Dune Board Games: strategy board game

Dune: A Game of Conquest and Diplomacy: Rules and a Round

Dune: A Game of Conquest and Diplomacy is a 2021 Gale Force Nine strategy game for 2 to 4 players. It builds on the 1979 Dune design with four factions, a five-turn limit and secret battle plans. Expect storms, spice and betrayal in a shorter game.

  • 2021
  • 2-4 players
  • about 1 hour
  • strategy board game
  • Gale Force Nine

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

Four factions, five turns, and a storm that wrecks someone’s plans every turn. Here’s how a turn works.

Dune: A Game of Conquest and Diplomacy ratings

Difficulty
Time to explainabout 15 min
Player experience
Geek Level6 / 10Has a favorite side character
How we rate

The leader discs feature Duke Leto, Stilgar and Baron Harkonnen, so film fans will recognize who they're sending into battle.

A game lasts at most five turns, with the same seven phases in the same order each time. The storm and spice blow reshape the map first; battles near the end decide who holds the strongholds. Follow the bullets below for one turn. The six-faction version is the original Dune board game.

Roll to choose the first player at setup. Highest roll wins; the storm icon counts highest.

A quick look at one turn of Dune: A Game of Conquest and Diplomacy

A game lasts at most five turns. Each turn has seven phases in order, followed by a check for a winner.

Winning a battle still costs you every force you dialed.

  1. Step 1:

    Storm: the first player rolls the die and moves the storm that many sectors counterclockwise. It destroys spice and forces on sand it crosses, but Fremen forces survive.

  2. Step 2:

    Spice blow: reveal a spice card and place spice on its two territories. If it’s a sandworm card, it instead destroys spice and non-Fremen forces on the previous card’s territories.

  3. Step 3:

    Gain cards: refill your hand to four battle cards, then buy market cards for 2 spice each, up to a hand of three.

  4. Step 4:

    Revival: each player revives 2 forces for free. Extra forces cost 2 spice each; leaders cost their value in spice.

  5. Step 5:

    Shipping and movement: ship forces from your reserves into one territory for 1 spice each, then move one group up to 3 territories.

  6. Step 6:

    Battle: when two or more factions share a territory, except the Polar Sink, each player secretly makes a battle plan. Reveal the plans together.

  7. 7Step 7:

    Spice collection: players with forces in the same sector as spice collect 2 spice per force. Anyone with fewer than 3 spice takes enough from the bank to reach 3.

  8. 8Step 8:

    Check for a win: at the end of turn 3, 4 or 5, a player holding three strongholds wins. Otherwise, the first player marker passes counterclockwise.

The four factions play very differently, and secret battle plans are at the heart of the game. The next block covers setup, battle resolution, the traitor rule and each faction’s special power. For a card-driven take on the same setting, try Dune: Imperium.

How to play Dune: A Game of Conquest and Diplomacy, step by step

Setup

  1. Put all spice tokens in the bank, then shuffle the spice, battle and market decks separately.

  2. To assign factions, take one traitor card per faction, shuffle them and deal one to each player. Reveal the cards, then return them to the traitor deck.

  3. Remove the traitor cards for factions not in play, then shuffle the rest. Deal 4 traitor cards to each player except the Harkonnen player; each of those players secretly keeps 1. Finally, the Harkonnen player draws 8 cards in a four-player game and keeps 4.

  4. Each player takes the starting spice listed on their faction sheet: Atreides 13, Fremen 6, Harkonnen 15 and Imperium 18. Fremen put 5 forces in the Polar Sink; all other forces go in reserve.

  5. Set the turn marker to 1, the phase marker to storm, and the storm marker on its starting sector.

  6. Each player rolls the storm die. The highest roll takes the first player marker, with the storm icon counting as the highest value.

Turn by turn

  • Storm and spice

    The storm circles 18 sectors, wrecking forces and spice on sand territories. Rock territories, strongholds and the Polar Sink are safe. On the first turn, ignore a sandworm card and reshuffle the deck. Later, a sandworm destroys what’s on the previous spice card’s territories, except Fremen forces, who ride the worm.

  • Cards

    You can hold up to four battle cards and three market cards. Battle cards provide weapons, defenses and worthless cards; market cards add tricks played in the phase shown on each card. Each market card costs 2 spice, paid to the bank or the Imperium player. For a first game, you can start with only one market card per player.

  • Shipping and movement

    Shipping costs 1 spice per force and sends forces into one territory. You can’t ship into a sector in the storm. Then move one group up to 3 territories. A stronghold with forces from two factions is closed to everyone else.

  • Battle plan

    Secretly dial a number of forces on your battle wheel, from 0 up to the number you have in the territory. You must play a leader if you can. With a leader, you may also add a weapon card, a defense card or both. Reveal plans together.

  • Resolving battles

    Add your dialed forces to your leader’s strength. The highest total wins; the player with battle advantage wins ties. A weapon without a matching defense kills the leader and cancels its strength. The winner gains spice equal to the strength of every leader killed in the battle.

  • Traitors

    If your opponent plays a leader matching a traitor card you hold, call out Traitor. You win the battle, lose nothing and keep your leader. The traitor’s owner loses their forces in the territory and the cards they played. If both reveal traitors, both lose forces, cards and leaders, and neither wins.

