RulesPal
Chat
Rulebook
FAQ
Dune: Imperium thumbnail

Dune: Imperium

259 questions players ask about Dune: Imperium, answered in plain words and graded by where the answer comes from. See also the full rulebook.

Updated 2026-10-23.

  • Setup and Components
  • Leaders
  • Factions, Influence and Alliances
  • Turns, Agents and Card Play
  • Board Spaces and the Mentat
  • Troops and Deployment
  • Reveal Turn and Acquiring Cards
  • Combat and Conflict Rewards
  • Intrigue Cards
  • Imperium Cards
Makers, Recall and Endgame
  • Two-Player Games and House Hagal
  • Solo Play
  • Official Variants (Blitz! and Arrakeen Scouts)
  • Dune: Imperium – Rise of IxExpansion
  • Dune: Imperium – ImmortalityExpansion
  • Dune: Imperium – BloodlinesExpansion
  • Setup and Components

    Is there an official way to choose Leaders at the start of the game?

    The rulebook's setup leaves the method open, and players in several threads confirm there is no fixed procedure.

    • Dune: Imperium rulebook · Rulebook · Setup
    • bakija · Community · 2022-12-01
    • bakija · Community · 2022-12-01
    • wmshub · Community · 2022-06-24
    • jdludlow · Community · 2024-10-28
    • bakija · Community · 2023-07-24

    No — setup only says each player takes a Leader, chosen freely or at random, and prescribes no draft. Any method the table agrees on works: free choice, random deal, deal two and keep one, or picking in reverse turn order.

    Can players see the Imperium Row and the first Conflict card before choosing Leaders?

    The order follows directly from the rulebook's setup steps and Round Start phase.

    • Dune: Imperium rulebook · Rulebook · Setup
    • Dune: Imperium rulebook · Rulebook · Phase 1: Round Start
    • Kenshiro_ · Community · 2025-06-03
    • StrangeBeacon · Community · 2024-01-15
    • diogosalazar · Community · 2021-10-14

    The Imperium Row, yes; the first Conflict card, no. Setup deals the Imperium Row (step C) before players take Leaders (step D), while the first Conflict card is only revealed in Phase 1 of round 1, after setup is complete. With Rise of Ix, the face-up Tech tiles are also laid out before Leaders are chosen.

    Are Solari, spice and water limited by the tokens in the box?

    The rulebook's setup says resources are not meant to be limited.

    • Dune: Imperium rulebook · Rulebook · Setup
    • HildaRHills · Community · 2021-09-29
    • bakija · Community · 2021-09-29
    • Avantyr · Community · 2022-12-31
    • terjebr777 · Community · 2022-12-31
    • ronin4740 · Community · 2021-08-04

    No — the bank is unlimited. If you run out of tokens, track the extra with any substitute (coins, paper, a multiplier token).

    Are the Reserve cards (The Spice Must Flow, Arrakis Liaison, Foldspace) unlimited?

    The designer answered this directly, and the rulebook's trash rule confirms that Reserve cards return to their stack.

    • Merakon · Designer · 2021-01-31
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • bakija · Community · 2022-09-03
    • rowie718 · Community · 2022-09-03

    No — you can only acquire the copies in the box (10 The Spice Must Flow, 8 Arrakis Liaison, 6 Foldspace). When a Reserve card is trashed it goes back to its Reserve stack rather than out of the game, so the stacks rarely run dry.

    “They are not infinite. However, whenever a player trashes one of them, that card returns to the reserve.”

    — Merakon, designer

    Is there a limit on how many troops I can have?

    The rulebook says you can't recruit when your supply is out of troops.

    • Dune: Imperium rulebook · Rulebook · Deploying Troops to the Conflict
    • Dune: Imperium rulebook · Rulebook · Setup
    • jazzbjorn · Community · 2022-10-20

    Yes — each player has 12 troop cubes (the other four go on the Influence tracks). If none are left in your supply, you can't recruit more until some return there, for example after Combat.

    How many troops start in each player's garrison?

    Setup step G5 states it directly.

    • Dune: Imperium rulebook · Rulebook · Setup
    • StrangeBeacon · Community · 2025-08-16
    • retienne · Community · 2025-08-16

    Three. Setup puts three of your 12 troop cubes in your garrison, so on your first Combat space you can already deploy two of them.

    Are the starting decks identical, and how do I spot a starting card?

    The rulebook lists the starting deck under player components.

    • Dune: Imperium rulebook · Rulebook · Player Components
    • Randbauer · Community · 2026-08-02
    • bladerunner007 · Community · 2026-08-02
    • shenannigan · Community · 2021-02-15
    • OrthmannUW · Community · 2022-01-04
    • alexanderdesouza · Community · 2022-01-04

    Yes — every player gets the same 10 cards: 2 Convincing Argument, 2 Dagger, 1 Diplomacy, 2 Dune, the Desert Planet, 1 Reconnaissance, 1 Seek Allies and 1 Signet Ring. Starting cards carry a small arrow-like icon to the left of their name, so if one turns up in the Imperium Row it was shuffled into the Imperium Deck by mistake.

    In a game with fewer than four players, what happens to the unused starting decks?

    Players agree on this; the rulebook only issues a starting deck to each player.

    • HildaRHills · Community · 2023-06-03
    • Avantyr · Community · 2023-06-03

    They go back in the box. Starting cards have no cost and are never added to the Imperium Deck.

    Do the Maker spaces start the game with bonus spice on them?

    Players agree, and setup places no spice on the board.

    • tempus42 · Community · 2021-06-28
    • Pitpipo · Community · 2021-06-28

    No — The Great Flat, Hagga Basin and Imperial Basin start empty. Bonus spice first appears in Phase 4 (Makers) of round 1 on any of them left without an Agent.

    What do the small hexagon icons after a Leader's name mean?

    Setup step D explains the icons.

    • Dune: Imperium rulebook · Rulebook · Setup
    • HitomiKojiru · Community · 2022-08-25
    • bakija · Community · 2022-08-25
    • leizeQ · Community · 2023-09-05
    • Scoutdad · Community · 2023-09-05

    They rate complexity only: one icon is the most straightforward, three the most demanding. They have no game effect. For a first game the rulebook suggests the one-icon Leaders: Paul Atreides, Glossu Rabban, Earl Memnon Thorvald and Count Ilban Richese.

    What is each player's second colored disc for?

    Players agree; the rulebook lists the components without spelling it out.

    • Triggersten · Community · 2022-10-27
    • Gorgoneion · Community · 2022-10-27

    One disc is your score marker; the other marks your seat on the High Council when you send an Agent to the High Council space.

    Do promo cards like the promo Jessica replace the original cards?

    Most replies agree both versions are used; one player suggests keeping only one.

    • Thane13 · Community · 2025-09-07
    • Robrob · Community · 2025-09-07
    • Boushh · Community · 2023-07-22
    • bleached_lizard · Community · 2020-12-28
    • Whaleyland · Community · 2021-07-02
    • shenannigan · Community · 2020-12-28disagrees

    No — promos are added to the Imperium Deck alongside the originals, so you can have two versions of the same character in the deck. Leaving one version out is purely a house choice.

    How do I tell base game, Rise of Ix and Immortality cards apart?

    Several players describe the same markings; no official statement was found.

    • JimmieG · Community · 2024-09-04
    • thewamts · Community · 2024-09-04
    • Murdoc2D96 · Community · 2023-11-29
    • HildaRHills · Community · 2023-11-29

    By the mark in the card's bottom corner: base game cards have none, Rise of Ix cards have two dots and Immortality cards three. Nothing needs to be removed when you combine the base game with both expansions.

    Can players trade resources or make deals with each other?

    One experienced player's reading of the rules' silence; no official ruling.

    • Terminus_Est · Community · 2021-01-13

    No — the rules have no trading mechanic, so Solari, spice, water and cards can't change hands between players except through card or space effects. Trading is only a house rule.

    Leaders

    Is it against the rules to use two Leaders from the same House in one game?

    The rulebook's own note says same-House pairings are allowed.

    • Dune: Imperium rulebook · Rulebook · Across the Imperium
    • SevenSpirits · Community · 2023-10-19

    No — it's a story suggestion, not a rule. The rulebook's note says pairing two Leaders from the same House is less authentic, but that the game is also designed to support those combinations and "What If?" scenarios.

    Does my Leader's Signet Ring ability trigger when I reveal the Signet Ring card, and can I use it more than once per play?

    The rulebook ties the Signet Ring ability to playing the card on an Agent turn.

    • Dune: Imperium rulebook · Rulebook · Leaders
    • bleached_lizard · Community · 2021-10-28
    • Teppoiz · Community · 2021-11-27
    • Lestra · Community · 2021-11-27

    No to both — the Signet Ring ability triggers only when you play the Signet Ring card on an Agent turn, and it resolves once for that play. Revealing the card on your Reveal turn gives only its Reveal box.

    Can Baron Harkonnen's Masterstroke trigger more than once per game?

    The official FAQ states that the Baron may reveal his choices and gain Influence only once per game.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Baron Vladimir Harkonnen · 2025-01-13
    • pacemaker67 · Community · 2021-02-27
    • bakija · Community · 2021-10-07
    • dj3ebfreak · Community · 2023-05-06
    • bakija · Community · 2021-10-29
    • Marty S · Community · 2023-01-21

    No — Masterstroke is a one-time ability. The first time you deploy 4 or more troops to the Conflict in a single turn, you reveal your two face-down Faction tokens and gain one Influence with each; after that the ability is spent.

    When does Baron Harkonnen choose his two Masterstroke factions?

    The official FAQ states the timing, and it matches the rulebook's setup order.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Baron Vladimir Harkonnen · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Setup
    • bakija · Community · 2021-06-06
    • diogosalazar · Community · 2021-10-14
    • bakija · Community · 2021-08-02

    After all of setup is complete and before round 1 begins. You will have seen the Imperium Row (it's dealt before Leaders are chosen) but not the first Conflict card or your opening hand, which come in Phase 1 of round 1.

    Which factions can Baron Harkonnen pick for Masterstroke?

    The rulebook's clarification for the Baron describes the tokens and the choice.

    • Dune: Imperium rulebook · Rulebook · Clarifications
    • drzewko · Community · 2020-10-27
    • dwjmeijer · Community · 2020-10-27

    Two of the four Faction tokens: Emperor, Spacing Guild, Bene Gesserit and Fremen. Place the two you choose face down on your Leader and return the other two to the box unseen.

    Does Baron Harkonnen's Masterstroke need 4 troops deployed in a single turn, and which troops count?

    Many players agree across several threads; there is no official ruling on the Baron specifically.

    • Teppoiz · Community · 2021-07-06
    • Erunestian · Community · 2023-07-28
    • bleached_lizard · Community · 2022-01-14
    • HitomiKojiru · Community · 2022-01-14
    • Thane13 · Community · 2024-04-08
    • David Goldfarb · Community · 2026-02-04

    Yes, one turn — four troops spread across a round don't trigger it. Every troop you deploy on that turn counts: troops recruited by the space, the card you played or any other effect that turn, plus up to two from your garrison. Hardy Warriors (2 recruited + 2 from the garrison) or the Heighliner make it easy.

    Does Glossu Rabban's Signet Ring give one troop or two?

    Players agree on the reading of the card; no official ruling was needed.

    • HP12C_guy · Community · 2021-04-01
    • JonHook · Community · 2020-12-22
    • Rodmantis · Community · 2022-08-05

    It's not a choice. You recruit one troop with no Alliance, or two if you hold at least one Alliance token with any faction.

    Can troops from Glossu Rabban's Signet Ring be deployed to the Conflict?

    The official FAQ says any troop recruited that turn on a Combat space can be deployed, and players agree the two-from-garrison limit still applies.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · troops · 2025-01-13
    • dwjmeijer · Community · 2021-02-03
    • kingwhirlie · Community · 2021-04-05
    • dwjmeijer · Community · 2021-04-05
    • Novis · Community · 2025-05-13
    • Marty S · Community · 2024-03-13

    Only if the Agent you sent that turn went to a Combat space. On a Combat space, any troop recruited that turn, whatever the source, may be deployed; otherwise they go to your garrison. The garrison allowance is still only two extra troops per turn: the Signet troops don't unlock another two (e.g. Carthag + Signet with an Alliance = up to 1 + 2 recruited + 2 from garrison).

    When does Count Ilban Richese's Ruthless Negotiator draw a card?

    The official FAQ limits the ability to the printed cost of a board space.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Count Ilban Richese · 2025-01-13
    • Vasher · Community · 2024-01-06
    • bakija · Community · 2024-01-05
    • onenappyninja · Community · 2023-10-17

    Only when you pay Solari for the printed cost of a board space (e.g. Mentat, Rally Troops, High Council, Swordmaster). Card abilities that cost Solari don't trigger it, and neither does visiting a space an opponent controls: the controller's bonus comes from the bank, not from you.

