DUNE : IMPERIUM

1 - 4 players




DUNE : IMPERIUM is a deck-building

worker placement game

that finds inspiration in elements

and characters from the Dune legacy.


You are a Leader of

one of the Great Houses of the Landsraad.

Defeat your rivals in Combat,

wield political Influence,

and form alliances with

the four major Factions.

Your successes will be measured

in Victory Points.







If you can scan the QR code above,

you can also see it on your mobile!








<Components>



Game Components


- Game board


- 8 leaders


- 24 reserve cards

(8 Arrakis Liaison

10 The Spice Must Flow

6 Foldspace)

- 67 Imperium deck cards


- 18 conflict cards

(4 Conflict I

10 Conflict II

4 Conflict III)


- 40 intrigue cards


- 15 water tokens


- Solari tokens

(4 large - worth 5

20 small - worth 1)


- Spice tokens

(3 large - worth 5

20 small - worth 1)


- Mentat


- first player marker


- 4 alliance tokens


- 4 Baron Harkonnen tokens

(used with the Baron Vladimir Harkonnen Leader)



Player Components


- 10-card starting deck

(starting deck cards can be

identified by this symbol)


- 16 cubes


- 2 discs

(1 Score marker

1 Councilor token)


- 3 control markers


- 3 agents


- combat marker



Used only in

Solo or Two-Player Game


- 31 house hegal cards








<Set up>



Place the game board

in your play area, and then

place the following components

: Place the Mentat on its side

in the Mentat space.

Place the four Alliance tokens

on the marked areas of

the Faction’s Influence tracks

(Emperor, Spacing Guild,

Bene Gesserit, and Fremen).


Create a Conflict Deck

: Separate the Conflict cards by

their backs: Conflict I, Conflict II,

and Conflict III.


Shuffle the four Conflict III cards

and place all of them face down

in the marked area of the game board.

Shuffle the 10 Conflict II cards,

then deal five face down

on top of the Conflict III cards.

Shuffle the four Conflict I cards,

then deal one face down

on top of the Conflict II cards.


You should now have

a 10-card Conflict Deck

on the game board,

with one Conflict I card on top,

five Conflict II cards below it,

then the four Conflict III cards

on the bottom.

Return the unused Conflict cards

to the game box without looking at them.


Prepare these cards along

the edge of the game board

: Shuffle the Intrigue Deck

and place it face down.

Shuffle the Imperium Deck

and place it face down.

From it, deal five cards face up

to form an Imperium Row.

Next to the Imperium Row,

place the Reserve cards in three stacks

: one for Arrakis Liaison,

one for The Spice Must Flow,

and one for Foldspace.


Each player takes a Leader

and places it in front of them.

(You may choose or select at random.)

Leaders have from one to three icons

after their names.

Leaders with more icons are

more strategically complex.

For your first game,

it is recommended that

each player chooses a Leader

with just one icon.


Each player takes

a 10-card starting deck, shuffles it,

and places it face down

in their supply to the left of their Leader.


Each player takes 1 water

and places it in their supply.

Create a bank next to

the game board containing

the Solari, spice, and remaining water tokens.

These are not meant to be limited

if you run out and need more,

make any convenient substitution.


Each player chooses a color

and takes all of its components.

Place two of your Agents on your Leader.

Place your third Agent (your Swordmaster)

next to the game board.

Place one of your two discs

on the Score track.


In a 4-player game,

place it on the 1 space.

Otherwise, place it on the 0 space.

Place your Combat marker

(with the side shown at the right face up)

on the 0 space of the Combat track.

Place four cubes, one each,

on the bottom spaces

of the Influence tracks of the four Factions.

The other 12 cubes represent your troops.

Place three in one of

the four circular garrisons

on the game board

(each player taking the one closest to them).

Place your remaining components

in your supply, in clear view of all players.


Determine a first player randomly.

They take the First Player marker.








<Game Overview>



Objective


You are a Leader of one of

the Great Houses of the Landsraad.

