The Ludarium · Teach sheet
Teach Dune: Imperium and Dune: Imperium Uprising in ten minutes
1 to 4 (Uprising: 1 to 6) players · 60 to 120 minutes · Ages 14 and up (Uprising: 13 and up)
The goal: Earn Victory Points through Conflicts, Influence, and Alliances; the game ends at the end of the round someone reaches 10.
On your turn
- Round start: reveal a Conflict card, then everyone draws 5 cards.
- Agent turn: play a card and send an Agent to an empty space with a matching icon.
- Pay the space's cost, then use its effect and the card's Agent box.
- Combat space: deploy troops recruited this turn plus up to 2 from your garrison.
- Reveal turn: reveal your hand, use the Reveal boxes, spend Persuasion on new cards.
- Strength: 2 per troop in the Conflict, 1 per sword. Uprising sandworms add 3.
- Combat: play Combat Intrigue cards, then pay rewards by strength.
- Makers: 1 spice on each empty Maker space. Recall Agents and pass first player.
Three tips for your first game
- Buy cards for their Agent icons as well as their effects.
- Deploy late when you can: the last player to commit knows the most.
- Watch the Alliance races; one step on a track can swing two points.
Setup
- Conflict deck: 4 Conflict III on the bottom, 5 Conflict II, then 1 Conflict I on top.
- Deal 5 Imperium cards face up as the Imperium Row. Set out the Reserve and Intrigue decks.
- Each player takes a Leader, a shuffled 10-card starting deck, and 1 water.
- Put 2 Agents on your Leader and your Swordmaster beside the board.
- Put 3 troops in your garrison and a cube at the bottom of each Influence track.
- Score marker on 0, or on 1 in a four-player game. Choose a first player at random.
- Uprising: also take 3 Spies and an Objective card. There is no Mentat.
Scoring
- 2 Influence with a Faction: 1 Victory Point. Drop below 2 and you lose it.
- First to 4 Influence takes that Alliance token and its point, until someone passes them.
- Conflicts: top reward to the strongest, second to the next. Third reward at 4 or 6 players.
- Ties: tied for first take the second reward; tied for second take the third.
- The Spice Must Flow: 1 Victory Point the moment you acquire it.
- Uprising: a sandworm in the Conflict doubles your rewards.
- Uprising: two matching battle icons score 1 Victory Point.
Game end: At the end of a round, if anyone has 10 or more Victory Points or the Conflict deck is empty, play Endgame Intrigue cards. Most points wins; ties go to spice, then Solari, water, and garrisoned troops.