    Is Countess Ariana Thorvald's Spice Addict optional, and does it affect all spice she gains?

    The official FAQ states both points, and the designer confirmed the ability is mandatory.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Countess Ariana Thorvald · 2025-01-13
    • Merakon · Designer · 2020-12-29
    • HildaRHills · Community · 2021-06-15
    • Zveroboy · Community · 2024-04-21
    • iactaBest · Community · 2023-11-17
    • zedman · Community · 2026-09-29

    It's mandatory, but it only affects spice she harvests by sending an Agent to a Maker space (The Great Flat, Hagga Basin, Imperial Basin): she gets 1 less and draws a card. Spice from Conflict rewards, The Spice Must Flow, the Imperial Basin control bonus or any other source is unaffected.

    If my deck is empty, can Paul Atreides reshuffle my discard pile to look at the top card?

    The rulebook's clarification for Paul Atreides and Poison Snooper covers this exactly.

    • Dune: Imperium rulebook · Rulebook · Clarifications
    • gmcseph · Community · 2021-01-14
    • bakija · Community · 2021-04-30
    • terjebr777 · Community · 2021-08-29
    • Marty S · Community · 2024-04-30
    • FponkDamn · Community · 2024-03-08

    No — with an empty deck there is no top card to look at, and you only reshuffle your discard pile when you actually need to draw. The same applies to Poison Snooper. Knowing the top card doesn't let you skip it either; draws always come from the top.

    Does Helena Richese still need the right Agent icon to use her ability to go where opponents already are?

    Several players agree on this reading; no official ruling was found.

    • bakija · Community · 2022-01-29
    • Daemon6 · Community · 2021-01-25
    • Teppoiz · Community · 2021-09-30
    • wmshub · Community · 2021-09-30

    Yes — you still play a card with the Landsraad or City icon to go to those spaces. Her ability only means an opponent's Agent there doesn't block you; a space holding one of your own Agents is still closed to you, and The Voice still blocks her because its marker isn't an Agent.

    What happens to the card Helena Richese removes with her Signet Ring (Manipulate) if she doesn't buy it?

    The official FAQ's Manipulate entry spells this out.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Manipulate · 2025-01-13
    • orson9999999 · Community · 2021-01-18
    • bakija · Community · 2022-09-28
    • bakija · Community · 2022-10-02
    • Lestra · Community · 2021-03-02
    • Marty S · Community · 2024-01-21

    Opponents can't acquire it. If you haven't acquired it by the end of your next Reveal turn, it's removed from the game; it never returns to the Imperium Row. You may also acquire it by other means (e.g. Bypass Protocol, Boundless Ambition), even outside your Reveal turn, but then the 1 Persuasion discount doesn't apply.

    Can Helena Richese's Signet Ring remove a Reserve card, and can the discount make a card free?

    Several players agree, citing setup's placement of the Reserve beside the Imperium Row.

    • costguy · Community · 2022-04-19
    • dwjmeijer · Community · 2022-04-18
    • StrangeBeacon · Community · 2024-01-31
    • Vronk · Community · 2023-06-28
    • Avantyr · Community · 2023-06-28
    • Skylar114 · Community · 2023-12-30

    It can only take a card from the Imperium Row, so Reserve cards like The Spice Must Flow or Arrakis Liaison are out, because they sit beside the row, not in it. The 1-Persuasion discount can take a 1-cost card down to 0. A set-aside card is out of the row, so effects that hit the row (such as Family Atomics) don't touch it.

    Can Duke Leto use his Signet Ring before taking the faction space's Influence, to gain two and steal an Alliance?

    The designer confirmed this, and it follows the rulebook's any-order rule for Agent turn effects.

    • Merakon · Designer · 2021-10-19
    • Dune: Imperium rulebook · Rulebook · Player Turn – Agent Turn
    • costguy · Community · 2023-02-16
    • orson9999999 · Community · 2021-02-18
    • pFe1FF · Community · 2023-06-05

    Yes — once the space's cost is paid, the space's effects, its Influence step and your card's Agent box (including the Signet Ring) resolve in any order. Leto can trigger the ring while still behind an opponent, then take the space's Influence and pass them for the Alliance.

    Does Duke Leto's Signet Ring require every opponent to be ahead of him on the faction?

    Players agree on the card's wording; no official ruling.

    • Kash000 · Community · 2023-06-28
    • vince1664 · Community · 2023-06-28

    No — one opponent with more Influence than Leto on that faction is enough; where the others stand doesn't matter.

    Does Duke Leto's discount apply to anything besides Landsraad board spaces?

    Several players agree the ability is limited to board space costs.

    • SevenSpirits · Community · 2023-03-04
    • bakija · Community · 2023-03-04
    • rowie718 · Community · 2023-03-04

    No — it only lowers the Solari cost of sending an Agent to a Landsraad board space. Solari costs on cards, Intrigues or expansion purchases (like Tech) aren't reduced.

    Can Earl Memnon Thorvald gain his High Council Influence more than once?

    The rulebook limits the High Council space to once per game.

    • Dune: Imperium rulebook · Rulebook · High Council
    • kingwhirlie · Community · 2022-12-28
    • bakija · Community · 2022-12-28
    • DEY123 · Community · 2020-12-21

    No — you can send an Agent to High Council only once per game, so his bonus for taking a seat triggers just once.

    Factions, Influence and Alliances

    Does every player who reaches 2 Influence with a faction get the Victory Point?

    The rulebook's Factions section states both the gain and the loss.

    • Dune: Imperium rulebook · Rulebook · Factions
    • bakija · Community · 2023-07-11
    • wmshub · Community · 2022-07-16
    • pacemaker67 · Community · 2021-10-25
    • SolomonCane · Community · 2024-02-16
    • bakija · Community · 2021-10-24

    Yes — every player who reaches 2 Influence on a track gains 1 VP, no matter who got there first. Drop back below 2 and you lose that point; climb back to 2 and you regain it, so there's no net gain from bouncing. Only the Alliance at 4 is exclusive.

    Does everyone who reaches 4 Influence get the faction bonus, and can I earn it again?

    The designer confirmed the bonus can be re-triggered, matching the rulebook's Factions section.

    • Dune: Imperium rulebook · Rulebook · Factions
    • Merakon · Designer · 2020-12-12
    • Pheeneex · Community · 2022-05-18
    • bakija · Community · 2022-04-02
    • kesecha · Community · 2023-02-26
    • HP12C_guy · Community · 2021-07-18

    Yes to both. Every player who reaches 4 Influence takes that track's bonus, not only the Alliance holder, and you keep it if you later drop. The bonus triggers when you move up from 3 to 4 (even if the same gain carries you on to 5), so dropping below 4 and climbing back earns it again; going 5 → 4 → 5 never crosses that line and earns nothing.

    If an opponent ties me on an Influence track, do they take my Alliance?

    The rulebook says the token moves only when an opponent rises to a higher space.

    • Dune: Imperium rulebook · Rulebook · Factions
    • Ydnad · Community · 2024-01-02
    • GrFlur · Community · 2021-11-13
    • costguy · Community · 2022-05-16
    • csouth154 · Community · 2021-07-11
    • aether monkey · Community · 2022-04-03

    No — a tie changes nothing. To take an Alliance an opponent must rise to a higher space than the holder; they then take the token and its Victory Point, and the old holder loses that point. Each faction's Alliance is separate, and one player can hold several.

    Can anyone take my Alliance once I reach the top of an Influence track?

    The rulebook's passing rule plus the official FAQ's note that tracks have six spaces settle it; players agree.

    • Dune: Imperium rulebook · Rulebook · Factions
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Plans Within Plans · 2025-01-13
    • Dark_Mirror · Community · 2022-07-31
    • tempus42 · Community · 2021-01-13
    • Vorlanter · Community · 2023-04-09
    • Zveroboy · Community · 2023-05-07

    Not while you stay there. Each track has six spaces and nothing can go above the top, so nobody can pass you; an opponent can at most tie you. If you lose Influence later (e.g. with Shifting Allegiances), you become passable again. In the base game, no effect lowers an opponent's Influence.

    If I drop below 4 Influence while holding an Alliance, do I lose it?

    The designer and the official FAQ both rule this way, extending the rulebook's text.

    • Merakon · Designer · 2022-06-10
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Alliance · 2025-01-13
    • Klaxas · Community · 2022-03-08
    • ricedwlit · Community · 2025-05-25
    • bakija · Community · 2022-10-19
    • Leni_15 · Community · 2024-12-30disagrees

    Yes — even if nobody passed you. The rulebook only mentions losing an Alliance by being passed; the official FAQ adds that falling to 3 Influence or lower also costs you the token and its Victory Point. It goes to a player now at 4 or higher on that track, or back on the board if there is none.

    “Yes. And if another player was at 4 influence, give the alliance token to them.”

    — Merakon, designer

    If the Alliance holder loses Influence and was tied with other players, who gets the token?

    The official FAQ covers this case, and the designer gave the same ruling.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Alliance · 2025-01-13
    • Merakon · Designer · 2021-03-01
    • Merakon · Designer · 2020-12-17
    • rowie718 · Community · 2023-01-05
    • bakija · Community · 2022-10-19
    • EDG_ · Community · 2021-03-01disagrees

    A player they were tied with takes the token and its Victory Point. If the holder was tied with more than one player, the holder chooses which of them gets it. The designer notes this almost never happens in practice.

    Do I count as allied with a faction just for having 4+ Influence?

    The rulebook's icon guide ties Alliance effects to holding the token.

    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • HP12C_guy · Community · 2021-02-06
    • apotheos · Community · 2021-06-10
    • csouth154 · Community · 2021-12-12
    • ledshok · Community · 2023-03-08

    No — only the player holding that faction's Alliance token has the Alliance. Card effects marked with an Alliance icon only work if you already hold that token; they don't grant it.

    Can Shifting Allegiances lose and gain Influence with the same faction?

    The designer and the official FAQ both allow it.

    • Merakon · Designer · 2020-12-12
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Shifting Allegiances · 2025-01-13
    • Merakon · Designer · 2021-01-28
    • Merakon · Designer · 2021-05-29
    • cally777 · Community · 2021-12-29
    • WardenOfDoom · Community · 2020-12-12disagrees

    Yes — you may lose 1 and gain 2 on the same track, for a net gain of one. Going from 4 down to 3 and back up re-triggers the 4-Influence bonus (and could cost you the Alliance on the way down). You can even put the 2 on a track where you're already at or near the top; the excess is lost.

    “Official answer is that you can choose the same faction.”

    — Merakon, designer

    Can I pay a 'lose 1 Influence' cost (like Shifting Allegiances) with a faction where I have none?

    The official FAQ says you must actually lose the Influence to pay the cost.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Shifting Allegiances · 2025-01-13
    • reddish22 · Community · 2020-12-24
    • HP12C_guy · Community · 2021-02-17
    • bleached_lizard · Community · 2020-12-27
    • HP12C_guy · Community · 2021-10-24

    No — losing the Influence is a cost, and you can't pay it from a track where you're already at the bottom. If you have no Influence anywhere, you can't play the card.

    When an effect gives 2 Influence, can I split it, or use it on a track that's nearly full?

    The rulebook's icon guide forbids splitting two Influence across factions.

    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • kesecha · Community · 2022-03-31
    • cartmanbeck · Community · 2024-01-29
    • ColtsFan76 · Community · 2022-02-05

    You can't split it — both steps go to one faction. You may still choose a track with room for only one step (e.g. 5 to 6 to lock in an Alliance); the extra step is simply lost. This applies to Grand Vision, Shifting Allegiances and similar effects.

    Do faction board spaces like Secrets and Selective Breeding give Influence even though no icon shows it?

    The rulebook's Agent turn rules grant the Influence for every faction space.

    • Dune: Imperium rulebook · Rulebook · Player Turn – Agent Turn
    • bleached_lizard · Community · 2021-07-04
    • Cush1978 · Community · 2026-05-22
    • PaulJohnston · Community · 2021-04-24

    Yes — sending an Agent to any of the eight faction spaces moves you up one on that faction's track, even though the space doesn't print an Influence icon. You can still use a faction space when you're at the top of its track; you just don't move further.

    What does the faction name printed under an Imperium card's title do?

    The rulebook's card anatomy and Fremen Bond entries describe the tag's role, and players agree.

    • Dune: Imperium rulebook · Rulebook · Card Anatomy
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • Pierre_84 · Community · 2020-10-30
    • cjfm27 · Community · 2021-12-05
    • StrangeBeacon · Community · 2023-01-06
    • Jyrol · Community · 2024-11-28

    Nothing by itself. You don't need any Influence to play a faction's cards, and a card's faction doesn't decide where it can go (its Agent icons do). The tag matters only when another effect checks it, such as Fremen Bond or Bene Gesserit cards that want another Bene Gesserit card in play.

    Can the troops from the Emperor's 4-Influence bonus be deployed to the Conflict?

    The designer ruled on this directly, and the official FAQ's troops entry agrees.

