How to play Dune: Imperium
Practise Agent access and costs, troop deployment and Reveal purchases on the original board, then compare water, spice and permanent upgrades.
Learn by playing
Agents and influence
Play Diplomacy at Stillsuits and cross the Fremen influence 2 threshold.
An Agent needs matching access and an empty space. Stillsuits grants 1 water and 1 influence; moving from 1 to 2 also grants 1 VP.
Diplomacy → Stillsuits
Dagger → Stillsuits (test access)
Pay water before harvesting
You have 1 water. Choose an affordable harvest; Hagga Basin has 1 bonus spice.
Hagga costs 1 water and yields 2 base plus 1 bonus spice. The Great Flat requires 2 water before any rewards.
Dune → Hagga Basin
Dune → The Great Flat (test cost)
Dune → Imperial Basin
Deploy new and garrisoned troops
Your garrison has 2 troops. Reconnaissance at Carthag recruits 1; choose how many to deploy.
A Combat space permits all troops recruited this turn plus at most 2 garrisoned troops. Undeployed recruits stay in the garrison; garrisoned troops add no strength.
Carthag: deploy 1 new + 2 garrison
Carthag: deploy only the new troop
Reconnaissance → Rally Troops (test access)
A permanent third Agent
You have 8 Solari. Send an Agent to Swordmaster using Dagger.
Pay 8 Solari first. The third Agent is available this round and future rounds. High Council instead costs 5 for +2 persuasion at every Reveal, with no extra Agent.
Dagger → Swordmaster
Reveal, persuasion and acquiring
Your hand has two Convincing Arguments, two previously acquired Arrakis Liaisons and one Dune, totalling 9 persuasion. Choose a purchase.
Resolve only remaining hand Reveal boxes. Acquired cards go to discard, not into immediate play. The Spice Must Flow costs 9 and grants 1 VP when acquired. Unspent persuasion is lost.
Reveal → acquire The Spice Must Flow (9)
Reveal → acquire Arrakis Liaison (2)
Exceed the rival to take an alliance
Your Emperor influence is 4. A rival at 4 holds the alliance. Use Diplomacy to gain one.
At 4 influence, claim an unheld alliance. To take one from a rival, strictly exceed their influence. Gain 1 VP and the previous holder loses 1; ties do not transfer it.
Diplomacy → Wealth, influence 4→5
Diplomacy → Conspire (occupied)
Combat intrigue and ranking
You have 3 troops and 2 swords, strength 8. The rival has 10. Decide whether to play Ambush for +4.
You need a troop in the Conflict to have strength or play Combat intrigue. After consecutive passes, strength determines rewards. Troops return to supply, not the garrison. This lesson compares ranks without assuming a Conflict reward.
Play Ambush: +4 strength
Keep Ambush and pass
Trash a card, then draw
You have 2 spice. Play Diplomacy at Selective Breeding and choose a hand card to trash.
Pay 2 spice and gain Bene Gesserit influence. Optionally trash a card to draw 2. Trashed cards leave the game. Trashing Convincing Argument reduces buying power; trashing Dagger reduces Landsraad access.
Selective Breeding: trash Dagger
Selective Breeding: trash Convincing Argument
Decisions
Save water or harvest more
With 1 water and 2 spice, compare the resource changes at Imperial and Hagga Basin.
Hagga costs 1 water and yields 2 base plus 1 bonus spice. The Great Flat requires 2 water before any rewards.
Dune → Hagga Basin
Dune → Imperial Basin
Commit three troops or one
With the same 2 garrisoned troops, compare committing 3 or 1. The opponent has not revealed; victory is not guaranteed.
A Combat space permits all troops recruited this turn plus at most 2 garrisoned troops. Undeployed recruits stay in the garrison; garrisoned troops add no strength.
Carthag: deploy 1 new + 2 garrison
Carthag: deploy only the new troop
Third Agent or Council seat
With the same 8 Solari, compare Agent count and Reveal buying power; future hands are unknown.
Pay 8 Solari first. The third Agent is available this round and future rounds. High Council instead costs 5 for +2 persuasion at every Reveal, with no extra Agent.
Dagger → Swordmaster
Dagger → High Council
Immediate VP or a cheaper card
With 9 persuasion, acquire The Spice Must Flow or Arrakis Liaison. Compare immediate VP and cost.
Resolve only remaining hand Reveal boxes. Acquired cards go to discard, not into immediate play. The Spice Must Flow costs 9 and grants 1 VP when acquired. Unspent persuasion is lost.
Reveal → acquire The Spice Must Flow (9)
Reveal → acquire Arrakis Liaison (2)
Components, leaders and board
Game board

Contains 22 action spaces, four Influence tracks, Conflict, garrisons, Combat and score tracks.
Quantity: 1
Leaders

Two Leaders per Great House, each with a passive and Signet ability; backs show turn sequence.
Quantity: 8
Imperium deck cards

Supply the five-card Row; acquired cards normally enter your discard pile.
Quantity: 67
Intrigue cards

Kept separately and hidden; Plot, Combat and Endgame timing types.
Quantity: 40
Conflict cards

4 level I, 10 level II and 4 level III cards; build a 10-card deck.
Quantity: 18
Arrakis Liaison

Reserve card costing 2 Persuasion; Fremen faction, Landsraad/City access, reveals for 2 Persuasion.
Quantity: 8
The Spice Must Flow

Reserve card costing 9 Persuasion with an immediate 1-point acquire effect; reveals for 1 spice.
Quantity: 10
Foldspace

Acquire only through a Foldspace effect; its Agent effect draws 1 then trashes itself.
Quantity: 6
House Hagal cards

Drive solo and two-player Rivals; remove cards marked for the other mode.
Quantity: 31
Water tokens

Players start with 1 water; resource tokens are not limited and may be substituted.
Quantity: 15
Spice tokens

3 value-5 and 20 value-1 tokens; pay costs, trade, and break ties.
Quantity: 23
Solari tokens

4 value-5 and 20 value-1 tokens; pay for Council, Swordmaster, Mentat and other actions.
Quantity: 24
Baron Harkonnen tokens

Baron secretly chooses 2 at setup and reveals once on deploying at least 4 troops in one turn.
Quantity: 4
Agents per color

2 start available; the third is the purchasable Swordmaster.
Quantity: 3
Cubes per color

4 mark Influence and 12 are troops; 3 troops start garrisoned.
Quantity: 16
Control markers per color

Mark control of Arrakeen, Carthag and Imperial Basin.
Quantity: 3
Combat marker per color

