AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Dune: Imperium – Uprising is a standalone deck-building worker-placement game set in the Dune universe. It builds on Dune: Imperium with new mechanics: Spies, sandworms, the Spice Trade Agent icon, battle icons, Objective cards, and the optional CHOAM Module. Players lead Great Houses (or other powerful figures), send Agents to board spaces, build their decks, deploy units (troops and sandworms) to Combat, and grow Influence with four Factions (Emperor, Spacing Guild, Bene Gesserit, Fremen). At the end of a round, if any player has 10+ Victory Points (or the Conflict Deck is empty), the game ends and the most VP wins.
It is fully standalone (1–6 players) and compatible with all previous Dune: Imperium products. One/two-player games use the separate Rivals supplement; six-player games use the separate Six-Player Games supplement. Detailed board space and icon explanations live on the separate Board Space Guide sheet.
Starting deck (10 cards): Convincing Argument x2, Dagger x2, Dune, the Desert Planet x2, Diplomacy x1, Reconnaissance x1, Seek Allies x1, Signet Ring x1. (Starting deck cards are identified by a symbol.)
Notes vs. base Dune: Imperium — there is no Mentat (place the Shield Wall token on the board instead); there are no Foldspace cards in the Reserve; Spies and Objective cards are new; Objectives determine the first player.
A game is a series of rounds, each with five phases in order:
Reveal the top Conflict card and place it face up next to the Conflict Deck (on top of any remaining from previous rounds). Each player draws 5 cards from their own deck to form their hand.
Starting with the First Player and going clockwise, players take one turn at a time. On your turn take either an Agent turn or a Reveal turn. Generally take Agent turns until out of Agents, then a Reveal turn (Agent turns are optional — you may Reveal early). Once you take a Reveal turn, your turns are skipped for the rest of the phase. The phase ends when all players have taken a Reveal turn. You may play Plot Intrigue cards at any point during your own Agent or Reveal turns.
Agent Turn: Play one card from hand face up. Use it to send an Agent from your Leader to an unoccupied board space whose upper-left Agent icon matches one of the card’s Agent icons (Spies provide alternatives — see Special Rules). You choose only one Agent icon; one card can’t send multiple Agents. You can’t send to an occupied space (unless using a Spy to Infiltrate). Pay any board-space costs/requirements (must be payable immediately, before resolving effects). Gain the board space effect, plus the card’s Agent box effect (ignore its Reveal box). If a space belongs to a Faction, advance your cube one space on that Faction’s Influence track. A card with no Agent icons cannot be played on an Agent turn (Reveal only).
Reveal Turn: Three steps in order:
Resolved only if units are deployed. First, starting with the First Player and going clockwise, each player with at least one unit in the Conflict may play any number of Combat Intrigue cards or pass; you may play later even if you passed earlier. Once all involved players pass consecutively, resolve Combat. Adjust Combat markers if strength changes.
Resolve Combat: Rewards go by strength order using the Combat track. Highest strength wins the first reward; second highest gets the second; in 4- or 6-player games third highest gets the third (in ≤3-player games the third reward is used only in a tie for second). A player with 0 strength receives nothing. The winner takes the Conflict card into their supply face up, then checks for a battle-icon match. Then all players return troops from the Conflict to their supply (not garrison), reset all Combat markers to 0, and return any sandworms to the bank.
For each Maker board space (Deep Desert, Hagga Basin, Imperial Basin — plus Habbanya Erg in a 6-player game): if no Agent is present, place 1 spice from the bank in its bonus-spice spot. This accumulates with bonus spice already there.
If any player has 10+ VP or the Conflict Deck is empty, trigger the Endgame. Otherwise, players recall all Agents to their Leaders, pass the First Player marker clockwise, and begin a new round at Phase 1.
When you send an Agent to a Combat space (desert illustration + crossed swords; includes Heighliner with the Spacing Guild and Desert Tactics & Fremkit with the Fremen), you may deploy to the Conflict: any/all units recruited this turn (from the space and the card) plus up to 2 more from your garrison. Keep deployed units in the quadrant nearest your garrison. Recruiting a troop (cube icon) places it in your garrison; if you have no troops in supply you can’t recruit until some return.
The sandworm icon summons and immediately deploys one sandworm to the Conflict (never to a garrison). Two restrictions: (1) usually prefaced by a Maker Hooks requirement — you must have a Maker Hooks token on your garrison (obtained at Sietch Tabr); (2) cannot be summoned to a Conflict protected by the Shield Wall. A sandworm is “in the Conflict” from the instant it is summoned, so effects that count “each sandworm you have in the Conflict” include sandworms you summoned/deployed earlier the same turn. Because sandworms can never sit in a garrison and all sandworms are returned to the bank after every Combat phase, any sandworm in the Conflict is necessarily one from the current round.
If you have one or more sandworms in the Conflict when taking rewards, double the rewards you take. Most rewards double, but taking control of a location does not, nor do battle icons on Conflict cards you win. If a reward offers a pay-a-cost option, you may pay the cost a second time to gain it a second time (e.g., a reward of “gain 1 Influence; may pay 3 spice for 1 VP” becomes “gain 2 Influence — same or two different Factions — and may pay 3 spice for 1 VP or 6 spice for 2”).
Three icons: Crysknife, Desert Mouse, Ornithopter. When you win a Conflict and take that card into your supply, check if you have another face-up Conflict or Objective card there with the same battle icon; if so, flip the matching pair face down and gain 1 VP. (A wild battle icon may match any one of the three during the Endgame.)
