Dune: Imperium rules – how to play and how to score
Reviewed on 8 October 2026 against the publisher’s rulebook. How we check
Dune: Imperium plays 1 to 4 players: everyone leads a Great House seeking power over Arrakis, placing Agents and improving their deck. Here are the essential rules, setup and scoring, based on the official rulebook.
- Players
- 1 to 4 (solo against two Rivals)
- Play time
- About 2 hours
- Winner
- Most Victory Points; on a tie, the most Spice
Dune: Imperium quick rules
- The goal
- Each player leads a Great House seeking power over Arrakis. Victory Points are earned during the game, on the Score track: through combat, the favor of four Factions and some cards. You send your Agents onto the board and gradually improve your deck. The most points wins.
- A round
- Flip a Conflict card, which announces the round’s battle and its rewards, and everyone draws five cards. In turn, each player takes an Agent turn or their Reveal turn, once per round. When everyone has revealed, resolve the battle, add one Spice to each Maker space left empty, everyone takes their Agents back, and the First Player marker passes left.
- The Agent turn
- Play a card from your hand: its icons show where it can send you. Place an Agent on a free space with the chosen icon, paying its cost if it has one. An occupied space, even by you, is closed until the end of the round. You gain the space’s effect and your card’s Agent effect: Solari, Spice, Water, cards or troops.
- The Factions
- The Emperor, the Spacing Guild, the Bene Gesserit and the Fremen each have an Influence track. Each Agent you send to a Faction moves your cube up one space. At 2 Influence, you gain a Victory Point, which you lose if you drop back down; at 4, a bonus. The first to reach 4 also takes the Alliance token, worth one point, but an opponent who climbs higher takes it from you.
- The troops
- The cube icon recruits a troop: it moves from your supply to your garrison, where it doesn’t fight. To fight, your Agent must go to a Combat space, marked with two crossed swords. You then place in the conflict zone the troops recruited this turn, plus at most two troops from your garrison.
- The Reveal turn
- When you have no Agents left, or if you’d rather stop, show all the cards in your hand and apply their Reveal effects. Persuasion buys cards from the Imperium Row or the Reserve; they go to your discard pile, and unspent Persuasion is lost. Your strength is 2 per troop in the conflict zone, plus 1 per revealed sword; with no troops, it’s zero.
- Combat
- After all the Reveal turns, players with a troop in the conflict zone may play Combat Intrigues, until everyone passes. The strongest takes the first reward, the second the second reward, and the third the third reward with 4 players only. If there’s a tie for first, each tied player takes the second reward. The troops involved then go back to their supply.
- The end and the final count
- At the end of a round, the game stops if a player has 10 Victory Points or more, or if all ten Conflict cards have been played: you always finish the current round. Everyone can still play their Endgame Intrigues, then whoever is highest on the Score track wins.
- Beginner traps
- Playing all your cards as Agent turns, leaving nothing to buy with at your Reveal. Buying cards without looking at their icons, which open the Factions. Forgetting to keep Water for the desert, or the Swordmaster, a third Agent for 8 Solari at the Landsraad. And underestimating your opponents’ Intrigues, which often turn a battle around.
How to score Dune: Imperium
- Victory Points
- Read them on the Score track: all points are scored during the game. With 4 players, everyone starts at 1.
- Influence
- 1 point per Faction where you have at least 2 Influence; you lose it if you drop back below 2.
- Alliance tokens
- 1 point per Alliance token you hold at the end; it changes hands if an opponent climbs past you on the track.
- Conflicts and cards
- Points from Conflict rewards, The Spice Must Flow (when acquired), Intrigue and Imperium cards, and some Leaders.
- Spice, Solari, Water and garrison (tie-breaker)
- No points: on a tie, the most Spice wins, then the most Solari, then Water, then troops in the garrison.
Worked example
With 4 players, Emma starts at 1 point. She has at least 2 Influence with three Factions (3), holds two Alliance tokens (2), earned 3 points from Conflicts and bought one The Spice Must Flow (1): 1 + 3 + 2 + 3 + 1 = 10 points, which triggers the end at the end of the round.
Common mistakes
- Stopping the game as soon as someone reaches 10 points: finish the current round first, and everyone may play their Endgame Intrigues.
- Keeping the Influence point after dropping below 2: it’s lost.
- Keeping an Alliance token when an opponent climbs past you: they take it, with its point. A tie isn’t enough.
- Forgetting that with 4 players, everyone starts at 1 point.
- Breaking ties at random: it’s Spice, then Solari, Water and troops in the garrison.
How to set up Dune: Imperium
With 3 or 4 players, follow the first three parts; with 2, add House Hagal; for solo, add the Rivals. Draw lots for the first player, who takes the First Player marker.