Normal and +20 sides track strength in the current Conflict.
Quantity: 1
Starting deck per player

2 Convincing Argument, 2 Dagger, 1 Diplomacy, 2 Dune the Desert Planet, 1 Reconnaissance, 1 Seek Allies and 1 Signet Ring.
Quantity: 10
Paul Atreides

May look at your top deck card at any time; do not reshuffle an empty deck for this. Signet: draw 1 card.
Duke Leto Atreides

Pay 1 less Solari when sending an Agent to a Landsraad space. Signet: may pay 1 spice to gain 1 Influence with a faction where an opponent has more Influence.
Baron Vladimir Harkonnen

Secretly select 2 factions after setup; once per game when deploying at least 4 troops in one turn, reveal them and gain 1 Influence with each. Signet: may pay 1 Solari to draw 1 Intrigue.
Glossu “The Beast” Rabban

Start with 1 extra spice and 1 extra Solari. Signet: recruit 1 troop, or 2 instead if you hold at least one Alliance.
Earl Memnon Thorvald

When taking a High Council seat, gain 1 Influence with any faction. Signet: gain 1 spice.
Countess Ariana Thorvald

Whenever harvesting at a maker space, take 1 less spice and draw 1 card; this is mandatory. Signet: gain 1 water.
Count Ilban Richese

Draw 1 card when paying Solari for a printed board-space cost; card-effect Solari payments do not trigger this. Signet: gain 1 Solari.
Helena Richese

Enemy Agents do not block your Landsraad or City placements; your own still do. Signet: set aside and replace one Row card, which you may acquire this Reveal for 1 less Persuasion; remove it if unacquired.
Arrakeen

City icon; Combat space. Recruit 1 troop and draw 1 card; controller gains 1 Solari.
None
Recruit 1 troop and draw 1 card; controller gains 1 Solari.
Carthag

City icon; Combat space. Recruit 1 troop and draw 1 Intrigue; controller gains 1 Solari.
None
Recruit 1 troop and draw 1 Intrigue; controller gains 1 Solari.
Conspire

Emperor icon; Non-Combat space. Gain 1 Emperor Influence, 5 Solari, 2 troops and 1 Intrigue.
4 spice
Gain 1 Emperor Influence, 5 Solari, 2 troops and 1 Intrigue.
Foldspace

Spacing Guild icon; Non-Combat space. Gain 1 Spacing Guild Influence and acquire 1 Foldspace Reserve card.
None
Gain 1 Spacing Guild Influence and acquire 1 Foldspace Reserve card.
The Great Flat

Spice Trade icon; Combat space. Gain 3 base spice and all bonus spice here.
2 water
Gain 3 base spice and all bonus spice here.
Hagga Basin

Spice Trade icon; Combat space. Gain 2 base spice and all bonus spice here.
1 water
Gain 2 base spice and all bonus spice here.
Hall of Oratory

Landsraad icon; Non-Combat space. Recruit 1 troop; gain 1 Persuasion on Reveal if your Agent remains here.
None
Recruit 1 troop; gain 1 Persuasion on Reveal if your Agent remains here.
Hardy Warriors

Fremen icon; Combat space. Gain 1 Fremen Influence and recruit 2 troops.
1 water
Gain 1 Fremen Influence and recruit 2 troops.
Heighliner

Spacing Guild icon; Combat space. Gain 1 Spacing Guild Influence, recruit 5 troops and gain 2 water.
6 spice
Gain 1 Spacing Guild Influence, recruit 5 troops and gain 2 water.
High Council

Landsraad icon; Non-Combat space. Place a Councilor on an empty seat; gain 2 extra Persuasion each Reveal.
5 Solari; once per player per game
Place a Councilor on an empty seat; gain 2 extra Persuasion each Reveal.
Imperial Basin

Spice Trade icon; Combat space. Gain 1 base spice and all bonus spice; controller gains 1 additional spice.
None
Gain 1 base spice and all bonus spice; controller gains 1 additional spice.
Mentat

Landsraad icon; Non-Combat space. Draw 1 card; if the Mentat is in its space, take it as a temporary Agent this round.
2 Solari
Draw 1 card; if the Mentat is in its space, take it as a temporary Agent this round.
Rally Troops

Landsraad icon; Non-Combat space. Recruit 4 troops into your garrison; this is not a Combat space.
4 Solari
Recruit 4 troops into your garrison; this is not a Combat space.
Secrets

Bene Gesserit icon; Non-Combat space. Gain 1 Bene Gesserit Influence and draw 1 Intrigue; each opponent with at least 4 Intrigue gives you 1 at random.
None
Gain 1 Bene Gesserit Influence and draw 1 Intrigue; each opponent with at least 4 Intrigue gives you 1 at random.
Selective Breeding

Bene Gesserit icon; Non-Combat space. Gain 1 Bene Gesserit Influence; you may trash 1 card to draw 2, otherwise do not draw.
2 spice
Gain 1 Bene Gesserit Influence; you may trash 1 card to draw 2, otherwise do not draw.
Sell Melange

Spice Trade icon; Non-Combat space. Gain 6/8/10/12 Solari respectively; perform one exchange per placement.
Choose 2/3/4/5 spice
Gain 6/8/10/12 Solari respectively; perform one exchange per placement.
Sietch Tabr

City icon; Combat space. Recruit 1 troop and gain 1 water.
At least 2 Fremen Influence
Recruit 1 troop and gain 1 water.
Stillsuits

Fremen icon; Combat space. Gain 1 Fremen Influence and 1 water.
None
Gain 1 Fremen Influence and 1 water.
Swordmaster

Landsraad icon; Non-Combat space. Gain your permanent third Agent, usable this round.
8 Solari; once per player per game
Gain your permanent third Agent, usable this round.
Wealth

Emperor icon; Non-Combat space. Gain 1 Emperor Influence and 2 Solari.
None
Gain 1 Emperor Influence and 2 Solari.
Dune, the Desert Planet

Spice Trade access; reveals for 1 Persuasion.
Quantity: 2
Seek Allies

Access to all four factions; must trash itself on an Agent turn; no Reveal reward.
Quantity: 1
Signet Ring

Landsraad, City and Spice Trade access; activates the Leader’s Signet ability on Agent use; reveals for 1 Persuasion.
Quantity: 1
Arrakis Recruiter

Acquire cost: 2 Persuasion. Agent: City; recruit 1 troop. Reveal: 1 Persuasion and 1 sword.
2
Acquire cost: 2 Persuasion. Agent: City; recruit 1 troop. Reveal: 1 Persuasion and 1 sword.
Quantity: null
Assassination Mission

