Dune: Imperium
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
In the Dune: Imperium universe, players take on the roles of leaders of the Landsraad noble houses. By playing agent cards, they dispatch agents to various regions on the board to acquire resources, recruit armies, and increase their prestige. At the same time, they build their personal decks and engage in round-by-round conflicts to earn victory points (VP). The game ends when a player reaches 10 VP first or when the conflict deck is exhausted; the player with the most VP wins.
Core Mechanisms: Deck Building, Worker Placement, Faction Influence, Conflict Battles
1. Game Components
| Component | Quantity/Description |
|---|---|
| Game Board | 1 piece |
| Imperium Deck | 67 cards |
| Reserve Cards | 24 cards: 8 Arrakis Liaison, 10 The Spice Must Flow, 6 Foldspace |
| Intrigue Cards | 40 cards |
| Conflict Cards | 18 cards: 4 Conflict I, 10 Conflict II, 4 Conflict III |
| Leader Cards | 8 leaders, with the round order guide printed on the back |
| Board Space Guide | 1 card |
| Solari Tokens | Large × 4 (value 5), Small × 20 (value 1) |
| Spice Tokens | Large × 3 (value 5), Small × 20 (value 1) |
| Water Tokens | 15 pieces |
| Alliance Markers | 4 markers (one for each of the four major factions) |
| Mentat Marker | 1 marker |
| First Player Marker | 1 marker |
| Harkonnen Baron Marker | 4 markers (used only by the Harkonnen leader) |
| For Each Player | 10 starting cards, 16 cubes (4 influence + 12 army), 2 discs (1 scoring + 1 combat), 3 agents, 1 combat marker, 1 councilor marker, 3 control markers |
| Solo/Duelling Specials | 31 House Hagal cards, plus the House Hagal rule sheet |
Starting Deck (10 cards): Convincing Argument ×2, Dagger ×2, Diplomacy ×1, Dune, the Desert Planet ×2, Reconnaissance ×1, Seek Allies ×1, Signet Ring ×1
2. Setup
2.1 Board Preparation
- Place the Supreme Advisor horizontally on the Supreme Advisor space in the Landsraad area.
- Position the four Alliance markers on their designated spots along the Influence tracks of the four major factions.
2.2 Conflict Deck
- Shuffle the four Conflict III cards and place them face-down in the designated spot on the board.
- Shuffle the ten Conflict II cards, then draw five and place them face-down above the Conflict III stack.
- Shuffle the four Conflict I cards, then draw one and place it face-down at the top.
- This forms a ten-card Conflict deck (top: 1 I → middle: 5 II → bottom: 4 III). Return any unused Conflict cards to the box.
2.3 Deck Preparation
- Shuffle the Conspiracy cards and place them face-down.
- Shuffle the Imperium cards and place them face-down; reveal five cards to form the Imperium Row.
- Arrange the Reserve cards into three piles next to the Imperium Row: one pile each for the Arrakis Liaison, Spice Supremacy, and Folded Space.
2.4 Player Setup
- Each player selects a leader (beginners are recommended to choose one of the four icon leaders: Paul Atreides, Gurney Halleck, Count Ryoval, or Baron Vladimir Harkonnen).
- Each player receives one water token.
- Each player chooses a color and takes all corresponding components.
- Place two agents on their leader card, and position the third agent (the Swordmaster) beside the board.
- Put the scoring disc on the scoring track (place it at 1 for a four-player game, otherwise at 0).
- Set the combat marker on the combat track at position 0.
- Place the four cubes at the base of the Influence tracks for the four major factions.
- From the twelve army tokens, place three in the nearest garrison zone on the board, leaving the rest in the supply zone.
- Randomly determine the first player and give them the First Player marker.
