Dune Board Games: deck-building game

Dune: Imperium Board Game: How a Round Plays Out

The Dune Imperium board game (2020) blends worker placement and deck building for 1 to 4 players on Arrakis. Send agents to board spaces, build your deck, and compete for spice, influence, and victory points.

  • 2020
  • 1-4 players
  • 60-120 minutes
  • Ages 14+
  • deck-building game
  • Dire Wolf (with Gale Force Nine)

Designers: Paul Dennen

Agents out, cards down, spice flowing. Here’s how a round goes.

Dune: Imperium ratings

Difficulty
Time to explainabout 25 min
Player experience
Geek Level7 / 10Can explain the timeline
How we rate

The four powers and terms like Mentat and foldspace come straight from the books, giving readers a head start. The rulebook explains each one, too.

Here’s the game’s rhythm: draw five cards, take turns sending agents out, then reveal the rest of your hand. Each round follows the same five phases, and the nine steps below go in order. Know the Dune setting already? Skip to the Dune board games overview for other options.

Empty maker spaces collect 1 bonus spice each round. Occupied ones get none.

A quick guide to one round of Dune: Imperium

Each round has five phases: round start, player turns, combat, makers and recall. The nine steps below split the two types of player turn into phase two, where most decisions happen.

Any persuasion you don’t spend on your reveal turn is lost.

  1. Step 1:

    Phase 1, round start: reveal the top conflict card, then have every player draw five cards from their own deck.

  2. Step 2:

    Phase 2, player turns: starting with the first player marker and moving clockwise, each player takes an agent turn or a reveal turn.

  3. Step 3:

    Agent turn: play one card, then send an agent from your leader to an empty board space with an agent icon that matches the card.

  4. Step 4:

    Pay any cost on the space, then take its effect and the effect in the card’s agent box. Faction spaces also raise your influence with that faction by one.

  5. Step 5:

    Reveal turn: show the rest of your hand, resolve the reveal boxes, buy cards with the persuasion they provide, then set your combat strength. You skip all later turns this round.

  6. Step 6:

    Spend persuasion on cards from the Imperium Row or the Reserve. Bought cards go to your discard pile, and you lose any unspent persuasion. The phase ends once every player has taken a reveal turn.

  7. 7Step 7:

    Phase 3, combat: players with troops in the conflict may play combat intrigue cards. The strongest force takes the first reward.

  8. 8Step 8:

    Phase 4, makers: place 1 bonus spice on each of the three maker spaces without an agent. The next player to send an agent there collects it.

  9. 9Step 9:

    Phase 5, recall: agents return home, the first player marker passes clockwise, and the game ends if someone has 10 or more victory points or the conflict deck is empty.

The round summary leaves out setup, costs and scoring, which are common stumbling blocks for new players. Next, we cover setup, the two kinds of turn and rules that can trip up a first game. Choosing between boxes? Compare it with Dune: Imperium Uprising.

Dune: Imperium rules, explained

Setup

  1. Build the conflict deck: shuffle the four tier III cards face down on the board. Deal five shuffled tier II cards on top, then one shuffled tier I card. Return unused conflict cards to the box without looking at them.

  2. Shuffle the Imperium deck and deal five cards face up to make the Imperium Row. Set the Reserve cards in three stacks: Arrakis Liaison, The Spice Must Flow and Foldspace. Shuffle the intrigue deck and place it face down.

  3. Place the Mentat token on its space and the four alliance tokens on the marked spots of the faction influence tracks.

  4. Each player takes a leader, a shuffled, face-down 10-card starting deck, one water, three agents in their color and 16 cubes. Put two agents on your leader and place the third, your Swordmaster, beside the board.

  5. Put one score disc on the score track: on the 1 space in a four-player game, otherwise 0. Set your combat marker on 0 of the combat track. Place four cubes on the bottom spaces of the four influence tracks, then put three of your other twelve cubes, your troops, in your garrison.

  6. Choose the first player at random to take the first player marker. Solo and two-player games use House Hagal cards, with a separate rules sheet.

Turn by turn

  • Agent turn

    Play one card with an agent icon, then place an unoccupied agent on an empty space with a matching icon. A card can send only one agent. Pay any cost first, then take the space’s effect and the card’s agent box. You can’t play cards without an agent icon this way.