Acquire cost: 1 Persuasion. No Agent access. Trashing it by another effect grants 4 Solari; Reveal gives 1 Solari and 1 sword.
1
Acquire cost: 1 Persuasion. No Agent access. Trashing it by another effect grants 4 Solari; Reveal gives 1 Solari and 1 sword.
Quantity: null
Bene Gesserit Initiate

Acquire cost: 3 Persuasion. Agent: Landsraad, City or Spice Trade; draw 1. Reveal: 1 Persuasion.
3
Acquire cost: 3 Persuasion. Agent: Landsraad, City or Spice Trade; draw 1. Reveal: 1 Persuasion.
Quantity: null
Bene Gesserit Sister

Acquire cost: 3 Persuasion. Agent: Bene Gesserit or Landsraad. Reveal: choose 2 Persuasion or 2 swords.
3
Acquire cost: 3 Persuasion. Agent: Bene Gesserit or Landsraad. Reveal: choose 2 Persuasion or 2 swords.
Quantity: null
Carryall

Acquire cost: 5 Persuasion. Agent: Spice Trade; double harvested base spice, excluding bonus spice. Reveal: 1 Persuasion and 1 spice.
5
Acquire cost: 5 Persuasion. Agent: Spice Trade; double harvested base spice, excluding bonus spice. Reveal: 1 Persuasion and 1 spice.
Quantity: null
Chani

Acquire cost: 5 Persuasion. Acquire: 1 water. Agent access: Fremen, City or Spice Trade; Reveal gives 2 Persuasion and permits retreating any number of troops.
5
Acquire cost: 5 Persuasion. Acquire: 1 water. Agent access: Fremen, City or Spice Trade; Reveal gives 2 Persuasion and permits retreating any number of troops.
Quantity: null
CHOAM Directorship

Acquire cost: 8 Persuasion. Acquire: advance once on every faction track. No Agent access; Reveal grants 3 Solari.
8
Acquire cost: 8 Persuasion. Acquire: advance once on every faction track. No Agent access; Reveal grants 3 Solari.
Quantity: null
Crysknife

Acquire cost: 3 Persuasion. Agent: Fremen or Spice Trade; 1 Solari. Reveal: 1 sword, plus 1 Fremen Influence with Fremen Bond.
3
Acquire cost: 3 Persuasion. Agent: Fremen or Spice Trade; 1 Solari. Reveal: 1 sword, plus 1 Fremen Influence with Fremen Bond.
Quantity: null
Dr. Yueh

Acquire cost: 1 Persuasion. Agent: City; draw 1. Reveal: 1 Persuasion.
1
Acquire cost: 1 Persuasion. Agent: City; draw 1. Reveal: 1 Persuasion.
Quantity: null
Duncan Idaho

Acquire cost: 4 Persuasion. Agent: City; optionally pay 1 water for 1 troop and 1 draw. Reveal: 1 water and 3 swords.
4
Acquire cost: 4 Persuasion. Agent: City; optionally pay 1 water for 1 troop and 1 draw. Reveal: 1 water and 3 swords.
Quantity: null
Fedaykin Death Commando

Acquire cost: 3 Persuasion. Agent: City or Spice Trade; optional trash. Reveal: 1 Persuasion, plus 3 swords with Fremen Bond.
3
Acquire cost: 3 Persuasion. Agent: City or Spice Trade; optional trash. Reveal: 1 Persuasion, plus 3 swords with Fremen Bond.
Quantity: null
Firm Grip

Acquire cost: 4 Persuasion. Agent: Emperor or Landsraad; optionally pay 2 Solari for 1 non-Emperor faction Influence. Reveal: 4 Persuasion only with the Emperor Alliance.
4
Acquire cost: 4 Persuasion. Agent: Emperor or Landsraad; optionally pay 2 Solari for 1 non-Emperor faction Influence. Reveal: 4 Persuasion only with the Emperor Alliance.
Quantity: null
Fremen Camp

Acquire cost: 4 Persuasion. Agent: Spice Trade; optionally pay 2 spice for 3 troops. Reveal: 2 Persuasion and 1 sword.
4
Acquire cost: 4 Persuasion. Agent: Spice Trade; optionally pay 2 spice for 3 troops. Reveal: 2 Persuasion and 1 sword.
Quantity: null
Gene Manipulation

Acquire cost: 3 Persuasion. Agent: Landsraad or City; optional trash, plus 2 spice if another Bene Gesserit card is in play. Reveal: 2 Persuasion.
3
Acquire cost: 3 Persuasion. Agent: Landsraad or City; optional trash, plus 2 spice if another Bene Gesserit card is in play. Reveal: 2 Persuasion.
Quantity: null
Guild Administrator

Acquire cost: 2 Persuasion. Agent: Guild or Spice Trade; optional trash. Reveal: 1 Persuasion.
2
Acquire cost: 2 Persuasion. Agent: Guild or Spice Trade; optional trash. Reveal: 1 Persuasion.
Quantity: null
Guild Ambassador

Acquire cost: 4 Persuasion. Agent: Landsraad; choose 1 Guild Influence or 2 spice. Reveal with the Guild Alliance: optionally pay 3 spice for 1 VP.
4
Acquire cost: 4 Persuasion. Agent: Landsraad; choose 1 Guild Influence or 2 spice. Reveal with the Guild Alliance: optionally pay 3 spice for 1 VP.
Quantity: null
Guild Bankers

Acquire cost: 3 Persuasion. Agent access: Emperor, Guild or Landsraad. Reveal reduces every The Spice Must Flow acquisition this turn by 3 Persuasion.
3
Acquire cost: 3 Persuasion. Agent access: Emperor, Guild or Landsraad. Reveal reduces every The Spice Must Flow acquisition this turn by 3 Persuasion.
Quantity: null
Gun Thopter

Acquire cost: 4 Persuasion. Agent: City or Spice Trade; every opponent loses 1 garrisoned troop. Reveal: 3 swords, and optionally deploy 1 garrisoned troop.
4
Acquire cost: 4 Persuasion. Agent: City or Spice Trade; every opponent loses 1 garrisoned troop. Reveal: 3 swords, and optionally deploy 1 garrisoned troop.
Quantity: null
Gurney Halleck

Acquire cost: 6 Persuasion. Agent: City; recruit 2 and draw 1. Reveal: 2 Persuasion; optionally pay 3 Solari for 2 troops that may deploy.
6
Acquire cost: 6 Persuasion. Agent: City; recruit 2 and draw 1. Reveal: 2 Persuasion; optionally pay 3 Solari for 2 troops that may deploy.
Quantity: null
Imperial Spy

