Dune: Imperium scores are small. Ten points ends the game, and most points come one at a time. That makes every point visible, and most of them countable before the last round starts. This lesson lists where points come from, which ones can be taken away, and how to spend the round that decides the game.
Where the points come from
| Source | Points | Can it be taken away? |
|---|---|---|
| 2 Influence with a Faction | 1 per Faction, up to 4 | Yes, if you drop below 2 |
| An Alliance token | 1 per Alliance, up to 4 | Yes, if someone climbs past you |
| Conflict rewards | Printed on each card | No |
| The Spice Must Flow | 1 when you acquire it | No, even if you trash it later |
| Intrigue cards and other cards | Varies | Depends on the card |
| Starting a four-player game | 1 for everyone | No |
Two things stand out. Up to 8 points sit on the four Faction tracks, and half of them can move between players. And a Conflict point, once scored, is yours for good.
The Alliance swing
Suppose a rival holds the Fremen Alliance at 4 Influence, and you are at 3.
- You step to 4. You tie her. She keeps the token, because the first to reach 4 keeps it until someone climbs higher. You take the track’s bonus for reaching 4, but no point changes hands.
- You step to 5. You pass her. You gain the Alliance point and she loses it. That is a 2-point swing between the two of you, from one step.
Compare a step to 2 Influence on a fresh track: you gain 1, and nobody loses anything. Against the leader, passing them on an Alliance track is worth twice as much. Against someone far behind, the fresh track can be the better use of the Agent.
The FAQ adds one more case: if you hold an Alliance and drop to 3, the token moves to another player at 4 or more, or back to the board if nobody qualifies.
The trigger is checked at Recall
Reaching 10 does not end the game on the spot. The check happens in the Recall phase, after Combat and Makers. Everyone finishes the round, including the Conflict, and then the player with the most points wins.
So the player who reaches 10 first does not always win. A rival at 9 who wins the last Conflict and passes someone on a Faction track in the same round finishes at 11.
The Conflict deck is the other clock. It holds ten cards, so the game lasts at most ten rounds, and you can count the cards left at any time.
Spotting the last round
At the start of each round, ask two questions:
- Could anyone reach 10 this round, from a Conflict reward, a Faction track, or a card that scores when bought?
- Is this the last Conflict card?
If either answer is yes, treat this round as the last. If you guess wrong, you lose a little. If you miss it, you can lose the game.
Spending the last round
In the final round, almost nothing you hold has value afterward.
- Troops. Garrisoned troops only matter as the fourth tiebreaker. Deploy every one you can.
- Cards. Anything you acquire on the last Reveal turn is never played. The only buys that matter are ones that score when you acquire them, like The Spice Must Flow.
- Combat Intrigue. Play them. Saving them for a later round that will not come helps nobody.
- Endgame Intrigue. These are played after the final round, before scores are compared. Read them early so you can set them up.
The tiebreakers
If players tie on points, the winner has the most spice, then Solari, then water, then troops in the garrison. The FAQ adds a last resort: the player who most recently took a Reveal turn.
Spice comes first. In a close game, before you spend your last spice on something worth less than a point, check whether you are tied with anyone.
Uprising: the endgame changes
Sandworms double the points. A worm in the Conflict doubles the Victory Points on the reward you earn, as well as the resources. Dire Wolf’s design diary on sandworms sums it up: with a worm, you double everything you can. In the last round, a summoned worm can be worth more than any card.
Battle icons pay late. Each matching pair of battle icons, on Conflict cards you won and your Objective card, scores 1 point. Before the last round, check which icon would complete a pair for you, and for each rival.
Six players. Each player has a score, but teams win on their combined total. Commanders start at 4 points and Allies at 1, and the end is triggered when any one player reaches 10. The six-player Conflict deck has no Conflict I card, so it lasts at most nine rounds.
A last-round checklist
- Is this the last round? Count the Conflict deck and every score near 10.
- Which Faction track can I pass someone on, and what is the swing?
- How many troops can I still deploy, and with which Agents?
- Can I acquire a card that scores on the spot?
- Am I tied with anyone on points? Then how much spice do we each have?
Ask those five questions and the final scoring stops being a surprise.
Next lesson
Dune: Imperium Intrigue Cards: Timing, Threats, and Tells
Level 3 starts next: Intrigue cards, the hidden information that decides close Conflicts.
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