End of the game and scoring

Hold three strongholds with at least one force at the end of turn 3, 4 or 5, and you win immediately. Nobody can win on turns 1 or 2. If no one has won after turn 5, each player scores 5 points per stronghold and 1 per spice. The highest total wins; ties share the win.

Key rules

  • Losing and winning forces

    The loser loses all forces in the territory and every battle card played. The winner loses only the forces they dialed, so even a winning side can leave a territory empty.

  • Faction powers

    Atreides see one part of an opponent’s plan before plans are made. Fremen ignore storms on sand and ride sandworms. Harkonnens hold extra traitors. The Imperium collects spice paid by others for market cards and uses the Voice to force or forbid a weapon type.

  • Two-player games

    Any two factions can play, for six possible matchups, with sand covering one stronghold so only four are in play. In Allies mode, each player runs two factions: Atreides and Fremen against Harkonnen and Imperium.

  • Battle advantage

    The first player has battle advantage. It passes in turn order until the Battle phase ends. The player with the advantage wins ties and chooses the order of their battles.

Tips for your first game

  • Read your faction sheet before play. Each faction bends a different rule.
  • Keep an eye on the storm each turn. Sand territories can wipe out forces and spice.
  • Dial fewer forces than you have if that can still win the battle. The winner loses every force dialed.
  • A leader can fight in only one territory per turn, so choose where your best one will matter most.

Control three strongholds at the end of turn 3, 4 or 5 to win outright.

This redesign builds on a much older game, and its rulebook thanks the filmmakers behind the 2021 film. Here’s how it connects to the 1979 and 2019 editions, what changed, and which parts of the novel made it onto the board. For other Dune options, see the Dune board games overview.

The game and the Dune story behind it

A leader can fight in only one territory per turn.

The game

  • Design and release

    Gale Force Nine published the game in 2021, and the rulebook credits film studio Legendary. Game design is credited to Peter Olotka, Jack Kittredge, Bill Eberle, Greg Olotka and Jack Reda. The box supports 2 to 4 players and includes four faction sets plus two double-faction sheets for the two-player Allies mode.

  • Editions and reprints

    In 2019, Gale Force Nine reissued the 1979 Avalon Hill game for 2 to 6 players, with new art. The 2021 game is a separate, shorter design with four factions. The Bene Gesserit have no faction of their own; their Voice ability belongs to the Imperium.

The film or series it covers

Frank Herbert's novel Dune, plus a rulebook that thanks Legendary and the filmmakers of Denis Villeneuve's 2021 film.

Atreides, Fremen, Harkonnen and the Imperium battle for Arrakis's strongholds. Leader discs feature Duke Leto, Lady Jessica and Paul for the Atreides; Stilgar and Chani for the Fremen; and Baron Vladimir Harkonnen and Piter De Vries for the Harkonnens.

Scenes and story beats in the game

What’s in the Dune: A Game of Conquest and Diplomacy box

  • An Arrakis game board with sand, rock, stronghold and Polar Sink territories across 18 storm sectors
  • An eight-sided storm die, with faces 0 to 6 and a storm icon
  • Four decks: spice (24), battle (24), traitor (22) and market (24)
  • 162 spice tokens, turn, phase, first player and storm markers, plus 5 stronghold blockers
  • Faction sheets, 20 forces per faction and leader discs (5 per faction, 7 for the Atreides)
  • Two double-faction sheets for the two-player Allies mode
  • Two battle wheels

How this game relates to other Dune strategy games

  • Dune (1979 and 2019) 1979

    The original six-faction game by Bill Eberle, Jack Kittredge and Peter Olotka, reissued by Gale Force Nine in 2019 for 2 to 6 players.

  • Dune: A Game of Conquest and Diplomacy 2021

    Four factions, a five-turn limit and a two-player mode, released with 2021 Legendary branding.

Dune: A Game of Conquest and Diplomacy FAQ

What is Dune: A Game of Conquest and Diplomacy?

A 2021 Gale Force Nine strategy game for 2 to 4 players, built on the 1979 Dune design. It has four factions instead of six and lasts no more than five turns.

How do you win Dune: A Game of Conquest and Diplomacy?

Hold three strongholds, each with at least one force, at the end of turn 3, 4 or 5. Nobody can win on turns 1 or 2. If no one wins by the end of turn 5, the highest total wins: 5 points per stronghold plus 1 per spice.

How does Dune: A Game of Conquest and Diplomacy play with two players?

Each player takes one faction, giving six possible matchups, or each runs two factions in Allies mode. Roll a die or agree on one stronghold to cover with sand, leaving only four in play.

How does it differ from the original Dune board game?

There are four factions instead of six, with no separate Bene Gesserit or Spacing Guild faction, and the game ends after at most five turns. Each turn has seven phases, and battles use secret plans set on a battle wheel.

What does a sandworm do in Dune: A Game of Conquest and Diplomacy?

A sandworm card destroys spice and forces in the territories shown on the previous spice card. Fremen forces there are spared and may ride the worm to a territory up to 3 away. Ignore the card on the first turn.

Is it based on the 2021 Dune movie?

The rulebook thanks Legendary and the filmmakers, and the game bears 2021 Legendary branding. Its factions and rules still come from Frank Herbert's novel and the 1979 game.

Roll to choose the first player at setup. Highest roll wins; the storm icon counts highest.

Winning a battle still costs you every force you dialed.