Acquire cost: 2 Persuasion. Agent: Emperor; optionally trash this card for 1 Intrigue. Reveal: 1 Persuasion and 1 sword.
2
Acquire cost: 2 Persuasion. Agent: Emperor; optionally trash this card for 1 Intrigue. Reveal: 1 Persuasion and 1 sword.
Quantity: null
Kwisatz Haderach

Acquire cost: 8 Persuasion. Send one of your Agents from any position to any space, including an occupied one, then draw 1. Costs, once-per-game limits and The Voice still apply; no Reveal effect.
8
Acquire cost: 8 Persuasion. Send one of your Agents from any position to any space, including an occupied one, then draw 1. Costs, once-per-game limits and The Voice still apply; no Reveal effect.
Quantity: null
Lady Jessica

Acquire cost: 7 Persuasion. Acquire: 1 faction Influence of your choice. Agent: Bene Gesserit, Landsraad, City or Spice Trade; draw 2. Reveal: 3 Persuasion and 1 sword.
7
Acquire cost: 7 Persuasion. Acquire: 1 faction Influence of your choice. Agent: Bene Gesserit, Landsraad, City or Spice Trade; draw 2. Reveal: 3 Persuasion and 1 sword.
Quantity: null
Liet Kynes

Acquire cost: 5 Persuasion. Acquire: 1 Emperor Influence. Agent access: Fremen or City; Reveal gives 2 Persuasion per Fremen card in play, including itself.
5
Acquire cost: 5 Persuasion. Acquire: 1 Emperor Influence. Agent access: Fremen or City; Reveal gives 2 Persuasion per Fremen card in play, including itself.
Quantity: null
Missionaria Protectiva

Acquire cost: 1 Persuasion. Agent: City; with another Bene Gesserit in play, gain 1 Influence of your choice. Reveal: 1 Persuasion. Official errata confirms its Bene Gesserit faction.
1
Acquire cost: 1 Persuasion. Agent: City; with another Bene Gesserit in play, gain 1 Influence of your choice. Reveal: 1 Persuasion. Official errata confirms its Bene Gesserit faction.
Quantity: null
Opulence

Acquire cost: 6 Persuasion. Agent: Emperor; gain 3 Solari. Reveal: 1 Persuasion, with an optional 6-Solari payment for 1 VP.
6
Acquire cost: 6 Persuasion. Agent: Emperor; gain 3 Solari. Reveal: 1 Persuasion, with an optional 6-Solari payment for 1 VP.
Quantity: null
Other Memory

Acquire cost: 4 Persuasion. Agent: City or Spice Trade; choose 1 draw or return a discarded Bene Gesserit card to hand. Reveal: 2 Persuasion.
4
Acquire cost: 4 Persuasion. Agent: City or Spice Trade; choose 1 draw or return a discarded Bene Gesserit card to hand. Reveal: 2 Persuasion.
Quantity: null
Piter De Vries

Acquire cost: 5 Persuasion. Agent: Landsraad or City; draw 1 Intrigue. Reveal: 3 Persuasion and 1 sword.
5
Acquire cost: 5 Persuasion. Agent: Landsraad or City; draw 1 Intrigue. Reveal: 3 Persuasion and 1 sword.
Quantity: null
Power Play

Acquire cost: 5 Persuasion. Agent: any faction; increase the normal Influence gain from 1 to 2, then trash this card. No Reveal effect.
5
Acquire cost: 5 Persuasion. Agent: any faction; increase the normal Influence gain from 1 to 2, then trash this card. No Reveal effect.
Quantity: null
Reverend Mother Mohiam

Acquire cost: 6 Persuasion. Agent: Emperor or Bene Gesserit; another Bene Gesserit in play makes each opponent discard 2. Reveal: 2 Persuasion and 2 spice.
6
Acquire cost: 6 Persuasion. Agent: Emperor or Bene Gesserit; another Bene Gesserit in play makes each opponent discard 2. Reveal: 2 Persuasion and 2 spice.
Quantity: null
Sardaukar Infantry

Acquire cost: 1 Persuasion. No Agent access. Reveal: 1 Persuasion and 2 swords.
1
Acquire cost: 1 Persuasion. No Agent access. Reveal: 1 Persuasion and 2 swords.
Quantity: null
Sardaukar Legion

Acquire cost: 5 Persuasion. Agent: Emperor or Landsraad; recruit 2. Reveal: 1 Persuasion and deployment of up to 3 garrisoned troops.
5
Acquire cost: 5 Persuasion. Agent: Emperor or Landsraad; recruit 2. Reveal: 1 Persuasion and deployment of up to 3 garrisoned troops.
Quantity: null
Scout

Acquire cost: 1 Persuasion. Agent access: City or Spice Trade. Reveal: 1 Persuasion, 1 sword and retreat of up to 2 troops.
1
Acquire cost: 1 Persuasion. Agent access: City or Spice Trade. Reveal: 1 Persuasion, 1 sword and retreat of up to 2 troops.
Quantity: null
Shifting Allegiances

Acquire cost: 3 Persuasion. Agent: Landsraad or Spice Trade; optionally pay 2 spice and lose 1 faction Influence to gain 2 on one faction, possibly the same. Reveal: 2 Persuasion.
3
Acquire cost: 3 Persuasion. Agent: Landsraad or Spice Trade; optionally pay 2 spice and lose 1 faction Influence to gain 2 on one faction, possibly the same. Reveal: 2 Persuasion.
Quantity: null
Sietch Reverend Mother

Acquire cost: 4 Persuasion. Agent: Bene Gesserit or Fremen; optional trash. Reveal gives 3 Persuasion and 1 spice only with Fremen Bond.
4
Acquire cost: 4 Persuasion. Agent: Bene Gesserit or Fremen; optional trash. Reveal gives 3 Persuasion and 1 spice only with Fremen Bond.
Quantity: null
Smuggler's Thopter

Acquire cost: 4 Persuasion. Agent: Spice Trade; draw 2 if Guild Influence is at least 2. Reveal: 1 Persuasion and 1 spice.
4
Acquire cost: 4 Persuasion. Agent: Spice Trade; draw 2 if Guild Influence is at least 2. Reveal: 1 Persuasion and 1 spice.
Quantity: null
Space Travel

Acquire cost: 3 Persuasion. Agent: Guild; draw 1. Reveal: 2 Persuasion.
3
Acquire cost: 3 Persuasion. Agent: Guild; draw 1. Reveal: 2 Persuasion.
Quantity: null
Spice Hunter

