Dune: Imperium – Uprising guide
Practise Agents, Spies and sandworms on original artwork, compare real choices, and look up the rules.
Learn by playing
Card access and upfront payment
With Diplomacy and 1 water, choose a card and a destination.
Check access icons and pay before resolving effects. Desert Tactics costs 1 water, gives Fremen influence and one troop, and permits trashing.
Diplomacy → Desert Tactics
Diplomacy → Fremkit
Dagger → Desert Tactics (check access)
Infiltrate occupied Arrakeen
An enemy Agent occupies Arrakeen. You have Reconnaissance and a connected Spy.
Recalling a connected Spy bypasses an enemy Agent, not costs, influence or card access. One Spy cannot both Infiltrate and Gather Intelligence.
Recall Spy and infiltrate Arrakeen
Use one Spy for both effects (check)
Gather Intelligence or keep a Spy
Arrakeen is empty; Reconnaissance is selected. Recall its Spy? The fixed next card is Convincing Argument.
Decide immediately after placement, before board or card effects. Arrakeen still recruits one troop and draws its own card.
Recall Spy to draw
Keep Spy for future access
The two choices at Sietch Tabr
At 2 Fremen influence, play Reconnaissance at Sietch Tabr: take hooks or destroy the wall.
Sietch Tabr needs City access, not a Fremen icon. Both choices give 1 water; hooks also recruit one troop, while the other choice may remove the Shield Wall.
Take hooks, one troop and water
Take water and destroy Shield Wall
Hagga Basin: spice or sandworm
You have hooks and an unprotected Conflict. Hagga Basin has 1 bonus spice. Pay 1 water and choose.
Take bonus spice, then choose 2 base spice OR one sandworm. Hooks are not spent; worms deploy directly and each has 3 strength.
Harvest 2 base + 1 bonus spice
Summon one worm + take 1 bonus spice
A standing wall blocks worms
The Conflict is over Imperial Basin and the wall stands. With hooks, choose a Hagga Basin branch.
The wall protects Conflicts at Arrakeen, Spice Refinery and Imperial Basin. It does not block all deployment. Harvest spice here.
Harvest spice
Summon into protected Conflict (check)
Reveal and acquire into discard
Fixed hand: two Convincing Arguments, Diplomacy, Reconnaissance and Signet Ring give 7 Persuasion; High Council adds 2, total 9. Acquire The Spice Must Flow or Prepare the Way.
Count newly revealed cards, not cards used for Agents. Acquired cards enter discard. The Spice Must Flow scores 1 VP on acquisition. Unspent Persuasion expires.
9 Persuasion: The Spice Must Flow
2 Persuasion: Prepare the Way
Conflict rewards and battle-icon pairs
Public end position: Secure Imperial Basin, your 2 troops + 1 worm = 7 strength vs 8. You hold Contingency Plan (+3). Both players then pass.
Worms double Conflict rewards, not control or icon-match VP. A sole winner takes the Conflict card; matching its Mouse icon to your Objective scores 1 VP. Units return to supply.
Play Contingency Plan: +3 strength
Keep Intrigue and accept second
Decisions
Draw now or preserve access?
Arrakeen is empty; Reconnaissance is selected. Recall its Spy? The fixed next card is Convincing Argument.
Decide immediately after placement, before board or card effects. Arrakeen still recruits one troop and draws its own card.
Recall Spy to draw
Keep Spy for future access
Spice income or worm strength?
You have hooks and an unprotected Conflict. Hagga Basin has 1 bonus spice. Pay 1 water and choose.
Take bonus spice, then choose 2 base spice OR one sandworm. Hooks are not spent; worms deploy directly and each has 3 strength.
Harvest 2 base + 1 bonus spice
Summon one worm + take 1 bonus spice
Save Intrigue or contest control?
Public end position: Secure Imperial Basin, your 2 troops + 1 worm = 7 strength vs 8. You hold Contingency Plan (+3). Both players then pass.
Worms double Conflict rewards, not control or icon-match VP. A sole winner takes the Conflict card; matching its Mouse icon to your Objective scores 1 VP. Units return to supply.
Play Contingency Plan: +3 strength
Keep Intrigue and accept second
Components, leaders and board
Cubes per colour

Four influence cubes and twelve troops; three start in garrison.
Quantity: 16
Control markers per colour

Arrakeen, Spice Refinery and Imperial Basin.
Quantity: 3
Starting cards per colour

Convincing Argument 2, Dagger 2, Diplomacy 1, Dune 2, Reconnaissance 1, Seek Allies 1, Signet Ring 1.
Quantity: 10
Standard contracts

Optional CHOAM module; ten additional tokens for Rise of Ix only.
Quantity: 20
Commander starting cards

Two ten-card decks replacing normal starting decks.
Quantity: 20
Swordmaster Bonus tokens

Six-player Swordmaster is single-use, then +2 Reveal strength.
Quantity: 6
Additional team Alliance tokens

Great Houses and Fringe Worlds.
Quantity: 2
Agent tokens per Commander

Two initial plus Swordmaster; arrows activate an Ally.
Quantity: 3
Faction cube per Commander

For that Commander’s personal board only.
Quantity: 1
Muad’Dib

Reveal: with at least one worm in the Conflict, draw one Intrigue. Signet: draw one card.
Gurney Halleck

