Dune Board Games: strategy board game

Arrakis: Dawn of the Fremen Rules and Gameplay

Arrakis: Dawn of the Fremen is a 2022 strategy game from Gale Force Nine for 2 to 4 players, who lead Fremen tribes. It’s a good fit for groups that enjoy trading, alliances, and area control, with every strength total out in the open.

  • 2022
  • 2-4 players
  • 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

Difficulty
Time to explainabout 25 min
Player experience
Geek Level6 / 10Has a favorite side character
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A six phase cycle built around Fremen sietches, worms, and water, with plenty of token types to keep track of.

Arrakis runs in cycles, not rounds, and a die roll determines whether production, trade, and shipment happen. Most of the game takes place in the action phase, where each player gets two actions. Here’s how a typical cycle works. The game comes from the designers of the original Dune board game.

Warriors never move, so choose territories with production sites in mind.

One cycle of Arrakis: Dawn of the Fremen, explained

After Harj setup and a short Initiation Cycle, each cycle follows these six phases in order.

Rock barriers block bearing strength. Check for them before planning an attack.

  1. Step 1:

    Development: In clockwise order, spend resources collected in one territory to build a stillsuit, crysknife, or sietch there.

  2. Step 2:

    Production: The lead player rolls the 12-sided Arrakis die. Its face determines what territories with production sites make and whether worms are called or promoted.

  3. Step 3:

    Trade: If the die allows it, each player may offer every other player one trade: one item for one item.

  4. Step 4:

    Shipment: If the die allows it, each player makes one shipment, moving resources and development tokens between territories they control.

  5. Step 5:

    Action: Each player takes two actions. The first is a scavenge or attack; the second is an attack or shipment. Passing is always an option.

  6. Step 6:

    Council: Players pause to review the game. They may propose rule changes and alliances, which everyone must accept, or end the game by unanimous agreement.

Every strength total is public, so territory, bearing strength, and water debt rules matter. The next section covers setup, the phases, attack calculations, and the end of the game. For secrecy and surprises in a Dune game, try Dune: Betrayal.

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

Setup

  1. Each player takes a tribe set: one tribe card, a thumper, 30 warrior tokens, and 8 water debt tokens.

  2. Set one water, food, and worm tooth production site aside face down and mix them. Shuffle the other 11 sites face down, then add 1 of the 3 set-aside sites at random. You’ll have 12 sites.

  3. Shuffle the scavenge deck and set the cycle phase tracker beside the board.

  4. Everyone rolls the order die. The highest roller leads the Harj, and setup moves counterclockwise.

  5. During the Harj, the leader rolls the order die to determine the number of rock barriers (3 to 8). Players place them on borders, never on drum sand. Then place the 12 sites face down, flip them, and take turns putting a warrior in each empty territory until all are claimed.

  6. Each tribe starts with 18 territories in a 2-player game, 12 with 3 players, or 9 with 4. Players then place one worm in a territory they occupy. The last to place a worm becomes the lead player, and play proceeds clockwise.

Turn by turn

  • Development

    In clockwise order, spend resources from one territory to build a token there. 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

    The lead player rolls the 12-sided die separately for production, trade, and shipment. A moon face produces food, water, and worm teeth, plus spice from sites showing that moon. Both moons produce everything. Eye and crowd faces let the lead player or a vote decide. A worm face removes one worm from each player. A storm cancels the phase.

  • Sietch bonus

    A territory with a production site gets bonus resources if you have a sietch there or in an adjacent territory you control. You get 2 tokens if you have none of that resource there, 1 if you have one, and none if you have two or more. A rock barrier blocks the bonus.

  • Shipment

    Each player makes one shipment, starting in a territory they control. A border transfer crosses 1 border. A stillsuit crosses 2 and can pass rock barriers; a maker crosses 3, a great maker 5, and an ornithopter 7. Spend 1 water debt to pass through another tribe’s territory.

  • Attacks

    Put the attack marker on a target. Its defense is its own strength plus the strength of adjacent territories its owner controls. Neighboring players can stay neutral or back a side. The attacker adds adjacent territories, backers, and tokens moved in from farther away. The higher total wins, ties do not.

  • Water debt

    After a successful attack, the defeated player gets 1 water debt for losing 1 to 3 strength, or 2 for losing 4 or more. A defender can also put 2 of that player’s water debts in the contested territory, preventing that player’s strength from counting in the attack.

  • Council

    At the end of each cycle, players review the game. Proposed rule changes and formal alliances become binding only if everyone agrees.

End of the game and scoring

A solo player wins by controlling 3 sietches at the end of an action phase. Allies need 5 between them. Players can agree to different targets. If opponents hit their targets in the same phase, it’s a tie, unless a solo player faces an alliance, in which case the solo player wins. The council can also unanimously name a winner no one can stop.

Key rules

  • Rock barriers

    Barriers stop bearing strength, sietch bonuses, and ordinary movement. Stillsuits, kulons, and ornithopters can cross them. Worms can’t.