    • Merakon · Designer · 2021-01-02
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · troops · 2025-01-13
    • Merakon · Designer · 2022-12-31
    • bakija · Community · 2022-01-02
    • onenappyninja · Community · 2023-08-13
    • reddish22 · Community · 2021-01-02disagrees

    Only if you reach that Influence on an Agent turn at a Combat space. Normally you hit the bonus on an Emperor space, which isn't a Combat space, so the troops go to your garrison. But gain the Influence while visiting Carthag or Arrakeen (e.g. via Missionaria Protectiva) and the troops count as recruited that turn, so you may deploy them.

    “Whether you can deploy them to the conflict depends on when you gain the bonus!”

    — Merakon, designer

    Turns, Agents and Card Play

    Do players take all their Agent turns at once, or alternate?

    The designer answered this by quoting the rulebook's Player Turns section.

    • Merakon · Designer · 2022-01-22
    • Dune: Imperium rulebook · Rulebook · Phase 2: Player Turns
    • al3c82 · Community · 2021-08-21
    • David Goldfarb · Community · 2023-11-19
    • DEY123 · Community · 2021-02-13
    • bakija · Community · 2021-12-04

    They alternate: starting with the First Player and going clockwise, each player takes one turn, either one Agent turn or their Reveal turn. You may take your Reveal turn early while you still have Agents; after it your turns are skipped while the others keep playing, and they can see your revealed strength. The First Player marker only passes in the Recall phase.

    Can I play a card just for its Agent box effect if I can't send an Agent anywhere?

    The designer ruled on this directly, quoting the Agent turn rules.

    • Merakon · Designer · 2021-08-29
    • Dune: Imperium rulebook · Rulebook · Player Turn – Agent Turn
    • Time2Game · Community · 2022-02-18
    • bakija · Community · 2022-09-29
    • kelann08 · Community · 2021-11-23
    • HildaRHills · Community · 2024-01-01

    No — an Agent turn means playing a card to send an Agent to an unoccupied space matching one of its icons and paying that space's cost. If no card in hand can do that (spaces full, costs unaffordable, no Agents left, or no cards), you can't take an Agent turn and must take your Reveal turn.

    Can I take an Agent turn when I have no Agents left, using Kwisatz Haderach or Urgent Mission?

    The designer has explained this window in several threads.

    • Merakon · Designer · 2023-01-30
    • Merakon · Designer · 2021-01-05
    • Merakon · Designer · 2021-03-01
    • Merakon · Designer · 2022-12-06
    • Merakon · Designer · 2021-04-06
    • Davehaj · Community · 2021-01-30disagrees

    Yes — each of your turns starts undeclared, neither Agent nor Reveal, and you may play Plot Intrigues in that window. With no Agents left you can play Urgent Mission to recall one and then send it, or play Kwisatz Haderach. Once you declare a Reveal turn by revealing your hand, it's too late.

    “At the start of your turn, your turn type is not immediately established. There is a window before you declare what type of turn you are taking (Agent or Reveal).”

    — Merakon, designer

    Can I use resources from the card I play, my Signet Ring or the space itself to pay that board space's cost?

    The designer ruled on this, and it matches the rulebook's Board Space Costs box.

    • Merakon · Designer · 2020-12-13
    • Dune: Imperium rulebook · Rulebook · Board Space Costs
    • pacemaker67 · Community · 2020-12-31
    • bakija · Community · 2025-10-27
    • Ignipes · Community · 2026-05-28
    • Merakon · Designer · 2022-02-08

    No — you must pay a board space's cost when you send the Agent, before resolving anything from the space or the card. So Stilgar's water can't pay for Hardy Warriors, a Signet Ring's water can't pay for Hagga Basin, and Signet Ring spice can't be added to a Sell Melange sale (the spice you sell is that space's cost). Plot Intrigues played beforehand can help pay.

    “To send an agent to a board space, you must first pay the cost of that board space.”

    — Merakon, designer

    After placing my Agent, in what order do I resolve the space, the card's Agent box and other effects?

    The designer confirmed this in several threads, and the rulebook says these effects may be carried out in any order.

    • Merakon · Designer · 2020-12-21
    • Merakon · Designer · 2022-02-10
    • Merakon · Designer · 2021-07-01
    • Dune: Imperium rulebook · Rulebook · Player Turn – Agent Turn
    • bakija · Community · 2024-01-02
    • orson9999999 · Community · 2022-05-29

    In any order you like, once the space's cost is paid. The space's effects, its Influence step, your card's Agent box, a Signet Ring ability and Plot Intrigues can be interleaved, so resources from the space can pay a cost on your card (e.g. water from Sietch Tabr for Duncan Idaho), and you can draw cards before deciding how many troops to deploy.

    Can I resolve my card's effects, like drawing cards, before choosing where to send my Agent?

    The designer ruled on this directly.

    • Merakon · Designer · 2021-12-05
    • Merakon · Designer · 2022-02-07
    • Merakon · Designer · 2021-01-28
    • Kash000 · Community · 2023-08-30
    • bakija · Community · 2021-08-23

    No — you play the card, choose the space, send the Agent and pay its cost first; only then do card effects resolve. You can't draw with Lady Jessica or Paul Atreides' Signet Ring and then pick the space.

    “No, you must send your agent and pay any board space cost before executing effects.”

    — Merakon, designer

    Once I pay the cost of an arrow effect, can I resolve something else before taking its reward?

    The designer's 2023 ruling replaces an earlier answer he later called incorrect.

    • Merakon · Designer · 2023-02-24
    • Merakon · Designer · 2023-02-25
    • Merakon · Designer · 2022-08-18superseded
    • elessar51 · Community · 2023-03-24
    • Merakon · Designer · 2021-12-05
    • rowie718 · Community · 2023-04-22

    No — per the designer's 2023 ruling, an activated cost-to-effect ability is one bundled effect: pay the full cost, then take all of its effects before anything else. Unload effects triggered by paying the cost (e.g. by discarding) resolve before the ability's effects. You still choose freely when to activate the ability among your other effects. A 2022 answer from the designer that allowed splitting them was withdrawn.

    “An activated ability is different in that the whole ability itself (left side -> right side) is one bundled effect.”

    — Merakon, designer

    Can I send an Agent to a space that's already occupied, or to a space whose cost I can't pay just to block it?

    The rulebook's Agent turn and Board Space Costs rules cover both points.

    • Dune: Imperium rulebook · Rulebook · Player Turn – Agent Turn
    • Dune: Imperium rulebook · Rulebook · Board Space Costs
    • wmshub · Community · 2022-04-02
    • SteoanK · Community · 2020-12-25
    • bleached_lizard · Community · 2021-12-22

    No to both — a board space holds one Agent unless a specific effect says otherwise, and you must be able to pay a space's cost to go there. The limit is per space, not per faction: an Agent on Stillsuits doesn't block Hardy Warriors.

    Can I send an Agent to a space whose effects I can't use, like Rally Troops with no troops in supply?

    The designer answered this directly.

    • Merakon · Designer · 2022-02-20
    • Merakon · Designer · 2022-02-20
    • Merakon · Designer · 2021-01-05
    • cartmanbeck · Community · 2025-09-29

    Yes — you only need a matching card and the space's cost. You still pay (e.g. 4 Solari for Rally Troops), and the parts you can't carry out simply don't happen. The space's effects stay mandatory, though: at Research Station you must draw. Likewise you can play a card with no Agent box effect just for its icon.

    Are card, space and Leader effects mandatory, or can I skip them?

    The official FAQ's optional effects entry lists the exceptions.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · optional effects · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • dlestarge · Community · 2024-04-02
    • Jonboyz · Community · 2021-01-13
    • Olvenskol · Community · 2020-12-23
    • Lestra · Community · 2021-10-10

    Mandatory, with three exceptions: the effect says "may", it has an arrow cost you can choose not to pay, or it's the trash icon. The trash icon isn't optional when a card tells you to trash itself (e.g. Seek Allies, Foldspace). Swords on revealed cards always count; you can't hold strength back.

    Can I pay an arrow cost more than once to get its effect multiple times?

    The designer ruled it's once per turn, and the official FAQ says the same.

    • Merakon · Designer · 2021-01-02
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · paying a cost · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • HildaRHills · Community · 2021-05-31
    • Daemon6 · Community · 2021-02-14
    • Teowulff · Community · 2021-03-20

    No — each arrow effect can be paid for once per time it resolves. Duncan Idaho lets you pay 1 water to recruit a troop and draw a card, but not 2 water for two of each.

    “Up to once per turn is the official answer.”

    — Merakon, designer

    Do I get a card's Agent box when I reveal it, or can its Agent box trigger later in the round?

    The designer ruled on this, matching the rulebook's card anatomy.

    • Merakon · Designer · 2020-12-24
    • Merakon · Designer · 2020-12-24
    • Merakon · Designer · 2022-08-20
    • Dune: Imperium rulebook · Rulebook · Card Anatomy
    • rowie718 · Community · 2022-12-05

    No to both. The Agent box resolves only on the Agent turn you play the card, and the Reveal box only when you reveal it on your Reveal turn. A conditional Agent box checks only what's already in play when you play the card: playing another Bene Gesserit card later won't retroactively give Gene Manipulation's spice.

    “The effects in an agent box only happen during the agent turn when you play that card.”

    — Merakon, designer

    Do cards I played on Agent turns count as 'in play' for Fremen Bond and Bene Gesserit effects?

    The designer confirmed this, and the rulebook defines In Play and Fremen Bond the same way.

    • Merakon · Designer · 2021-04-06
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • diogosalazar · Community · 2022-08-20
    • HP12C_guy · Community · 2021-04-02
    • wtcannonjr · Community · 2021-07-15
    • diogosalazar · Community · 2022-06-30

    Yes — cards played on Agent turns stay in play until Clean Up, so they satisfy Fremen Bond on cards you reveal and 'another Bene Gesserit card in play' checks on later Agent turns. They don't give their own Reveal box, and a Fremen Bond printed in a Reveal box only fires when that card is revealed. Fremen Bond has nothing to do with Fremen Influence.

    How many cards do I draw each round, is there a hand limit, and can I keep cards for next round?

    The rulebook's Round Start and Reveal Cards steps cover this.

    • Dune: Imperium rulebook · Rulebook · Phase 1: Round Start
    • Dune: Imperium rulebook · Rulebook · Reveal Cards
    • bad63rfx · Community · 2024-04-28
    • bladerunner007 · Community · 2023-01-25
    • bleached_lizard · Community · 2021-10-05
    • Blechbirne · Community · 2023-08-14

    You draw 5 from the top of your deck at the start of each round, without looking through it; you draw more only when an effect says so. There's no hand limit, but you can't keep cards: your Reveal turn reveals every card left in hand.

    When do I reshuffle my discard pile, and are my cards in play shuffled in?

    The rulebook's Deck Building section and its draw icon both say this.

    • Dune: Imperium rulebook · Rulebook · Deck Building
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • jdludlow · Community · 2023-02-19
    • HP12C_guy · Community · 2021-07-14
    • bad63rfx · Community · 2025-02-04
    • wmshub · Community · 2022-07-05

    Only when you need to draw and your deck is empty, not the moment it runs out and not just to peek at the top card. Cards in play stay in play until Clean Up, so they're not part of a mid-round reshuffle. If deck and discard together can't cover a draw, draw what you can.

    Can I look through discard piles, or through my own draw deck?

    The designer ruled that discard piles are public; players agree the draw deck stays hidden.

    • Merakon · Designer · 2021-01-22
    • Merakon · Designer · 2021-11-27
    • GrFlur · Community · 2022-01-11
    • kryyst · Community · 2022-01-11
    • Lestra · Community · 2021-03-14
    • Fried Egg · Community · 2022-01-11disagrees

    Discard piles, yes — the designer says they're public information, yours and your opponents'. Your face-down draw deck, no; only an effect that tells you to look lets you see it. How many Intrigue cards a player holds is visible, but not which ones.

    “Discard piles are public information.”

    — Merakon, designer

    Board Spaces and the Mentat

    If I take the Mentat from its space, when can I use it, and can I keep it?

    The designer stated this directly, and it matches the Mentat space's text in the rulebook.

    • Merakon · Designer · 2022-02-17
    • Dune: Imperium rulebook · Rulebook · Mentat
    • slashing · Community · 2020-12-27
    • Code_Rocker · Community · 2020-11-13
    • tdvincent20 · Community · 2024-05-17
    • Sande24 · Community · 2021-11-23

    Use it on a later Agent turn this round: it's an extra Agent, so you still need another card to send it. It isn't usable on the same turn you take it. It returns to its space in the Recall phase whether you used it or not; only a Mentat won as a Conflict reward stays with you into the next round.

    “When you take the Mentat, it becomes your Agent until the end of the round (or the end of the subsequent round if you win the Mentat from a Conflict).”

    — Merakon, designer

    Does the Mentat count as one of my own Agents while I have it?