Reveal: at least 6 strength gives 1 Persuasion (10 in six-player). Signet: recruit one troop.
Lady Amber Metulli

Reveal: may retreat one troop. Signet: gain 1 Solari, plus 1 spice if you hold an Alliance.
Lady Margot Fenring

Reaching 2 Bene Gesserit influence upward gives 2 spice. Signet: place one Spy at an empty post connected to a City space.
Princess Irulan

Reaching 2 Emperor influence upward draws one Intrigue. Signet: acquire a cost-1 card to hand, or trash a hand card; if its cost is at least 1 gain 2 spice.
Lady Jessica

Signet: pay 1 spice for an Intrigue and a supply troop placed as a memory. At a Bene Gesserit space, may return all memories to draw one card each, then transform.
Feyd-Rautha Harkonnen

Reveal: may recall one Spy for two swords. Signet: advance training one step and take its reward: pay 1 Solari to trash or place a Spy; then trash; then Spy or 2 spice; finally troop plus Spy.
Staban Tuek

Start without Diplomacy. When another player enters a Maker space you spy on, gain 1 spice. Signet places a Spy: at Landsraad may pay 1 spice for 3 Solari; at a Faction may pay 2 Solari for one Intrigue.
Shaddam Corrino IV

CHOAM only: set aside two Sardaukar contracts for exclusive acquisition, not starting possession. Signet forbids deployment this turn; take 1 Solari and one troop OR pay 3 Solari for one influence.
Reverend Mother Jessica (transformed, not a tenth Leader)

Once per turn at a Bene Gesserit or Fremen space, may spend one water to repeat printed space effects, not the influence for sending an Agent. Signet: 1 spice for 1 water. The new ability can be used on the transformation turn.
Accept Contract

Draw one card and take a contract (2 Solari without module).
Spice Trade; no cost
Draw one card and take a contract (2 Solari without module).
Arrakeen

Recruit one troop, draw one card; controller gains 1 Solari.
City; Combat
Recruit one troop, draw one card; controller gains 1 Solari.
Assembly Hall

Draw one Intrigue; your Agent here gives +1 Reveal Persuasion.
Landsraad; no cost
Draw one Intrigue; your Agent here gives +1 Reveal Persuasion.
Deep Desert

Bonus spice plus 4 spice OR two worms with hooks if allowed.
Spice Trade; 3 water; Combat
Bonus spice plus 4 spice OR two worms with hooks if allowed.
Deliver Supplies

+1 Guild influence, gain 1 water.
Spacing Guild; no cost
+1 Guild influence, gain 1 water.
Desert Tactics

+1 Fremen influence, recruit one troop, optional trash.
Fremen; 1 water; Combat
+1 Fremen influence, recruit one troop, optional trash.
Dutiful Service

+1 Emperor influence, contract (2 Solari without module).
Emperor; no cost
+1 Emperor influence, contract (2 Solari without module).
Espionage

+1 Bene Gesserit influence, draw one card, place one Spy.
Bene Gesserit; 1 spice
+1 Bene Gesserit influence, draw one card, place one Spy.
Fremkit

+1 Fremen influence and draw one card.
Fremen; Combat
+1 Fremen influence and draw one card.
Gather Support

Recruit two troops; paying 2 Solari also gives one water.
Landsraad; 0 or 2 Solari
Recruit two troops; paying 2 Solari also gives one water.
Hagga Basin

Bonus spice plus 2 spice OR one worm with hooks if allowed.
Spice Trade; 1 water; Combat
Bonus spice plus 2 spice OR one worm with hooks if allowed.
Heighliner

+1 Guild influence and recruit five troops.
Spacing Guild; 5 spice; Combat
+1 Guild influence and recruit five troops.
High Council

First visit seats Councilor for +2 Reveal Persuasion; later visits give 2 spice, an Intrigue and 3 troops.
Landsraad; 5 Solari
First visit seats Councilor for +2 Reveal Persuasion; later visits give 2 spice, an Intrigue and 3 troops.
Imperial Basin

1 spice plus accumulated bonus; controller gains 1 spice.
Spice Trade; Combat
1 spice plus accumulated bonus; controller gains 1 spice.
Imperial Privilege

May exchange an Intrigue; recall another Agent, draw one card.
Landsraad; 2 Emperor influence; 3 Solari
May exchange an Intrigue; recall another Agent, draw one card.
Research Station

Recruit two troops and draw two cards.
City; 2 water; Combat
Recruit two troops and draw two cards.
Sardaukar

+1 Emperor influence, draw an Intrigue and recruit four troops; not a Combat space.
Emperor; 4 spice (3 with six)
+1 Emperor influence, draw an Intrigue and recruit four troops; not a Combat space.
Secrets

+1 Bene Gesserit influence, draw an Intrigue; steal one random Intrigue from each opponent holding at least four.
Bene Gesserit; no cost
+1 Bene Gesserit influence, draw an Intrigue; steal one random Intrigue from each opponent holding at least four.
Shipping

Gain 5 Solari and one influence with any Faction.
Spice Trade; 2 Guild influence; 3 spice
Gain 5 Solari and one influence with any Faction.
Sietch Tabr

Hooks + one troop + one water OR one water + optional Shield Wall destruction.
City; 2 Fremen influence; Combat
Hooks + one troop + one water OR one water + optional Shield Wall destruction.
Spice Refinery