Defeat your rivals in Combat,

wield political Influence,

and form alliances with

the four major Factions.

Your successes will be measured

in Victory Points.


Whenever you gain or lose

a Victory Point, move your Score marker

up or down one space on the Score track.

At the end of a round,

if any player has reached

10 or more Victory Points

(or if the Conflict Deck is empty),

the game ends, and whoever

has the most Victory Points wins.



Leaders


Each Leader has

two different unique abilities

: The first, on the left, is used during

play as described on the Leader.

The second, on the right and

marked by the Signet Ring icon,

is activated when you play

your Signet Ring card on

one of your Agent turns.



Deck Building


You start the game with

a 10-card deck containing

the same cards as the other players.

Adding to and changing

that deck is the key element

of play in a deck-building game.

During each round,

you may acquire new cards

to add to your deck.

Because cards do many different things,

each player’s deck and strategy

will diverge as the game unfolds.

Whenever you acquire

a new Imperium or Reserve card,

it is first placed in your discard pile.

And any time you’re unable

to draw a card because your deck is empty,

you reshuffle your discard pile

to form a new deck,

then continue to draw as needed.

There are also ways to “trash” cards,

removing them from your deck

altogether for the rest of the game.

By strategically removing

weaker cards from your deck,

you increase the chances of drawing

your stronger cards more often.



Agents


You start the game with two Agents

(and can gain a third during play).

You send Agents to spaces

on the game board,

sometimes gathering resources,

sometimes paying resources

to advance your strategy.

(This is explained fully in Phase 2

: Player Turns, while board spaces

are described in detail in

the separate Board Space Guide sheet.)


In DUNE: IMPERIUM, Agents

and cards are tightly linked.

you can’t send an Agent to

a board space without

first playing a card that allows it.



The Mentat Agent


The Mentat is a special freelance Agent

that you can temporarily

add to your roster of

Agents for one round.



Factions


In DUNE: IMPERIUM, the four Factions

represent powerful forces

on Dune and elsewhere in the Imperium.

Increasing your Influence and

earning an Alliance with

one or more of them is one of the key routes

to victory in the game.


Your Faction cubes begin

at the bottom of each

Faction’s Influence track.

Throughout the game,

your Influence with a Faction

will increase or decrease,

depending on the cards you play

and the actions you take.

When you send an Agent

to a Faction’s board space,

gain one Influence with that

Faction by advancing your cube

one space on its Influence track.


Other game effects can also move

your cube up (and occasionally down) the track.

When you reach 2 Influence

with a Faction, you gain a Victory Point.

If you drop back below 2 Influence,

you lose that Victory Point.

When you reach 4 Influence,

you earn the bonus shown on

that space of the track.

If you drop back below 4 Influence,

you do not give back the bonus.

(It’s possible—though unusual—to earn

the same bonus more than once,

if you move back then advance again.)


The first player to reach 4 Influence

with a Faction also earns an Alliance

with that Faction.

They take the Alliance token

from the track,

put it in their supply and gain

the Victory Point shown on

the Alliance token.

If they are ever passed by

an opponent rising to

a higher space on the track,

they must give the Alliance token

to that opponent; they lose

that Victory Point and the opponent gains it.)



Intrigue Cards


Intrigue cards represent subterfuge,

backroom dealings, and surprise twists

— they can provide resources

like water or spice, increase your Influence

with a Faction, or even score Victory Points.

Each Intrigue card indicates

when it can be played,

what effect it has,

and whether there are costs

or conditions to playing it.


You receive Intrigue cards primarily

from three board spaces

: Carthag, Conspire, and Secrets.

(But look for other opportunities on cards,

wherever you see the Intrigue card icon.)

They are kept face down,

separate from your deck.

You may look at them at any time.

Reveal them to your opponents

only when you play them.

Once an Intrigue card is

played and resolved,

place it face up in a discard pile

next to the Intrigue Deck.


There are three types of Intrigue cards

: Plot, Combat, and Endgame.


- You may play a Plot Intrigue card

any time during one of

your Agent or Reveal turns.