    The designer has confirmed in several threads that the Mentat is the controller's Agent for the round.

    • Merakon · Designer · 2021-01-12
    • Merakon · Designer · 2022-12-10
    • Merakon · Designer · 2022-02-17
    • StrangeBeacon · Community · 2022-03-06
    • bleached_lizard · Community · 2021-01-21
    • GPD123 · Community · 2025-05-18

    Yes — while you have it, the Mentat is your Agent and counts as your color for all purposes until the end of the round. For example, The Voice blocks it just like your other Agents.

    Can I send an Agent to the Mentat space if the Mentat has already been taken?

    The designer confirmed you can still visit the space just to draw, and the rulebook's Mentat icon forbids taking it from another player.

    • Merakon · Designer · 2020-10-28
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • bakija · Community · 2022-04-04
    • EDG_ · Community · 2021-02-24
    • HiredSword · Community · 2024-01-05
    • bakija · Community · 2022-10-09

    Yes — the space isn't blocked by the Mentat's absence. You pay 2 Solari and draw a card; you just don't get the Mentat. You can never take the Mentat from another player, and you can even send the Mentat itself to its own space for the draw.

    If I win the Mentat from a Conflict but someone already used it this round, what happens?

    The official FAQ's Sort Through the Chaos entry and the designer both rule this way.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Sort Through the Chaos · 2025-01-13
    • Merakon · Designer · 2020-10-29
    • Merakon · Designer · 2021-02-11
    • bakija · Community · 2021-09-18
    • bakija · Community · 2023-07-22
    • terjebr777 · Community · 2021-09-18disagrees

    You still get it. The winner of Sort Through the Chaos takes the Mentat at the start of the next round, wherever it was this round, and doesn't return it during that Recall. Gaining the Mentat this way (or with Calculated Hire) gives only the Mentat, not the Mentat space's card draw.

    Can I use my Swordmaster in the same round I gain it?

    The designer confirmed it, and the rulebook's Swordmaster text says "including this round".

    • Merakon · Designer · 2022-06-10
    • Dune: Imperium rulebook · Rulebook · Swordmaster
    • SevenSpirits · Community · 2022-06-10
    • Evokeen · Community · 2021-02-01
    • bakija · Community · 2024-07-28

    Yes, on a later Agent turn that round: from then on you have three Agents, including this round. Until you've gained it, the Swordmaster isn't your Agent, so Kwisatz Haderach can't bring it in early.

    Is the High Council's Persuasion bonus permanent?

    The rulebook's High Council entry says so.

    • Dune: Imperium rulebook · Rulebook · High Council
    • ninjahumstart · Community · 2023-05-23
    • josephrkramer · Community · 2023-05-23

    Yes — once you've placed your Councilor, you gain 2 Persuasion on every Reveal turn for the rest of the game. You can only send an Agent to High Council once per game.

    How does Hall of Oratory's Persuasion work?

    The rulebook's Hall of Oratory text decides this; players agree on the edge cases.

    • Dune: Imperium rulebook · Rulebook · Hall of Oratory
    • onenappyninja · Community · 2023-08-28
    • diogosalazar · Community · 2023-08-28
    • bakija · Community · 2024-01-20
    • paramoreta · Community · 2021-10-25

    You gain 1 Persuasion on your Reveal turn if you have an Agent there at that moment, so if you recall that Agent and don't send it back, you lose the bonus. Its troop goes to your garrison, since it isn't a Combat space.

    At Sell Melange, can I sell spice I gain that turn, sell zero, or sell twice?

    The rulebook's Sell Melange and Board Space Costs entries cover this.

    • Dune: Imperium rulebook · Rulebook · Sell Melange
    • Dune: Imperium rulebook · Rulebook · Board Space Costs
    • csouth154 · Community · 2021-05-15
    • bakija · Community · 2021-07-05
    • Ignipes · Community · 2026-05-28

    No to all three. The spice you sell is the space's cost, so it must be one of the printed amounts (2 to 5) and must already be in your supply when you send the Agent; spice from your card or Signet Ring that turn can't be added. You make one exchange per visit.

    Who loses an Intrigue card to the Secrets space, and who picks it?

    The rulebook's Secrets entry states this.

    • Dune: Imperium rulebook · Rulebook · Secrets
    • bakija · Community · 2021-10-30
    • bladerunner007 · Community · 2024-04-22
    • Benesato · Community · 2024-04-22

    Only opponents holding four or more Intrigue cards; each of them gives you one chosen at random (e.g. they shuffle and you draw blind). Keeping three or fewer makes you safe.

    Do I need Influence with a faction to use its board spaces?

    The rulebook singles out Sietch Tabr as the one space with this requirement.

    • Dune: Imperium rulebook · Rulebook · Sietch Tabr Influence
    • Marty S · Community · 2024-08-01
    • Suzuki650 · Community · 2021-01-07

    No — Sietch Tabr is the only base-game space with an Influence requirement (2 Fremen Influence). Every other space only needs a card with the matching Agent icon and its cost paid; the faction icon on a space isn't a cost.

    Must I take a Foldspace card at the Foldspace space, and where does it go?

    The official FAQ's Foldspace entry and the rulebook's acquiring rules cover this.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Foldspace · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Acquiring Cards
    • Merakon · Designer · 2020-10-17
    • CapAp · Community · 2021-05-26
    • Aldaron · Community · 2021-11-11
    • rowie718 · Community · 2023-04-05

    Yes, the space's effects are mandatory, and like any acquired card it goes to your discard pile, not your hand. Foldspace can only be acquired through a Foldspace icon, such as the Foldspace space, never with Persuasion. Because it has no cost, effects like "acquire a card costing 3 or less" can't take it.

    When I play a Foldspace card, must I trash it, and can I skip its draw?

    The designer's 2023 ruling replaced his 2022 one; the self-trash follows the rulebook's trash rule.

    • Merakon · Designer · 2023-02-19
    • Merakon · Designer · 2023-04-17
    • Merakon · Designer · 2022-01-26superseded
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • csouth154 · Community · 2021-08-27
    • Tanel88 · Community · 2021-10-15

    You must trash it ("trash this card" isn't the optional trash icon), and it returns to the Reserve. The draw became effectively optional with the designer's 2023 ruling that you can't receive effects from a card that's already trashed: trash Foldspace before drawing and you don't draw. His 2022 ruling that Foldspace always draws was reversed. A Foldspace you reveal instead does nothing and is simply discarded.

    At Selective Breeding, can I trash the card I just played (Foldspace, Seek Allies, Power Play) to draw two?

    The designer ruled on each of these combinations.

    • Merakon · Designer · 2021-01-26
    • Merakon · Designer · 2022-01-26
    • Merakon · Designer · 2022-01-26
    • Merakon · Designer · 2023-02-19
    • Merakon · Designer · 2022-11-02
    • HildaRHills · Community · 2021-04-27

    Yes — after paying the 2 spice you resolve effects in any order, so you can take the played card's other effects first (Foldspace's draw, Power Play's extra Influence), then trash it to Selective Breeding to draw 2; its own self-trash then has nothing left to do. One trash can't pay two costs: an Imperial Spy trashed for Selective Breeding can't also pay for its own Intrigue card. Skipping Selective Breeding's trash is allowed, but the spice is still paid.

    Troops and Deployment

    How many troops can I deploy when I send an Agent to a Combat space?

    The designer confirmed the reading, which is the rulebook's own deployment rule.

    • Merakon · Designer · 2021-04-23
    • Dune: Imperium rulebook · Rulebook · Deploying Troops to the Conflict
    • bakija · Community · 2021-12-30
    • csouth154 · Community · 2021-07-01
    • alexdesouza · Community · 2025-12-09
    • Avantyr · Community · 2021-08-05

    Any or all of the troops you recruited that turn, plus up to two more from your garrison. That's zero or more, never forced, and it applies even on Combat spaces that recruit nothing (Hagga Basin, Stillsuits, Research Station). Each Agent turn on a Combat space gets its own two, so three such visits in a round can move up to six garrison troops. Troops you don't deploy go to your garrison.

    Can troops recruited by my card, a Plot Intrigue, a Leader ability or an Influence bonus be deployed on a Combat-space turn?

    The official FAQ's troops entry says any troop recruited that turn, from any source, can be deployed.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · troops · 2025-01-13
    • Merakon · Designer · 2022-12-31
    • itsthisguyagain · Community · 2022-12-12
    • diogosalazar · Community · 2022-08-21
    • borderline · Community · 2021-03-27
    • HP12C_guy · Community · 2021-01-25

    Yes — on an Agent turn at a Combat space, every troop you recruit that turn can be deployed, whatever the source: the space, the card you played (e.g. all 3 from Fremen Camp), a Plot Intrigue, a Signet Ring, or a faction's 4-Influence bonus. On a non-Combat space they all go to your garrison.

    Can troops I recruited on an earlier Agent turn (e.g. at Rally Troops) be deployed beyond the two-from-garrison limit?

    The designer and the official FAQ both rule this way.

    • Merakon · Designer · 2022-01-23
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · troops · 2025-01-13
    • bakija · Community · 2021-07-01
    • skolb86 · Community · 2023-04-14
    • alexanderdesouza · Community · 2021-12-12

    No — each Agent turn is its own turn. Troops recruited earlier are simply garrison troops and come out of the same two-troop allowance, and you can't "re-recruit" garrison troops to get around the limit.

    “Nope. Those are three separate turns.”

    — Merakon, designer

    If my troop supply is empty, how many troops can I deploy from the Heighliner or Hardy Warriors?

    The official FAQ's troops entry and the rulebook's recruit rule both say this.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · troops · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Deploying Troops to the Conflict
    • theDL · Community · 2020-12-31
    • bad63rfx · Community · 2023-05-27
    • HP12C_guy · Community · 2021-01-20
    • GPD123 · Community · 2025-04-05

    Only what you actually recruit plus up to two from your garrison. Recruiting takes troops from your supply, so with none there you recruit nothing and can deploy just the two garrison troops; with one left in supply, Hardy Warriors gets you three in. Troops you couldn't recruit don't let you take extra from the garrison.

    Can we wait until all Agent turns are done to decide how many troops to deploy?

    Players agree this is against the rules; the rulebook ties deployment to sending the Agent.

    • cjfm27 · Community · 2024-01-03
    • costguy · Community · 2024-01-03
    • ninjahumstart · Community · 2023-08-17
    • Marty S · Community · 2023-08-17

    No — you decide on the Agent turn when you visit the Combat space. Delaying it gives you information the rules deny and undercuts turn order, the Mentat and troop-moving cards. Once deployed, troops stay in the Conflict unless a card retreats or removes them.

    What's the difference between recruiting, deploying, retreating and losing a troop?

    The designer gave these definitions, consistent with the rulebook's icon guide.

    • Merakon · Designer · 2022-05-07
    • Merakon · Designer · 2022-01-22
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • barberca · Community · 2024-02-04
    • ataman · Community · 2020-12-28
    • SteoanK · Community · 2022-10-21disagrees

    Recruit: supply → garrison. Deploy: garrison (or freshly recruited) → Conflict. Retreat: Conflict → garrison. Lose: back to your supply, from the Conflict or your garrison unless the card says which. "Deployed troops" means troops in the Conflict.

    Can a Reveal effect or Intrigue that deploys troops put me into the Conflict if I had no troops there?

    The designer confirmed the "up to" choices and how Reinforcements' Reveal deployment works.

    • Merakon · Designer · 2021-05-04
    • Merakon · Designer · 2022-01-15
    • Merakon · Designer · 2020-12-28
    • OrthmannUW · Community · 2022-02-22
    • diogosalazar · Community · 2024-02-17
    • Vronk · Community · 2021-07-03

    Yes — an effect that explicitly lets you deploy troops, such as Reinforcements played on your Reveal turn, can put you into the Conflict without an Agent on a Combat space, and once a troop is in, your revealed swords count. Such effects deploy only the troops they name; they don't add the two-from-garrison allowance, and "up to" means you may deploy zero.

    Reveal Turn and Acquiring Cards

    Do cards I played on Agent turns give Persuasion or swords on my Reveal turn?

    The rulebook's Resolve Reveal Effects and Acquiring Cards sections say this.

    • Dune: Imperium rulebook · Rulebook · Resolve Reveal Effects
    • Dune: Imperium rulebook · Rulebook · Acquiring Cards
    • Gessleta · Community · 2020-12-29
    • CovertDad · Community · 2020-12-29
    • Novis · Community · 2026-05-19

    No — only the cards you reveal from your hand give their Reveal box (Persuasion, swords and so on). Agent-turn cards stay in play for "in play" checks but give nothing more. Add 2 Persuasion for a High Council seat and 1 for an Agent on Hall of Oratory. Unspent Persuasion is lost at the end of the turn.

    When do I buy cards, and in what order relative to my Reveal effects?

    The rulebook's Resolve Reveal Effects and Acquiring Cards sections cover this.

