Dune: Imperium – Uprising rules – how to play and how to score
Reviewed on 13 October 2026 against the publisher’s rulebook. How we check
Dune: Imperium – Uprising plays 1 to 4 players, or 6 in two teams: each Great House sends Agents to the board and improves its deck, racing to 10 Victory Points. Here are the essential rules, setup and scoring, based on the official rulebook.
- Players
- 1 to 4, or 6 in two teams
- Play time
- About 2 hours
- Winner
- Most Victory Points; on a tie, the most spice
Dune: Imperium – Uprising quick rules
- The goal
- Each player leads a Great House fighting for power on Arrakis, and the most Victory Points wins. You score them during the game, on the Score track: through combat, the favor of four Factions and certain cards. You send Agents to the board and gradually improve your deck. With 6, you play in two teams of three, with extra rules.
- A round
- Reveal a Conflict card, which announces the round’s combat and its rewards, and everyone draws five cards. Then each player takes one turn at a time: an Agent turn, or their Reveal turn, once per round. After everyone has revealed, resolve combat, add one spice to each Maker space left empty, everyone recalls their Agents, and the First Player marker passes left.
- The Agent turn
- You start with two Agents on your Leader. Play a card from your hand, choose one of its icons and place an Agent on an unoccupied space with the same icon, paying its cost if it has one. Three spaces also require 2 Influence with a Faction. 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, where your cube moves up when you send an Agent to them. At 2 Influence, you gain a Victory Point, which you lose if you drop back. At 4, you gain a bonus, and the first to arrive takes the Alliance token, worth one point; an opponent who climbs higher takes it from you.
- The Spies
- Each player has three Spies. When the Spy icon appears, you can place one on an empty observation post, connected to one or more spaces. Later, you recall it to Infiltrate (go to a connected space even if it’s occupied) or to Gather Intelligence (draw a card when you go there). The Spy Agent icon sends you there without recalling the Spy.
- Troops and sandworms
- The cube icon recruits a troop into your garrison, where it doesn’t fight. To fight, your Agent goes to a Combat space: you deploy to the Conflict the troops recruited this turn, plus up to two from your garrison. Sandworms, which are stronger, require a Maker Hooks token and go straight to the Conflict. While the Shield Wall token is in place, no sandworm fights for Arrakeen, the Spice Refinery or the Imperial Basin.
- The Reveal turn
- When you’re out of Agents, or if you prefer, reveal your whole hand and apply its Reveal effects. Persuasion acquires cards from the Imperium Row or the Reserve, which go to your discard pile; unspent Persuasion is lost. Your strength is 2 per troop in the Conflict, 3 per sandworm and 1 per revealed sword, and 0 with no units in the Conflict.
- Combat
- After all Reveals, players in the Conflict may play Combat Intrigue cards until everyone passes. The strongest takes the first reward, second place the second, and third place the third with 4 players only; a sandworm doubles your reward. If tied for first, each tied player takes the second reward. Two face-up cards with the same battle icon (a won Conflict or your Objective) score a Victory Point.
- The end and scoring
- At the end of a round, the game ends if a player has 10 or more Victory Points, or if there are no Conflict cards left. Everyone may still play Endgame Intrigue cards, then the highest on the Score track wins. On a tie: the most spice, then Solari, water and garrisoned troops.
- Beginner pitfalls
- Don’t play all your cards on Agent turns: your Reveal would be too weak to acquire anything. Acquire cards for their icons, and keep water for the desert. Remember the Swordmaster, your third Agent: 8 Solari, or 6 if someone already has theirs. Use your Spies, and watch out for opposing Intrigue cards, which often swing a combat.
- With Bloodlines
- Sardaukar Commanders wait on several board spaces: when you send an Agent there, you may pay 2 Solari to acquire one. It counts as a troop with strength 2, and you choose a Skill from the four face up, active while one of your Commanders is in the Conflict, once per round. After combat, it returns to your supply; 2 Solari during one of your turns recruits it again, one per turn.
How to score Dune: Imperium – Uprising
- Victory Points
- Read them on the Score track, where they’re scored throughout the game: combat, Influence, Alliances, battle icons, cards. With 4 players, everyone starts at 1; with 6, Commanders start at 4 and Allies at 1.
- Game end
- At the end of the round in which a player reaches 10 or more Victory Points, or when there are no Conflict cards left. Endgame Intrigue cards are played before comparing.
- Teams with 6 players
- A team’s score is the sum of its three players’ Victory Points.
- Tie-breaker
- On a tie: the most spice, then Solari, then water, then garrisoned troops.