Gain 2 Solari, or 4 if paying 1 spice; controller gains 1 Solari.
City; 0 or 1 spice; Combat
Gain 2 Solari, or 4 if paying 1 spice; controller gains 1 Solari.
Swordmaster

Once per player; third Agent available immediately.
Landsraad; first 8 Solari, later 6
Once per player; third Agent available immediately.
Controversial Technology

Fremen icon, 2 spice: +1 Fringe Worlds influence; Intrigue, draw and optional trash.
Economic Support

Emperor icon: +1 Great Houses influence, 1 spice, then exchange a single type of trade good each with one teammate.
Expedition

Fremen icon: +1 Fringe Worlds influence, take a contract or 2 Solari if exhausted.
Military Support

Emperor icon, 2 spice: +1 Great Houses influence and three troops split between Allies, deployable.
Six-player Swordmaster

8/6 Solari; third Agent single-use, then +2 strength each Reveal.
Unswerving Loyalty

Cost 1; reveal for 1 persuasion and 1 troop. Fremen Bond lets you deploy or retreat one troop.
Space-time Folding

Cost 1; discard one to draw one, plus another if you discarded a Spacing Guild card. Reveal: 1 persuasion.
Weirding Woman

Cost 1; with another Bene Gesserit card in play, return this card to your hand. Reveal: 1 persuasion and 1 strength.
Sardaukar Soldier

Cost 1; reveal for 1 persuasion and 1 strength. When trashed, draw one Intrigue card.
Smuggler's Harvester

Cost 1; gain 1 spice if you sent an Agent to a Maker space this turn. Reveal: 1 persuasion.
Maker Keeper

Cost 2; gain 1 water at 2 Bene Gesserit influence and 1 spice at 2 Fremen influence. Reveal: 2 persuasion.
Reliable Informant

Cost 2; place a Spy on the Emperor, Bene Gesserit or Fremen. Reveal: 1 persuasion and 1 Solari.
Hidden Missive

Cost 2; at 2 Bene Gesserit influence recruit 1 troop and draw one card. Reveal: 1 persuasion and 1 strength.
Wheels Within Wheels

Cost 2; at 2 Emperor influence gain 2 Solari, and at 2 Guild influence gain 1 spice. Reveal: 1 persuasion and a Spy.
Fedaykin Stilltent

Cost 2; recruit 1 troop if you sent an Agent to a Maker space this turn. Reveal: 1 water.
Imperial Spymaster

Cost 2; draw one Intrigue if you recalled a Spy this turn. Reveal: 1 persuasion and 1 strength.
Spy Network

Cost 2; acquire bonus: place a Spy. Reveal: 2 persuasion and 1 strength; with at least two Spies on the board, recall one to draw one Intrigue.
Desert Survival

Cost 2; Agent action: trash one card. Reveal: 1 persuasion and 1 strength.
Undercover Asset

Cost 2; ignore influence requirements on the space visited this turn. Reveal: place a Spy or gain 2 strength.
Bene Gesserit Operative

Cost 3; Agent action: place a Spy. Reveal: 1 persuasion, plus 2 with at least two Spies on the board.
Northern Watermaster

Cost 3; Agent action: gain 1 water. Reveal: 1 persuasion; Fremen Bond adds 2 spice.
Double Agent

Cost 3; place a Spy watching the space visited, even on an observation post occupied by an opponent. Reveal: 1 persuasion and 1 strength.
Guild Envoy

Cost 3; discard one card; if it is a Spacing Guild card, draw two. Reveal: 1 persuasion.
Rebel Supplier

Cost 3; recruit 2 troops if you recalled a Spy this turn. Reveal: 1 spice and 1 strength.
Rebel Supplier costs 3, is Fremen and has City access. Agent: recruit two troops if you recalled a Spy this turn. Reveal: 1 spice and one sword.
Calculus of Power

Cost 3; Agent action: trash one card. Reveal: 2 persuasion; trash another Emperor card in play for 3 strength.
Guild Spy

Cost 3; acquire: a Spy; Agent: discard to draw, plus an Intrigue if a Guild card was discarded. Reveal: 2 persuasion; acquiring The Spice Must Flow grants 1 influence with every faction you spy on.
Dangerous Rhetoric

Cost 3; Agent action: gain 1 influence with any faction, then trash this card. Reveal: 1 persuasion and 1 strength.
Branching Path

Cost 3; with the Bene Gesserit alliance, trash an Intrigue to gain an Intrigue and 2 spice. Reveal: 2 persuasion.
Ecological Testing Station

Cost 3; pay 2 water to draw two cards. Reveal: 1 persuasion; Fremen Bond adds 1 water.
Smuggler's Haven

Cost 4; pay 4 spice for 1 victory point. Reveal: 1 persuasion, plus 2 spice if spying on a Maker space.
Shishakli

Cost 4; trash one card to draw one. Reveal: 2 strength; Fremen Bond adds 1 Fremen influence.
Paracompass

Cost 4; Agent action: 2 Solari. Reveal: 2 persuasion with a High Council seat, plus 1 if you also have a Swordmaster.
Sardaukar Coordination

Cost 4; you may deploy any troops recruited this turn. Reveal: 2 persuasion and 1 strength per Emperor card revealed, including this one.
Public Spectacle