3. Gameplay / Round Structure
The game is played over several rounds, each consisting of five phases:
| Phase | Name | Description |
|---|---|---|
| 1 | Round Start | Flip the top card of the conflict deck; each player draws 5 cards from their deck. |
| 2 | Player Turns | Starting with the first player and proceeding clockwise, each player alternately performs an agent turn or a reveal turn. |
| 3 | Combat | Players may play combat intrigue cards → Conflict rewards are distributed based on combat strength rankings. |
| 4 | Makers | If there are no agents in the three maker icon spaces, place one spice from the bank as a reward spice. |
| 5 | Recall | Check end-of-game conditions; recall super advisors and agents; pass the first-player marker clockwise. |
4. Agent Turn
4.1 Basic Procedure
- Play 1 card from your hand face-up in front of you.
- Choose 1 agent icon on that card and move 1 agent from the Leader board to an unoccupied space on the board with a matching icon in the upper-left corner.
- You cannot place an agent in a space already occupied by an agent.
- You must immediately pay the cost of the chosen space (if you cannot afford it, you cannot proceed).
- Resolve the effects of that space + the effects of the agent card you played (in any order).
- If the space belongs to a faction, advance your prestige cube 1 space on that faction's track.
4.2 Seven Types of Agent Icons
Emperor, Spacing Guild, Bene Gesserit, Fremen, Landsraad, City, Spice Trade
4.3 Deploying Troops
- When placing an agent in the combat zone (desert illustration + crossed-sword marker), you may deploy troops recruited this round into the conflict zone; additionally, you can deploy up to 2 more troops from the garrison zone.
- Undeployed troops remain in the garrison zone as usual.
4.4 Control Rewards
- After winning a conflict with a control reward, place your control marker on the flag in the Arrakeen/Casag/Emperor Basin (replacing your opponent's marker).
- The controller of Arrakeen/Casag: gains 1 solari whenever someone places an agent in that area.
- The controller of the Emperor Basin: gains 1 spice whenever someone places an agent in that area.
- If the space you control is revealed by a new conflict card, you may deploy 1 troop from the supply zone into the conflict zone for free.
4.5 Harvesting Spice
- Three arachnid spaces (Great Plains, Harkonnen Basin, Emperor Basin) allow you to harvest spice.
- Gain the base spice from that space plus all previously accumulated bonus spices.
4.6 Super Advisor
- Take the Super Advisor from the Landsraad space (costs 2 solari) and place it on the Leader board.
- It can be used as an extra agent once per round.
- Return it to the Landsraad space during the recall phase at the end of the round.
5. Reveal Turn
When the agent has exhausted (or voluntarily chosen to) their actions, perform the reveal turn in the following order:
- Reveal Hand: Place all remaining cards from your hand face up in front of you (separate from the cards played during the agent's previous turn).
- Resolve Revealed Effects: Resolve any effects triggered by the revealed cards, in any order.
- Use Persuasion: Any persuasion gained during the reveal can be used to purchase Imperial Actions or reserve cards; purchases may be made intermittently between effects. Unused persuasion is lost at the end of the round.
- Set Combat Power: In the conflict zone, each army contributes 2 combat power, plus 1 combat power for each sword revealed this round. At least one army must be present in the conflict zone to generate combat power. Move the combat marker to the corresponding position (if it exceeds 20, flip it over and start counting from the beginning).
- Clean Up: Remove all cards in front of you (from both the agent's turn and the reveal turn) and place them in the discard pile.
6. Combat
- Starting with the first player, any player with troops in the conflict zone may play any number of combat intrigue cards, or choose to pass.
- Once all participants have passed consecutively, combat is resolved.
- First Place: Receives the reward at the top of the conflict card.
- Second Place: Receives the second reward.
- Third Place in a 4-player game: Receives the third reward.
- A combat strength of 0 results in no reward.
- Tie-Breaking Rules: If first place is tied → no one wins; those tied receive the second-place reward. If second place is tied → each receives the third-place reward. If third place is tied → no reward.
- After resolution: Troops return to the supply area (not the garrison area), and all combat markers are reset to zero.
