Conflicts are the loudest part of Dune: Imperium, and the easiest place to waste a game. The midgame lesson showed how to read everyone’s possible strength. This lesson is about the other half of the decision: whether a fight is worth what it costs you.
The shape of the Conflict deck
Setup builds the same structure every game: one Conflict I card on top, five Conflict II cards, then the four Conflict III cards at the bottom. So you always know the arc:
- Round 1: a Conflict I card, with the smallest rewards.
- Rounds 2 to 6: Conflict II.
- Rounds 7 to 10: Conflict III, the biggest prizes, if the game lasts that long.
The original game ships 4 Conflict I, 10 Conflict II, and 4 Conflict III cards, so every game uses all four Conflict III cards and half of the Conflict II cards. You can learn the Conflict III cards and plan for them. The odds lesson in Level 3 does that math.
What a troop costs
Troops are not free, and they do not come back. After Combat, every troop in the Conflict returns to your supply, not your garrison, whether you won or not. So price them. Using the original board:
| Source | Cost | Troops |
|---|---|---|
| Rally Troops | 4 Solari | 4 |
| Hardy Warriors | 1 water | 2, plus Fremen Influence |
| Heighliner | 6 spice | 5, plus 2 water and Spacing Guild Influence |
| Conspire | 4 spice | 2, plus 5 Solari, an Intrigue card, and Emperor Influence |
| Arrakeen, Carthag, Sietch Tabr | free | 1, plus the space’s other reward |
The hidden cost is the Agent turn. Every Agent you spend recruiting is an Agent not spent on Influence, cards, or resources.
Price the reward
Read the Conflict card and compare the rewards. The rulebook gives the top reward to the strongest player, the second to the next, and the third only in a four-player game. Three questions settle most decisions:
- How big is the gap between first and second? If first is a Victory Point and second is a few resources, first is worth a real fight. If first and second are close, second may be the better deal.
- Is there Control on the card? Control of Arrakeen or Carthag pays 1 Solari, and Imperial Basin 1 spice, every time anyone visits, for the rest of the game. Early Control has more rounds to pay.
- Can you win it at all? Count the strongest opponent’s ceiling first.
The rulebook’s own tip: a smaller victory at a lower cost can be worth more than a big one dearly bought.
Second place is a strategy
Sending two troops for 4 strength can land second place in a three-player game, at a fraction of the cost of winning. It also keeps the pressure on: rivals cannot be sure you will not add swords or an Intrigue card.
And remember ties. If you tie for first, nobody wins the Conflict and each tied player takes the second reward. Matching the leader can deny them the top prize without beating them.
The garrison is a threat
Troops in your garrison do nothing in Combat until you deploy them, two per visit to a Combat space plus anything you recruit that turn. But they shape the table. A player with five troops at home and an Agent left can add 4 strength, or more, at any moment. Opponents have to respect that, so a stocked garrison can win a fight you never enter, by scaring others into spending more.
Before a Conflict III round, a full garrison matters most. Rally Troops or Heighliner a round early lets you bring troops in at the last moment.
Timing
Two habits from the rulebook’s tips do most of the work:
- Commit late. The longer you wait to commit troops, the more you know and the less time rivals have to react.
- Reveal late. Your strength goes on the track when you reveal. Players who reveal after you see your number.
The two pull together: keep a Combat space for your last Agent, when you can.
When to sit out
Skipping a Conflict is a real choice. Sit out when:
- The leader’s ceiling is beyond anything you can reach.
- The reward is small and a Conflict III card is coming.
- Your Agents are worth more elsewhere this round.
Sitting out is not losing. The troops you keep are troops you can bring to the next one.
Combat Intrigue
Intrigue cards make every Conflict uncertain. The rulebook’s example card, Ambush, adds 4 strength in Combat. When a rival holds Intrigue cards, add a cushion to their ceiling. The Intrigue lesson in Level 3 goes further.
Uprising
Sandworms add 3 strength and double most rewards you earn, so second place with a worm can beat first without one. The Shield Wall keeps worms out of Conflicts at Arrakeen, Spice Refinery, and Imperial Basin until someone removes it, as the Uprising rulebook explains. Uprising also gives the Conflict card to the winner for battle icon pairs, which makes some small Conflicts worth more than their printed rewards.
Next lesson
Dune: Imperium Influence and Alliances: Racing the Four Tracks
Next, Influence and Alliances: the four tracks, the 4 Influence bonuses, and how to win a race without overpaying.
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