- You may play a Combat Intrigue card

only during Combat.


- You may play an Endgame Intrigue card

only at the end of the game.








<Game Progress>



DUNE: IMPERIUM is played

in a series of rounds.

Each round consists of five phases :


1. Round Start

2. Player Turns

( Agent Turn, Reveal Turn)

3. Combat

4. Makers

5. Recall



1. Round Start


Each round begins by revealing

a new Conflict card from

the top of the Conflict Deck.

Place it face up in the space

next to the Conflict Deck

(on top of any Conflict cards

from previous rounds).

Next, each player draws five cards

from their own deck,

forming their hand for the round.



2. Player Turns


Starting with the player

who has the First Player marker

and continuing clockwise,

players take one turn at a time.

On your turn, you will take either

an Agent turn or a Reveal turn.

These types of turns are detailed

over the next three pages.

Generally, you will take Agent turns

until you run out of Agents to place,

then you will take a Reveal turn.

(Note that Agent turns are optional.

If you choose to,

you can take a Reveal turn

while you still have Agents

instead of taking an Agent turn.)


Once you’ve taken a Reveal turn,

your turns are skipped for

the rest of the phase,

while other players finish taking their turns.

Once all players have taken

a Reveal turn, this phase ends.

You may play any Plot Intrigue cards

you have during this phase,

at any point during one of

your own Agent or Reveal turns.



Player Turn - Agent Turn -


In an Agent turn,

you play one card from

your hand face up in front of you,

using it to send an Agent from

your Leader to an unoccupied space

on the game board.

This board space must have

an icon in its upper left corner

matching one of

the Agent icons on the card.

You must choose only

one Agent icon on your card.

One card can’t send multiple Agents.


You can’t send an Agent to

a board space that already has one.

You must pay any costs

or meet any requirements of

the board space you choose.

In addition, the Agent box of the card

you played may provide an effect

when you play it on an Agent turn.

(You ignore the Reveal box

of the card during Agent turns.)

If a card does not have

any Agent icons on it,

you may not play it during an Agent turn.

It may only be revealed during a Reveal turn.


When you play a card and send

an Agent to a board space,

you gain the effects of

the board space as well as the effects

contained in the Agent box of the card.

If the board space belongs to

one of the Factions,

you also move your cube one space up

on its Influence track.

You may carry out

all these effects in any order.

Some card effects are written out,

but many are iconized.

Refer to the separate Board Space Guide sheet

for an explanation of all board spaces,

and the back cover of the rulebook

for a guide to all game icons

and additional game terms.

Arrows on cards and on the board

indicate that there is a cost

(left of the arrow, or above it)

you must pay to get the effect

(right of the arrow, or below it).

You are never forced to

pay such a cost.

However, if you don’t,

you won’t gain the effect.


- Board Space Costs

To send an Agent to

some board spaces,

you must pay a cost.

If you can’t pay the cost immediately

(before resolving any effects

of the space or the card you played),

you can’t send your Agent there.


- Sietch Tabr Influence

The Sietch Tabr board space

has a unique requirement.

To send an Agent there,

you must have 2 or more Influence

with the Fremen.


- Deploying Troops to the Conflict

At the start of each round,

the current Conflict card is revealed,

offering rewards for

which the players will compete in Combat.

Whenever the cube icon appears

on a card or board space,

you recruit one troop.

Take a troop from your supply

and place it in your garrison

on the game board.

(If you run out of troops in your supply,

you can’t recruit more

until some return there.)

You can’t earn rewards with troops

sitting in your garrison, however.

You may deploy them to a Conflict

when you send an Agent to a Combat space.

Combat spaces are board spaces 

hat feature a desert illustration

and crossed swords.

While most of these appear on

the planet Dune itself,

three appear with the Factions

: one with the Spacing Guild (Heighliner)

and two with the Fremen

(Hardy Warriors and Stillsuits).

When you send an Agent to

a Combat space,

you may deploy troops to the Conflict area

—the area of the game board

in the center of the garrisons.