7. Factions & Influence
The four major factions each have an influence track: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen.
| Influence Level | Effect |
|---|---|
| 2 | Gain 1 prestige point (if you drop below 2, you lose that prestige point) |
| 4 | Gain the reward shown on the level 4 space of that track (if you drop below 4, the reward is not returned) |
| First to reach 4 | Gain the faction's alliance token + the prestige points on the alliance token; if surpassed by an opponent, you must relinquish both the alliance token and its prestige points |
8. Plot Cards
| Type | When to Use |
|---|---|
| Plot Card | At any point during your agent phase or reveal phase |
| Combat Card | Only during the combat phase |
| Endgame Card | Only at the end of the game |
- Keep face-down, separate from the deck; can be consulted at any time
- Play it face-up and place it in the plot card discard pile
- Main sources: Casag, Conspire, and Secrets areas
9. Card Purchasing & Deck Building
- Reveal cards from the Imperial Row in the current round using persuasion to purchase (or Arakis Liaison and Spice Supreme from the Reserve)
- Folded space cards can only be obtained in the corresponding area on the board
- Purchased cards are first placed in the discard pile and drawn only after shuffling
- The Imperial Row always contains 5 cards: after purchasing one, it is immediately replenished; once replenished, you can continue buying newly appearing cards
- Cards can be "destroyed": removed from your hand, discard pile, or on the board, thereby exiting the game (reserve cards are returned to the reserve stack)
10. Overview of Main Board Spaces
| Area | Icon | Cost | Effect |
|---|---|---|---|
| Arrakeen | City | — | Recruit 1 army, draw 1 card; controller gains 1 solari |
| Carthag | City | — | Recruit 1 army, draw 1 conspiracy card; controller gains 1 solari |
| Conspire | Emperor | 4 spices | +1 emperor influence, +5 solari, recruit 2 armies, draw 1 conspiracy card |
| Wealth | Emperor | — | +1 emperor influence, +2 solari |
| Foldspace | Guild of Spacers | — | +1 guild influence, draw 1 foldspace card from the reserve |
| Heighliner | Guild of Spacers | 6 spices | +1 guild influence, recruit 5 armies, +2 water |
| Secrets | Bene Gesserit | — | +1 Bene Gesserit influence, draw 1 conspiracy card; opponents with 4+ conspiracy cards each randomly give 1 card |
| Selective Breeding | Bene Gesserit | 2 spices | +1 Bene Gesserit influence, discard 1 card and draw 2 |
| Hardy Warriors | Fremen | 1 water | +1 Fremen influence, recruit 2 armies |
| Stillsuits | Fremen | — | +1 Fremen influence, +1 water |
| Sietch Tabr | City | Requires Fremen influence ≥ 2 | Recruit 1 army, +1 water |
| Hall of Oratory | Landsraad | — | Recruit 1 army; if an agent is revealed in this round, +1 persuasion |
| High Council | Landsraad | 5 solari | Limit once per game; place a councilor marker; thereafter, +2 persuasion each round when an agent is revealed |
| Rally Troops | Landsraad | 4 solari | Recruit 4 armies |
| Mentat | Landsraad | 2 solari | Draw 1 card; if a Mentat is present, take it as an agent and return it at the end of the round |
| Swordmaster | Landsraad | 8 solari | Limit once per game; gain the third agent, which remains available thereafter |
| The Great Flat | Spice Trade | 2 water | +3 spices plus a spice bonus |
| Hagga Basin | Spice Trade | 1 water | +2 spices plus a spice bonus |
| Imperial Basin | Spice Trade | — | +1 spice plus a spice bonus; controller gains 1 spice |
| Secure Contract | Spice Trade | — | +3 solari |
| Sell Melange | Spice Trade | 2–5 spices | Receive corresponding solari based on the amount of spices paid; can only redeem once per round |
| Research Station | City | 2 water | Draw 3 cards |
11. End of the Game
Triggering Conditions: Any player reaches 10+ prestige points, or the conflict deck is exhausted.
- Players may play any end-of-game intrigue card in their hand.
- The player with the most prestige points wins.
- In case of a tie, the tiebreaker order is: spice → solari → water → number of troops in garrison zones.
(1 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
How do you acquire the technology tile?
The Tech Tile primarily appears in two expansions of Dune: Imperium—Rise of IX and Bloodlines: Tech Module. Here are the rules for acquiring them.