    • Dune: Imperium rulebook · Rulebook · Resolve Reveal Effects
    • Dune: Imperium rulebook · Rulebook · Acquiring Cards
    • Novis · Community · 2024-10-28
    • thewamts · Community · 2024-07-03
    • ShrubMiK · Community · 2024-07-03
    • Kash000 · Community · 2026-05-19

    During your own Reveal turn, not after everyone has revealed. You may acquire before, between or after resolving Reveal effects, pooling or splitting Persuasion freely. The Imperium Row refills immediately, so you can buy the card that replaces one you just took. Buying a card mid-turn can even power up another revealed card, e.g. a Fremen card acquired before resolving Worm Riders.

    Does a card I acquire on my Reveal turn give me its effects this round?

    The rulebook's Acquiring Cards section and Acquire icon entry say this.

    • Dune: Imperium rulebook · Rulebook · Acquiring Cards
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • Randbauer · Community · 2023-08-11
    • Blechbirne · Community · 2023-08-11
    • HildaRHills · Community · 2021-06-24

    No — acquired cards go straight to your discard pile and were never revealed, so their Reveal box (swords, Persuasion) does nothing this round. The only immediate benefit is a card's Acquire box, gained once at the moment you acquire it.

    Can I resolve my Reveal effects in any order, e.g. gain an Alliance before checking Worm Riders?

    The rulebook explicitly allows Reveal effects in any order.

    • Dune: Imperium rulebook · Rulebook · Resolve Reveal Effects
    • diogosalazar · Community · 2025-05-29
    • diogosalazar · Community · 2025-05-28
    • diogosalazar · Community · 2024-04-25
    • thewamts · Community · 2024-07-03

    Yes — Reveal effects, card purchases and Plot Intrigues can be done in any order during your Reveal turn. Gain Fremen Influence from Crysknife or an Intrigue first, take the Alliance, then resolve Worm Riders' Alliance swords. Moving your Combat marker as you go is just bookkeeping; your final strength is what counts.

    If I draw a card during my Reveal turn (e.g. Poison Snooper, Refocus), is it revealed?

    The designer and the official FAQ's Reveal turn entry both rule this way.

    • Merakon · Designer · 2021-07-28
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Reveal turn · 2025-01-13
    • leonbloo · Community · 2022-08-24
    • StrangeBeacon · Community · 2021-11-10
    • SevenSpirits · Community · 2022-11-20

    Yes — a card you draw during your Reveal turn must be revealed immediately and used that turn, including its Persuasion and swords.

    “You must reveal it if you're taking your reveal turn.”

    — Merakon, designer

    If I trash a card I revealed (e.g. Duncan, Loyal Blade or Dagger), do I keep its swords and Persuasion?

    The designer confirmed this, both before and after his 2023 trashing ruling.

    • Merakon · Designer · 2023-02-19
    • elessar51 · Community · 2023-01-22
    • Tanel88 · Community · 2023-01-12
    • bakija · Community · 2022-10-31
    • SevenSpirits · Community · 2022-06-02
    • rowie718 · Community · 2022-10-07disagrees

    Yes — Persuasion and swords go into your pool as you gain them and stay there even if the card is later trashed. Swords in the pool only help if you have a troop in the Conflict, but they don't vanish while you have none.

    “Persuasion and swords go into a pool and don't go away even if the card that supplied them is trashed.”

    — Merakon, designer

    Do I lose The Spice Must Flow's Victory Point if I trash it?

    The designer and the official FAQ both rule this way.

    • Merakon · Designer · 2020-12-22
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · The Spice Must Flow · 2025-01-13
    • Merakon · Designer · 2022-04-02
    • bleached_lizard · Community · 2021-01-15
    • jdludlow · Community · 2023-07-26
    • torgoshuffle · Community · 2020-12-21disagrees

    No — the VP is an Acquire bonus, gained when you acquire the card, so you keep it after trashing; buying then trashing it is an intended play. A trashed copy returns to the Reserve and no longer counts for endgame cards like Corner the Market.

    “You keep the point even if you trash the card”

    — Merakon, designer

    Is there a rule to clear or refresh the Imperium Row when nobody wants its cards?

    The designer described playing without market churn; players agree there's no such rule.

    • Merakon · Designer · 2021-10-19
    • bakija · Community · 2021-10-19
    • bakija · Community · 2021-08-19
    • Skylar114 · Community · 2023-06-11
    • nyhotep · Community · 2023-09-04

    No, not in the base game: cards leave the Row only when acquired. The designer says he plays solo with no market churn, and the app's refresh is an optional feature. The Immortality expansion adds Family Atomics, letting each player clear the Row once per game.

    Combat and Conflict Rewards

    How many Conflict rewards are handed out, and what does a lone fighter get?

    The designer confirmed the solo and two-player case, and the rest is the rulebook's Resolve Combat text.

    • Merakon · Designer · 2021-01-02
    • Dune: Imperium rulebook · Rulebook · Resolve Combat
    • Novis · Community · 2026-02-01
    • Delicious_Lunch · Community · 2020-12-23
    • diogosalazar · Community · 2022-10-05
    • dwjmeijer · Community · 2020-10-31

    First and second place get rewards in every game; third place is rewarded only in a 4-player game. The count goes by players in the game, not players in the fight. A player with 0 strength gets nothing, and empty ranks aren't filled, so the only player in a Conflict takes just the first reward. Solo and two-player games, with two Rivals or House Hagal, follow the 3-player rules.

    How are Conflict rewards distributed when players tie?

    The designer laid out every tie scenario, matching the rulebook's Ties section.

    • Merakon · Designer · 2021-01-01
    • Merakon · Designer · 2021-01-12
    • Dune: Imperium rulebook · Rulebook · Ties
    • RoadHouse · Community · 2024-04-14
    • Vronk · Community · 2021-07-06
    • bakija · Community · 2024-04-14disagrees

    Tied players each take the reward one rank below the place they tied for, and nobody wins a tie for first. Two tied for first each get the second reward; in a 4-player game the other two then compete for third. Three or four tied for first each get the second reward and everyone else gets nothing. Tied for second, each gets the third reward; tied for third, nothing.

    “When players are tied for a ranked prize, they both receive a prize, but they take the prize one rank lower.”

    — Merakon, designer

    In a 2- or 3-player game, do players tied for second get the third reward?

    The designer confirmed it by quoting the rulebook's Ties rule.

    • Merakon · Designer · 2021-01-02
    • Merakon · Designer · 2020-10-28
    • Dune: Imperium rulebook · Rulebook · Ties
    • bakija · Community · 2022-04-26
    • dwjmeijer · Community · 2021-01-22
    • Stealthmutant · Community · 2022-04-26disagrees

    Yes — even though third place isn't otherwise rewarded below four players, players tied for second each receive the third reward at any player count. This applies to solo and two-player games too.

    “When players tie for second place, they each receive the third reward.”

    — Merakon, designer

    Do my revealed swords count if I have no troops in the Conflict?

    The designer ruled on this, and the rulebook's Set Strength section says the same.

    • Merakon · Designer · 2021-01-06
    • Dune: Imperium rulebook · Rulebook · Set Strength
    • Suzuki650 · Community · 2021-01-10
    • bakija · Community · 2024-01-25
    • RandomObfuscation · Community · 2022-12-01

    No — you need at least one troop (unit) in the Conflict to have any strength. If your last troop leaves (e.g. Staged Incident, Test of Humanity, a retreat), your strength drops to 0, you're out of the combat and you get no reward, whatever your swords. Troops in your garrison never count.

    “You must have at least 1 troop in the conflict zone to remain active in the combat.”

    — Merakon, designer

    Can my strength change after I've set it on my Reveal turn?

    The designer ruled on both halves, and the rulebook says to adjust the Combat marker when troops change.

    • Merakon · Designer · 2021-02-17
    • Merakon · Designer · 2021-02-17
    • Dune: Imperium rulebook · Rulebook · Combat Intrigue Cards
    • bakija · Community · 2024-07-05
    • Marty S · Community · 2023-04-17
    • apotheos · Community · 2021-02-17disagrees

    Troop strength, yes; swords, no. Swords you generated on your Reveal turn are locked in: losing the Fremen Alliance after revealing Worm Riders doesn't remove its swords. But each troop added to or removed from the Conflict afterwards changes your strength by 2, and dropping to zero troops sets it to 0. Adjust your Combat marker whenever that happens.

    “Swords you make in your Reveal turn are "locked in" and can't be taken away later”

    — Merakon, designer

    How does playing Combat Intrigue cards work: can I play again after passing, or play several at once?

    The designer explained the passing rule and confirmed multiple plays, matching the rulebook.

    • Merakon · Designer · 2020-11-30
    • Merakon · Designer · 2026-03-08
    • Merakon · Designer · 2026-03-08
    • Merakon · Designer · 2023-02-20
    • Dune: Imperium rulebook · Rulebook · Combat Intrigue Cards
    • Robrob · Community · 2026-03-08disagrees

    Starting with the First Player and going clockwise, each player with a troop in the Conflict plays any number of Combat Intrigues or passes. Passing doesn't lock you out: if someone plays a card, you get another chance when it comes back to you. Combat resolves only when everyone involved passes consecutively. You can't play a Combat Intrigue if you have no units in the Conflict.

    “It is legal to play multiple Combat Intrigue cards at a time.”

    — Merakon, designer

    Can I play a 'When you win a Conflict' Intrigue I just got as that Conflict's reward, or use the reward to pay for it?

    The designer and the official FAQ's 'When you win a Conflict' entry both rule this way.

    • Merakon · Designer · 2021-01-28
    • Merakon · Designer · 2021-01-02
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · “When you win a Conflict” · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Clarifications
    • Destro_Yersul · Community · 2024-12-26
    • bakija · Community · 2021-06-23

    Yes to both. "When you win" effectively means "while collecting rewards for a Conflict you won," so a card received as the reward can be played at once, and spice won can power Demand Respect. Rewards and these cards resolve in any order. They can't be played if you tied for first (nobody won), and second place is never a win.

    “Yes, you can use it right away.”

    — Merakon, designer

    For Conflict rewards like Machinations, Grand Vision or 'choose two', can I pick the same option twice or split Influence?

    Players agree across several threads; the rulebook forbids splitting two Influence.

    • csouth154 · Community · 2021-09-13
    • bakija · Community · 2021-06-20
    • apotheos · Community · 2021-04-10
    • kesecha · Community · 2022-03-31
    • Vronk · Community · 2022-05-21
    • Avantyr · Community · 2021-10-21

    No — "choose two" means two different options, and Machinations needs two different factions. Grand Vision's 2 Influence goes to a single faction. You may take your rewards in any order, e.g. draw the Intrigue card before choosing a faction.

    How does controlling Arrakeen, Carthag or Imperial Basin work, and who pays the bonus?

    The rulebook's Control Bonuses section and Control icon entry describe this.

    • Dune: Imperium rulebook · Rulebook · Control Bonuses
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • Chris Coyote · Community · 2022-06-19
    • FponkDamn · Community · 2022-04-25
    • bakija · Community · 2021-10-28
    • McBartsomeville · Community · 2023-08-05

    Win a Conflict whose card names one of these spaces and you put your Control marker on its flag, replacing any opponent's. From then on, whenever any player, you and Rivals included, sends an Agent there, you take the bonus (1 Solari, or 1 spice for Imperial Basin) from the bank; the visitor pays nothing. Only one player controls a space, and the marker stays until someone wins a Conflict for that same space; a tie for first changes nothing, since nobody won.

    How does the defensive bonus work when a Conflict is revealed for a space I control?

    The rulebook's Control Bonuses section describes the bonus.

    • Dune: Imperium rulebook · Rulebook · Control Bonuses
    • elessar51 · Community · 2021-12-06
    • elessar51 · Community · 2023-02-26
    • bleached_lizard · Community · 2021-01-10
    • artox · Community · 2021-03-14
    • zedman · Community · 2025-06-20

    Only a Conflict card naming that exact space triggers it. When it's revealed, you may deploy one troop from your supply straight into the Conflict; it goes to the Conflict or nowhere. It doesn't let you bring any garrison troops along; those only move when you send an Agent to a Combat space.

    What happens to troops after combat, including troops I win as a reward?

    The rulebook's Resolve Combat section covers this.

    • Dune: Imperium rulebook · Rulebook · Resolve Combat
    • w_mute · Community · 2021-09-09
    • Klaxas · Community · 2021-04-03
    • SevenSpirits · Community · 2023-12-13
    • tm_g1a · Community · 2022-06-14

    All troops in the Conflict return to your supply, not your garrison, and every Combat marker resets to 0; garrison troops stay put. Troops gained as a Conflict reward are recruited into your garrison; next round they're ordinary garrison troops, not "recruited this turn". A new Conflict card is revealed every round whether or not anyone fought for the last one.

    Intrigue Cards

    When exactly can I play Plot Intrigue cards, and how many?

