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Dune: Imperium Gameplay Overview

1-4 players90 minby Paul DennenDire Wolf Digital
Dune: Imperium box art
Each round has 5 phases in order: Round Start, Player Turns, Combat, Makers, and Recall.

Actions

Phase 1: Round Start

Reveal the top Conflict card from the Conflict Deck and place it face up. Each player draws 5 cards from their deck to form their hand.

  1. Reveal the top card of the Conflict Deck and place it face up next to the deck.
  2. Each player draws 5 cards from their own deck.
  3. If you control a space (Arrakeen, Carthag, or Imperial Basin) and the revealed Conflict is for that space, deploy 1 troop from your supply to the Conflict as a defensive bonus.

Phase 2: Agent Turn

Play one card from your hand face up, then send an Agent from your Leader to an unoccupied board space matching one of the card's Agent icons. Gain the board space effects and the card's Agent box effects. If the space belongs to a Faction, gain 1 Influence with that Faction.

  1. Play a card from your hand face up. Choose one of its Agent icons.
  2. Send an Agent to an unoccupied board space matching that icon. Pay any costs.
  3. Gain the board space effects, the card's Agent box effects, and (if applicable) Faction Influence - in any order.
  4. At a Combat space: you may deploy newly recruited troops plus up to 2 troops from your garrison to the Conflict.
  5. At a non-Combat space: all recruited troops go to your garrison.

Phase 2: Reveal Turn

When you have no Agents left (or choose not to use them), take a Reveal turn. Reveal remaining hand cards, resolve their Reveal box effects, set your Combat strength, acquire new cards with Persuasion, then clean up.

  1. Reveal all remaining cards in your hand face up (separate from cards played on Agent turns).
  2. Resolve the Reveal box effects of all revealed cards (in any order). Ignore cards played on Agent turns.
  3. Use Persuasion to acquire cards from the Imperium Row (5 face-up cards) or Reserve (Arrakis Liaison, The Spice Must Flow). Acquired cards go to your discard pile. Refill the Row immediately after each acquisition.
  4. Set Strength: Each troop in Conflict = 2 strength. Each sword on revealed cards = 1 strength. You must have at least 1 troop to have any strength. Move Combat marker to your total.
  5. Clean Up: Place all played and revealed cards into your discard pile.

Phase 3: Combat

Players with troops in the Conflict may play Combat Intrigue cards, then the Conflict is resolved based on strength. Rewards go to the highest-strength players.

  1. Starting with First Player, clockwise: each player with at least 1 troop in the Conflict may play any number of Combat Intrigue cards or pass. Continue until all involved players pass consecutively.
  2. Highest strength wins 1st place reward. Second highest wins 2nd place reward.
  3. All troops move from the Conflict to players' supplies (not garrisons). Reset all Combat markers to 0.

Phase 4: Makers

Check each Maker space (The Great Flat, Hagga Basin, Imperial Basin). If no Agent is present, place 1 bonus spice from the bank on that space. Bonus spice accumulates across rounds.

Phase 5: Recall

Check for game end. If no one has won, return the Mentat to its space, recall all Agents to Leaders, and pass the First Player marker clockwise.

  1. If any player has 10+ VP or the Conflict Deck is empty, trigger the Endgame.
  2. If no Endgame: return the Mentat to its space (if not kept from a Conflict reward). Recall all Agents to their Leaders. Pass First Player marker clockwise.

Key Concepts

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Setup Guides
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Card References
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Track scores and victory conditions
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