  • Reveal turn

    Reveal your remaining hand and resolve each reveal box, using persuasion to acquire cards. Then set your strength: 2 per troop in the conflict and 1 per revealed sword. With no troop in the conflict, your strength is 0. Finally, put every card you played or revealed into your discard pile.

  • Troops and deployment

    Recruited troops sit in your garrison and earn nothing there. When you send an agent to a combat space, you may deploy troops recruited that turn plus up to two from your garrison to the conflict.

  • Intrigue cards

    You mainly gain these from Carthag, Conspire and Secrets, and keep them hidden. Play plot cards on any of your agent or reveal turns, combat cards only during combat, and endgame cards at the end of the game.

  • Combat and rewards

    Players with troops in the conflict may play combat intrigue cards until everyone passes in a row. The highest strength takes the first reward, and the second highest takes the second. In four-player games, the third highest gets the third. If players tie for first, nobody wins; each tied player takes the second reward. A tie for second takes the third reward. A player with 0 strength gets nothing.

  • Makers and recall

    During the makers phase, each of the three maker spaces without an agent gets 1 bonus spice. It stays there and builds up until an agent collects it. During recall, the Mentat returns to its space, agents go back to their leaders and the first player marker passes clockwise.

End of the game and scoring

You can score victory points through influence, alliances, conflict rewards and some cards. At the end of a round, the game ends if a player has 10 or more points or the conflict deck is empty. Players may play endgame intrigue cards first; then the player with the most points wins. Ties go to the most spice, then Solari, water and garrisoned troops, in that order.

Key rules

  • Influence and alliances

    Reach 2 influence with a faction to score 1 point; drop below 2 and you lose it. Reach 4 to earn the bonus on that track space. The first player to reach 4 takes the alliance token and its point. A rival who passes them takes both.

  • The Mentat

    A board space costing 2 Solari lets you draw a card and take the Mentat token to your leader. It acts as an extra agent that round, then returns to its space during recall unless you won it as a conflict reward.

  • Swordmaster

    The Swordmaster space costs 8 Solari and is a once-per-game purchase. It gives you a third agent for the rest of the game.

  • Control markers

    Some conflict cards reward control of Arrakeen, Carthag or Imperial Basin. If you control one of those spaces, you gain 1 Solari whenever any player sends an agent there (or 1 spice for Imperial Basin).

Tips for your first game

  • For your first game, the rulebook recommends a leader with one complexity icon: Paul Atreides, Glossu Rabban, Earl Memnon Thorvald or Count Ilban Richese.
  • You can reveal your hand while you still have agents, but that ends your turns for the round. Send any agents you need first.
  • Any persuasion left after your reveal turn is lost, so use it before the turn ends.
  • Swords add strength only if you have at least one troop in the conflict.
  • Cards without an agent icon can only be revealed. Check the icons before you buy.

Swords count only if you have a troop in the conflict.

The rules explain how to play, but the next section explains what gives the game its Dune flavor: who made it, when it came out and which parts of the setting it draws on. It also distinguishes the novel from the film, since the rulebook credits both. The standalone spin-off Dune: Imperium Uprising draws on the sequel.

The game and the Dune story behind it

Once your reveal turn ends, you skip the rest of that round.

The game

  • Design and release

    Paul Dennen designed Dune: Imperium for Dire Wolf Digital, and it was published under license from Gale Force Nine. The game came out in 2020, ahead of the 2021 film, and was nominated for the 2022 Kennerspiel des Jahres.

  • Editions and reprints

    Rise of Ix (2021) and Immortality (2022) expanded the base box. The Deluxe Upgrade Pack (2022) added miniatures for the wooden pieces. Uprising (2023) is a standalone spin-off, and Bloodlines, released in January 2025, works with both the base game and Uprising.

The film or series it covers

The game draws on Frank Herbert’s novel Dune and, as the rulebook puts it, the then-new film from Legendary Pictures. It doesn’t retell the plot of one film.

The board features four powers of the Imperium: the Emperor, the Spacing Guild, the Bene Gesserit and the Fremen. Spice, Arrakis, Conflict cards and Landsraad-style politics all come from the setting. The game includes eight leaders, two from each of four Great Houses.

