Dune Imperium – Uprising · Reference sheet
Dune Imperium – Uprising reference sheet
Overview
- Deck-building worker placement game for 3–4 players (1–2 or 6 with supplements) [p.2 — Across the Imperium]
- Goal: reach 10+ Victory Points first, or have the most VP when the Conflict Deck empties [p.6 — Objective]
- Each round: play cards to send Agents to board spaces, fight Conflicts, build your deck [p.8 — Round Structure]
- Four Factions to gain Influence with: Emperor, Spacing Guild, Bene Gesserit, Fremen [p.7 — Factions]
- New in Uprising: Spies, Sandworms, Shield Wall, Battle Icons, Sandworm Reward Doubling [p.3–14]
Setup
- Place board; put Shield Wall token in marked area below Spice Refinery [p.4 — Setup]
- Place 4 Alliance tokens on Faction Influence tracks [p.4 — Setup]
- Build Conflict Deck: 1 Conflict I on top, 5 Conflict II, 4 Conflict III on bottom (10 cards total); return unused cards to box [p.4 — Setup]
- Shuffle Intrigue Deck; shuffle Imperium Deck and deal 5 face-up (Imperium Row); place Reserve stacks (Prepare the Way, The Spice Must Flow) [p.4 — Setup]
- Each player takes a Leader, 10-card starting deck (shuffled), 1 water, all color components [p.4–5 — Setup]
- Place 2 Agents on Leader, 3rd Agent (Swordmaster) beside board; Score marker on 1 (4-player) or 0 (others); Combat marker on 0; 1 cube on each Faction track bottom; 3 troops in nearest garrison [p.5 — Setup]
- Shuffle Objectives (remove mismatched player-count cards); each player draws 1 face-up — player with First Player marker Objective takes it [p.5 — Setup]
Turn structure
Each round has 5 phases:
- Round Start — Reveal top Conflict card; each player draws 5 cards [p.8 — Phase 1]
- Player Turns — In clockwise order, each player takes Agent turns then a Reveal turn [p.8 — Phase 2]
- Combat — Play Combat Intrigue cards (clockwise, pass when done); resolve Combat; winner takes Conflict card [p.14 — Phase 3]
- Makers — Add 1 spice to each Maker space (Deep Desert, Hagga Basin, Imperial Basin) without an Agent [p.15 — Phase 4]
- Recall — Check for endgame (10+ VP or empty Conflict Deck); if not, recall Agents, pass First Player marker clockwise [p.15 — Phase 5]
Agent Turn: Play 1 card → send Agent to matching board space → gain space + card Agent box effects.
Reveal Turn: Reveal remaining hand → resolve Reveal boxes → set Combat strength → spend Persuasion to acquire cards → Clean Up.
Actions
| Action | Requirement | Effect |
|---|---|---|
| Send Agent | Card with matching icon; space unoccupied | Gain board space effect + card Agent box; gain 1 Influence if Faction space [p.9] |
| Deploy troops | Agent sent to a Combat space | Deploy any troops recruited this turn + up to 2 from garrison [p.10] |
| Summon sandworm | Maker Hooks on garrison; no Shield Wall (unless destroyed) | Take sandworm from bank → place in Conflict [p.10] |
| Infiltrate (Spy) | Your Spy on connected observation post | Recall Spy → send Agent to occupied space [p.11] |
| Gather Intelligence (Spy) | Your Spy on connected observation post | Recall Spy immediately after placing Agent → draw 1 card [p.11] |
| Acquire card | Persuasion ≥ card cost (during Reveal turn) | Place card in discard pile; refill Imperium Row [p.13] |
| Play Plot Intrigue | Any Agent or Reveal turn | Resolve card effect immediately [p.7] |
Combat
- Only players with 1+ units in the Conflict participate [p.14 — Phase 3]
- Strength: each troop = 2, each sandworm = 3, each revealed sword = 1; must have 1+ unit or strength = 0 [p.12 — Setting Your Strength]
- Combat Intrigue cards played clockwise; all consecutive passes → resolve [p.14 — Combat Intrigue Cards]
- 1st place = highest strength → 1st reward + takes Conflict card; 2nd = 2nd reward; 3rd (4-player only) = 3rd reward [p.14 — Resolve Combat]
- Tie for 1st: tied players each get 2nd reward; no one takes the Conflict card [p.14 — Ties]
- Sandworm Doubling: if you have 1+ sandworms in Conflict, double all rewards you receive (except location control and battle icons) [p.14 — Sandworm Reward Doubling]
- Battle Icons: winner checks supply for matching face-up Crysknife/Desert Mouse/Ornithopter icon → flip pair face-down → gain 1 VP [p.14 — Battle Icons]
- After combat: troops → owners' supplies; sandworms → bank; Combat markers reset to 0 [p.14 — Resolve Combat]
Scoring
- Faction Influence 2: gain 1 VP when cube reaches 2; lose it if cube drops below 2 [p.7 — Factions]
- Alliance token: gain 1 VP when you earn it; lose it (opponent gains it) if they surpass you on the track [p.7 — Factions]
- Conflict rewards: VP listed directly on Conflict cards [p.14 — Resolve Combat]
- Battle Icons: matching pair of face-up cards in supply → flip both face-down → gain 1 VP [p.14 — Battle Icons]
- Intrigue cards: some Endgame or Plot Intrigue cards award VP [p.7 — Intrigue Cards]
- Objective cards: each player has one face-up Objective with its own VP condition [p.5 — Setup]
End of game
- Triggered at end of a round if any player has 10+ VP, or the Conflict Deck is empty [p.15 — Phase 5]
- Play and resolve any Endgame Intrigue cards first [p.15 — Endgame]
- Most VP wins; tiebreakers in order: spice → Solari → water → garrisoned troops [p.15 — Endgame]
Glossary
- Agent turn: play 1 card, send an Agent to a matching board space, gain effects [p.9 — Agent Turn]
- Reveal turn: reveal remaining hand, resolve Reveal boxes, set Combat strength, spend Persuasion [p.12 — Reveal Turn]
- Persuasion: currency to acquire cards; cannot be saved between turns [p.13 — Acquiring Cards]
- Garrison: circular area on board where your troops wait; up to 2 can be deployed to Conflict per Agent turn [p.10 — Units and Conflict]
- Conflict area: center of garrisons where deployed units fight; divided into quadrants [p.10 — Units and Conflict]
- Maker space: board space that accumulates 1 bonus spice each round no Agent is present (Deep Desert, Hagga Basin, Imperial Basin) [p.15 — Phase 4]
- Shield Wall: token blocking sandworm summons to Arrakeen, Spice Refinery, Imperial Basin Conflicts; can be destroyed [p.10 — Shield Wall]
- Maker Hooks: token on garrison required to summon sandworms [p.10 — Units and Conflict]
- Infiltrate: recall your Spy from connected post to send Agent to an occupied space [p.11 — Spies]
- Gather Intelligence: recall your Spy from connected post immediately after placing Agent to draw 1 card [p.11 — Spies]
- Battle Icon: Crysknife, Desert Mouse, or Ornithopter symbol; matching pair in supply → 1 VP [p.14 — Battle Icons]
- Trash: permanently remove a card from the game (returned to box) [p.20 — Icon Guide]