The board
- Unfold the board in the middle of the table.Keep the Board Space Guide within reach: it summarizes every space.
- Lay the Mentat on its space, at the Landsraad.
- Place the 4 Alliance tokens on the marked spaces of the Influence tracks.There’s one track per Faction: Emperor, Spacing Guild, Bene Gesserit and Fremen. Each token goes on its Faction’s track.
- Make the bank with the Solari, Spice and Water, next to the board.The bank isn’t limited: if you run out of tokens, use something else.
The cards
- Shuffle the 4 Conflict III cards and place them face down on their area of the board.Conflict cards are sorted by their backs: I, II or III. These 4 cards form the bottom of the Conflict deck, which will have 10 cards.
- Shuffle the Conflict II cards and place 5 of them face down on top.Put the other 5 back in the box without looking at them.
- Shuffle the Conflict I cards and place 1 of them face down at the very top.Put the other 3 back in the box without looking at them.
- Shuffle the Intrigue cards and place them face down near the board.
- Shuffle the Imperium cards and flip the first 5 next to the deck.These 5 cards form the Imperium Row, where you buy new cards.
- Form the three Reserve piles, face up.Arrakis Liaison, The Spice Must Flow and Foldspace.
Each player
- Everyone takes a Leader and places it in front of them.For a first game, take a Leader with a single icon: Paul Atreides, Glossu “The Beast” Rabban, Earl Memnon Thorvald or Count Ilban Richese.
- Everyone chooses a color and takes all their components.
- Shuffle your 10 starting cards and place them face down to the left of your Leader.This is your draw deck. Your discard pile will go on the right.
- Place 2 Agents on your Leader and your third Agent next to the board.This third Agent is your Swordmaster: you buy him during the game.
- With up to 3 players, put your Score marker on 0 on the Score track.
- With 4 players, put your Score marker on 1.With 4 players, everyone starts with 1 Victory Point.
- Put your Combat marker on 0 on the Combat track.
- Place a cube at the bottom of each of the 4 Influence tracks.
- Put 3 cubes, your troops, in the garrison closest to you.The garrisons are the circles around the conflict zone. Your 9 other troops, your Control markers and your Councilor token stay in your supply, in plain view.
- Take 1 Water.Keep your Intrigue cards apart from your deck, face down: you can look at them whenever you like.
With 2 players: House Hagal
- Choose a color for House Hagal and place one of its cubes at the bottom of each Influence track.House Hagal is an automated third side. It starts with no troops in its garrison and never scores points.
- Remove the three Arrakeen cards marked “1P” from the House Hagal deck, then shuffle it.
- Place this deck and House Hagal’s 3 Agents near its supply.
Solo: the Rivals
- Choose the difficulty: Novice, Veteran or Expert.In the booklet: Mercenary (Novice), Sardaukar (Veteran), Mentat (Expert). The Kwisatz Haderach level is an Expert game where you can’t get your Swordmaster.
- Choose a Leader for each of your two Rivals, except Paul Atreides and Lady Helena Richese.For a first solo game: Earl Memnon Thorvald and Glossu “The Beast” Rabban. Rivals only use their Leader’s Signet Ring ability.
- Set up each Rival: a color, a cube at the bottom of each Influence track and 2 Agents in its supply.
- In Veteran or Expert, put 3 troops in each Rival’s garrison.In Novice, Rivals start with no troops in their garrison.
- Slide each Rival’s Swordmaster into the Conflict deck.Leave 5 Conflict cards on top in Novice, 4 in Veteran, 3 in Expert. When the card placed on them is revealed, the Rivals gain their third Agent.
- Remove the cards marked “2P” from the House Hagal deck, then shuffle it near the Rivals.These are the Reshuffle card and three Arrakeen cards.
- Give 1 Water to each Rival, plus 1 Intrigue card in Veteran or Expert.
- In Novice, take 1 extra Solari and 1 extra Spice.
- In Veteran or Expert, place a 5 Solari token on the Mentat space.For the whole game, the Mentat then costs 5 Solari instead of 2.
- Give the First Player marker to the Rival on your left.In solo, that Rival always starts the first round.
Frequently asked questions
How many cards do you draw in Dune: Imperium?
Everyone draws five cards at the start of each round, from a starting deck of 10 cards.
When does a game of Dune: Imperium end?
At the end of the round in which a player has 10 Victory Points or more, or after the tenth Conflict card. You always finish the current round.
Who wins a tie in Dune: Imperium?
The player with the most Spice, then the most Solari, then Water, then troops in the garrison.
Ludingo’s Dune: Imperium sheet was last reviewed on 8 October 2026, based on: rulebook 1 (PDF), rulebook 2 (PDF), BoardGameGeek.