Scenes and story beats in the game

Inside the Dune: Imperium box

  • 1 game board and a Board Space Guide sheet
  • 67 Imperium cards
  • 24 Reserve cards (8 Arrakis Liaison, 10 The Spice Must Flow, 6 Foldspace)
  • 18 conflict cards (4 tier I, 10 tier II, 4 tier III)
  • 40 intrigue cards
  • 8 leaders, two from each of four Great Houses
  • Water, Solari and spice tokens, the Mentat, 4 alliance tokens and the first player marker
  • For each player: a 10-card starting deck, 16 cubes, 3 agents, 3 control markers, a combat marker, a Councilor token and 2 discs
  • 31 House Hagal cards and a rules sheet for solo and two-player games

The base box is only the start, because Dire Wolf has added expansions, a cosmetic upgrade and a standalone spin-off since 2021. Each item below says what it adds and whether it needs this game. You can also see how the line fits together on the Dune board games page.

Empty maker spaces collect 1 bonus spice each round. Occupied ones get none.

Dune Imperium expansions and upgrades

  • Rise of Ix 2021

    The first expansion for Dune: Imperium. The box holds an Ix board, a CHOAM board overlay, 18 tech tiles, 2 dreadnoughts, a freighter token, 6 leaders and 35 Imperium cards.

  • Immortality 2022

    The second expansion. It adds a Bene Tleilax board, a Research Station overlay, family atomics tokens and more than 75 cards. The cards need 57 extra sleeves, which are not included.

  • Deluxe Upgrade Pack 2022

    A cosmetic add-on, not a new game, and it requires Dune: Imperium. It holds 65 miniatures (agents, the Mentat, troops and alliance tokens), a first player coin and trays for storing the game.

  • Uprising 2023

    A standalone spin-off with a new board and new leaders, spies, sandworms and contracts. You do not need the base game, and it works with the Ix and Immortality expansions.

  • Bloodlines 2025

    Adds Sardaukar Commanders, tech tiles, leaders, contracts and Imperium cards, and works with both Dune: Imperium and Uprising.

Dune: Imperium FAQ

How do you play Dune: Imperium?

Each round, draw five cards and take turns sending agents to board spaces by playing matching cards. Reveal the rest of your hand to gain persuasion and swords, buy cards and fight for rewards in that round’s conflict.

How many players can play Dune: Imperium?

The base game plays 1 to 4 players in 60 to 120 minutes, ages 14 and up. Solo and two-player games use House Hagal cards to run the rivals.

How do you win Dune: Imperium?

The player with the most victory points wins. The game ends at the end of a round when someone has 10 or more points or the conflict deck is empty. Ties go to the player with the most spice, then Solari, then water, then garrisoned troops.

What happens during the makers phase?

Each of the three maker spaces (The Great Flat, Hagga Basin and Imperial Basin) with no agent gets 1 bonus spice. It stays there until a player sends an agent to collect it along with the space’s normal spice.

What do the Dune: Imperium expansions add?

Rise of Ix adds an Ix board and tech tiles, while Immortality adds a Bene Tleilax board and a Research Station. The Deluxe Upgrade Pack includes miniatures and trays, and Bloodlines adds Sardaukar Commanders.

Do I need Dune: Imperium to use the Immortality expansion?

Yes. Immortality is an expansion for Dune: Imperium and needs the base game. Uprising is a standalone game.

Is Dune: Imperium based on the book or the movie?

Dune: Imperium gets its setting from Frank Herbert’s novel. The rulebook also says it draws on the Legendary Pictures film that was new when the game came out.

Any persuasion you don’t spend on your reveal turn is lost.

Swords count only if you have a troop in the conflict.

Sources

  1. Dire Wolf Digital: Dune: Imperium rulebook (PDF, 2020) d19y2ttatozxjp.cloudfront.net
  2. Dire Wolf Digital: Dune: Imperium direwolfdigital.com
  3. Asmodee: Dune: Imperium Board Game (players, age) store.asmodee.com
  4. Wikipedia: Dune: Imperium en.wikipedia.org
  5. Dire Wolf Store: Rise of Ix shop.direwolfdigital.com
  6. Dire Wolf Store: Immortality shop.direwolfdigital.com
  7. Dire Wolf Store: Deluxe Upgrade Pack shop.direwolfdigital.com
  8. Dire Wolf news: Bloodlines is available news.direwolfdigital.com