Acquire cost: 2 Persuasion. Agent access: Fremen or Spice Trade. Reveal: 1 Persuasion and 1 sword; Fremen Bond also grants 1 spice.
2
Acquire cost: 2 Persuasion. Agent access: Fremen or Spice Trade. Reveal: 1 Persuasion and 1 sword; Fremen Bond also grants 1 spice.
Quantity: null
Spice Smugglers

Acquire cost: 2 Persuasion. Agent: City; optionally pay 2 spice for 1 Guild Influence and 3 Solari. Reveal: 1 Persuasion and 1 sword.
2
Acquire cost: 2 Persuasion. Agent: City; optionally pay 2 spice for 1 Guild Influence and 3 Solari. Reveal: 1 Persuasion and 1 sword.
Quantity: null
Stilgar

Acquire cost: 5 Persuasion. Agent: Fremen, City or Spice Trade; 1 water. Reveal: 2 Persuasion and 3 swords.
5
Acquire cost: 5 Persuasion. Agent: Fremen, City or Spice Trade; 1 water. Reveal: 2 Persuasion and 3 swords.
Quantity: null
Test of Humanity

Acquire cost: 3 Persuasion. Agent: Bene Gesserit, Landsraad or City; each opponent must choose a possible discard or deployed-troop loss. Reveal: 2 Persuasion.
3
Acquire cost: 3 Persuasion. Agent: Bene Gesserit, Landsraad or City; each opponent must choose a possible discard or deployed-troop loss. Reveal: 2 Persuasion.
Quantity: null
The Voice

Acquire cost: 2 Persuasion. Agent: City or Spice Trade; choose a space to block opponents’ next placements until your next turn, per the rulebook clarification. Reveal: 2 Persuasion.
2
Acquire cost: 2 Persuasion. Agent: City or Spice Trade; choose a space to block opponents’ next placements until your next turn, per the rulebook clarification. Reveal: 2 Persuasion.
Quantity: null
Thufir Hawat

Acquire cost: 5 Persuasion. Agent: any faction, City or Spice Trade; draw 1. Reveal: 1 Persuasion and 1 Intrigue.
5
Acquire cost: 5 Persuasion. Agent: any faction, City or Spice Trade; draw 1. Reveal: 1 Persuasion and 1 Intrigue.
Quantity: null
Worm Riders

Acquire cost: 6 Persuasion. Agent: City or Spice Trade; 2 spice. Reveal: 4 swords at 2 Fremen Influence, with 2 more if holding its Alliance.
6
Acquire cost: 6 Persuasion. Agent: City or Spice Trade; 2 spice. Reveal: 4 swords at 2 Fremen Influence, with 2 more if holding its Alliance.
Quantity: null
Allied Armada

During Combat, if you hold a faction Alliance, pay 2 spice for 7 strength.
During Combat, if you hold a faction Alliance, pay 2 spice for 7 strength.
Quantity: null
Bindu Suspension

At the start of your Agent turn, draw 1 card, then immediately end that turn without an Agent or Reveal action, per the rulebook clarification on p.13.
At the start of your Agent turn, draw 1 card, then immediately end that turn without an Agent or Reveal action, per the rulebook clarification on p.13.
Quantity: null
Bribery

Pay 2 Solari to gain 1 Influence with any one faction.
Pay 2 Solari to gain 1 Influence with any one faction.
Quantity: null
Bypass Protocol

Choose: acquire a card costing up to 3 into your discard, or pay 2 spice to acquire one costing up to 5 onto your deck. Foldspace requires its own acquisition effect.
Choose: acquire a card costing up to 3 into your discard, or pay 2 spice to acquire one costing up to 5 onto your deck. Foldspace requires its own acquisition effect.
Quantity: null
Calculated Hire

Pay 1 spice to take the Mentat from its designated Landsraad space; do not take it from a player or another space.
Pay 1 spice to take the Mentat from its designated Landsraad space; do not take it from a player or another space.
Quantity: null
Charisma

Gain 2 extra Persuasion during your Reveal turn this round; keep it in play until that turn if played earlier.
Gain 2 extra Persuasion during your Reveal turn this round; keep it in play until that turn if played earlier.
Quantity: null
CHOAM Shares

Pay 7 Solari to gain 1 Victory Point.
Pay 7 Solari to gain 1 Victory Point.
Quantity: null
Corner the Market

At Endgame, having at least 2 The Spice Must Flow cards scores 1 point; having more than each opponent scores 1 additional point. Count your deck and discard, not trashed cards.
At Endgame, having at least 2 The Spice Must Flow cards scores 1 point; having more than each opponent scores 1 additional point. Count your deck and discard, not trashed cards.
Quantity: null
Councilor's Dispensation

If you have a High Council seat, gain 2 spice.
If you have a High Council seat, gain 2 spice.
Quantity: null
Demand Respect

After winning a Conflict, gain 1 Influence with any faction, or pay 2 spice to gain 2 Influence with one faction. A tied first place is not a win.
After winning a Conflict, gain 1 Influence with any faction, or pay 2 spice to gain 2 Influence with one faction. A tied first place is not a win.
Quantity: null
Dispatch an Envoy

The card played this turn also has all four faction Agent icons; you must still play a card and pay the space’s cost.
The card played this turn also has all four faction Agent icons; you must still play a card and pay the space’s cost.
Quantity: null
Double Cross

Pay 1 Solari: one opponent loses a deployed troop and you deploy 1 from supply. An opponent must have a troop in the Conflict to play it.
Pay 1 Solari: one opponent loses a deployed troop and you deploy 1 from supply. An opponent must have a troop in the Conflict to play it.
Quantity: null
Favored Subject

Gain 1 Influence with the Emperor.
Gain 1 Influence with the Emperor.
Quantity: null
Guild Authorization

Gain 1 Influence with the Spacing Guild.
Gain 1 Influence with the Spacing Guild.
Quantity: null
Infiltrate

Enemy Agents do not block your next placement this turn; your own still do. Match access icons and pay costs as usual.
Enemy Agents do not block your next placement this turn; your own still do. Match access icons and pay costs as usual.
Quantity: null
Know Their Ways

Gain 1 Influence with the Fremen.
Gain 1 Influence with the Fremen.
Quantity: null
Master Tactician

During Combat, choose 3 strength or retreat up to 3 deployed troops to your garrison.
During Combat, choose 3 strength or retreat up to 3 deployed troops to your garrison.
Quantity: null
Plans Within Plans