I. Why Are There "Tech Tiles"?
Tech Tiles are permanent ability tiles that exist independently of the base board (e.g., effects gained from round flips, rewards after winning a conflict, end-of-game scoring, etc.). Once acquired, players place them in their supply area, where their effects immediately take effect (some have effects triggered upon acquisition).
II. The Only Way to Acquire Tech Tiles
The rules clearly state:
> Acquiring a Tech Icon is the only way to obtain a Tech Tile.
You must trigger "Acquire Tech" during an action phase, typically by sending your agent to the corresponding Ixian area.
III. Specific Procedures (Bloodlines Tech Module)
1. Shuffle 18 Tech Tiles evenly into three stacks and place them on the three slots of the Ixian Embassy board. Flip over the top tile of each stack.
2. During your turn, when you send an agent to an empty space on the Ixian Embassy board, you may acquire one Tech Tile.
3. Acquisition Rules:
- Choose any top-facing tile from one of the three stacks;
- Pay the spice cost shown in the upper-right corner of that tile;
- Place the tile in your supply area (visible to all players);
- Then flip over the next tile in that stack.
4. There is no limit to how many you can acquire—as long as you have sufficient resources, you can theoretically collect many.
IV. How to Reduce Acquisition Costs
For the same skill, tech costs can be reduced through two types of discounts:
| Discount Source | Description |
|---|---|
| Ixian Embassy Board Discount | If you hold a High Council Seat, each Tech Tile costs 1 less spice. |
| Tech Discount Icon | Some cards feature this icon, allowing you to acquire one Tech Tile at a cost reduced by 1 spice. |
> Note: Discounts stack, but the final cost cannot go below 0.
V. The Situation with Rise of IX
When using Rise of IX, Tech Tiles are also obtained via "Acquire Tech," primarily by sending agents to Ix-related areas such as the Ixian Embassy or Tech Negotiation locations.
… (condensed here; full text on the cunleme Chinese page)
Switch to the Uprising expansion rules?
It has been switched to the Dune: Imperium – Uprising expansion rules. You didn't ask any specific questions, just provided the expansion's name, so I'll first give you an overview based on the rulebook text; if you'd like to know about a particular section—setup, gameplay, round structure, action phase, scoring phase, next round preparation, key rules & FAQ, commonly misplayed rules, frequently asked questions, or the rulebook text itself—let me know and I'll look up the relevant details.
What kind of game is this?
Dune: Imperium – Uprising is a deck-building + worker-placement board game inspired by the Dune series. It belongs to the same system as the base Dune: Imperium but features significant changes.
The five steps of each round:
1. Round Start Phase
2. Player Action Round, which consists of two sub-rounds:
- Envoy Action Round
- Display Action Round
3. Combat Phase
4. Spice Production Phase
5. Recall Phase
(This is Uprising's own round structure; note that it differs from the base game's phase divisions.)
Core Mechanism: The Envoy
- At the start, there are 2 envoys; during the game, you can acquire a third one (unlocked at the "Swordmaster" workstation, including the ability to use it immediately in the current round).
- Envoys and cards are inseparable: you must play a card first before sending an envoy to the workstation type indicated on that card.
- Envoy Action Round: Play one card from your hand face-up; the card determines which type of workstation you can send your envoy to.
- Only one envoy icon on the card can be activated; a single card cannot dispatch multiple envoys.
- You cannot send an envoy to a workstation already occupied by another envoy (the spy mechanism provides an alternative).
- Before dispatching, you must pay the required cost or meet the prerequisite conditions for that workstation.
- During this phase, the card's envoy effect area is resolved, while its display effect area is ignored.
- Cards without any workstation icons cannot trigger the envoy phase—they can only be played during the display phase.
- In Uprising, there is no special envoy called "Mentat" (which is why, when mixing with the base game, you need to
… (condensed here; full text on the cunleme Chinese page)
What are the technology effects?
Dune: Imperium – Rules Overview
Game Overview
This section provides a brief introduction to the game, its core mechanisms, and key components. It covers how to set up the game, the typical gameplay flow, and the structure of each round.
- Core Mechanisms: The game revolves around worker placement, area control, set collection, engine building, public objectives, and private objectives.
