Dune Board Games: strategy board game
Dune War for Arrakis Board Game: Rules, Rounds and Background
The Dune War for Arrakis board game is a 2024 miniatures game for 1 to 4 players. Harkonnens and Atreides fight the Desert War, with asymmetric sides, action dice and detailed figures for strategy fans.
- 2024
- 1-4 players
- 120 minutes
- Ages 14+
- strategy board game
- CMON
Designers: Francesco Nepitello, Marco Maggi
Harkonnens hold the cities; Fremen hold the secrets. Here’s how a round of war plays out.
The two sides play quite differently. The Harkonnens manage spice and vehicles; the Atreides hide units and race along the prescience track. Here’s one round, in the order used by the rulebook. For a lighter, card-driven option, see Dune: Imperium Uprising.
Atreides units begin as facedown tokens, revealed only when attacked or scouted.
Quick guide: one round of Dune: War for Arrakis
Each round has a start step, four phases and an end step. The Harkonnens and Atreides have different jobs at each stage.
The Harkonnens win with 10 supremacy points. The Atreides need to score their secret objectives.
- Step 1:
At the start of the round, each player draws 2 planning cards, 1 from each of their two decks. Then reveal 3 prescience cards face up.
- Step 2:
Phase 1, vehicle placement (Harkonnen): the Spice Must Flow board shows how many Harkonnen action dice are blocked and how many vehicles emerge. Place the vehicles on the board.
- Step 3:
Phase 2, action resolution: both players roll action dice and slot them on their dashboards. Then they take turns, starting with the Atreides.
- Step 4:
On a turn, spend 1 die for a strategy, leadership, deployment, mentat or house action. Or spend any 1 die to play a planning card.
- Step 5:
Phase 3, desert hazards (Atreides): place wormsign tokens in deserts with Harkonnen legions or harvesters, flip them, then roll for Coriolis storms.
- Step 6:
Phase 4, spice harvesting (Harkonnen): harvesters collect 1 spice in desert or 2 in deep desert. Spend 2 to keep an Imperium marker or 3 to raise it. Otherwise, it drops and a ban activates.
- 7Step 7:
At the end of the round, the Atreides claim up to 2 prescience cards and win if they meet their secret objective. Ornithopters and carryalls leave the board, and each player discards down to 6 planning cards.
A round summary can’t capture how different the factions feel. The next section covers setup, action dice, battles, victory conditions and the key rules that shape most games. Prefer a lighter Dune game with cards instead of miniatures? Compare it with Dune: Imperium.
Dune: War for Arrakis rules in detail
Setup
Join the two board sections. Shuffle the 8 sietch tokens and place one facedown in each marked area. Only the Atreides player can look at them.
Place 1 Atreides starting deployment token and 1 Naib leader in each area with a sietch. Keep the shuffled standard deployment tokens facedown beside the Atreides player.
Place the six Harkonnen settlements (four Pyon Villages, Carthag and Arrakeen). Put 2 facedown Harkonnen starting tokens on each, then flip them and swap in the matching figures.
Place the six ecological testing stations facedown in their marked areas, 1 per area.
Set the three prescience markers and the supremacy marker to 0. Shuffle the prescience cards into a deck and the 16 wormsign tokens into a pool.
Each player takes a dashboard and places the named leader cards marked in play at the start faceup on it. The Harkonnen player also takes the Spice Must Flow board, with the 3 Imperium markers at the highest step.
Shuffle the four planning decks separately. The Atreides player draws 1 of 6 secret objective cards, keeps it hidden from the Harkonnen player and starts with 1 Bene Gesserit token.
Turn by turn
Action dice
Both players roll action dice and slot them on their dashboards. The Atreides always roll 4. The Harkonnen roll depends on the Spice Must Flow board, which blocks some dice. Results are strategy, leadership, deployment, mentat and house. Any die can also pay for a planning card.
Moving legions
All units and leaders in an area make up a legion. Strategy and leadership actions move legions to an adjacent free area, and a leader must travel with at least 1 unit. The Atreides can sandride across areas with wormsign or sandworms. A Harkonnen ornithopter lets a legion move up to 2 areas away.