Cost 4; gain 1 influence with any faction if you recalled a Spy this turn. Reveal: 1 persuasion and a Spy.
Southern Elders

Cost 4; recruit 2 troops with another Bene Gesserit card in play. Reveal: 1 water; Fremen Bond adds 2 persuasion.
Tread in Darkness

Cost 4; with another Bene Gesserit card in play, trash a card and draw a card. Reveal: 2 persuasion and 1 strength.
Spacing Guild's Favor

Cost 5; Agent: draw one; when discarded, gain 2 spice. Reveal: 2 persuasion; pay 3 spice for 1 influence with any faction.
Captured Mentat

Cost 5; discard a card to draw an Intrigue and a card. Reveal: 1 persuasion; lose 1 influence with a faction to gain 1 with another.
Subversive Advisor

Cost 5; acquire: a Spy. Visiting a faction space grants 2 influence instead of 1, then trashes this card; reveal: 1 persuasion.
Leadership

Cost 5; draw a card for each sandworm you have in the Conflict. Reveal: 2 persuasion and 1 strength, plus 1 strength for each other revealed card providing strength.
In High Places

Cost 5; acquire: a Spy; with another Bene Gesserit card in play, draw a card and place a Spy. Reveal: 2 persuasion; recall two Spies for 3 more.
Strike Fleet

Cost 5; acquire: a Spy; recruit 3 troops if you recalled a Spy this turn. Reveal: 1 persuasion and 3 strength.
Treacherous Maneuver

Cost 5; trash this and an Emperor card from hand to gain 2 influence instead of 1. Reveal: 1 persuasion and an Intrigue.
Chani, Clever Tactician

Cost 5; with at least three units in the Conflict, draw an Intrigue. Reveal: retreat two troops for 4 strength; Fremen Bond adds 2 persuasion.
Junction Headquarters

Cost 6; with the Guild alliance, trash an Intrigue and pay 2 spice for 1 victory point. Reveal: 1 persuasion, 1 water and 1 troop.
Corrinth City

Cost 6; discard two cards and pay 5 Solari for 1 victory point. Reveal: gain 5 Solari, or pay 5 for a High Council seat if you lack one.
Stilgar, The Devoted

Cost 6; Agent action: recruit 2 troops. Reveal: 2 persuasion per Fremen card in play, including this one.
Desert Power

Cost 6; gain 2 spice if you visited a Maker space this turn. Reveal: 2 persuasion, or with Maker Hooks pay 1 water to summon a sandworm.
Price is No Object

Cost 6; acquire: 2 Solari. Buy a card directly to hand with Solari instead of persuasion; reveal: 2 persuasion and 2 Solari.
Long Live the Fighters

Cost 7; with at least three cards in your deck, inspect the top three, draw one, discard one and trash one. Reveal: 2 persuasion and 3 strength.
Overthrow

Cost 8; acquire: an Intrigue; gain 2 faction influence instead of 1. Reveal: 2 persuasion, 2 strength and 1 troop.
Steersman

Cost 8; acquire: 1 Guild influence. Draw one card and recall a different Agent, not the one just sent; reveal: 2 persuasion and 2 spice.
Strategic Stockpiling

Plot: pay 5 spice for 1 victory point; at 3 Fremen influence, you may also pay 3 water for 1 victory point.
Depart For Arrakis

Plot: pay 2 spice to recruit 3 troops; at 3 Guild influence also draw a card.
Change Allegiances

Plot: lose 1 faction influence to gain 1 influence; you may also pay 3 spice to gain 1 influence.
Special Mission

Plot: place a Spy on a City observation post, or recall a Spy to destroy the Shield Wall and gain 2 spice.
Unexpected Allies

Plot: pay 2 water to destroy the Shield Wall and summon a sandworm.
Call to Arms

Plot: during your Reveal turn this round, recruit 1 troop whenever you acquire a card.
Intelligence Report

Plot: draw a card, plus another if you have at least two Spies on the board.
Manipulate

Plot: remove and replace an Imperium Row card; during your Reveal turn this round you may acquire it for 1 less persuasion.
Distraction

Plot: when deploying at least three units in one turn, place a Spy, even on an opponent's observation post.
Contingency Plan

Choose Plot for 2 Solari or Combat for 3 strength.
Contingency Plan is Plot/Combat Intrigue: choose 2 Solari OR 3 strength. Combat play requires a unit. The lesson uses +3 strength.
Inspire Awe

Plot: acquire a card costing 3 or less; with a sandworm in the Conflict, put it into your hand.
Spice is Power

Combat: retreat three troops for 3 spice, or pay 3 spice for 6 strength.
Devour

Combat: gain 2 strength; with a sandworm in the Conflict gain 2 more strength and trash a card.
Questionable Methods

Combat: gain 1 strength; lose 1 faction influence for 4 additional strength.
Desert Mouse

Plot: gain 1 spice; or Endgame: flip one of your face-up Desert Mouse or wild Conflict cards for 1 victory point.
Ornithopter

Plot: gain 1 spice; or Endgame: flip one of your face-up Ornithopter or wild Conflict cards for 1 victory point.
Crysknife

Plot: gain 1 spice; or Endgame: flip one of your face-up Crysknife or wild Conflict cards for 1 victory point.
Shadow Alliance

