AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Dune: Imperium is a deck-building worker-placement game set in the Dune universe. Players lead Great Houses, sending Agents to board spaces, acquiring cards to strengthen their decks, deploying troops for Combat, and building Influence with four Factions (Emperor, Spacing Guild, Bene Gesserit, Fremen). The first player to reach 10+ Victory Points (or the player with the most when the Conflict Deck empties) wins.
Each round has 5 phases:
Starting with first player, clockwise, each player takes one turn at a time. On your turn, take either an Agent turn or a Reveal turn.
Agent Turn: Play 1 card from hand, send an Agent to a matching unoccupied board space. Gain the board space effect + card’s Agent box effect. Pay any board space costs.
Reveal Turn: Reveal all remaining cards in hand. Gain their Reveal box effects (typically Persuasion to buy cards, and swords for Combat strength). Deploy troops from garrison to Combat. You may buy cards from the Imperium Row or Reserve using Persuasion.
Once you take a Reveal turn, skip remaining turns this phase. Phase ends when all players have Revealed.
If any player has troops in Combat, resolve the current Conflict. Players may play Combat Intrigue cards. Rank players by total Combat strength (troops + sword icons + Combat Intrigue cards). Rewards from the Conflict card go to 1st, 2nd, and sometimes 3rd place.
Place spice bonus tokens on unoccupied Maker board spaces for future rounds.
Return all Agents to Leaders. Return surviving troops to garrisons. Pass First Player marker left. Check for game end.
| Icon | Board Spaces | |—|—| | Emperor | Conspire (costs 4 spice), Wealth | | Spacing Guild | Heighliner (costs 6 spice), Foldspace | | Bene Gesserit | Selective Breeding, Secrets | | Fremen | Desert, Sietch Tabr (requires 2+ Fremen Influence) | | Landsraad | High Council, Hall of Oratory, Mentat, Swordmaster, Rally Troops | | City | Arrakeen, Carthag, Research Station | | Spice Trade | Imperial Basin, Hagga Basin, The Great Flat |
During Reveal turn, spend Persuasion to acquire cards from the Imperium Row (cost shown on card) or Reserve stacks. Acquired cards go to discard pile.
Some effects let you trash (permanently remove) cards from your deck.
Game End: At the end of a round, if any player has 10+ VP or the Conflict Deck is empty, the game ends. Players may play Endgame Intrigue cards. Most VP wins; ties broken by most spice, then most Solari, then most water, then most troops in supply.
VP Sources:
Round Phases:
Agent Turn: Play 1 card -> Send Agent -> Gain effects Reveal Turn: Reveal remaining hand -> Gain Persuasion/Swords -> Deploy troops -> Buy cards
Starting Deck (10 cards): Convincing Argument x2, Dagger x2, Dune the Desert Planet x2, Diplomacy, Reconnaissance, Seek Allies, Signet Ring
Victory: 10+ VP at round end (or most VP when Conflict Deck empties)