Worked example
With 4 players, Emma starts at 1 Victory Point, earns 6 from combat, 3 from three Factions at 2 Influence and 1 from an Alliance: 1 + 6 + 3 + 1 = 11. The round ends and so does the game. Jake also finishes on 11; Emma has 3 spice, Jake 1: Emma wins.
Common mistakes
- Ending the game as soon as someone reaches 10: always finish the current round.
- Forgetting Endgame Intrigue cards, played before scores are compared.
- Keeping a Faction’s Victory Point after dropping below 2 Influence: it’s lost.
- Forgetting the 4-player head start: everyone begins with 1 Victory Point.
How to set up Dune: Imperium – Uprising
Setup takes about 15 minutes. The rulebook has no five-player game: you play with 1 to 4, or 6 in teams. Steps for 6 players, expansions and Rivals (solo and 2 players) say so; the Rivals come last.
The teams, 6 players
- Form two teams of three: a Commander, Muad’Dib or Shaddam Corrino IV, and their two Allies.Recommended Allies of Muad’Dib: Gurney Halleck, Lady Jessica, Staban Tuek. Of Shaddam: Feyd-Rautha Harkonnen, Lady Margot Fenring, Princess Irulan. Lady Amber Metulli can be on either side.
- The two Commanders sit opposite each other: Muad’Dib at the bottom of the board, Shaddam at the top.Allies sit on either side of the opposing Commander, so play alternates from one team to the other.
The board
- With 1 to 4 players, lay out the board on its 1-to-4-player side.The side where the four Factions are the Emperor, the Spacing Guild, the Bene Gesserit and the Fremen. Keep the Board Space Guide at hand.
- With 6 players, lay out the board on its six-player side.The Great Houses and the Fringe Worlds replace the Emperor and the Fremen there.
- Place the Shield Wall token in the marked area below the Spice Refinery space.Uprising doesn’t use a Mentat: the Shield Wall token goes on the board instead.
- With 1 to 4 players, place the 4 Alliance tokens on the marked areas of the Influence tracks.One track per Faction: Emperor, Spacing Guild, Bene Gesserit and Fremen.
- With 6 players, each Commander places a personal board in front of them: the Fremen board for Muad’Dib, the Emperor board for Shaddam.
- With 6 players, place the 6 Alliance tokens on their Influence tracks.Four on the game board; the Fremen and Emperor Alliance tokens go on their Commanders’ personal boards.
- Create the bank next to the board: Solari, spice, water, sandworms and the 4 Maker Hooks tokens.The bank isn’t limited: if you run out, use a substitute.
- With Bloodlines: place one Sardaukar Commander on each of these five spaces: Sardaukar, Dutiful Service, Deliver Supplies, High Council and Gather Support.Use either the wood or the plastic Commanders, not both. With 4 players, place a sixth on Assembly Hall. The last one goes in the bank.
- With Bloodlines: shuffle the 14 Sardaukar Commander Skills into a face-down stack, and deal 4 face up.
- With Rise of Ix: fold the CHOAM board overlay in half and cover the top-right corner of the board with it.It covers Assembly Hall and Gather Support. The rest of the setup follows the expansion’s rulebook.
- With Immortality: cover the Research Station with the expansion’s board overlay.The rest of the setup follows the expansion’s rulebook.
The cards
- With 1 to 4 players, remove the Imperium and Intrigue cards marked with the CHOAM symbol, unless you play with the CHOAM Module.This module, best left out of a first game, keeps those 8 cards: shuffle the 20 contracts face down, flip 2 face up beneath the Landsraad Council and place the other 18 in the bank.
- With 6 players, set up the CHOAM Module, which is required: keep the cards marked with its symbol and set aside the 2 Sardaukar contracts.Shuffle the other contracts face down, flip 2 face up on the marked spaces, and place the rest in the bank.
- With Bloodlines: add the expansion’s 2 Conflict cards to the game’s.One Conflict I card and one Conflict II card, before creating the Conflict Deck.
- 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.
- Shuffle the Conflict II cards and place 5 face down on top.Return the others to the box without looking.
- With 1 to 4 players, shuffle the Conflict I cards and place 1 face down on the very top.The Conflict Deck has 10 cards: one per round at most.
- With 6 players, return all Conflict I cards to the box.The Conflict Deck has only 9 cards: the game lasts 9 rounds at most.
- With Bloodlines: shuffle the expansion’s 15 Intrigue cards and 25 Imperium cards into their decks.Cards marked for the CHOAM Module or the Tech Module are added only with those modules.
- Shuffle the Intrigue Deck and place it face down near the board.
- Shuffle the Imperium Deck and deal 5 cards face up next to it.These 5 cards form the Imperium Row, where players acquire new cards.