At Endgame, having at least 3 Influence with three factions scores 1 point, or with all four scores 2 instead.
At Endgame, having at least 3 Influence with three factions scores 1 point, or with all four scores 2 instead.
Quantity: null
Poison Snooper

Look at your top deck card and draw or trash it; do not reshuffle an empty deck merely to look. If drawn during Reveal, reveal and use it immediately.
Look at your top deck card and draw or trash it; do not reshuffle an empty deck merely to look. If drawn during Reveal, reveal and use it immediately.
Quantity: null
Private Army

During Combat, pay 2 spice for 5 strength.
During Combat, pay 2 spice for 5 strength.
Quantity: null
Rapid Mobilization

Deploy any number of garrisoned troops, including zero, to the Conflict. This explicit effect is separate from Combat-space deployment limits.
Deploy any number of garrisoned troops, including zero, to the Conflict. This explicit effect is separate from Combat-space deployment limits.
Quantity: null
Recruitment Mission

Gain 1 extra Persuasion on this round’s Reveal. For each card acquired during that Reveal, choose deck top or the normal discard; this does not affect Agent-turn acquisitions.
Gain 1 extra Persuasion on this round’s Reveal. For each card acquired during that Reveal, choose deck top or the normal discard; this does not affect Agent-turn acquisitions.
Quantity: null
Refocus

Shuffle your discard into your deck, then draw 1 card; if the discard is empty, shuffle the existing deck.
Shuffle your discard into your deck, then draw 1 card; if the discard is empty, shuffle the existing deck.
Quantity: null
Reinforcements

Pay 3 Solari to recruit 3 troops. During your Reveal turn, you may deploy any of those new troops.
Pay 3 Solari to recruit 3 troops. During your Reveal turn, you may deploy any of those new troops.
Quantity: null
Secret of the Sisterhood

Gain 1 Influence with the Bene Gesserit.
Gain 1 Influence with the Bene Gesserit.
Quantity: null
Staged Incident

During Combat, lose 3 of your deployed troops to gain 1 Victory Point; reduce your strength accordingly.
During Combat, lose 3 of your deployed troops to gain 1 Victory Point; reduce your strength accordingly.
Quantity: null
The Sleeper Must Awaken

Pay 4 spice to gain 1 Victory Point.
Pay 4 spice to gain 1 Victory Point.
Quantity: null
Tiebreaker

Use either for 2 strength during Combat or for 10 spice at Endgame; a single copy cannot do both.
Use either for 2 strength during Combat or for 10 spice at Endgame; a single copy cannot do both.
Quantity: null
To the Victor…

After winning a Conflict, gain 3 spice; a tied first place has no winner and cannot use this.
After winning a Conflict, gain 3 spice; a tied first place has no winner and cannot use this.
Quantity: null
Urgent Mission

Recall one of your Agents to your Leader, making it available for another Agent turn this round.
Recall one of your Agents to your Leader, making it available for another Agent turn this round.
Quantity: null
Water Of Life

Pay 1 water and 1 spice to draw 3 cards.
Pay 1 water and 1 spice to draw 3 cards.
Quantity: null
Battle For Arrakeen

1st: 2 VP and Arrakeen control. 2nd: choose two different rewards from 1 Intrigue, 2 spice and 3 Solari. 3rd: 1 Intrigue plus 2 Solari.
1st: 2 VP and Arrakeen control. 2nd: choose two different rewards from 1 Intrigue, 2 spice and 3 Solari. 3rd: 1 Intrigue plus 2 Solari.
Quantity: null
Battle For Carthag

1st: 2 VP and Carthag control. 2nd: 1 Intrigue plus 3 spice. 3rd: 3 spice.
1st: 2 VP and Carthag control. 2nd: 1 Intrigue plus 3 spice. 3rd: 3 spice.
Quantity: null
Battle For Imperial Basin

1st: 2 VP and Imperial Basin control. 2nd: 5 spice. 3rd: 3 spice.
1st: 2 VP and Imperial Basin control. 2nd: 5 spice. 3rd: 3 spice.
Quantity: null
Cloak And Dagger

1st: 1 Influence of your choice and 2 Intrigue. 2nd: 1 Intrigue plus 1 spice. 3rd: 1 Intrigue or 1 spice.
1st: 1 Influence of your choice and 2 Intrigue. 2nd: 1 Intrigue plus 1 spice. 3rd: 1 Intrigue or 1 spice.
Quantity: null
Desert Power

1st: 1 VP and 1 water. 2nd: 1 water plus 1 spice. 3rd: 1 spice.
1st: 1 VP and 1 water. 2nd: 1 water plus 1 spice. 3rd: 1 spice.
Quantity: null
Grand Vision

1st: 2 Influence with one chosen faction and 1 Intrigue. 2nd: 1 Intrigue plus 3 spice. 3rd: 3 spice.
1st: 2 Influence with one chosen faction and 1 Intrigue. 2nd: 1 Intrigue plus 3 spice. 3rd: 3 spice.
Quantity: null
Guild Bank Raid

1st: 6 Solari. 2nd: 4 Solari. 3rd: 2 Solari.
1st: 6 Solari. 2nd: 4 Solari. 3rd: 2 Solari.
Quantity: null
Machinations

1st: 1 Influence with each of two different factions. 2nd: 1 water plus 2 Solari. 3rd: 1 water.
1st: 1 Influence with each of two different factions. 2nd: 1 water plus 2 Solari. 3rd: 1 water.
Quantity: null
Raid Stockpiles

1st: 1 Intrigue plus 3 spice. 2nd: 2 spice. 3rd: 1 spice.
1st: 1 Intrigue plus 3 spice. 2nd: 2 spice. 3rd: 1 spice.
Quantity: null
Secure Imperial Basin

1st: 1 VP and Imperial Basin control. 2nd: 2 water. 3rd: 1 water.
1st: 1 VP and Imperial Basin control. 2nd: 2 water. 3rd: 1 water.
Quantity: null
Siege Of Arrakeen

1st: 1 VP and Arrakeen control. 2nd: 4 Solari. 3rd: 2 Solari.
1st: 1 VP and Arrakeen control. 2nd: 4 Solari. 3rd: 2 Solari.
Quantity: null
Siege Of Carthag

1st: 1 VP and Carthag control. 2nd: 1 Intrigue plus 1 spice. 3rd: 1 spice.
1st: 1 VP and Carthag control. 2nd: 1 Intrigue plus 1 spice. 3rd: 1 spice.
Quantity: null
Skirmish — Influence / Solari