Endgame: gain 1 victory point if you have at least 4 influence with a faction whose alliance an opponent holds.
Secure Spice Trade

Endgame: with at least two The Spice Must Flow cards, gain 1 victory point and 2 spice.
Muad'Dib

Reveal: with at least one worm in the Conflict, draw one Intrigue. Signet: draw one card.
Cargo Runner

Cost 3; draw one card with at least two completed contracts, and another with at least four. Reveal: 1 persuasion.
Delivery Agreement

Cost 5; discard a card to complete a contract. Reveal: 1 spice, or with four completed contracts trash this card for 1 victory point.
Priority Contracts

Cost 6; Agent action: complete a contract. Reveal: 2 spice, or with four completed contracts trash this card for 1 victory point.
Interstellar Trade

Cost 7; acquire: take a contract; Agent: gain 1 influence with any faction. Reveal: 1 persuasion per completed contract.
Lady Amber Metulli

Reveal: may retreat one troop. Signet: gain 1 Solari, plus 1 spice if you hold an Alliance.
Feyd-Rautha Harkonnen

Reveal: may recall one Spy for two swords. Signet: advance training one step and take its reward: pay 1 Solari to trash or place a Spy; then trash; then Spy or 2 spice; finally troop plus Spy.
Princess Irulan

Reaching 2 Emperor influence upward draws one Intrigue. Signet: acquire a cost-1 card to hand, or trash a hand card; if its cost is at least 1 gain 2 spice.
Staban Tuek

Start without Diplomacy. When another player enters a Maker space you spy on, gain 1 spice. Signet places a Spy: at Landsraad may pay 1 spice for 3 Solari; at a Faction may pay 2 Solari for one Intrigue.
Lady Margot Fenring

Reaching 2 Bene Gesserit influence upward gives 2 spice. Signet: place one Spy at an empty post connected to a City space.
Gurney Halleck

Reveal: at least 6 strength gives 1 Persuasion (10 in six-player). Signet: recruit one troop.
Lady Jessica

Signet: pay 1 spice for an Intrigue and a supply troop placed as a memory. At a Bene Gesserit space, may return all memories to draw one card each, then transform.
Reverend Mother Jessica

Once per turn at a Bene Gesserit or Fremen space, may spend one water to repeat printed space effects, not the influence for sending an Agent. Signet: 1 spice for 1 water. The new ability can be used on the transformation turn.
Shaddam Corrino IV

CHOAM only: set aside two Sardaukar contracts for exclusive acquisition, not starting possession. Signet forbids deployment this turn; take 1 Solari and one troop OR pay 3 Solari for one influence.
Backed by CHOAM

Plot: lose 1 influence for 4 Solari; or Combat: gain 4 strength with at least two completed contracts.
Skirmish (Crysknife)

1st: 1 faction influence; 2nd: an Intrigue and 1 spice; 3rd: 1 spice. Winner gains a Crysknife battle icon.
Skirmish (Ornithopter)

1st: an Intrigue and 1 Solari; 2nd: an Intrigue and 2 Solari; 3rd: an Intrigue. Winner gains an Ornithopter battle icon.
Skirmish (Desert Mouse)

1st/2nd/3rd receive 2/3/2 Solari respectively; winner gains a Desert Mouse battle icon.
CHOAM Security

1st: 1 Guild influence, complete a contract and recruit 1 troop; 2nd: 1 water, 2 Solari and 2 troops; 3rd: an Intrigue and 1 troop.
Spice Freighters

1st: 1 faction influence and may pay 3 spice for 1 victory point; 2nd: 1 water, 1 spice and 1 troop; 3rd: 1 spice and 1 troop.
Siege Of Arrakeen

1st: control Arrakeen, 2 Solari and 2 troops; 2nd: 4 Solari and 1 troop; 3rd: 3 Solari. Shield Wall blocks sandworms.
Seize Spice Refinery

1st: control the Refinery, a Spy and 2 spice; 2nd: an Intrigue, 1 spice and 1 troop; 3rd: 2 spice. Shield Wall blocks sandworms.
Test Of Loyalty

1st: 1 Emperor influence, a Spy and 2 Solari; 2nd: 4 Solari and 1 troop; 3rd: 3 Solari.
Shadow Contest

1st: 1 Bene Gesserit influence and an Intrigue; 2nd: an Intrigue, 1 spice and 1 troop; 3rd: 1 spice and 1 troop.
Secure Imperial Basin

1st: control Imperial Basin, 2 spice and 1 troop; 2nd: 2 water and 1 troop; 3rd: 1 water and 1 troop. Shield Wall blocks sandworms.
Secure Imperial Basin: first 2 spice, one troop and Imperial Basin control; second 2 water and one troop; third one water and one troop. Sole winner takes its Mouse icon. Worms double resources and troops, not control or icon matches.
Protect The Sietches

1st: 1 Fremen influence, 1 water and 1 troop; 2nd: 3 spice and 1 troop; 3rd: 2 spice.
Trade Dispute

1st: complete a contract, 1 water and trash a card; 2nd: 1 water, 1 spice and trash a card; 3rd: 1 water and 1 troop.
Propaganda

1st: 1 influence with each of two factions and a wild battle icon; 2nd: an Intrigue and 3 spice; 3rd: 3 spice.
Battle For Imperial Basin