    The designer ruled out the Clean Up step; the rest is the rulebook's Intrigue timing rule.

    • Merakon · Designer · 2023-01-27
    • Dune: Imperium rulebook · Rulebook · Intrigue Cards
    • Dune: Imperium rulebook · Rulebook · Phase 2: Player Turns
    • bakija · Community · 2021-12-19
    • Terminus_Est · Community · 2022-04-11
    • bleached_lizard · Community · 2021-05-19

    Any number, at any point during your own Agent or Reveal turns: at the start of a turn before you declare it, between effects, right after drawing the card from a space, or after revealing and buying cards. Not during Combat, not during Clean Up, and not after the last Conflict. Playing one isn't a turn by itself: you still take an Agent or Reveal turn.

    Are Intrigue cards part of my hand, so I must reveal them on my Reveal turn?

    The designer clarified that discard refers to the main hand, consistent with the rulebook's Intrigue rules.

    • Merakon · Designer · 2021-10-03
    • Dune: Imperium rulebook · Rulebook · Intrigue Cards
    • bakija · Community · 2021-08-24
    • Lestra · Community · 2021-03-14
    • HP12C_guy · Community · 2022-10-22

    No — Intrigue cards are kept face down, separate from your deck and hand, and stay with you across rounds until you play them. Effects that make you discard or that refer to your hand mean your Imperium, starting and Reserve cards, never Intrigues. Opponents can see how many Intrigue cards you hold, but not which.

    Can I play an Intrigue card without meeting its condition or paying its cost, just to get rid of it?

    The official FAQ's Intrigue cards entry states the rule, and the designer gave the examples.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Intrigue cards · 2025-01-13
    • orson9999999 · Community · 2021-03-01
    • Merakon · Designer · 2023-02-20
    • Teppoiz · Community · 2021-09-13
    • bakija · Community · 2025-06-03
    • bad63rfx · Community · 2023-10-04

    No — to play an Intrigue you must meet its conditions and pay its costs (e.g. CHOAM Shares needs 7 Solari, Councilor's Dispensation a High Council seat, Calculated Hire the Mentat on its space). But once you can, it's fine if the effect does little or nothing: Influence on a maxed track, Water of Life with no cards to draw, or an "up to"/"any number" effect where you choose zero.

    Can I refuse an Intrigue card, discard one I don't want, or trash one?

    The designer ruled that discard means your main hand; players agree Intrigues can't be trashed or refused.

    • Merakon · Designer · 2021-10-03
    • bleached_lizard · Community · 2021-01-15
    • Tanel88 · Community · 2021-02-04
    • bakija · Community · 2021-12-12
    • Teppoiz · Community · 2023-05-18

    No to all three in the base game. Gaining an Intrigue card from a space or reward is mandatory, there's no discard action, and discard and trash effects apply to your deck cards, not Intrigues. The only way to shed one is to play it legally (or have it stolen at Secrets).

    What happens if the Intrigue deck runs out?

    The official FAQ's Intrigue cards entry covers it.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Intrigue cards · 2025-01-13
    • bakija · Community · 2023-09-04
    • SeerMagic · Community · 2023-09-04

    Shuffle the Intrigue discard pile to form a new deck.

    If I play an Intrigue like Charisma or Recruitment Mission on an Agent turn, does its effect apply then?

    The official FAQ's Intrigue cards entry says to keep such cards face up until the Reveal turn.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Intrigue cards · 2025-01-13
    • bakija · Community · 2023-11-10
    • David Goldfarb · Community · 2023-11-10
    • Gregaria · Community · 2021-01-23

    Its effect waits for your Reveal turn. Keep the card face up in front of you until your next Reveal turn, then use and discard it; Persuasion can't be spent on an Agent turn.

    Which cards does Recruitment Mission let me put on top of my deck?

    The official FAQ limits the card to your Reveal turn, and the designer ruled out retroactive use.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Recruitment Mission · 2025-01-13
    • Merakon · Designer · 2023-03-08
    • StrangeBeacon · Community · 2021-12-01
    • Merakon · Designer · 2021-11-30
    • Tanel88 · Community · 2021-11-29disagrees

    Only cards you acquire on your Reveal turn this round after playing it, choosing card by card. It doesn't affect cards acquired on Agent turns (like a Foldspace from the board), and it doesn't reach back to a card you already bought earlier in that Reveal turn.

    Does Bindu Suspension force me to end my turn?

    The designer corrected the rulebook's clarification in two separate threads.

    • Merakon · Designer · 2020-11-10
    • Merakon · Designer · 2022-01-14
    • Merakon · Designer · 2020-11-10
    • bladerunner007 · Community · 2023-03-13

    No — despite the rulebook's clarification saying to immediately end your turn, the designer says passing is optional, as the card's "may" indicates. Play it at the very start of your turn, draw a card (mandatory), then choose whether to pass. If you pass, your next turn is normal and can still be an Agent turn.

    “The clarification should not have have implied a mandatory end of your turn.”

    — Merakon, designer

    When can I play Urgent Mission?

    The designer described the start-of-turn window; players agree an Agent must be on the board.

    • Merakon · Designer · 2021-01-05
    • Merakon · Designer · 2023-01-30
    • bakija · Community · 2021-09-15
    • bakija · Community · 2021-09-15
    • bakija · Community · 2021-08-10

    You need an Agent on the board to recall, so not before your first placement. Its best use is at the start of a turn, before you declare it: recall an Agent, including the Mentat, then send it on a fresh Agent turn even if you had none left. Played during a Reveal turn it still recalls, but you can't take another Agent turn, so it's wasted.

    Can I play Calculated Hire if the Mentat isn't on its space?

    The designer answered directly, matching the rulebook's clarification.

    • Merakon · Designer · 2023-02-20
    • Dune: Imperium rulebook · Rulebook · Clarifications
    • onenappyninja · Community · 2023-09-12
    • StrangeBeacon · Community · 2023-02-05
    • bakija · Community · 2023-07-22
    • bakija · Community · 2023-09-12disagrees

    No — it can only take the Mentat from its starting space in the Landsraad, and the designer ruled you can't play it when the Mentat is gone. If the Mentat is there, you can play it at the start of a turn and then send the Mentat even with no other Agents left. It gives only the Mentat, not the Mentat space's card draw.

    How long does The Voice block a board space?

    The designer ruled on the edge cases, refining the rulebook's clarification.

    • Merakon · Designer · 2022-12-01
    • Merakon · Designer · 2022-12-01
    • Merakon · Designer · 2022-11-21
    • Dune: Imperium rulebook · Rulebook · Clarifications
    • bleached_lizard · Community · 2021-01-20
    • apotheos · Community · 2022-12-01disagrees

    It stops each opponent's next Agent this round from going to the chosen space. The rulebook's "remove the marker on your next turn" is a tracking aid; the card text decides edge cases. An opponent who passes with Bindu Suspension is still blocked for the Agent they place later, while one who already used their next Agent (e.g. Weirding Way) can send another there. It never carries into the next round.

    “Ultimately, go with what's written on the cards.”

    — Merakon, designer

    What can The Voice block, and can I target an occupied space or one already under The Voice?

    The designer cited the rulebook's clarification that The Voice stops Kwisatz Haderach; players agree on the rest.

    • Merakon · Designer · 2021-01-24
    • Dune: Imperium rulebook · Rulebook · Clarifications
    • RoadHouse · Community · 2025-02-03
    • wmshub · Community · 2021-09-30
    • henchcritter · Community · 2022-08-10
    • diogosalazar · Community · 2021-09-23

    It blocks opponents' Agents of every kind: Kwisatz Haderach can't go there (the rulebook says so explicitly), and neither can Helena Richese, an opponent's Mentat or an Infiltrate. You may name any board space, including one already holding an Agent (useful against Infiltrate effects) or one another player already blocked; a second Voice can lock out the first player too. Mark it with a Control marker or any token.

    How does Staged Incident work?

    The designer confirmed the strength loss and defined the troop loss; the official FAQ covers adjusting the marker.

    • Merakon · Designer · 2020-12-27
    • Merakon · Designer · 2022-01-22
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Staged Incident · 2025-01-13
    • Merakon · Designer · 2021-01-06
    • Lestra · Community · 2023-12-29
    • zedman · Community · 2023-11-12

    During Combat, before it resolves, you return three of your troops from the Conflict to your supply as the cost, lower your strength by 6, and gain 1 VP. You need three actual troops there; swords don't help, and troops lost for other reasons don't count. Opponents can still respond with their own Combat Intrigues, and if this removes your last troop you're out of the fight.

    How does Test of Humanity resolve?

    The rulebook's clarification for Test of Humanity covers this, and the official FAQ defines discard.

    • Dune: Imperium rulebook · Rulebook · Clarifications
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · discard · 2025-01-13
    • pacemaker67 · Community · 2021-01-28
    • Chindogu · Community · 2022-03-17
    • cjfm27 · Community · 2021-10-31
    • diogosalazar · Community · 2021-08-05

    Opponents choose in turn from your left, clockwise, and each must pick an option they can actually do. Discarding means a card of their choice from their hand (never an Intrigue or a card in play), so with an empty hand they must lose a deployed troop; with no troop in the Conflict they must discard. Solo Rivals have no hand, so they lose a deployed troop if they have one.

    Can I play Double Cross if no opponent has troops in the Conflict, or if my supply is empty?

    The official FAQ's Double Cross entry states this.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Double Cross · 2025-01-13
    • andrewbwm · Community · 2022-07-08
    • alexanderdesouza · Community · 2022-01-21
    • dollarone · Community · 2022-07-08disagrees

    You need at least one opponent with a troop in the Conflict to play it; you don't need any troops in your supply. The opponent's lost troop goes back to their supply.

    How does Dispatch an Envoy work?

    The designer gave an official answer, repeated in the official FAQ.

    • Merakon · Designer · 2023-01-11
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Dispatch an Envoy · 2025-01-13
    • Merakon · Designer · 2021-01-18
    • Merakon · Designer · 2023-02-20
    • Merakon · Designer · 2021-01-18
    • Lestra · Community · 2023-01-08disagrees

    It adds the Emperor, Spacing Guild, Bene Gesserit and Fremen icons to the card you play that turn, keeping its own icons (no duplicates), so even a card with no Agent icons, like Convincing Argument, can go to any faction space. You're not forced to use the new icons. Played after your Agent is already placed, or on a Reveal turn, it's legal but does nothing; with Kwisatz Haderach it adds nothing.

    “Dispatch an Envoy adds Emperor, Spacing Guild, Bene Gesserit, and Fremen icons to a card without removing its former icons.”

    — Merakon, designer

    Do I shuffle my deck when I play Refocus with an empty discard pile?

    The designer and the official FAQ's Refocus entry both say to reshuffle.

    • Merakon · Designer · 2021-01-25
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Refocus · 2025-01-13
    • Merakon · Designer · 2021-01-25
    • bakija · Community · 2022-07-29
    • bleached_lizard · Community · 2021-01-25disagrees

    Yes — reshuffle your deck anyway; any top card you knew about (e.g. via Paul Atreides) is randomized again. Cards Refocus draws on your Reveal turn are revealed and used.

    “Yes, you should shuffle your deck even if the discard pile had no cards.”

    — Merakon, designer

    Where do Reinforcements' troops come from, and when can I deploy them?

    The designer explained the card using the rulebook's troop icon definition.

    • Merakon · Designer · 2020-12-28
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • Tanel88 · Community · 2022-02-21
    • SevenSpirits · Community · 2022-10-17
    • dwjmeijer · Community · 2022-11-21

    They're recruited from your supply to your garrison. Played on your Reveal turn, you may deploy any of those recruited troops; played on an Agent turn at a Combat space, they deploy like any troop recruited that turn. It never lets you deploy other garrison troops, so with an empty supply it does nothing.

    Do both options on Demand Respect require winning the Conflict, and can I pay with the spice I won?

    The designer confirmed the condition, and the rulebook's clarification allows paying with the reward.

    • Merakon · Designer · 2022-07-25
    • Dune: Imperium rulebook · Rulebook · Clarifications
    • Merakon · Designer · 2021-01-28
    • fletch49er · Community · 2023-08-23

    Yes to both. The "when you win a Conflict" condition covers both options, and you may take the Conflict's spice reward first and spend it on the card (or gain it from To the Victor...).

    Do I need to be tied to play the Tiebreaker Intrigue card?

    Several players agree; there's no official ruling.

    • bleached_lizard · Community · 2021-01-01
    • HildaRHills · Community · 2021-01-02
    • bakija · Community · 2021-09-23
    • csouth154 · Community · 2021-08-06

    No — the name is flavor. Its Combat half gives +2 strength in any Combat, tie or not. Its Endgame half only pays off if you're tied on VP at the end.

    How does Corner the Market score?