During your Reveal turn, spend Persuasion to acquire cards: any of the 5 in the Imperium Row, or Prepare the Way / The Spice Must Flow from the Reserve. Cost is shown top-right of the card. Acquire as many as you can afford; pool Persuasion from multiple sources and split a single source across cards. Persuasion is never saved — unused Persuasion is lost. Acquired cards go to your discard pile face up (not usable until reshuffled). Always refill the Imperium Row to 5 from the top of the Imperium Deck (you may then acquire the replacement card).
Some effects trash cards (return to the box; Reserve cards return to their Reserve stack instead), permanently removing them. Trashing is optional unless paying a cost or directed to trash itself.
Game End: At the end of a round, if any player has reached 10+ VP or the Conflict Deck is empty, the Endgame triggers. First, players may play and resolve any Endgame Intrigue cards. Then the most VP wins. Tiebreakers, in order: most spice, then Solari, then water, then garrisoned troops.
VP sources:
Whenever you gain/lose a VP, move your Score marker accordingly.
Recommended after at least one game without it. Setup additions: shuffle 20 Contracts face down, flip two face up onto the marked spaces beneath the Landsraad Council, put the other 18 face down in the bank; shuffle in the 4 CHOAM Intrigue cards and 4 CHOAM Imperium cards; Shaddam Corrino IV becomes an allowed Leader (optional). Without the module the contract icon simply gives 2 Solari; with it, take one of the two face-up contracts (then refill from the bank face up; if all taken, the icon reverts to 2 Solari). A contract is your promise to perform a service: most name a board space and are completed by sending an Agent there; a Harvest contract is completed by sending an Agent to a Maker space and gaining the shown amount of spice that turn (total, including other sources); the Immediate contract completes as soon as taken; the Acquire The Spice Must Flow contract completes when you next acquire that card. On completion, announce it, gain the rewards, flip it face down, and leave it in supply (cards may reference “completed contracts”). If you take a contract for a space where you already sent your Agent this turn, you must wait until a future turn (you must have held the contract when you sent the Agent). If you hold multiple contracts that name the same board space, sending one Agent there completes all of them in that single turn — you gain every matching contract’s rewards, resolved in any order with the board-space and card effects (official FAQ). With Shaddam Corrino IV in play, two extra Sardaukar contracts are set aside as his exclusive pile; only he can take them, in place of a face-up board contract, via a normal contract-taking effect (see his Sardaukar Commander ability under Leader clarifications). With Rise of Ix: that expansion replaces one contract location, so Uprising includes 10 alternate-back Rise-of-Ix contracts — after setting up the 20 standard ones, shuffle the 10 Rise-of-Ix contracts and deal two to each player; each simultaneously keeps one face up in supply and returns the rest to the box.
Compatible with all previous products. Base Dune: Imperium: don’t add its Conflict cards (recommended; makes battle-icon matching harder if you do); since there’s no Mentat, remove the Calculated Hire Intrigue card (and Sort Through the Chaos Conflict card if base Conflicts are used); other Intrigue/Imperium cards may be shuffled together or blended as you like. Rise of Ix: fold the CHOAM board overlay in half, covering only the top-right corner (covers Assembly Hall and Gather Support); treat the overlay/Ix board as having one observation post each (one connects to Interstellar Shipping & Smuggling, the other to Tech Negotiation & Dreadnought); don’t add Rise of Ix Conflict cards (optional; if you need an extra Conflict III for Epic Game Mode, add Economic Supremacy); Ilesa Ecaz requires base-game Foldspace cards (only she can acquire them). Immortality: still cover the Research Station with the Research Station overlay even though Uprising’s is different.
For the latest rulings, see the FAQ at http://www.duneimperium.com/FAQ.
Round phases: 1. Round Start (reveal Conflict, draw 5) → 2. Player Turns (Agent or Reveal) → 3. Combat → 4. Makers (1 spice to empty Maker spaces) → 5. Recall (return Agents, check end, pass First Player).
Agent Turn: Play 1 card → send Agent to matching unoccupied space (pay costs) → gain space effect + card’s Agent box (+1 Influence if Faction space).
Reveal Turn: Reveal hand → resolve Reveal boxes + spend Persuasion to acquire → set strength → Clean Up to discard pile.
Agent icons (8): Emperor, Spacing Guild, Bene Gesserit, Fremen, Landsraad, City, Spice Trade, Spy.
Strength: troop = 2, sandworm = 3, sword = 1. Need ≥1 unit in Conflict for any strength.
Combat space deployment: units recruited this turn + up to 2 from garrison. After Combat, troops go to supply (not garrison); sandworms return to bank.
Influence: reach 2 = 1 VP; reach 4 = track bonus + Alliance (first only).
Starting deck (10): Convincing Argument x2, Dagger x2, Dune the Desert Planet x2, Diplomacy, Reconnaissance, Seek Allies, Signet Ring.
Victory: end of a round with any player at 10+ VP (or Conflict Deck empty); most VP wins; tiebreak spice → Solari → water → garrisoned troops.
Key differences from base Dune: Imperium: no Mentat; Spies & observation posts; sandworms & Maker Hooks; Spice Trade & Spy Agent icons; battle icons; Objective cards (set first player); Prepare the Way replaces Arrakis Liaison/Foldspace in Reserve; optional CHOAM Module.