1st: 1 Influence of your choice plus 2 Solari. 2nd: 3 Solari. 3rd: 2 Solari.
1st: 1 Influence of your choice plus 2 Solari. 2nd: 3 Solari. 3rd: 2 Solari.
Quantity: null
Skirmish — Influence / Spice

1st: 1 Influence of your choice plus 1 spice. 2nd: 2 spice. 3rd: 1 spice.
1st: 1 Influence of your choice plus 1 spice. 2nd: 2 spice. 3rd: 1 spice.
Quantity: null
Skirmish — VP / Water

1st: 1 VP. 2nd: 1 water. 3rd: 1 spice.
1st: 1 VP. 2nd: 1 water. 3rd: 1 spice.
Quantity: null
Skirmish — VP / Intrigue

1st: 1 VP. 2nd: 1 Intrigue plus 2 Solari. 3rd: 2 Solari.
1st: 1 VP. 2nd: 1 Intrigue plus 2 Solari. 3rd: 2 Solari.
Quantity: null
Sort Through The Chaos

1st: Mentat at the start of next round, plus 1 Intrigue and 2 Solari. 2nd: 1 Intrigue plus 2 Solari. 3rd: 2 Solari.
1st: Mentat at the start of next round, plus 1 Intrigue and 2 Solari. 2nd: 1 Intrigue plus 2 Solari. 3rd: 2 Solari.
Quantity: null
Rule questions
Which edition does this guide cover?
This guide uses the original 2020 Dune: Imperium base game.
It excludes Uprising and the Rise of Ix, Immortality, Bloodlines and Conspiracy expansions.
Swordmaster costs every player 8 Solari in this base game; discounts from other editions do not apply.
When does the game end?
Endgame is triggered at the round-end check if anyone has at least 10 points or the Conflict deck is empty.
Finish the round, resolve Endgame Intrigue cards, then compare final scores.
Reaching 10 points during Player Turns does not immediately stop the round.
How are endgame ties broken?
Compare spice, Solari, water and garrisoned troops, in that order.
If still tied, the FAQ awards the win to the player who most recently took a Reveal turn.
If tied players each have 3 spice, compare their Solari next.
What does each player start with?
Each player chooses a Leader, shuffles 10 starting cards and starts with 2 Agents, 1 water and 3 garrisoned troops.
The third Agent is an unclaimed Swordmaster; all four Influence tracks start at 0.
Of 16 cubes, 4 mark Influence; the remaining 12 are troops, including 3 in the garrison.
Do all player counts start at the same score?
Players start at 1 point in a four-player game and at 0 otherwise.
Solo and two-player games also require House Hagal setup.
Three-player games do not use the four-player starting point.
How is the ten-card Conflict deck built?
Build the deck with 1 Conflict I, 5 Conflict II and all 4 Conflict III cards, top to bottom.
Shuffle each level separately; return unused cards unseen.
Do not shuffle all 18 Conflict cards into one deck.
How many cards are in the Imperium Row?
Keep 5 face-up cards available in the Imperium Row.
Refill immediately after each acquisition; Reserve cards form three separate stacks.
You may buy the replacement card if you still have enough Persuasion.
What are the five phases of a round?
The phases are Round Start, Player Turns, Combat, Makers and Recall.
Reveal a Conflict and draw 5 cards at Round Start; follow the fixed phase order.
Bonus spice accumulates after Combat, not whenever someone harvests.
May I reveal while I still have Agents?
Yes. Taking Agent turns is optional.
After your Reveal turn, skip your remaining turns during this phase.
You cannot reveal with one Agent unused and later take another Agent turn.
What makes an Agent placement legal?
Play 1 hand card and use one Agent icon to send 1 available Agent to a matching empty space.
Meet costs and requirements first; a card without Agent icons cannot be played for an Agent turn.
Dagger has a Landsraad icon; it cannot send an Agent to Carthag.
Can a space pay for its own entry cost?
No. Pay entry costs before resolving effects from the space or card.
The placement is illegal if you cannot pay first.
With only 5 spice, you cannot use Heighliner rewards to pay its 6-spice entry cost.
Do played Agent cards also give Reveal effects?
No. Resolve only the box matching how the card was used.
Reveal only the cards remaining in hand; earlier Agent cards remain in play but are not revealed again.
A Dagger used for an Agent turn does not also provide its Reveal sword.
In what order do I resolve space and card effects?
After paying entry costs, resolve space, Agent-box and faction Influence effects in any order.
Each effect must still meet its own costs and conditions.
An optional card payment does not make a board-space entry cost optional.
How does Influence score points?
Reaching 2 Influence with a faction grants 1 point; falling below 2 loses it.
Sending an Agent to either space of that faction normally adds 1 Influence.
Moving from 1 to 2 Fremen Influence through Stillsuits grants 1 point.
How is an Alliance gained or stolen?
The first player to 4 Influence takes the Alliance and 1 point; later players must exceed its holder to steal it.
Tying at 4 does not steal it; losing the token loses its point.
Against a holder at 4, you must advance from 4 to 5 to take the Alliance.
Is the 4-Influence bonus returned when Influence falls?
No. Keep the resource bonus earned at 4 Influence.
Handle Alliance ownership and the 2-Influence point separately from the resource bonus.
Falling from 4 to 3 may lose the Alliance, but does not return the resource bonus.
How many troops may a Combat space deploy?
Deploy any or all troops recruited this turn, plus up to 2 troops already in your garrison.
This requires sending an Agent to a Combat space marked with crossed swords.
Carthag recruits 1 troop; with 2 old garrisoned troops, up to 3 may deploy.
Does recruiting always allow deployment?
No. Troops recruited at a non-Combat space enter your garrison.
A separate explicit card effect can provide an exception.
Rally Troops recruits 4 for 4 Solari but does not itself permit deployment.
How is Combat strength calculated?
Each troop in the Conflict adds 2 strength; each revealed sword adds 1.
You must have a troop in the Conflict; garrisoned and supply troops contribute nothing.
2 deployed troops plus 3 swords make 7 strength; no troops plus 3 swords still make 0.
When are Combat Intrigue cards played?
During Combat, starting with first player, participants play cards or pass until all pass consecutively.
Passing once does not bar later play; you need a troop in the Conflict.
After an opponent plays Ambush, someone who passed earlier may respond.
Which Conflict rewards are available?
First and second place receive rewards; third-place rewards are available only with four players.
Zero strength earns nothing; solo, two-player and three-player rewards follow the same rule.
In a three-player game, sole third place earns no third reward even with troops.
How are Conflict ties rewarded?
Tied first players receive the second reward; tied second players receive the third; tied third receive nothing.
No one wins a tied-first Conflict, so win-triggered effects cannot be used.