    The official FAQ's Corner the Market entry defines the count, and the rulebook's solo rules cover Rivals.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Corner the Market · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Additional Rules for Rivals
    • apotheos · Community · 2021-01-23
    • mantiskolat · Community · 2023-12-28
    • Merakon · Designer · 2022-04-02
    • HP12C_guy · Community · 2021-01-26

    The two halves score separately: 1 VP for having at least two The Spice Must Flow, and 1 VP for having more than each opponent individually. A tie with any opponent fails the second half. Count only copies in your deck and discard pile at game end, so trashed ones don't count. In solo, each Rival counts as having two.

    How does Plans Within Plans score?

    The official FAQ's Plans Within Plans entry defines 3 Influence, and players agree on the scoring.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Plans Within Plans · 2025-01-13
    • kingwhirlie · Community · 2022-02-15
    • bakija · Community · 2022-02-15
    • kelann08 · Community · 2021-07-17

    1 VP if you have at least 3 Influence on three of the four tracks, 2 VP if on all four; a total of 3 spread around doesn't count. Each track has six spaces, and "3 Influence" is the space just above the one where you scored a Victory Point.

    Where does a card acquired with Bypass Protocol come from, and where does it go?

    Players agree on the card's wording; no official ruling.

    • Alan Eshelman · Community · 2021-08-05
    • Avantyr · Community · 2021-08-06
    • diogosalazar · Community · 2023-07-16

    From the Imperium Row or Reserve, never your deck: acquiring always means the market. It goes to your discard pile, unless you pay the extra 2 spice option for a card costing up to 5, which goes on top of your deck.

    Imperium Cards

    How does Kwisatz Haderach work: do I pay the space's cost, and where can the Agent go?

    The designer ruled on costs and reusing spaces, matching the rulebook's clarification.

    • Merakon · Designer · 2020-12-12
    • Merakon · Designer · 2020-12-11
    • Merakon · Designer · 2021-04-06
    • Dune: Imperium rulebook · Rulebook · Clarifications
    • masterleep · Community · 2023-04-02
    • diogosalazar · Community · 2023-04-01

    It sends one of your Agents, either still on your Leader or already on the board (Mentat included), to any board space, ignoring icons and occupancy. You still pay the space's cost and meet its requirements (6 spice for the Heighliner, 2 Fremen Influence for Sietch Tabr). You may send an Agent back to the space it just left, but not to a once-per-game space you've used or one blocked by The Voice. It works even with no Agents left on your Leader, and as your first Agent turn.

    “Yep. Unless that space is a once per game space, or if it is currently affected by The Voice.”

    — Merakon, designer

    When Kwisatz Haderach moves an Agent, what happens to the space it left, and do I get the new space's effects again?

    The rulebook's Kwisatz Haderach clarification covers moving Agents and Maker spaces.

    • Dune: Imperium rulebook · Rulebook · Clarifications
    • Daemon6 · Community · 2021-01-10
    • jdludlow · Community · 2023-03-31
    • bakija · Community · 2024-01-07
    • Daemon6 · Community · 2021-01-30

    The move is a full new Agent turn on the destination: pay its cost and take all its effects, including the faction Influence, even if it's the same space again. The space the Agent left is simply empty; if it's a Maker space and stays empty until Phase 4, it gains bonus spice. You can end up with two of your Agents on one space.

    Is Missionaria Protectiva a Bene Gesserit card even though the first printing has no faction label?

    The official FAQ lists this as errata.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Missionaria Protectiva · 2025-01-13
    • DEY123 · Community · 2020-12-08
    • eheitzman · Community · 2021-11-30
    • tempus42 · Community · 2020-12-23
    • SteoanK · Community · 2021-04-20

    Yes — it's errata. First English printings are missing the Bene Gesserit line under the title; later printings and the Deluxe Upgrade Pack fixed it. Its Bene Gesserit bonus, like any "another Bene Gesserit card in play" check, looks only at cards already in play when you play it.

    Is Fremen Bond optional, and when does it activate?

    The designer corrected the rulebook's wording in 2025 and explained activation in 2020.

    • Merakon · Designer · 2025-02-13
    • Merakon · Designer · 2025-02-13
    • Merakon · Designer · 2020-12-24
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • bakija · Community · 2021-08-10
    • RoadHouse · Community · 2025-02-12disagrees

    It's mandatory. The rulebook's icon guide says you "may" use it, but the designer has ruled that wording an error. It lives in Reveal boxes and activates on your Reveal turn if at least one other Fremen card is in play: one you played on an Agent turn this round, or one revealed alongside it (two Fremen Bond cards revealed together activate each other). A Fremen card used on an Agent turn never fires its own Reveal box.

    “In the writing of the back page of the rulebook, the phrase "you may" was used in error, which has caused some confusion.”

    — Merakon, designer

    With Worm Riders and the Fremen Alliance, do I get 6 swords?

    The designer answered directly.

    • Merakon · Designer · 2020-12-23
    • Merakon · Designer · 2020-12-24
    • Merakon · Designer · 2021-02-17

    Yes — the Alliance swords add on top of the swords for 2+ Fremen Influence. Once revealed, those swords stay even if you later lose the Alliance.

    Must I trash a card to get Gene Manipulation's 2 spice?

    The designer ruled on each part of the card.

    • Merakon · Designer · 2021-01-05
    • dwjmeijer · Community · 2021-01-16
    • The4thJawa · Community · 2021-02-10
    • kingwhirlie · Community · 2021-10-07

    No — the trash icon is optional and isn't a cost; the spice depends only on having another Bene Gesserit card already in play when you play it. You can always play Gene Manipulation just to send an Agent, and resolve its parts in any order with the space's effects.

    How does Power Play work, and must I trash it?

    The designer ruled on both the mandatory trash and the Selective Breeding combo.

    • Merakon · Designer · 2021-06-08
    • Merakon · Designer · 2022-01-26
    • Merakon · Designer · 2021-06-08
    • Myno_esp · Community · 2025-02-21
    • tempus42 · Community · 2022-04-04

    Send it to a faction space and gain 2 Influence there instead of 1; nothing else is doubled (not other Influence that turn or later). "Trash this card" is a separate mandatory line, so you can't use it and keep it. Because the lines are separate, you may take the Influence first and then trash Power Play to Selective Breeding's draw-2 instead.

    “Its Agent text has two separate lines: Gain two Influence instead of one. Trash this card.”

    — Merakon, designer

    Must I trash Imperial Spy when I play it?

    The official FAQ's Imperial Spy entry and the designer both rule this way.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Imperial Spy · 2025-01-13
    • Merakon · Designer · 2020-12-23
    • Merakon · Designer · 2022-11-02
    • orson9999999 · Community · 2021-02-06
    • Haploon · Community · 2021-02-06disagrees

    No — trashing it to draw an Intrigue card is an optional arrow cost; skip it and the card goes to your discard as normal. You only get the Intrigue if Imperial Spy trashes itself through its own ability, so trashing it by any other means (e.g. Selective Breeding) gives no Intrigue card.

    How do I get Assassination Mission's 4 Solari?

    The designer and the official FAQ both rule this way.

    • Merakon · Designer · 2022-06-15
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Assassination Mission · 2025-01-13
    • bleached_lizard · Community · 2020-12-25
    • evilpirate · Community · 2021-05-25
    • cartmanbeck · Community · 2022-12-19

    Trash it with some other effect, such as Selective Breeding or a trash icon; it can't trash itself. It pays out wherever the card is: you can buy it and trash it straight from your discard pile before ever drawing it.

    “You gain 4 Solari whenever you trash Assassination Mission, regardless of where the card is.”

    — Merakon, designer

    How much Persuasion does Liet Kynes give, and which Fremen cards count?

    The official FAQ's Liet Kynes entry states what counts.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Liet Kynes · 2025-01-13
    • bhz1 · Community · 2020-12-22
    • bakija · Community · 2021-08-25
    • StrangeBeacon · Community · 2022-06-20

    She works only when revealed, and gives 2 Persuasion for each Fremen card in play, herself included: cards from your Agent turns this round plus everything you reveal. Alone, she gives 2.

    How does Reverend Mother Mohiam's discard work?

    The official FAQ's entries for Reverend Mother Mohiam and discard cover this.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Reverend Mother Mohiam · 2025-01-13
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · discard · 2025-01-13
    • Stl0369 · Community · 2022-02-18
    • HP12C_guy · Community · 2021-01-04
    • plainscape · Community · 2020-11-30
    • senorcoo · Community · 2021-02-25

    It triggers only if another Bene Gesserit card is already in play when you play her. Each opponent then discards from their hand, choosing the cards themselves. Intrigue cards and cards in play can't be discarded, and Rivals have no hand, so they're unaffected.

    How does Gurney Halleck's Reveal box work?

    The designer confirmed the deployment choice.

    • Merakon · Designer · 2022-01-15
    • apotheos · Community · 2021-09-02
    • dollarone · Community · 2022-06-20
    • bakija · Community · 2025-04-19
    • GPD123 · Community · 2025-04-19disagrees

    You gain 2 Persuasion, and separately you may pay 3 Solari to recruit 2 troops from your supply, deploying 0, 1 or 2 of them; the rest go to your garrison. It never moves troops that were already in your garrison.

    “Yes. It’s indeed 0, 1, or 2.”

    — Merakon, designer

    When can I trash cards, and which cards can a 'trash a card' effect target?

    The designer confirmed it, and the rulebook's trash entry lists where cards can come from.

    • Merakon · Designer · 2022-04-02
    • Dune: Imperium rulebook · Rulebook · Icon Guide and Additional Terms
    • omniops · Community · 2020-12-27
    • Teowulff · Community · 2024-10-28
    • GrFlur · Community · 2021-11-25
    • SteoanK · Community · 2021-02-06

    Only when an effect lets you (a trash icon, Selective Breeding); there's no free trash action. The card can come from your hand, your discard pile or from play, never your draw deck. Cards in play include the one you just played, so the card that took you to Selective Breeding can trash itself. The plain trash icon is always optional.

    “Yep, you can indeed trash the card itself.”

    — Merakon, designer

    With Other Memory, do I pick the Bene Gesserit card from my discard pile or take one at random?

    The designer answered directly.

    • Merakon · Designer · 2022-01-02

    You choose any Bene Gesserit card in your discard pile and put it into your hand.

    “You choose a Bene Gesserit card in your discard pile. Draw it into your hand.”

    — Merakon, designer

    Who loses a troop to Gun Thopter's Agent box?

    The official FAQ's Gun Thopter entry covers opponents without garrison troops.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Gun Thopter · 2025-01-13
    • SteoanK · Community · 2021-02-04
    • bleached_lizard · Community · 2021-02-04

    Every opponent with a garrisoned troop loses one back to their supply, whether or not they're in the Conflict. An opponent with no garrisoned troops is unaffected.

    How do Guild Ambassador's options work?

    Several players agree; no official ruling was found.

    • Vronk · Community · 2021-08-05
    • diogosalazar · Community · 2021-08-05
    • bakija · Community · 2022-03-06
    • ledshok · Community · 2023-03-08

    Its Agent box is an OR: choose exactly one of the two effects. Its Reveal VP needs you to hold the Spacing Guild Alliance and pay the spice, and it buys at most one VP per reveal.

    When does Chani's retreat happen, and must I retreat any troops?

    The official FAQ's Retreat entry allows retreating zero.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Retreat · 2025-01-13
    • David Goldfarb · Community · 2021-11-07
    • Teppoiz · Community · 2021-11-07

    It's a Reveal effect, so it happens on your Reveal turn, before you know how the Conflict will end. When a card lets you retreat "any number" of troops, you may choose zero; retreated troops go back to your garrison.

    Makers, Recall and Endgame

    When does bonus spice get added to the Maker spaces?

    The designer ruled on this, matching the rulebook's Makers phase and Kwisatz Haderach clarification.

    • Merakon · Designer · 2020-10-29
    • Dune: Imperium rulebook · Rulebook · Phase 4: Makers
    • Dune: Imperium rulebook · Rulebook · Clarifications
    • Crikrunner · Community · 2021-03-23
    • polyhedralist · Community · 2022-03-06
    • kesecha · Community · 2022-05-19

    In Phase 4 (Makers), each of The Great Flat, Hagga Basin and Imperial Basin with no Agent on it gains 1 spice, on top of any already there. Only whether an Agent is there at that moment matters: a space harvested earlier in the round still gains spice if its Agent was moved away (Kwisatz Haderach) or recalled.

    “The only thing that matters is: if there is no Agent there during the Makers phase, add 1 spice.”

    — Merakon, designer

    Does the game end as soon as someone reaches 10 Victory Points?

    The rulebook's Recall phase sets the timing of the end check.

    • Dune: Imperium rulebook · Rulebook · Phase 5: Recall
    • bakija · Community · 2022-04-10
    • Kash000 · Community · 2025-07-23
    • Vronk · Community · 2026-06-09
    • SteoanK · Community · 2020-12-30
    • Avantyr · Community · 2022-09-19

    No — the round always finishes, Conflict included. The end is checked in Phase 5 (Recall): if anyone has 10+ VP at that moment, or the Conflict Deck is empty, the game ends. Reaching 10 mid-round and dropping back below doesn't trigger it, and a Rival reaching 10 in solo works the same way.