You may deploy any or all troops

recruited during your current turn

(from both the board space

and the card you played),

plus up to two more troops

from your garrison.

(Any troops you recruit but choose

not to deploy to the Conflict are placed

in your garrison as usual.)


- Control Bonuses

Some Conflict cards

(explained more in Phase 3: Combat)

reward a player with control

over one of three spaces on Dune

: Arrakeen, Carthag, or Imperial Basin

(based on the card’s title).

If you win such a Conflict,

take a Control marker from your supply

and place it on the flag below

the appropriate board space.

While your Control marker is

on one of these spaces,

you receive the bonus shown

whenever any player (yourself included)

sends an Agent there.

The bonus is 1 Solari for

Arrakeen or Carthag,

and 1 spice for Imperial Basin.

When a Conflict card is revealed

for a space that you already control,

you receive a defensive bonus

: you may deploy one troop

from your supply to the Conflict.


- Harvesting Spice

There are three board spaces

on Arrakis with a Maker icon,

where you may harvest spice

: The Great Flat, Hagga Basin,

and Imperial Basin.

When you send an Agent

to one of them,

you gain the base value of

spice shown on the space,

plus any bonus spice that

has accumulated there.



Player Turn - Reveal Turn -


When a player has no more

Agents for Agent turns

(or chooses not to use

any Agents they have remaining),

that player takes a Reveal turn.


This consists of the

following steps in order

: Reveal Cards, Resolve Reveal Effects,

Set Strength, and Clean Up.


- Reveal Cards

Reveal all cards remaining

in your hand, placing them

face up in play in front of you.

Keep them separate from

other cards you played previously

on Agent turns.


- Resolve Reveal Effects

You now gain the effects

in the Reveal boxes

of all the cards you just revealed

(but not those of any cards

you played during Agent turns

earlier in the round).

You may resolve Reveal effects

in any order you like.

In addition, you may use Persuasion

that you’ve gained to acquire

new cards for your deck

before, between, or

after your Reveal effects.


- Set Strength

Total your strength for

the Combat this round.

Each troop you have in

the Conflict is worth 2 strength.

(Troops in your garrison or

supply contribute nothing.)

Each sword you revealed

during your Reveal turn

is worth 1 strength.

You must have at least one troop

in the Conflict to have any strength.

If your last troop is ever removed,

your strength becomes 0,

and can’t be increased by any means,

including swords

on cards you revealed.

When you’ve totaled

your strength, announce it to

your opponents and move

your Combat marker to

the corresponding space on

the Combat track.

If your strength is over 20,

flip the Combat marker to

the +20 side and start again

from the beginning of the track.


- Clean Up

Remove all the cards

from in front of you

(from your Agent and Reveal turns)

and put them in your discard pile.



3. Combat


Combat is resolved during this phase,

but first, players have the chance

to play Combat Intrigue cards.


- Combat Intrigue Cards

Starting with the player

who has the First Player marker

and continuing clockwise,

each player with at least one troop

in the Conflict may play any number

of Combat Intrigue cards,

or may pass.

You are not required to pass

just because you passed earlier

in the Combat phase.

Once all players involved in

Combat pass consecutively,

you then resolve the Combat.

If a card changes the number

of troops a player has in the Conflict

(or otherwise alters their strength),

they adjust their Combat marker

accordingly on the Combat track.

(Remember: if you have no troops

in the Conflict, your strength is 0.)

A few Combat Intrigue cards do something

“when you win a Conflict.”

You do not play these now,

before resolving the Combat.

Instead, wait until you’ve won,

then play them

(before moving on to the next phase).


-Resolve Combat

Rewards from the Conflict card

are given to players

based on their strength,

as shown on the Combat track.

The player with the highest strength wins

the Conflict and gains

the top reward on the Conflict card.

The player with the second highest strength

gains the second reward.

In a 4-player game (only),

the player with the third highest strength

receives the third reward.

A player with 0 strength does

not receive any reward.

Refer to this rulebook’s back cover

for a guide to the icons

used on Conflict cards.