1st: 1 victory point and control Imperial Basin; pay 4 spice for another point. 2nd/3rd: 5/3 spice; Shield Wall blocks sandworms.
Battle For Arrakeen

1st: 1 victory point and control Arrakeen; recall two Spies for another point. 2nd: an Intrigue, 1 spice and 3 Solari; 3rd: 2 spice and 2 Solari; Shield Wall blocks sandworms.
Battle For Spice Refinery

1st: 1 victory point and control the Refinery; pay 6 Solari for another point. 2nd: an Intrigue and 3 spice; 3rd: 3 spice; Shield Wall blocks sandworms.
Sardaukar II

Visit Sardaukar to complete; recall an Agent.
Send an Agent to Sardaukar; recall another of your Agents. Shaddam-exclusive.
Sardaukar I

Visit Sardaukar to complete; draw two cards.
Send an Agent to Sardaukar; draw two cards. Shaddam-exclusive.
Heighliner II

Visit Heighliner to complete; recruit 2 troops.
Send an Agent to Heighliner; recruit two troops.
Heighliner I

Visit Heighliner to complete; gain 2 water.
Send an Agent to Heighliner; gain two water.
Espionage I

Visit Espionage to complete; gain 3 Solari.
Send an Agent to Espionage; gain 3 Solari.
Harvest 4+

Visit a Maker space and gain at least 4 spice in that turn to complete; gain 4 Solari.
Enter a Maker space and gain at least 4 spice during that turn; gain 4 Solari.
Harvest 3+

Visit a Maker space and gain at least 3 spice in that turn to complete; gain 3 Solari.
Enter a Maker space and gain at least 3 spice during that turn; gain 3 Solari.
Research Station II

Visit Research Station to complete; gain 3 Solari.
Send an Agent to Research Station; gain 3 Solari.
Research Station I

Visit Research Station to complete; gain 2 Solari and place a Spy.
Send an Agent to Research Station; gain 2 Solari and place a Spy.
Arrakeen II

Visit Arrakeen to complete; recruit 1 troop and place a Spy.
Send an Agent to Arrakeen; recruit one troop and place a Spy.
Arrakeen I

Visit Arrakeen to complete; gain 1 water.
Send an Agent to Arrakeen; gain one water.
Spice Refinery I

Visit Spice Refinery to complete; draw two cards.
Send an Agent to Spice Refinery; draw two cards.
Spice Refinery II

Visit Spice Refinery to complete; gain 1 water.
Send an Agent to Spice Refinery; gain one water.
High Council II

Visit High Council to complete; gain 3 Solari.
Send an Agent to High Council; gain 3 Solari.
High Council I

Visit High Council to complete; gain 1 Bene Gesserit influence.
Send an Agent to High Council; gain one Bene Gesserit influence.
Acquire

Complete when you next acquire The Spice Must Flow; gain 1 Guild influence and 3 Solari.
Next acquire The Spice Must Flow; gain one Spacing Guild influence and 3 Solari.
Deliver Supplies

Visit Deliver Supplies to complete; gain 3 Solari.
Send an Agent to Deliver Supplies; gain 3 Solari.
Prepare The Way

Reserve card, cost 2; Agent: draw a card at 2 Bene Gesserit influence. Reveal: 2 persuasion.
Prepare the Way: acquire for 2 Persuasion. Bene Gesserit; Landsraad/City access. Agent: at 2 Bene Gesserit influence draw one card. Reveal: 2 Persuasion.
The Spice Must Flow

Reserve card, cost 9; acquire bonus: 1 victory point. Reveal: 1 spice.
The Spice Must Flow: costs 9, acquire for 1 VP. No Agent icon. Reveal: 1 spice. Trashing it does not remove the acquired VP.
Signet Ring (Muad’Dib)

Six-player Commander starter; Agent action triggers your Commander's Signet ability. Reveal: 1 persuasion.
Command Respect

Six-player Commander starter; with a Swordmaster bonus token, trash this card to trade with a teammate. Reveal: 1 persuasion.
Convincing Argument (Muad’Dib)

Six-player Commander starter; no Agent icons. Reveal: 2 persuasion.
Demand Attention

Six-player Commander starter; pay 4 spice to gain 2 influence instead of 1 and trash this card. Reveal: 1 persuasion.
Desert Call

Six-player Commander starter; with Maker Hooks, pay 1 water to summon a sandworm and trash this card. Reveal: 1 persuasion.
Limited Landsraad Access (x2)

Six-player Commander starter, two copies; provides a Landsraad Agent icon. Reveal: 1 spice and 1 strength.
Seek Allies (Muad’Dib)

Six-player Commander starter; provides all four faction icons and trashes itself when used. No reveal reward.
Usul

Six-player Commander starter; choose 1 water or 1 spice; your activated Ally gains the other. Reveal: 2 persuasion.
Threaten Spice Production

Six-player Commander starter; pay 7 spice for 1 victory point and trash this card; Allies may contribute spice. Reveal: 1 persuasion.
Signet Ring (Emperor)

Six-player Commander starter; Agent action triggers your Commander's Signet ability. Reveal: 1 persuasion.
Convincing Argument (Emperor)

Six-player Commander starter; no Agent icons. Reveal: 2 persuasion.
Corrino Might

Six-player Commander starter; reveal for 1 strength; pay 3 spice for each Ally to recruit 2 troops, then trash this card.
Critical Shipments

