Dune Board Games: trading card game

Dune: Eye of the Storm, the 1997 Dune Card Game

The Dune card game, Dune: Eye of the Storm, is a 1997 collectible game from Five Rings Publishing Group and Last Unicorn Games for 2 or more players. It suits collectors and fans of the Dune novels who like auctions, intrigue and deck building.

  • 1997
  • 2-8 players
  • 60 minutes
  • trading card game
  • Five Rings Publishing Group (Last Unicorn Games)

Designers: Owen Seyler, Matthew Colville

Houses, holdings and rites of challenge: this Dune game runs on cards.

Dune card game ratings

Difficulty3.5 out of 5
Time to explain4 out of 5about 30 min
Player experience4 out of 5
Geek Level8 / 10Argues about the extended cut
How we rate

Geek Level 8 (argues about the extended cut): collectible card game complexity, plus a deck of novel characters and houses.

This game came before every modern Dune adaptation, and plays more like a political duel than a battle. Build up a house, bid for allies and wear down opponents with intrigue. The steps below outline a turn, based on what the sources confirm about the game’s structure. For a newer card game, see Dune: Betrayal.

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

A quick look at how a turn works in the dune card game

Published sources confirm the structure of play, but not a numbered turn order. These steps are grouped by what you do, rather than by phase.

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

  1. Step 1:

    Each player leads a minor house with a Homeworld and starting Solaris, the Imperium’s currency.

  2. Step 2:

    Draw aides, personnel, equipment, plans and tactics from your House Deck, then pay to play them.

  3. Step 3:

    Compete in an auction-style mechanic for unique allies and holdings from the Imperial Deck.

  4. Step 4:

    Attack other players through intrigue, battle, arbitration or dueling rites.

  5. Step 5:

    Using a unit to attack or defend taps it until your next turn, so keep several options handy.

  6. Step 6:

    Play tactic cards to disrupt attacks between other players.

  7. 7Step 7:

    Defeated units are turned face down and can be resurrected after a few turns.

  8. 8Step 8:

    Build up spice and Favor. Prophecy and Bene Gesserit Weirding can also improve your position.

The two decks, four attack types and victory condition help explain why the game was hard to learn. Below, each gets a plain-language explanation, along with details that remain unconfirmed without an official rulebook. For a card-driven Dune game that’s still in print, try Dune: Imperium.

How to play the dune card game, step by step

Setup

  1. Each player picks one of six great houses (factions), a Homeworld and a number of starting Solaris.

  2. Build a deck from your faction cards. The Imperial Deck holds unique allies and holdings; the House Deck holds non-unique cards.

  3. Starter decks held 60 cards; booster packs held 15.

Turn by turn

  • Two decks

    The Imperial Deck has unique allies and holdings that players bid on. The House Deck holds non-unique cards, including aides, personnel, equipment, plans and tactics. Pay to play these cards from your hand.

  • Four attack types

    Players fight through intrigue, battles, arbitration, and dueling rites. Allies and aides can join a rite only if they have the matching talent.

  • Tapping

    Attacking or defending taps a unit until the next turn, so players need several options for both on the table.

  • Tactics and resurrection

    Tactic cards let players interrupt attacks between other players. Defeated units are turned face down and can be resurrected after a few turns.

  • Prophecy and Weirding

    Prophecy and Bene Gesserit Weirding give players two more ways to advance their position.

End of the game and scoring

To win, players need at least 10 spice units and 10 Favor points. We couldn't find an official rulebook, so the exact timing for gaining spice and Favor, along with the rules for ties, isn't confirmed here.

Key rules

  • Houses

    Choose from six great houses or factions, each with its own starter deck and Homeworld.

  • Rites need talents

    Allies and aides can join a rite only if they have the matching talent.

  • Taps

    A unit stays tapped until the next turn after it attacks or defends.

  • Two resources

    Spice and Favor are the two scores that matter for victory, with 10 points each.

Tips for your first game

  • Pack several attackers and defenders into your deck, since attacking taps your units.
  • Save tactic cards to interrupt rivals' attacks.
  • Don't spend too much on one ally. Defeated units can return, but only after a few turns.
  • Check your aides' talents before planning a rite.

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

The game began with a license for the 1984 film and expanded to the novels within months. Next up: the publishers, later sets and the first three books behind the cards. For a full list of Dune games, see the Dune board games overview.

The game and the Dune story behind it

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

The game

  • Design and release

    Owen Seyler is credited as designer, with Matthew Colville also listed. Five Rings Publishing Group and Last Unicorn Games released it in 1997. Wizards of the Coast bought Five Rings later that year and took over publishing.

  • Editions and reprints

    Eye of the Storm had 301 cards, with 60-card starters and 15-card boosters. Judge of the Change (December 1997) added 152 cards, followed by two sets in 1998. Reviewers say the rules were too hard for younger players, contributing to the game's collapse.

The film or series it covers

The first three Dune novels: Dune, Dune Messiah, and Children of Dune. The original license covered the 1984 film; by December 1997, it covered all of Herbert's novels.

Players lead minor houses seeking a seat in the Landsraad. Cards feature houses, spice, aides, personnel, and the novels' intrigue. Later sets follow the story: the second Judge of the Change set depicts House Atreides arriving on Arrakis, while Thunder at Twilight covers House Harkonnen reclaiming it.

Scenes and story beats in the game

What’s in a dune card game pack

  • Six 60-card starter decks, one for each faction
  • 15-card booster packs
  • Imperial Deck cards with unique allies and holdings
  • House Deck cards with aides, personnel, equipment, plans and tactics

Expansions of the Dune card game

  • Eye of the Storm 1997

    The base set of 301 cards.

  • Judge of the Change 1997

    A December 1997 set of 152 cards that added the Spice Miners Guild, the Water Peddlers Union and decrees.

  • Judge of the Change (second set) 1998

    A 183-card set covering House Atreides arriving on Arrakis.

  • Thunder at Twilight 1998

    A 178-card set covering House Harkonnen reclaiming Arrakis.

Dune card game FAQs

What is the Dune card game?

Dune: Eye of the Storm is a 1997 collectible card game. Each player leads a minor house seeking a seat in the Landsraad. Five Rings Publishing Group and Last Unicorn Games published it.

How do you win the Dune card game?

You need 10 or more spice units and 10 or more Favor points.

Is the Dune card game still in print?

No, it’s out of print.

Which Dune books does the card game use?

It draws on the first three novels: Dune, Dune Messiah and Children of Dune. The first license covered David Lynch’s 1984 film.

How many players can play the Dune card game?

Two or more players can play, and a game lasts about an hour.

What expansions did the Dune card game have?

Judge of the Change (1997), Judge of the Change (second set) and Thunder at Twilight (both 1998). Two more sets were planned but canceled.

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: Dune (card game) en.wikipedia.org