Once all rewards have been given,

each player takes their troops

from the Conflict and puts them

in their supply (not their garrison).

Reset all Combat markers to 0

on the Combat track.

Ties When players tie for first place,

no one wins the Conflict.

The tied players each receive

the second reward.

(In a 4-player game,

if two players tie for first place,

the other two players still compete

for the third reward.)

When players tie for second place,

they each receive the third reward.

Players tying for third place receive nothing.



4. Makers


In this phase,

spice can accumulate on

certain board spaces.

Check each of the three board spaces

with a Maker icon

: The Great Flat, Hagga Basin,

and Imperial Basin.

If the space does not have an Agent,

place 1 spice from the bank

on that space

(in the spot designated for bonus spice).

This spice is added to

any bonus spice that may already be

there from previous rounds.



5. Recall


If any player is at 10

or more Victory Points

on the Score track,

or if the Conflict Deck is empty,

the Endgame is triggered.

If no one has won,

prepare the next round :


- Return the Mentat to

its designated space in the Landsraad

(if it’s not already there).


- Players recall their Agents,

returning them to their Leaders.


- Pass the First Player marker

clockwise to the next player,

then begin a new round with Phase 1.








<How to Finish the Game>



First, you may play and resolve

any Endgame Intrigue cards you have.

Then whoever has the most Victory Points

is declared the winner.


If the case of a tie,

tiebreakers are, in order

: amount of spice, Solari, water,

and garrisoned troops.








<House Hegal Cards
- Solo & Two-Player Games>



House Hagal cards are used to

control automated opponents

(hereafter referred to as “Rivals”)

who compete against you

in solo and two-player games.

These opponents send Agents

to occupy board spaces

and contest Conflicts by

recruiting and deploying troops.

Rivals are affected by cards

and board spaces that

affect opponents (or “players”),

if they have the specified resources.



Agents


During Phase 2: Player Turns,

a Rival will take Agent turns

but it will not take Reveal turns.

When a Rival takes an Agent turn,

reveal the top card of

the House Hagal deck.

That card will send an Agent

to the revealed board space,

as long as that space is unoccupied.

If the space is occupied,

ignore the card and continue

revealing cards until you

reveal an unoccupied space.

If the House Hagal deck is ever empty

(or if the Reshuffle card is revealed),

immediately reshuffle

the House Hagal cards

to form a new deck.

When a Rival sends an Agent

to a board space,

ignore all normal costs

and effects of that space.

Instead, it gets only the effects

indicated on its revealed card :


The Rival advances on

the indicated Influence track.

It earns no bonuses

from an Influence track,

but it will take

a Faction Alliance if able.


The Rival uses the Signet Ring

ability on its Leader. (Solo Play only)


The Rival recruits one troop

from its supply for each such icon.

If the revealed card is a Combat space,

deploy them to the Conflict.

Otherwise, put the troops in its garrison.

Any time a Rival sends an Agent

to a Combat space,

it also deploys up to two troops

from its garrison (if available) to the Conflict.

Do this even if the card itself

recruited no troops

(for example: a Harvest Spice card).



Combat


When Phase 3: Combat begins,

each Rival that has at least

one troop in the Conflict

gets a Combat bonus.

In turn order, reveal the top card

of the House Hagal deck.

(If you reveal the Reshuffle card,

follow the instructions to reshuffle

the deck and reveal again.)

Ignore everything on the revealed card

except for the sword iconsat the bottom.

Advance the opponent’s

Combat marker on the Combat track

by the number of swords revealed.

Players may then play Combat Intrigue cards

before resolving Combat.



Two-Player Games


In a two-player game,

a third, Rival player, House Hagal,

competes against you and

your opponent, serving a spoiler role.

It operates by its own set of rules.

It doesn’t collect resources,

build a deck, earn rewards,

or score Victory Points.

It does, however,

use the House Hagal cards

as described earlier,

sending Agents to occupy board spaces

and competing in Conflicts

by recruiting and deploying troops.