Six-player Commander starter; choose 1 water or 2 Solari; your activated Ally gains the other. Reveal: 2 persuasion.
Demand Results

Six-player Commander starter; pay 2 Solari to give each Ally one face-up contract, replace them and trash this card. Reveal: 1 strength.
Devastating Assault

Six-player Commander starter; Agent: recruit 1 troop and gain 1 Solari. Reveal: 1 persuasion; with a Swordmaster bonus token pay 3 Solari for 5 strength.
Imperial Ornithopter (x2)

Six-player Commander starter, two copies; City Agent icon. Reveal: 1 persuasion and 1 Solari.
Imperial Tent

Six-player Commander starter; move a non-Fremen card from the Imperium Row to the Throne Row. Reveal: 1 persuasion.
Seek Allies (Emperor)

Six-player Commander starter; provides all four faction icons and trashes itself when used. No reveal reward.
High Council

First visit seats Councilor for +2 Reveal Persuasion; later visits give 2 spice, an Intrigue and 3 troops.
Sardaukar

+1 Emperor influence, draw an Intrigue and recruit four troops; not a Combat space.
Secrets

+1 Bene Gesserit influence, draw an Intrigue; steal one random Intrigue from each opponent holding at least four.
Sietch Tabr

Hooks + one troop + one water OR one water + optional Shield Wall destruction.
Dune, The Desert Planet

Shared card-text reference, not an Uprising physical-card scan. Standard starter, two copies; Spice Trade Agent icon and no Agent effect. Reveal: 1 persuasion.
Two per deck. Spice Trade access, no additional Agent effect. Reveal: 1 Persuasion.
Dagger

Shared card-text reference, not an Uprising physical-card scan. Standard starter, two copies; Landsraad Agent icon and no Agent effect. Reveal: 1 strength.
Two per deck. Landsraad access, no extra Agent effect. Reveal: one sword, counted only with a unit in Conflict.
Reconnaissance

Shared card-text reference, not an Uprising physical-card scan. Standard starter, one copy; City Agent icon and no Agent effect. Reveal: 1 persuasion.
One per deck. City access, no extra Agent effect. Reveal: 1 Persuasion.
Convincing Argument

Shared card-text reference, not an Uprising physical-card scan. Standard starter, two copies; no Agent icons. Reveal: 2 persuasion.
Two per deck. No Agent icons: cannot send an Agent. Reveal: 2 Persuasion.
Signet Ring

Shared card-text reference, not an Uprising physical-card scan. Standard starter, one copy; Agent action triggers your Leader's Signet ability. Reveal: 1 persuasion.
One per deck. Landsraad/City/Spice Trade access; triggers your Leader Signet ability. Reveal: 1 Persuasion.
Seek Allies

Shared card-text reference, not an Uprising physical-card scan. Standard starter, one copy; all four faction Agent icons; trash this card when used. No reveal reward.
One per deck. All four Faction access icons; must trash itself on an Agent turn. No Reveal effect.
Diplomacy

Shared card-text reference, not an Uprising physical-card scan. Standard starter, one copy; all four faction Agent icons and no extra Agent effect. Reveal: 1 persuasion.
One per deck except Staban. All four Faction access icons, no extra Agent effect. Reveal: 1 Persuasion.
Crysknife Objective (all counts)

Counts as a Crysknife Conflict card you have already won; pair it with a matching battle icon for 1 victory point.
Desert Mouse / first-player Objective (all counts)

Counts as a Desert Mouse Conflict card you have already won; pair it with a matching battle icon for 1 victory point.
Ornithopter Objective (1–3 players)

Counts as a Ornithopter Conflict card you have already won; pair it with a matching battle icon for 1 victory point.
Crysknife Objective (4/6 players)

Counts as a Crysknife Conflict card you have already won; pair it with a matching battle icon for 1 victory point.
Desert Mouse Objective (4/6 players)

