Dune

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Dune is a game of conquest, diplomacy, and betrayal set on the desert planet Arrakis. Each of 2-6 players controls one of six unique factions (Atreides, Harkonnen, Emperor, Spacing Guild, Fremen, Bene Gesserit), each with special economic, military, and strategic advantages. Players vie for control of strongholds on the planet while managing spice — the universe’s most valuable resource. The first player to occupy 3 strongholds (or 4 in an Alliance) during the Mentat Pause Phase wins. The game plays up to 10 turns.

Components

Setup

  1. Place spice tokens in the Spice Bank. Shuffle Spice and Treachery Decks face-down.
  2. Choose factions (random or draft order).
  3. Each player takes their Player Shield, Player Sheet, and sets up:
    • Traitors: Remove cards for absent factions. Deal 4 Traitor cards to each player; each secretly keeps 1 (selecting an opponent’s leader as traitor, or protecting their own).
    • Spice: Each player takes starting spice per their Player Sheet.
    • Forces: Place forces on the board per Player Sheet; remainder in reserve.
    • Treachery: Deal 1 Treachery Card to each player.
  4. Place Turn Marker at position 1.

Turn Structure

Each turn has 9 phases:

Phase 1: Storm

Move the Storm Marker counterclockwise. First turn: two designated players secretly dial 0-20, total determines starting position. Subsequent turns: two players dial 1-3 each, sum determines movement. Forces in sand territories (except Imperial Basin) hit by the storm are killed. Spice in storm sectors is removed. Forces cannot move through storm sectors.

Phase 2: Spice Blow and Nexus

Reveal top Spice Deck card. Territory card: place indicated spice on that territory. Shai-Hulud (sandworm) card: destroy forces/spice on the previously revealed territory, then draw again until a Territory card appears. After the first turn, Shai-Hulud triggers a Nexus — players may form or break Alliances.

Phase 3: CHOAM Charity

Any player with 0 or 1 spice may claim CHOAM Charity to bring their total to 2.

Phase 4: Bidding

Players bid on Treachery Cards. Declare hand sizes (limit: 4 cards). Deal 1 card per eligible bidder face-down. First Player opens bidding (1+ spice or pass); bidding proceeds right. Highest bidder pays spice to the Spice Bank and takes the card. If all pass on a card, remaining cards return to deck top. 10-second bid timer per player.

Phase 5: Revival

Each player may revive up to 3 forces from the Tleilaxu Tanks (some free per Player Sheet, additional at 2 spice each). Revived forces go to reserves. If all 5 leaders are dead, revive 1 leader per turn at cost of its fighting strength in spice.

Phase 6: Shipment and Movement

Starting with First Player, counterclockwise: each player may ship reserves to any territory (1 spice per force to strongholds, 2 spice elsewhere), then move forces. With a force in Arrakeen or Carthag (ornithopters), move through up to 3 adjacent territories. Otherwise, move to 1 adjacent territory. Cannot ship/move into storm sectors or strongholds with 2+ other players already present.

Phase 7: Battle

Wherever 2+ players occupy the same territory, battles occur. Aggressor (First Player first) chooses battle order. Each player dials forces on the Battle Wheel, plays a leader (required if available) or cheap hero, and optionally plays Weapon/Defense Treachery Cards. Reveal simultaneously. Higher total (forces dialed + leader strength) wins. Tie goes to aggressor. Loser loses all forces in territory and discards played cards. Winner loses only forces dialed. Killed leaders go to Tleilaxu Tanks; winner receives their spice value.

Phase 8: Spice Harvest

Forces in territories with spice collect it: 3 spice per force if occupying Arrakeen or Carthag, 2 spice per force otherwise.

Phase 9: Mentat Pause

Check for winner (3 strongholds occupied). If no winner and turn 10, the game ends. Otherwise, advance Turn Counter and begin next turn.

Actions

Treachery Cards

Traitors

During battle, if your opponent’s leader matches your Traitor Card, call “Treachery!” You immediately win the battle, lose nothing, collect the traitorous leader’s spice value. The opponent loses all forces and played cards.

Alliances

Formed only during a Nexus (triggered by Shai-Hulud). Max 2 players per Alliance. Allied players need 4 strongholds jointly. Allies cannot enter each other’s territories (except Polar Sink). Allies may share strategy, help pay for Treachery Cards and shipments.

Scoring / Victory Conditions

Standard Win: Occupy 3 strongholds with at least 1 force during the Mentat Pause Phase.

Alliance Win: Allied players jointly occupy 4 strongholds.

2-3 Player Games: Need 4 strongholds to win.

Turn Limit: If no one wins by end of turn 10, the game ends (no winner, or apply faction-specific alternate win conditions in the Advanced Game).

Strongholds: Arrakeen, Carthag, Sietch Tabr, Tuek’s Sietch, Habbanya Sietch (some with the Shield Wall and specific rules).

Special Rules & Edge Cases

Player Reference

Turn Sequence:

  1. Storm (move marker)
  2. Spice Blow & Nexus
  3. CHOAM Charity
  4. Bidding
  5. Revival
  6. Shipment & Movement
  7. Battle
  8. Spice Harvest
  9. Mentat Pause (check victory)

Battle: Forces dialed + Leader strength; higher wins (ties: aggressor wins)

Win: 3 strongholds (solo) or 4 strongholds (Alliance)

Revival: Up to 3 forces/turn (some free, rest at 2 spice each)

Hand Limit: 4 Treachery Cards