Two players tied at 8 each get the second reward, not first-place control.
Where do troops go after Combat?
All troops in the Conflict return to their owners’ supplies; reset strength to 0.
They do not return to the garrison; retreat effects do that.
Even the winner’s 3 troops return to supply and must be recruited again.
What does controlling a space do?
Whenever anyone visits your controlled Arrakeen or Carthag, gain 1 Solari; Imperial Basin gives 1 spice.
When a Conflict for your controlled space is revealed, you may deploy 1 defensive troop from supply.
Visiting your own controlled Carthag also gives you 1 Solari.
Does harvesting collect accumulated bonus spice?
Yes. Take its base spice plus all bonus spice accumulated there.
Base yields are 1, 2 and 3 for Imperial Basin, Hagga Basin and The Great Flat; their costs are 0, 1 and 2 water.
Pay 1 water at Hagga Basin with 2 bonus spice to harvest 4 spice.
Source: Rules pp.10,13; FAQ p.1 Carryall; Board Space Guide p.2
When does bonus spice accumulate?
During Makers, each of the three harvesting spaces without an Agent gains 1 bonus spice.
Existing bonus spice remains and accumulates; occupied spaces gain none.
An empty Great Flat with 1 bonus spice increases to 2.
What are the steps of a Reveal turn?
Reveal remaining hand cards, resolve effects and purchases, set strength, then discard played cards.
You may purchase between Reveal effects; cards drawn during Reveal are immediately revealed and used.
A card drawn during your Reveal turn cannot be saved for next round.
Can Persuasion be saved?
No. Unspent Persuasion is lost after the Reveal turn.
Pool sources or split spending among purchases without exceeding your available total.
With 5 Persuasion, buying a cost-4 card does not save the remaining 1.
Can an acquired card be used immediately?
Normally no. Put acquired cards into your discard pile.
Resolve any acquire effect immediately; otherwise use the card after drawing it, unless an effect says otherwise.
Acquiring The Spice Must Flow gives its 1 point immediately, not its Reveal effect.
Do I shuffle as soon as my deck is empty?
No. Shuffle the discard pile only when you need to draw and the deck is insufficient.
Do not reshuffle merely to look at the top card.
Paul cannot reshuffle an empty deck just to use Prescience.
Is trashing the same as discarding?
No. Trashed cards leave your deck; discarded cards can be reshuffled later.
Trashed Reserve cards return to their stack; a trash icon is normally optional except as a cost or explicit self-trash instruction.
At Selective Breeding, refusing to trash means no 2-card draw, but still gains the space’s Influence.
Source: Rules p.16; FAQ p.3 optional effects; Board Space Guide p.2
Are Intrigue cards part of my deck?
No. Keep Intrigue cards separately and hidden, outside your deck.
Play Plot cards on your Agent or Reveal turn, Combat cards in Combat and Endgame cards at Endgame.
An Intrigue card gained at Secrets does not replace one of next round’s 5 draws.
When can I use my Swordmaster?
Pay 8 Solari for a third Agent, usable this round and for the rest of the game.
Each player may use the space once per game; match Landsraad and use an empty space.
After sending an Agent with Dagger to Swordmaster, the new third Agent can act later this round.
What does a High Council seat provide?
Pay 5 Solari for a seat that adds 2 Persuasion to each of your future Reveal turns.
Each player may use it once per game, including the Reveal turn later this round.
If remaining hand cards provide 3 Persuasion, a Council seat brings the total to 5.
Is the Mentat a permanent third Agent?
No. Normally pay 2 Solari, draw 1 card and take the Mentat as an Agent for this round.
Take it only from its starting space, not another player; a Conflict reward keeps it for the next round.
A temporary Mentat and permanent Swordmaster can both be available.
What is required for Sietch Tabr?
You need at least 2 Fremen Influence, a City icon and an empty space.
It recruits 1 troop and gives 1 water; it is a Combat space with a City icon, not a Fremen icon.
At 1 Fremen Influence you cannot enter and qualify afterward.
Can Sell Melange be exchanged repeatedly?
No. Choose one exchange: 2/3/4/5 spice for 6/8/10/12 Solari.
Pay the selected cost first; do not perform multiple exchanges on one placement.
4 spice may yield 10 Solari, not two 2-spice exchanges for 12.
Does House Hagal score in a two-player game?
No. It blocks spaces and fights but does not collect resources, rewards, points or a deck.
It can take Alliances; winning a controlled-space Conflict removes control without claiming it.
If it places first, a human in second receives the second reward, not the first.
When does House Hagal act in two-player games?
After each first player Agent turn, House Hagal acts if it still has an Agent.
Remove the three 1P Arrakeen cards; House Hagal has 3 Agents and starts without garrisoned troops.
It does not act after every human or automatically after a Reveal turn.
Do Rivals pay board-space costs?
No. Rivals ignore normal space costs and effects and use only their Hagal card effects.
If occupied, reveal another card; at Combat spaces deploy new troops plus up to 2 garrisoned troops.
A Heighliner Hagal card does not automatically give the human-space 5 troops and 2 water.
Are solo Rivals the same as the two-player spoiler?
No. Solo uses two Rivals that score, collect Conflict rewards and control spaces.
Rivals use only Signet abilities; Paul and Helena are not valid Rival Leaders.
A solo Rival scores at 2 Influence but does not receive the 4-Influence resource bonus.
How does solo difficulty change setup?
Mercenary, Sardaukar and Mentat difficulties grant Rival Swordmasters after 5/4/3 Conflict cards.
Veteran and Expert make Mentat cost 5; Rivals start with 3 garrisoned troops and 1 Intrigue; Expert+ also bars your Swordmaster.
Mercenary gives the human 1 extra Solari and 1 spice; the other levels do not.
How do solo Rivals convert resources into points?
Rivals immediately spend 3 Intrigue cards, 3 water, 7 Solari or 7 spice for 1 point.
Apply each resource threshold independently; do not mix resource types.
On gaining its seventh spice, a Rival spends 7 spice and scores 1 point.
How is Fremen Bond activated?
Use Fremen Bond if you have another Fremen card in play this round.
Agent cards and current Reveal cards count; two Bond cards can activate each other.
A Fremen card played for an Agent turn can enable a later revealed Bond card.
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.
Dune: Imperium (2020) base game
Official totals are 67 Imperium, 40 Intrigue and 18 Conflict cards. Per-type physical quantities remain unverified; the third-party Imperium count totals 63 rather than 67 and is not accepted as authoritative.
Official rulebook · FAQ



