  • Bearing

    A territory adds its strength to an adjacent territory unless a rock barrier divides them. Neighbors always add to your defense, even when that’s not what you had in mind.

  • Worms

    Worms are called or promoted during production. A maker has strength 2 and moves 3 borders. A great maker has strength 3 and moves 5. You can’t call a new worm into a territory that already has one.

  • Scavenging

    Scavenging draws a card that provides a resource, a token such as a maula pistol, jubba cloak, kulon, or ornithopter, or a one-time tribe ability. Recycle cards go back in the deck; remove cards leave the game.

Tips for your first game

  • Warriors never move, so pick territories during the Harj with production sites in mind.
  • Check the rock barriers before planning an attack. They block bearing strength.
  • Hold rival water debts. Two tokens from one rival prevent that player from attacking or supporting an attack on one territory.
  • Use the council to propose alliances. Once formed, alliances are permanent, and allies can’t attack each other.

Two rival water debts keep that player from attacking or backing an attack.

Set long before the novel, the game follows the Fremen tribes who settled Arrakis. The next section looks at the designers, the setting, and a reviewer’s take on the game’s roots. For the full game list, see the Dune board games overview.

The game and its place in the Dune story

Formal alliances are permanent, need 5 sietches together, and can never attack each other.

The game

  • Design and release

    Peter Olotka, Jack Kittredge, Bill Eberle, Greg Olotka, and Jack Reda are credited with the game design. Peter Olotka, Jack Kittredge, and Bill Eberle also designed the 1979 Dune game. Gale Force Nine published Arrakis in 2022 in partnership with Legendary and in association with the Museum of Science Fiction.

  • Roots of the design

    A Gaming Trend review describes the game as a reskin and redesign of Borderlands, an area control game from the 1980s. The rulebook also explains vanishing: a player can resign by removing all their warriors, and their allies inherit the abandoned territories.

The film or series it covers

The Dune setting from Frank Herbert’s novels, long before the first book. According to the rulebook, the game takes place more than a hundred generations before the Atreides came to Arrakis and thirty generations after Ishmael brought his people there.

You lead Fremen tribes through bargaining, cooperation, and competition for scarce resources and the communal cave dwellings called sietches. Each warrior token represents a squad of a tribe’s fighters. 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 of water, food, worm teeth, and spice
  • 36 stillsuits, 20 crysknives, and 12 sietches, plus scavenge tokens: 2 maula pistols, 2 jubba cloaks, 1 kulon, and 1 ornithopter
  • 14 resource production sites: 3 water, 3 food, 4 worm tooth, and 2 each of full moon and crescent moon spice
  • 20 scavenge cards and 36 double-sided worm tokens
  • An order die, a 12-sided Arrakis die, 8 rock barriers, and an attack marker
  • A cycle phase tracker and marker
  • For each of 4 tribes: a tribe card, a thumper, 30 double-sided warrior tokens, 8 water debt tokens, and a reference card

Arrakis: Dawn of the Fremen FAQ

What is Arrakis: Dawn of the Fremen?

A 2022 Gale Force Nine game for 2 to 4 players, each leading a Fremen tribe. Gather resources, build stillsuits, crysknives, and sietches, ride worms, and fight for territory. The game is set more than a hundred generations before the Atreides came to Arrakis.

How do you win in Arrakis: Dawn of the Fremen?

Control 3 sietches at the end of an action phase, or 5 with an ally. If a solo player and an alliance reach their targets at the same time, the solo player wins. The council can also unanimously agree that nobody can stop you.

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

The game plays 2 to 4 players. Each tribe starts with 18 territories in a 2-player game, 12 with 3 players, and 9 with 4. The rulebook also includes a 4-player alliance mode: two permanent pairs each need 4 sietches.

How does water debt work in Arrakis: Dawn of the Fremen?

The winner of an attack gives the loser 1 water debt for losing 1 to 3 strength, or 2 for losing 4 or more. Spend debts to pass through a tribe's territory, stop an attack, or buy resources: 3 rival debts get any 2 resources, and 5 get any 3.

Is Arrakis: Dawn of the Fremen related to the Dune board game?

It shares designers with the 1979 Dune game: Peter Olotka, Jack Kittredge, and Bill Eberle. The games play quite differently: this one uses open strength totals instead of secret battle wheels. A Gaming Trend review calls it a redesign of the 1980s game Borderlands.

Does Arrakis: Dawn of the Fremen include hidden information?

Very little. Scavenge cards are revealed when drawn, and unused cards stay face up. Strength totals are public, too. Randomness comes from the Arrakis die, which determines what each cycle produces, and the scavenge deck.

When does Arrakis: Dawn of the Fremen take place?

The rulebook places it more than a hundred generations before the Atreides came to Arrakis, and thirty generations after Ishmael brought his people there.

Warriors never move, so choose territories with production sites in mind.

Rock barriers block bearing strength. Check for them before planning an attack.