutthroat fight for tribal control of Arrakis. Gather scarce resources, develop weapons and sietches, and harness sandworms for battle. The connection is to the setting and Fremen culture, not a film adaptation.

Scenes and story beats in the game

What’s inside the Arrakis: Dawn of the Fremen box

  • 112 resource tokens: 28 each for water, food, worm tooth and spice
  • 20 scavenge cards and development tokens, including stillsuits, crysknives and sietches
  • 14 resource production sites
  • 36 double-sided worms
  • An order die and a 12-sided Arrakis die
  • 8 rock barriers and an attack marker
  • For each of 4 tribes: a tribe card, a thumper, 30 warriors, 8 water debts and a reference card

Arrakis: Dawn of the Fremen FAQ

What is arrakis: dawn of the fremen?

A 2022 strategy game from Gale Force Nine. In it, 2 to 4 players lead Fremen tribes, gather resources, build sietches and fight for territory on Arrakis.

How do you win Arrakis: Dawn of the Fremen?

Control 3 sietches at the end of an action phase, or 5 as an allied pair. You can also win if the council unanimously agrees that no one can stop you.

How many players can play Arrakis: Dawn of the Fremen?

It plays 2 to 4 players in 60 to 90 minutes, ages 14+.

Is arrakis: dawn of the fremen related to the dune arrakis board game?

It shares designers with the 1979 Dune game and Cosmic Encounter. One reviewer calls it a reimplementation of the 1982 game Borderlands.

Does arrakis: dawn of the fremen have hidden information?

Not much. According to one review, combat is deterministic, with no hidden cards or troop bidding.

When is arrakis: dawn of the fremen set?

The publisher places the game more than a hundred generations before the Atreides arrive on Arrakis.

New to the series? Uprising is standalone, so the base game isn’t needed.

Check the film connection line on each card. Dune games draw from the book, the 1984 film or the new films.

Sources

  1. Wikipedia: List of games based on Dune en.wikipedia.org