Dune: Imperium Components

Includes 1 Board, 7 Cards, 3 Markers, 2 Meeples, 1 Money, 2 Resources, 4 Tokens.
Components
- Game Board (Board): Central board with 22 Agent spaces organized by Faction (Emperor, Spacing Guild, Bene Gesserit, Fremen) and type (Landsraad, City, Spice Trade). Includes Influence tracks, Combat track, Score track, garrisons, and Conflict area.
- Board Space Reference (Card): All 22 board spaces with their Agent icons, costs, effects, and whether they are Combat spaces.
- Conflict Cards (18, Card): 18 Conflict cards (4 Conflict I, 10 Conflict II, 4 Conflict III). One is revealed each round. They show rewards for 1st, 2nd, and 3rd place (3rd place only in 4-player games). Some reward control of Arrakeen, Carthag, or Imperial Basin.
- Intrigue Cards (40, Card): 40 cards kept face down, separate from your deck. Three types: Plot (play during your Agent or Reveal turn), Combat (play during Combat phase), Endgame (play at end of game). Gained from board spaces like Carthag, Conspire, and Secrets.
- Imperium Deck Cards (67, Card): 67 cards forming the Imperium Deck. Five are dealt face up as the Imperium Row. Acquired using Persuasion during your Reveal turn. Each card has Agent icons, an Agent box (used on Agent turns), and a Reveal box (used on Reveal turns).
- Reserve Cards (24, Card): 24 always-available cards in three stacks: 8 Arrakis Liaison, 10 The Spice Must Flow, 6 Foldspace. Arrakis Liaison and The Spice Must Flow can be acquired with Persuasion. Foldspace is acquired from the Foldspace board space.
- Starting Deck (10, Card): Each player's identical 10-card starting deck: Convincing Argument (x2), Dagger (x2), Dune the Desert Planet (x2), Diplomacy (x1), Reconnaissance (x1), Seek Allies (x1), Signet Ring (x1). The Signet Ring activates your Leader's Signet Ring ability.
- Leaders (8, Card): 8 Leader cards from four Great Houses (2 per house). Each has two abilities: a general ability (left) and a Signet Ring ability (right, activated when playing the Signet Ring card). Leaders with more icons after their name are more strategically complex. Recommended first-game leaders (1 icon): Paul Atreides, Glossu 'The Beast' Rabban, Earl Memnon Thorvald, Count Ilban Richese.
- Mentat (1, Token): A special freelance Agent token. Starts on the Mentat board space. When taken, acts as a temporary additional Agent for one round. Returns to the board during Recall unless won as a Conflict reward.
- Alliance Tokens (4, Token): 4 tokens placed on Faction Influence tracks at the start. The first player to reach 4 Influence with a Faction takes the Alliance token (worth 1 VP). If an opponent later surpasses you on the track, they take the Alliance token from you.
- Agents (3, Meeple): 3 Agents per player. Start with 2 on your Leader. The 3rd (Swordmaster) is placed next to the board and gained by visiting the Swordmaster board space (8 Solari, once per game).
- Troops (16, Meeple): 16 cubes per player. 4 start on Influence tracks (1 per Faction). 3 start in your garrison. Remaining 9 in supply. Recruited troops go to garrison; from Combat spaces, may deploy to the Conflict (newly recruited troops plus up to 2 from garrison).
- Control Markers (3, Marker): 3 per player. Placed on flags below Arrakeen, Carthag, or Imperial Basin when you win a Conflict rewarding control of that space. While placed, you gain a bonus when any player sends an Agent there. Also grants a defensive troop deployment when a Conflict for that space is revealed.
- Combat Marker (1, Marker): 1 per player. Tracks your strength on the Combat track during each round's Conflict. Each troop in the Conflict = 2 strength. Each revealed sword = 1 strength. Must have at least 1 troop to have any strength. Flips to +20 side if over 20.
- Score Marker (1, Marker): 1 disc per player placed on the Score track to track Victory Points.
- Councilor Token (1, Token): 1 per player. Placed on a Council seat when visiting the High Council space. Grants 2 Persuasion during each Reveal turn for the rest of the game.
- Water Tokens (15, Resource): 15 tokens. Essential for harvesting spice and accessing certain board spaces. Rare and precious - the Fremen Faction spaces are key sources.
- Solari Tokens (24, Money): 24 tokens (4 large worth 5, 20 small worth 1). The main currency. Used to pay for board spaces like Swordmaster (8), High Council (5), Rally Troops (4), and Mentat (2). Gained from Emperor spaces, Secure Contract, Sell Melange, and Conflict rewards.
- Spice Tokens (23, Resource): 23 tokens (3 large worth 5, 20 small worth 1). Harvested from Maker spaces (The Great Flat, Hagga Basin, Imperial Basin). Used to pay for Conspire (4), Selective Breeding (2), Heighliner (6), and Sell Melange (2-5). Can be sold for Solari.
- First Player Marker (1, Token): Indicates the starting player each round. Passes clockwise at the end of each round during the Recall phase.
- House Hagal Cards (31, Card): 31 cards used only in Solo and 2-player games to control automated Rival opponents. Rivals send Agents to occupy board spaces and compete in Conflicts. (1-2 players)
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Setup Guides
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