- Game Components: Players receive a board, tiles, tokens, markers, resources, and cards. Each player also has a hand of cards and access to a deck.
- Setup: Before starting, players arrange their boards, place initial workers, and draw cards. The setup varies slightly depending on the number of players.
-
Gameplay: The game proceeds in rounds, with each round consisting of an Action Phase, a Scoring Phase, and Next Round Preparation. During the Action Phase, players perform actions such as moving workers, collecting resources, or completing tasks. In the Scoring Phase, points are tallied based on various scoring conditions. Finally, during Next Round Preparation, players prepare for the next round by drawing new cards and adjusting their strategies.
-
Round Structure: Each round follows a specific sequence, beginning with the Action Phase, followed by the Scoring Phase, and ending with Next Round Preparation.
- Action Phase: Players take turns performing actions, which may include moving workers, acquiring cards, or completing tasks.
- Scoring Phase: Points are awarded based on different criteria, such as controlling territories, completing sets, or achieving public objectives.
-
Next Round Preparation: Players draw new cards, adjust their strategies, and prepare for the upcoming round.
-
Key Rules & FAQ: This section addresses common questions and clarifies rules that might be confusing. It includes information on commonly misplayed rules and frequently asked questions.
- Commonly Misplayed Rules: These are rules that players often misunderstand or misapply.
- Frequently Asked Questions: Answers to common queries about the game, including how to handle specific situations or interpret certain rules.
… (condensed here; full text on the cunleme Chinese page)
Rules related to the sandworm hook?
Conclusion: The Sandhook is the "credential" for summoning sandworms in Dune: Imperium – Uprising. It doesn't add combat power on its own; it merely grants you the ability to summon sandworms thereafter. Without it, you generally cannot summon sandworms.
Specific Rules
1. Quantity and Sources
- There are 4 Sandhook tokens in the entire game, all placed in the common supply pile at setup.
- Sandhooks can be obtained at the Tebu Burrow (a Fremen faction workstation).
2. Effect of the Sandhook Icon
If you don't yet have a Sandhook, take one from the common supply pile and place it in your barracks—this indicates that you now have the capacity to summon sandworms. Since it's phrased as "if you don't yet have," each player can hold at most one.
3. Usage as a Prerequisite
When the Sandhook icon appears before the colon, it signifies an activation prerequisite: you must already have a Sandhook in your barracks to trigger the subsequent effect (typically, summoning a sandworm). Icon before = condition; icon after = acquisition.
4. Relationship with Summoning Sandworms
Whenever the sandworm icon appears on a card or workstation, you summon a sandworm and immediately deploy it to the conflict zone (sandworms can never be placed in the barracks). There are two constraints on summoning sandworms:
- Prerequisite: Typically requires a Sandhook in the barracks.
- Shield Wall: Sandworms cannot be summoned into conflicts protected by shield walls.
Thus, the standard sequence is: first obtain a Sandhook, then when you encounter a sandworm icon, you can deploy the sandworm to the conflict zone.
… (condensed here; full text on the cunleme Chinese page)
Can you explain it in Chinese?
Tech Tile Effect Analysis
The Tech Tile is a brand-new mechanism introduced in the "Dune: Imperium – Rise of IX" expansion, effectively providing players with permanent enhancements. A single Tech Tile typically includes spice cost + effect acquisition + one ability + a flip-trigger icon.
I. Timing of Effect Activation
The abilities of Tech Tiles can be triggered in several ways:
| Trigger Timing | Example Effects |
|---|---|
| Upon Acquisition (Immediate Effect) | Instant effects such as drawing cards, gaining resources, or discarding cards |
| During Your Reveal Phase | Activated during the reveal phase, e.g., increasing troops or gaining spice |
| Once Per Round (Flip Marker) | After use, the tile is flipped face-down and reactivated at the start of the next round |
| Passive Ongoing Effect | Continuously active as long as you hold the tile, such as reducing costs or boosting combat power |
| End-of-Game Scoring | Provides additional victory points at the end of the game (e.g., Holtzman Engine) |
II. Known Tile Effects Based on Case Law
Since the knowledge base does not contain complete official descriptions for every tile, the following information has been extracted from case law and rules and translated into Chinese:
… (condensed here; full text on the cunleme Chinese page)
What is the effect of influence?