Battles
Each side rolls 1 combat die per unit, plus 1 per planning card discarded, up to 6 in total. A defender in a settlement adds dice equal to its rank. Compare hits, shields and leader results, then remove casualties. The attacker may continue, but attacking a settlement costs 1 hit. The defender may then retreat.
Wormsign and storms
During desert hazards, the Atreides place a wormsign in each desert area with a Harkonnen legion or harvester, then flip the tokens. Each shows sand (nothing), a sandworm, or a burrowing sandworm that counts only in deep desert. A sandworm destroys a lone harvester unless a carryall saves it. If a Harkonnen legion is there, it must retreat, or the sandworm attacks if it cannot.
Coriolis storms
After the wormsigns, the Atreides roll 2 combat dice for each Harkonnen legion in a vulnerable plateau, minor erg or desert area. Terrain determines how many hits a roll can inflict. Deep desert is the most dangerous.
Spice and Imperium bans
Each harvester collects 1 spice in desert or 2 in deep desert. Spend 2 spice to keep an Imperium marker in place, or 3 to raise it one step. If neither happens, the marker drops a step and activates a ban that restricts the Harkonnens until the next harvesting phase.
Prescience
The Atreides advance three prescience markers by claiming up to 2 prescience cards a round, taking ecological testing stations and destroying Harkonnen settlements. At step 3 on a marker, Chani, Paul-Muad'Dib or Reverend Mother Jessica arrives; step 6 brings Alia, and step 8 lets the Atreides detonate the Family Atomics.
End of the game and scoring
The Harkonnen player wins immediately by reaching 10 supremacy points, mainly by destroying sietches. A destroyed sietch gives points equal to its rank. The Atreides win in the end-of-round phase if all three prescience markers reach the scores on their secret objective card. Destroying a Harkonnen settlement advances every marker by its rank: 3 for Arrakeen, 2 for Carthag, 1 for a Pyon Village.
Key rules
Asymmetric factions
In a two-player game, each side leads a faction with an ally: the Atreides with the Fremen ally, the Harkonnens with the Corrino ally. In three- and four-player games, players form two teams and split the four powers.
Hidden Atreides
Atreides units enter as facedown deployment tokens. Reveal them when the area is attacked or scouted by an ornithopter, or choose to reveal them with guerrilla training.
Regeneration tank
When a named leader is removed, it goes to the regeneration tank on its owner’s dashboard instead of leaving the game. Spend a die to move it one slot forward. It returns after leaving the last slot: 3 slots for the Atreides and 5 for the Harkonnens.
Settlements
Settlements muster new forces, and destroying one affects both sides’ victory chances. An undefended settlement falls automatically when attacked, but you still need a legion to attack it.
Bene Gesserit tokens
Each player can spend 1 Bene Gesserit token per round as a temporary action die. The Atreides start with 1 and gain 2 more as the supremacy marker advances.
Tips for your first game
- The rulebook covers two players first. Rules for three and four players begin on page 34.
- Every normal action costs one die, so think about which results matter most before spending them.
- As the Atreides, read your secret objective early. It tells you which prescience scores to reach.
- As the Harkonnens, keep an eye on the Spice Must Flow board. A low Imperium marker blocks action dice and reduces your vehicles.
- Solo players use Mahdi mode, leading the Atreides against Harkonnens controlled by the rules.
Check the Spice Must Flow board each round. A low marker keeps Harkonnen dice off the table.
This game draws its story from Frank Herbert's novel. The next section covers the designers, publisher and period of the book it recreates, along with the characters and scenes in the box. For other Dune options, see the Dune board games overview.
Background: the game and its novel
Discard a planning card in battle to add 1 combat die.
The game
Design and release
Dune: War for Arrakis was designed for CMON by Francesco Nepitello and Marco Maggi, the designers of War of the Ring. Michele Garbuggio designed its Mahdi solo mode. CMON ran the Kickstarter in September 2022, and the game is dated 2024. It is a sub-licensed property of Gale Force Nine and supports 1 to 4 players.
