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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

  1. Place board; put Shield Wall token in marked area below Spice Refinery [p.4 — Setup]
  2. Place 4 Alliance tokens on Faction Influence tracks [p.4 — Setup]
  3. 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]
  4. 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]
  5. Each player takes a Leader, 10-card starting deck (shuffled), 1 water, all color components [p.4–5 — Setup]
  6. 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]
  7. 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:

  1. Round Start — Reveal top Conflict card; each player draws 5 cards [p.8 — Phase 1]
  2. Player Turns — In clockwise order, each player takes Agent turns then a Reveal turn [p.8 — Phase 2]
  3. Combat — Play Combat Intrigue cards (clockwise, pass when done); resolve Combat; winner takes Conflict card [p.14 — Phase 3]
  4. Makers — Add 1 spice to each Maker space (Deep Desert, Hagga Basin, Imperial Basin) without an Agent [p.15 — Phase 4]
  5. 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]

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