According to the excerpt from the Dune: Imperium basic rulebook you provided, "Influence" is the core mechanism that ties together the four major factions. Below, I've summarized its role directly based on the excerpt.
The Role of Influence
-
Threshold Requirement: Unlocking Specific Board Actions
- Certain board spaces require you to possess a certain level of Influence before you can send an agent there.
- Rulebook example: Sietch Tabr (Fremen Stronghold) requires 2 or more Fremen Influence points; otherwise, you cannot deploy an agent to this location.
- Other expansions or cards may also use Influence as a prerequisite. -
Direct Victory Points (2 Influence Points)
- When your Influence in a particular faction reaches 2, you immediately gain 1 victory point.
- If your Influence later drops back to 1 or below due to some effect, you will lose that 1 victory point.
- This is a "reversible" scoring opportunity that must be maintained. -
Receiving Track Rewards (4 Influence Points)
- Once your Influence reaches 4, you receive the reward indicated by the 4th space on that faction's Influence track—typically resources, troops, or special abilities.
- Important distinction: You do not have to return this reward if your Influence falls below 4 again.
- If you repeatedly raise your Influence to 4, you could theoretically receive this reward multiple times (though this is rare). -
Securing a Faction Alliance
- The first player to reach 4 Influence points in a given faction earns that faction's Alliance token.
- Upon receiving the Alliance token, you immediately gain the victory points shown on the token.
- Alliances are not permanent—if another player overtakes you on the Influence track (moving to a higher position), you must hand over the Alliance token to them and forfeit the associated victory points, which then go to the overtaking player.
- Thus, alliances represent a dynamic competitive objective that requires maintaining a lead at critical moments.
… (condensed here; full text on the cunleme Chinese page)
What are the shield wall rules in Dune: Imperium?
To start with the conclusion: In the rulebook for Dune: Imperium – Uprising, there is no term "Shield Wall"; the corresponding mechanism is officially called a "Shield Field Wall" (English: Shield Wall). It's a defensive marker placed on the board at the beginning of the game, designed to protect three key areas from sandworm attacks.
Specific Rules
1. Initial Placement
During setup, place the Shield Field Wall marker in the designated area beneath the Spice Refinery space on the board.
2. Which Three Areas Does It Protect?
On the planet Dune, there are three key spaces whose control can be contested: Arrakis, the Spice Refinery, and the Imperial Basin. These three critical locations are protected by the Shield Field Wall, shielding them from storms and sandworms. As long as this marker remains in place, sandworms will not affect battles occurring within these three protected zones.
3. A Hard Limit on Sandworms
Sandworms cannot be summoned into conflicts that are protected by the Shield Field Wall. Therefore, during clashes in these three areas, you cannot increase your combat strength by summoning sandworms.
4. How to "Blast Open" the Wall
When the "Shield Field Wall Explosion" icon appears on a card or at a specific space, you may remove the Shield Field Wall marker (returning it to the game box). Once this marker is removed, sandworms can be summoned into any conflict—meaning the protective effect is permanently lifted and cannot be restored.
5. The Relationship Between the Sandworm Icon and the Wall
The "sandworm" icon has the following effect: if the current conflict is protected by the Shield Field Wall, then it has no effect; otherwise, a sandworm is summoned and deployed in your quadrant of the conflict zone.
Conditions and Exceptions
… (condensed here; full text on the cunleme Chinese page)
What is the use of spice in Dune: Imperium?
The Uses of Spice
Key Takeaway: Spice is one of the three resources in Dune: Imperium (alongside Solari and Water), primarily used to pay for sending agents to specific board spaces or activating certain card effects. Spice is not directly used to purchase cards (that requires Persuasion), nor does it directly generate victory points.
Specific Uses
-
Paying Agent Fees on Board Spaces
Some board spaces require you to pay spice before you can send an agent, and if you cannot pay immediately, you cannot send an agent there. For example:
- Conspire (Imperial District): Requires paying 4 spice to send an agent, gaining Imperial Influence, 5 Solari, recruiting 2 troops, and drawing 1 Intrigue card.