Editions and reprints
Two expansions are confirmed. Smugglers was part of the original campaign. Desert War had a 2024 pre-order and adds Desert Troopers, Fremen Sandriders, Suspensor Troopers, Rocket Launchers and Escort Ornithopters. The base box holds 125 cards and 129 pre-assembled, unpainted figures.
The film or series it covers
Frank Herbert's novel Dune, set during the Desert War a year after the Siege of Arrakeen, when House Harkonnen retook the planet in 10191 AG.
The rulebook casts the Harkonnens as holders of the main populated areas, hunting Fremen sietches while harvesting spice. The Emperor secretly backs them with Sardaukar. Atreides survivors fight alongside the Fremen, aiming to fulfill ancient prophecies. The rulebook says the game is based on the novel.
Scenes and story beats in the game
- 1
Reverend Mother Jessica, Chani, Paul-Muad’Dib and Alia enter play as the prescience markers advance.
- 2
The Family Atomics can reshape the map, turning a mountain area into desert.
- 3
Sandworms and wormsigns help the Atreides attack and move. Fremen planning cards bring the giant Wild Maker into play.
- 4
Beast Rabban, Thufir Hawat and Feyd-Rautha lead the Harkonnens. The Emperor’s secret support brings in the Sardaukar.
What’s in the Dune: War for Arrakis box
- A two-section board of Arrakis, with 8 sectors and air zones for flying vehicles
- 129 pre-assembled, unpainted figures for units, leaders, vehicles and sandworms, including 6 ornithopters, 8 harvesters, 3 carryalls and 4 sandworms
- 125 cards, including 36 Atreides and 36 Harkonnen planning cards, 16 prescience cards, and 6 secret objectives
- 24 dice: 4 Atreides and 8 Harkonnen action dice, plus 6 combat dice per side
- Settlement, sietch, wormsign, and Bene Gesserit tokens, ecological testing stations, and the Spice Must Flow board
- Player dashboards, plus extra dashboards and cone of silence tokens for 3 to 4 players
Expansions for Dune: War for Arrakis
Smugglers
An expansion that was part of the original campaign and was offered again in CMON's 2024 pre-order.
Desert War
A 2024 pre-order expansion that adds Desert Troopers for both sides, Fremen Sandriders and Rocket Launchers, and Harkonnen Suspensor Troopers and Escort Ornithopters.
Dune: War for Arrakis FAQs
What is Dune: War for Arrakis?
Dune: War for Arrakis is a strategy board game by CMON. House Harkonnen and House Atreides fight the Desert War for Arrakis. The Harkonnens start in control of the planet, while the Atreides wage a guerrilla campaign.
How do you win Dune: War for Arrakis?
The Harkonnen player wins immediately by scoring 10 supremacy points. The Atreides win in the end-of-round phase if all three prescience markers reach the scores on their secret objective card.
Can you play Dune: War for Arrakis solo?
Yes. In Mahdi solo mode, you lead the Atreides while the game controls the Harkonnens. Two players can also use these rules, with one playing House Atreides and the other the Fremen ally.
How many players does Dune: War for Arrakis need?
The core game is for two players. With three or four, two teams share the four powers (Atreides, Fremen ally, Harkonnen and Corrino ally). Players must talk openly; secret discussions cost one of their 3 cone of silence tokens.
Is Dune: War for Arrakis based on the movie?
No. The rulebook says the game is based on Frank Herbert's novel Dune. Its story follows the Desert War, a year after the Siege of Arrakeen.
Is Dune: War for Arrakis a miniatures game?
Yes. The box contains 129 pre-assembled, unpainted plastic figures, including units, leaders, vehicles and sandworms.
How long does a game of Dune: War for Arrakis take?
CMON lists a 120-minute play time for ages 14 and up. The 44-page rulebook ends with a one-page rules summary to help during play.
Atreides units begin as facedown tokens, revealed only when attacked or scouted.
The Harkonnens win with 10 supremacy points. The Atreides need to score their secret objectives.