Counts as a Desert Mouse Conflict card you have already won; pair it with a matching battle icon for 1 victory point.
Rule questions
How do you win?
At round end, 10 VP or an empty Conflict deck triggers Endgame. Resolve Endgame Intrigue and wild battle icons; most VP wins.
Break ties by spice, Solari, water and garrisoned troops; FAQ adds most recent Reveal turn if still tied.
Reaching 10 VP does not stop the round immediately.
What is the initial setup?
Each player starts with ten cards, two Agents, one water and three garrisoned troops; set the Swordmaster aside. Four-player games start at 1 VP, otherwise 0 in standard games.
Deal an Objective valid for the player count; it determines first player. Conflict deck: one I, five II and four III, for at most ten rounds.
Without CHOAM, exclude its four Imperium cards, four Intrigue cards and Shaddam.
What are the five phases?
Reveal a Conflict and draw five cards; take Agent or Reveal turns; then Combat, Makers and Recall.
You may Reveal early, but then take no further turns in this phase.
You may Reveal after using only one of your two Agents.
How do access, occupancy and costs work?
Play one hand card, choose one matching icon, and send one Agent to a legal space. Pay the space cost and meet requirements first, then resolve card and space effects in any order.
Cards without icons cannot send Agents. Occupied spaces normally block entry. Effects cannot retroactively fund entry costs.
Without 1 water you cannot enter Desert Tactics, even if the card would later grant water.
How does influence score?
A Faction space grants one influence. Reaching 2 gives 1 VP, lost if you fall below 2. Reaching 4 gives the track bonus; first to 4 takes its Alliance and 1 VP.
An opponent must exceed the holder to take an Alliance. If the holder falls, FAQ transfer/return rules apply. Track bonuses are not returned.
A tie at 4 lets the existing holder keep the Alliance.
What can a Spy do?
Place a Spy at an empty observation post. Recall a connected Spy to Infiltrate an enemy-occupied space, or immediately after Agent placement to draw one card before any effects.
One Spy cannot do both. The Spy Agent icon grants connected-space access without recalling it. Card, costs and requirements still apply.
At Research Station, two connected Spies can do one Infiltrate and one Gather Intelligence, not two draws.
How are troops recruited and deployed?
Recruit troops from supply to garrison. At a Combat space, deploy any units recruited this turn plus up to two additional units from garrison.
Recruiting at a non-Combat space does not deploy troops; garrisoned units give no strength.
Arrakeen recruits one troop; with three old garrison troops, deploy at most three total.
How do you summon sandworms?
At 2 Fremen influence, City access lets you visit Sietch Tabr for hooks. Hagga Basin costs 1 water for 2 spice or one worm; Deep Desert costs 3 water for 4 spice or two worms.
Bonus spice is additional; hooks are not spent. Worms deploy directly, give 3 strength each, and never enter garrison.
With 1 bonus spice at Hagga Basin, summoning still takes that bonus but not the 2 base spice.
Which Conflicts does the Shield Wall protect?
While the wall stands, no worm can be summoned to Conflicts at Arrakeen, Spice Refinery or Imperial Basin.
Detonation is optional. Once removed, the wall stays gone; other Conflicts are unprotected.
Even with hooks, a protected Imperial Basin Conflict blocks a worm summon.
How many cards can you acquire after Revealing?
Reveal remaining hand cards and resolve only their Reveal boxes. Pool Persuasion to buy any number of Imperium Row or Reserve cards, paying and refilling one at a time.
Acquired cards enter discard; acquire effects trigger immediately. Unused Persuasion expires. Agent-turn cards do not also give Reveal effects.
The Spice Must Flow costs 9 Persuasion and gives 1 VP on acquisition; trashing it later does not remove the VP.
How are strength, rank and ties resolved?
Each deployed troop is 2 strength, worm 3, sword 1. With no unit, strength is zero. Positive strength earns rank rewards; the sole winner takes the Conflict card.
Tied first each take second reward, no card. Tied second each take third; tied third get nothing. With three or fewer players, third reward is otherwise omitted.
A 7–7 first-place tie awards no Conflict card or battle icon.
What does a sandworm double?
One or more worms double Conflict rewards; two worms still mean only double. Control and battle icons do not double.
A paid reward may be purchased a second time by paying again, not doubled for free.
A second reward of 2 water and one troop becomes 4 water and two troops.
How do Objective and battle icons match?
After solely winning a Conflict, take its card and match another face-up Conflict or Objective with that icon in supply; flip both down for 1 VP.
Icons are Crysknife, Desert Mouse and Ornithopter. Wild matches only at Endgame; a card cannot match repeatedly.
A worm-assisted Mouse match still gives 1 VP, not 2.
What happens in Makers and Recall?
Each empty Maker space gains one bonus spice. Check Endgame; otherwise return Agents to Leaders and pass first player clockwise.
After Combat, troops return to supply and worms to bank; Spies are not automatically recalled each round.
Unvisited Hagga Basin has one more bonus spice next round.
How do CHOAM contracts work?
The optional module adds 20 standard contracts, marked cards and Shaddam. Take one of two face-up contracts and refill; fulfilment is mandatory, pays rewards and flips the contract in supply.
Multiple contracts for one space complete together. A contract acquired after entering its named space waits for a future visit. Ten additional contracts are only for Rise of Ix.
Without the module, a contract icon gives 2 Solari.
How do solo, two-player and six-player games differ?
Solo faces two Rivals; two humans share one Rival, managed with 37 House Hagal cards and ten Rival cards. Six players form 3v3 teams; Commanders activate Allies and have no armies.
Six uses the reverse board, two Commander boards and mandatory CHOAM; Conflict deck has five II and four III. Compare the team’s three VP totals.
Allies contest strength separately; the team does not pool armies.
Sources and edition
Checked 2026-11-01. Fixed lessons are not unrestricted play. Official rules and WANGO strategy analysis are distinguished; unknown draws and opponents’ actions are not guaranteed.
2023 English tabletop base edition; FAQ updated 2025-01-13
Lessons use the 3–4-player base game. Solo and two-player games add Rivals. Six players use a distinct 3v3 ruleset, reverse board and mandatory CHOAM. Rise of Ix, Immortality and Bloodlines are excluded. No complete Uprising free-play exists here.
The standard-scope index has 191 entries: 54 Imperium types, 39 Intrigues, 16 Conflicts, 10 Leader faces, 22 standard spaces, 18 standard contract types, 20 Reserve/Commander faces, seven shared starter references and five Objectives. Each has bilingual explanations. Seven starter images are shared-text references, not Uprising physical scans. Ten included Rise of Ix-only contracts are excluded from this standard index. Physical component counts and type entries are separate.
Official rulebook · FAQ


