- Place the Reserve cards in two face-up stacks next to the Imperium Row.One stack for Prepare the Way, one for The Spice Must Flow.
Each player
- With 1 to 4 players, each player takes a Leader and places it in front of them.For your first game, choose a Leader with only one icon after their name. Shaddam Corrino IV is used only with the CHOAM Module.
- With 6 players, the Commanders take Muad’Dib and Shaddam Corrino IV, and each Ally takes another Leader.
- With Bloodlines: add the expansion’s 8 Leaders before choosing.Some have their own components: Tuek’s Sietch for Esmar Tuek, the Twisted Intrigue cards for Piter De Vries, the Navigation cards for Steersman Y’rkoon, the Tactics token for Chani.
- Each player chooses a color and takes all its components.With 6 players, only the four Allies: Commanders have their own components.
- Shuffle your 10-card starting deck and place it face down to the left of your Leader.This is your deck; your discard pile goes to the right. With 6 players, Muad’Dib and Shaddam take their Commander starting decks.
- Place 2 Agents on your Leader and your third Agent next to the board.This third Agent is your Swordmaster: you can gain it during the game.
- Place your Score marker on the 0 space of the Score track; with 4 players, on the 1.With 6 players, each Ally starts on 1 (marked A) and each Commander on 4 (marked C).
- Place your Combat marker on the 0 space of the Combat track.
- Place one cube on the bottom space of each of the 4 Influence tracks.
- Place 3 cubes, your troops, in the garrison closest to you.Your 9 other troops, your 3 Spies, your Control markers and your Councilor token stay in your supply, in view of everyone.
- Take 1 water.
- With 3 or 4 players, deal each player an Objective card meant for your player count, face up.Return the cards marked “1-3P” or “4/6P” that don’t match. Whoever’s Objective shows the First Player marker takes that marker.
- With 6 players, only the four Allies draw an Objective card.If both Desert Mouse Objectives go to the same team, the player with the “4/6P” card trades it with the opposing Ally sitting next to them.
The Commanders, 6 players
- Each Commander takes 3 Spies, 2 discs and 1 Faction cube, but no troops, no Combat marker and no Control markers.The Faction cube goes on the bottom space of the Influence track on their personal board.
- Each Commander takes their 2 one-arrow Agent tokens, and sets the two-arrow token aside with the Swordmasters.These tokens replace normal Agents. Also place the 6 Swordmaster Bonus tokens next to the board.
Solo and 2 players: the Rivals
- Solo, choose two Rival cards: they’re your automated opponents.For your first solo game, take Rivals with a Swordmaster value of 8 or higher: the lower the value, the harder the Rival.
- With 2 players, choose one Rival card: it’s your shared automated opponent.For your first game, take Lady Amber Metulli or Glossu “The Beast” Rabban, with the Streamlined Rivals variant: they can’t win.
- Solo, choose a difficulty: Mercenary, Sardaukar, Mentat or Kwisatz Haderach.Mercenary, for beginners: Rivals start with no troops and you take 1 Intrigue card. Sardaukar: no adjustments. Mentat: add the Brutal Escalation, Expert Deployment and Smart Politics variants. Kwisatz Haderach: the same, and you can’t gain your Swordmaster.
- Set up each Rival: a color, one cube on the bottom of each Influence track and 3 troops in its garrison.In a solo Mercenary game, Rivals start with no troops in their garrisons.
- Give each Rival 2 Agents, 3 Spies and 1 water, and set its Swordmaster next to the board.
- Shuffle the House Hagal deck and place it near the Rivals.Solo, first remove the Reshuffle card marked “2P”.
- Solo, deal one random Objective card face up to yourself and to each Rival.First return the “4/6P” cards. Whoever’s Objective shows the First Player marker takes it: it may be a Rival.
- With 2 players, give the Ornithopter Objective to the Rival and deal the other two at random between the two of you.The Rival never has the First Player marker: it always acts between the two of you.
Frequently asked questions
Who goes first in Dune: Imperium – Uprising?
Each player gets a random Objective card: the one whose card shows the First Player marker goes first. The marker then passes left every round.
When does Dune: Imperium – Uprising end?
At the end of the round in which a player has 10 or more Victory Points, or when there are no Conflict cards left to reveal.
How do you calculate combat strength?
2 per troop in the Conflict, 3 per sandworm and 1 per revealed sword. With no units in the Conflict, your strength is 0.
Ludingo’s Dune: Imperium – Uprising sheet was last reviewed on 13 October 2026, based on: rulebook 1 (PDF), rulebook 2 (PDF), rulebook 3 (PDF), rulebook 4 (PDF), rulebook 5 (PDF), BoardGameGeek.