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Dune Imperium · Reference sheet

Dune Imperium reference sheet

Overview

  • Deck-building worker placement game for 1–4 players [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: send Agents to board spaces using cards, then reveal remaining cards for resources and combat strength [p.8 — Round Structure]
  • Compete in Combat each round for Conflict card rewards [p.12 — Phase 3: Combat]
  • Build Influence with 4 Factions (Emperor, Spacing Guild, Bene Gesserit, Fremen) to earn VPs and Alliances [p.7 — Factions]
  • Acquire new cards during Reveal turns using Persuasion [p.11 — Acquiring Cards]

Setup

  1. Place board; put Mentat on its space; place 4 Alliance tokens on Faction tracks [p.4 — Setup]
  2. Build Conflict Deck: 1× Conflict I on top, 5× Conflict II, 4× Conflict III on bottom (10 cards total) [p.4 — Setup]
  3. Shuffle Intrigue Deck face down; shuffle Imperium Deck and deal 5 face up as Imperium Row; place 3 Reserve stacks beside it [p.4 — Setup]
  4. Each player takes a Leader, a 10-card starting deck (shuffled face down), and 1 water [p.5 — Setup]
  5. Each player places 2 Agents on their Leader; 3rd Agent (Swordmaster) goes beside the board [p.5 — Setup]
  6. Score marker: 1 space in 4-player, 0 space otherwise; Combat marker on 0 [p.5 — Setup]
  7. Place 1 cube on bottom of each Faction Influence track; 3 troops in your garrison; remaining 9 cubes in supply [p.5 — Setup]
  8. Determine first player randomly; they take the First Player marker [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 one Reveal turn [p.8 — Phase 2]
  3. Combat — Play Combat Intrigue cards, then resolve Combat by strength [p.12 — Phase 3]
  4. Makers — Add 1 bonus spice to each unoccupied Maker space (Great Flat, Hagga Basin, Imperial Basin) [p.13 — Phase 4]
  5. Recall — Check for endgame; return Mentat; recall Agents; pass First Player marker clockwise [p.13 — Phase 5]

Actions

Agent Turn: Play 1 card → send 1 Agent to a matching unoccupied board space → gain board space effect + card Agent box effect [p.9 — Agent Turn]

  • Card must show an icon matching the board space's icon
  • Pay any board space cost before resolving effects
  • At a Combat space: deploy any troops recruited this turn + up to 2 from garrison
  • May play Plot Intrigue cards at any point during your own turn [p.8 — Phase 2]

Reveal Turn: Reveal remaining hand → resolve all Reveal box effects → set Combat strength → clean up to discard pile [p.11 — Reveal Turn]

  • Strength = (troops in Conflict × 2) + swords revealed; need ≥1 troop or strength = 0
  • Spend Persuasion to acquire cards (Imperium Row or Reserve) before/between/after Reveal effects
  • Persuasion not spent is lost; acquired cards go to discard pile

Combat

  1. Starting with First Player, each player with troops in Conflict may play Combat Intrigue cards or pass [p.12 — Combat Intrigue Cards]
  2. Continue until all involved players pass consecutively [p.12 — Combat Intrigue Cards]
  3. Resolve: highest strength wins 1st reward; 2nd highest wins 2nd reward; 3rd highest wins 3rd reward (4-player only) [p.12 — Resolve Combat]
  4. 0 strength = no reward; troops return to supply (not garrison); reset all Combat markers to 0 [p.12 — Resolve Combat]

Ties: Tied for 1st → no one wins; tied players each get 2nd reward. Tied for 2nd → each gets 3rd reward [p.12 — Ties]

Scoring

  • Reach 2 Influence with a Faction: +1 VP (lose it if you drop below 2) [p.7 — Factions]
  • First to reach 4 Influence with a Faction: take Alliance token and its VP [p.7 — Factions]
  • Alliance token VP transfers to whoever surpasses you on that track [p.7 — Factions]
  • Conflict card rewards: top reward often includes 1 VP [p.12 — Resolve Combat]
  • Certain Intrigue cards and board spaces (e.g. High Council) can award VPs [p.7 — Intrigue Cards]
  • Endgame Intrigue cards scored at game end [p.13 — Endgame]

End of game

  • Triggered at end of a round if any player has 10+ VP or the Conflict Deck is empty [p.13 — Phase 5: Recall]
  • Play and resolve any Endgame Intrigue cards first [p.13 — Endgame]
  • Player with most VP wins [p.13 — Endgame]
  • Tiebreakers in order: spice → Solari → water → garrisoned troops [p.13 — Endgame]

Glossary

  • Agent Turn: play a card to send an Agent to a matching board space [p.9 — Agent Turn]
  • Reveal Turn: reveal remaining hand cards, resolve Reveal effects, set Combat strength, clean up [p.11 — Reveal Turn]
  • Persuasion: currency used only during Reveal turn to acquire cards; unspent Persuasion is lost [p.11 — Acquiring Cards]
  • Influence: track position with each Faction; reaching 2 = 1 VP, reaching 4 = bonus + Alliance eligibility [p.7 — Factions]
  • Alliance: token held by first player to reach 4 Influence; passes to whoever surpasses them [p.7 — Factions]
  • Combat Space: board space with desert art and crossed swords; sending Agent here lets you deploy troops [p.10 — Deploying Troops]
  • Garrison: your troop staging area on the board; troops here do not contribute to Combat strength [p.11 — Set Strength]
  • Maker: icon on 3 spice spaces; gains 1 bonus spice each round no Agent is present [p.13 — Phase 4]
  • Trash: permanently remove a card from the game (Reserve cards return to their stack) [p.16 — Icon Guide]
  • Swordmaster: your 3rd Agent, gained by paying 8 Solari at the Swordmaster space (once per game) [p.18 — Board Space Guide]
  • Mentat: freelance Agent available for 2 Solari; returned at end of round unless won as Conflict reward [p.18 — Board Space Guide]
  • Control marker: placed on Arrakeen, Carthag, or Imperial Basin when won; grants 1 Solari or 1 spice bonus whenever any player sends an Agent there [p.10 — Control Bonuses]

FAQ

  • Q: Can I take a Reveal turn while I still have Agents? — A: Yes, Reveal turns are optional to delay; you may Reveal while Agents remain [p.8 — Phase 2]
  • Q: When do troops return after Combat — supply or garrison? — A: Supply, not garrison [p.12 — Resolve Combat]
  • Q: Can I use Kwisatz Haderach if I have no Agents left? — A: Yes, it lets you move an Agent already on a board space, even back to the same space [p.13 — Clarifications]
  • Q: Does The Voice block Kwisatz Haderach? — A: Yes, you cannot send an Agent to a space blocked by The Voice [p.13 — Clarifications]
  • Q: If I drop below 4 Influence after earning the track bonus, do I return it? — A: No, the bonus is kept; the VP at 2 Influence is lost if you drop below 2 [p.7 — Factions]
  • Q: Can I save Persuasion between rounds? — A: No, unused Persuasion is lost at end of your Reveal turn [p.11 — Acquiring Cards]

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