- Selective Breeding (Bene Gesserit District): Pay 2 spice to gain 1 Bene Gesserit Influence, discard a card, and draw two cards.
- Certain actions in areas related to the Spacing Guild also cost spice. -
Paying for Card Effects
Some card effects require spice. The rules indicate that arrows show the relationship between cost and effect—no payment, no effect; and payment is optional. For instance, Fremen Camp allows you to choose to pay 2 spice to recruit 3 troops, or skip the payment altogether. -
Exchanging for Solari via Sell Melange
At the Sell Melange (Spice Trade District), you can spend 2–5 spice to receive the corresponding amount of Solari; this exchange can only occur once per round and cannot be split into multiple transactions. -
Obtaining or Returning from the Bank as Costs
Like Solari and Water, spice is a resource that increases or decreases your bank balance when gained or spent.
Ways to Acquire Spice
- Three board spaces marked with the Maker (Sandworm) icon each accumulate 1 spice during Phase 4 (Makers Phase) if no agent is sent there; when you send an agent to these spaces, you can collect all accumulated spice at once.
- Certain board spaces themselves reward spice—for example, the Imperial Basin grants 1 spice, with its controller receiving an additional 1 spice; the Heighliner area's Spice Trade space awards 3 spice.
- Some card effects also produce spice.
… (condensed here; full text on the cunleme Chinese page)
An expansion that can advance the effects of other tracks?
[The following original text has been retrieved:,, ]
In the extended rulebooks that have been reviewed, no mechanism called "Research" has been found, nor any effect whereby "research" could advance other tracks. Below is the confirmed relevant information.
- The three expansions each introduce their own "track/advancement systems," as follows:
- Rise of IX: Ix board (technology tile stack, Tech Negotiation, ship track).
- Immortality: Tleilaxu track (Tleilaxu Track) and genetic modification (which can advance or consume small horn markers, etc.).
- Bloodlines: Sardaukar track/elite commander, Ixian Embassy, and an independent technology system.
- However, the original texts contain no mention of the term "Research", nor any rule stating that "a certain effect can advance any other track."
- While the expansions do include mechanisms where "obtaining a technology also grants resources or advances related tracks," these are specific to individual technology tiles or card effects, not general rules, and therefore cannot be generalized as "research-related extensions."
If you're referring to a specific card name, leader ability, or expansion-exclusive term, please provide the original English name or a screenshot/description so I can pinpoint the corresponding effect.
This information is for reference only; in case of discrepancies, please consult the official rulebook or seek advice from experienced players.
How do you play Dune: Imperium?
Clear Conclusion: It is impossible to answer based on the rules of "Uprising."
The reasons and basis are as follows.
1. This set of rules does not include Uprising. This edition is defined as the basic rules for Dune: Imperium, with an explicit requirement that "no other board games or unselected expansions should be treated as part of the current ruleset." Uprising is an expansion and therefore falls outside this scope.
2. No original text of the Uprising rules was obtained in this evidence collection. Although it was listed in the readable documents, our search was limited to the basic rulebook; we did not access the original text of that expansion. Consequently, I do not have the Uprising rules available to address your question.
3. No speculation is allowed. According to the rules, if a particular element is not explicitly stated in the rulebook, we must clearly declare, "This content was not found in the rulebook," and cannot rely on common sense or extrapolate from other games or expansions. Therefore, regarding Uprising's round structure, new mechanisms, scoring methods, and so forth, none of these were found in the rulebook (within this scope).
Conditions and Next Steps:
- If you wish to learn how to play the base version of Dune: Imperium, please let me know, and I will respond solely based on the basic rulebook (including the three phases of a round, agent placement, revelation, conflict, etc.).
- If you genuinely want to understand the gameplay of the Uprising expansion, please first switch to or enable that expansion's rule set, and I will then provide an answer grounded in its original text.
This information is provided for reference only; in case of any discrepancies, please refer to the official rulebook and consult experienced players.
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.