During the Game

After each of the

First Player’s Agent turns,

House Hagal acts,

as long as it has an Agent

remaining in its supply.

(Use the method described earlier)

The number of turns that

House Hagal takes each round

will vary because it acts

after the First Player.

For example, if one player

has a Swordmaster and the other does not,

it might take three turns

in one round, then two in the next.

Because House Hagal can’t collect

rewards from a Conflict,

it can never claim control

of a board space.

However, if it wins a Conflict

for a board space currently

controlled by another player,

remove that player’s Control marker.



Solo Play


In a Solo game, you face off

against two Rivals who (again)

don’t use the normal rules of play.

Neither builds a deck,

but they have other powerful advantages

and share your goal :

gain favor with the most powerful

factions of the Imperium

and control the spice trade on Arrakis!

If either reaches 10 or more Victory Points,

they will trigger the end of the game

—and they may defeat you!


Set Up

Select a difficulty level from the chart.

Choose two Leaders,

one for each Rival.

During the game,

these Rivals will use only

the Signet ability on their Leaders,

ignoring the ability on the left.

Your opponents can’t play

Paul Atreides or Helena Richese.

(For your first solo game,

Earl Memnon Thorvald and Glossu

“The Beast” Rabban are recommended.)

For each Rival, choose a color.

Place one of their cubes

on each of the bottom spaces beneath

the Influence tracks of the four Factions.

Put the number of troops in

their garrison for your chosen difficulty,

and the rest in their supply.

Place two of their Agents in their supply,

and insert the Swordmasters (third Agents)

for both Rivals into the Conflict deck,

putting exactly the number of cards

on top of them as indicated

for your difficulty.

Remove from the House Hagal

deck all cards marked “2P”

in the upper right corner

(the Reshuffle card and three Arrakeen cards).

Shuffle the remaining cards

and place the deck near your Rivals.

If your difficulty calls for it,

place a 5 Solari token on the Mentat space.

It means that for this game,

this board space costs

5 Solari instead of 2!

You and your Rivals each start with 1 water,

plus the extra resources indicated for

your chosen difficulty.

The Rival on your left takes

the First Player marker.


Rivals’ Turns

During Phase 2: Player Turns,

your Rivals each take Agent turns

in sequence with you,

as long as they have an Agent

remaining in their supply.

(Use the method described earlier.)

When a Rival uses Harvest Spice

to send an Agent to a board space,

it gains all spice there

(base and bonus).

Place any accumulated resources

in the Rival’s supply.


Combat

Rivals gain first- and second-place

rewards from Conflicts,

even things they otherwise don’t take

from board spaces :

- They gain Victory Points,

and Influence with Factions.

- They gain Solari, Spice, Water,

and Intrigue cards.

Keep these in the Rival’s supply

(to be spent as indicated below).

- They win Control of board spaces,

placing a Control marker

on the flag below it.

On future turns, they get

the Control bonus whenever you

or a Rival sends an Agent there.

They also receive the defensive bonus

of one troop if a Conflict over

that board space is later revealed.

- They gain the Mentat, and use it

as an Agent during the next round.


Additional Rules for Rivals

Swordmasters —

When you reveal the Conflict card

above the Rival Swordmasters,

your Rivals each immediately

receive their third Agents;

they will use them in the current round

and for the rest of the game.

Choices —

Whenever a Rival has a choice

about gaining Influence,

they choose the Faction in which

they have the least.

In the case of a tie

(or when there is a choice not involving Influence),

you decide for the Rival.

Corner the Market —

For the purposes of this Intrigue card,

treat each Rival as though

they have two The Spice Must Flow cards.

(You’ll need three yourself

to get 2 Victory Points.)

Expert Troop Deployment —

When playing at Expert difficulty,

your Rivals are more selective

about deploying troops to a Conflict.

When fighting for a Conflict I or II card,

a Rival won’t deploy troops

if it is already leading by

two or more troops

(saving them in its garrison instead).

For a critical Conflict III card,

a Rival will resume

deploying all the troops

it can at every opportunity.