    What happens when the Conflict Deck runs out?

    The rulebook lists an empty Conflict Deck as an end trigger.

    • Dune: Imperium rulebook · Rulebook · Phase 5: Recall
    • Mentat1231 · Community · 2020-12-11
    • slashing · Community · 2021-03-06
    • ledshok · Community · 2023-02-22
    • csouth154 · Community · 2021-07-11

    The game ends after the round that used the last Conflict card, the tenth, and the player with the most VP wins even if nobody reached 10. There are no extra rounds.

    When can I play Endgame Intrigue cards, and can they trigger the end of the game?

    The rulebook's Endgame section sets this timing.

    • Dune: Imperium rulebook · Rulebook · Endgame
    • Dune: Imperium rulebook · Rulebook · Intrigue Cards
    • wtcannonjr · Community · 2025-05-11
    • bakija · Community · 2022-12-31
    • HildaRHills · Community · 2023-12-30
    • Avantyr · Community · 2021-10-17

    Only after the end has been triggered, before the winner is declared, so their points can't count toward reaching 10. You hold them until then. Plot Intrigues can't be played at that point at all, since there are no more Agent or Reveal turns.

    How are ties for the most Victory Points broken?

    The rulebook lists the tiebreakers, and the designer confirmed ties are settled by them rather than by playing on.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Endgame · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Endgame
    • Merakon · Designer · 2022-04-15
    • StrangeBeacon · Community · 2024-03-02
    • bakija · Community · 2021-11-14

    In order: most spice, then Solari, then water, then garrisoned troops. No extra round is played to break a tie. Solo uses the same tiebreakers.

    Can a player score more than 12 Victory Points?

    The official FAQ's Victory Points entry says so.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Victory Points · 2025-01-13
    • r0verandom · Community · 2021-05-23
    • bleached_lizard · Community · 2021-01-15
    • tempus42 · Community · 2021-01-13

    Yes — the Score track stops at 12, but scores aren't capped; keep counting past it.

    Two-Player Games and House Hagal

    In a two-player game, when and how often does House Hagal take a turn?

    The designer ruled on the turn limit and the Mentat, quoting the two-player rules.

    • Merakon · Designer · 2021-01-12
    • Merakon · Designer · 2020-12-31
    • Merakon · Designer · 2021-01-12
    • Dune: Imperium rulebook · Rulebook · During the Game
    • bakija · Community · 2023-03-01
    • SteoanK · Community · 2020-12-31disagrees

    Right after each of the First Player's Agent turns, Mentat turns included, as long as it has an Agent left in its supply: First Player, Hagal, second player. The second player's turns don't trigger it. It has only its three Agents, so never a fourth turn; if the First Player reveals early, Hagal takes no more turns that round, possibly none.

    “The Rival in a 2p game is limited to its 3 wooden Agents and can never take a fourth Agent turn in a round.”

    — Merakon, designer

    Does House Hagal start with troops in its garrison in a two-player game?

    The rulebook's two-player setup says so, and the designer explained why.

    • Merakon · Designer · 2022-12-01
    • Dune: Imperium rulebook · Rulebook · Setup
    • thewamts · Community · 2024-11-23

    No — it starts with an empty garrison. That's deliberate: the Rival's card deck starts out stronger than the players' starter decks, and an empty garrison lets players contest the early Conflicts.

    Does House Hagal collect Conflict rewards, resources or Victory Points in a two-player game?

    The designer ruled on rewards and VP, matching the rulebook's two-player section.

    • Merakon · Designer · 2020-12-11
    • Merakon · Designer · 2020-12-17
    • Dune: Imperium rulebook · Rulebook · Two-Player Games
    • Dune: Imperium rulebook · Rulebook · During the Game
    • bakija · Community · 2022-08-16
    • t3knshn · Community · 2022-08-16disagrees

    No. It only blocks spaces and fights. It still advances on Influence tracks and takes an Alliance when it passes the holder, which can take an Alliance's VP from you, but it never scores. If it wins a Conflict for a space a player controls, that player's Control marker is removed. Only solo Rivals collect rewards and VP.

    “House Hagal doesn't collect rewards from a Conflict.”

    — Merakon, designer

    How are Conflict rewards handled in a two-player game with House Hagal?

    The designer confirmed two-player games follow the 3-player rules, and the rulebook's Ties rule does the rest.

    • Merakon · Designer · 2021-01-02
    • Dune: Imperium rulebook · Rulebook · Ties
    • DEY123 · Community · 2020-12-18
    • bakija · Community · 2022-04-02
    • alexanderdesouza · Community · 2021-12-25

    House Hagal fights and holds its rank but takes no reward. The game follows the 3-player rules: first and second place are rewarded, and if you tie with Hagal or your opponent for second you get the third reward. You still need at least 1 strength to receive anything.

    When a Rival sends an Agent to a space, does it get the space's effects?

    The rulebook's House Hagal section says Rivals ignore normal costs and effects.

    • Dune: Imperium rulebook · Rulebook · House Hagal Cards — Solo & Two-Player Games
    • bakija · Community · 2022-04-18
    • HildaRHills · Community · 2020-12-30
    • bakija · Community · 2021-06-23
    • RandomObfuscation · Community · 2022-11-28
    • SteoanK · Community · 2020-12-29disagrees

    No — it ignores the space's cost and effects and does only what its House Hagal card shows. A faction card's Influence is the space's single step, not an extra one; Hagal's Heighliner gives the troops printed on its card, not 5; and at Secrets it steals nothing. At the top of a track it still takes the space but gains nothing.

    What if a House Hagal card shows a space that's occupied or blocked by The Voice?

    The rulebook's House Hagal Agents section covers occupied spaces; players agree The Voice works the same way.

    • Dune: Imperium rulebook · Rulebook · Agents
    • Dark_Mirror · Community · 2021-07-22
    • swithers · Community · 2022-05-30
    • azrael67 · Community · 2021-01-03
    • azrael67 · Community · 2020-12-26

    Ignore it and keep revealing cards until one shows a space the Rival can use; a Voice-blocked space counts as unavailable. For a Harvest Spice card, the Rival goes to the next eligible spice space and only redraws if none is left.

    How does a Rival deploy troops?

    The rulebook's House Hagal Agents section states the deployment rule.

    • Dune: Imperium rulebook · Rulebook · Agents
    • EDG_ · Community · 2021-02-19
    • casaraeal · Community · 2026-08-17
    • Kash000 · Community · 2023-07-10
    • White Knight · Community · 2021-01-04
    • Squidget · Community · 2020-12-22

    On a Combat space it deploys all the troops its card recruits plus up to two from its garrison, as many as it can, even when the card recruited none (e.g. Harvest Spice). With an empty garrison it adds nothing from there. On a non-Combat space its recruits go to its garrison. Only Expert difficulty's optional rule makes it hold troops back.

    How is a Rival's combat strength worked out, and how many Hagal cards does it reveal?

    The designer clarified the card count, and the rulebook's House Hagal Combat section gives the timing.

    • Merakon · Designer · 2020-12-29
    • Dune: Imperium rulebook · Rulebook · Combat
    • terjebr777 · Community · 2023-05-04
    • bakija · Community · 2021-05-26
    • bakija · Community · 2023-09-26
    • Thane13 · Community · 2023-05-04disagrees

    Two strength per troop in the Conflict, plus the swords on one House Hagal card revealed when Phase 3 begins, after every Reveal turn and before anyone plays Combat Intrigues. Only a Rival with a troop in the Conflict reveals a card. In a two-player game that's one card at most; in solo the Rivals reveal in turn order. Swords on cards drawn during Agent turns don't count.

    “Thus, “for each rival” in a 2p game can only result in zero or one.”

    — Merakon, designer

    Do cards that affect opponents, and my Control bonus, apply to a Rival?

    The rulebook says Rivals are affected by effects on opponents if they have the resources.

    • Dune: Imperium rulebook · Rulebook · House Hagal Cards — Solo & Two-Player Games
    • bakija · Community · 2023-08-23
    • onenappyninja · Community · 2023-08-23
    • bakija · Community · 2021-05-12
    • plainscape · Community · 2020-11-30
    • aether monkey · Community · 2021-03-23disagrees

    Yes, as long as the Rival has what the effect needs. Duke Leto's Signet Ring can target it, and you collect your Control bonus when it visits your space. Discard effects like Reverend Mother Mohiam do nothing, since a Rival has no hand.

    When a Rival gains Influence with a faction of its choice, which faction does it pick?

    The rulebook's Choices rule covers this, and the designer added the two-player tiebreak.

    • Merakon · Designer · 2022-02-01
    • Dune: Imperium rulebook · Rulebook · Additional Rules for Rivals
    • stressbomber · Community · 2024-02-23
    • bakija · Community · 2023-04-13
    • Merakon · Designer · 2022-01-27

    The one where it has the least Influence. If several are tied, you decide (in a two-player game, the player holding the First Player marker), and you also decide any choice that doesn't involve Influence.

    Do Rivals get Influence track bonuses, Victory Points and Alliances?

    The designer summarized the rule, consistent with the rulebook's Rival rules.

    • Merakon · Designer · 2020-12-17
    • Dune: Imperium rulebook · Rulebook · Agents
    • Dune: Imperium rulebook · Rulebook · Solo Play
    • Suzuki650 · Community · 2021-01-09
    • lawofgravity · Community · 2021-11-22
    • MrDinosaur · Community · 2025-02-02disagrees

    Rivals never get the 4-Influence bonuses (troops, Solari, water, Intrigue). They do take Alliance tokens, just as a player would. Solo Rivals also score VP, for 2 Influence and for each Alliance; House Hagal in a two-player game never scores.

    “Automated opponents never earn bonuses on Influence Tracks”

    — Merakon, designer

    In a two-player game, if the First Player passes with Bindu Suspension, does House Hagal still act?

    Players are split and there is no official ruling; this reading follows the two-player rule's wording.

    • kingwhirlie · Community · 2023-01-02
    • kingwhirlie · Community · 2023-02-16
    • Charen · Community · 2023-01-06disagrees
    • terjebr777 · Community · 2023-01-02disagrees

    Most likely no: Hagal acts after each of the First Player's Agent turns, and a Bindu pass isn't an Agent turn, so Hagal waits until the First Player actually sends an Agent. Some players argue Hagal should still act. There's no official ruling.

    Solo Play

    What is the turn order in a solo game?

    The designer walked through solo turn order and confirmed Rivals keep acting.

    • Merakon · Designer · 2020-12-29
    • Merakon · Designer · 2020-12-31
    • Dune: Imperium rulebook · Rulebook · Setup
    • McClansman · Community · 2021-03-06
    • DailyRich · Community · 2021-01-03
    • bakija · Community · 2022-05-08

    The Rival "on your left" (you pick which) starts with the First Player marker, so round 1 goes Rival, Rival, you, repeating. The marker passes clockwise each round, so you go first every third round. Rivals keep taking Agent turns until they run out of Agents, even after you've revealed.

    “They keep taking turns until they have no agents left.”

    — Merakon, designer

    Do solo Rivals use their Leader abilities?

    The designer ruled on this, matching the rulebook's solo setup.

    • Merakon · Designer · 2021-01-13
    • Merakon · Designer · 2021-01-02
    • Dune: Imperium rulebook · Rulebook · Setup
    • The Reaver · Community · 2020-12-21
    • azrael67 · Community · 2020-12-21
    • SteoanK · Community · 2020-12-20

    Only the Signet Ring ability, triggered by House Hagal cards that show it; they ignore the Leader's other ability, including starting bonuses such as Glossu Rabban's extra spice and Solari (you still get those when you play Rabban yourself). Paul Atreides and Helena Richese can't be Rivals. In two-player games House Hagal has no Leader at all.

    “The Beast should not start out with extra resources when he is a Rival, because Rivals only use Signet abilities and ignore their other ability.”

    — Merakon, designer

    Do solo Rivals pay the costs of their Signet Ring abilities?

    The designer answered each of these directly.

    • Merakon · Designer · 2022-01-16
    • Merakon · Designer · 2022-08-28
    • Merakon · Designer · 2022-01-27
    • Merakon · Designer · 2021-01-13
    • bakija · Community · 2023-04-14
    • Daemon6 · Community · 2021-01-27

    Yes — a Rival must have the resource and spend it: Duke Leto needs 1 spice and to be behind someone on a track, the Baron 1 Solari for an Intrigue card. If it can't pay, the ability is skipped. When a Rival Leto picks a faction, he takes the valid one where he has the least Influence. Rabban's Signet troops are deployed, since those cards are Combat spaces (unless Expert deployment holds them back).

    “If he uses the signet ring, he does spend 1 spice for it.”

    — Merakon, designer

    Who decides when a solo Rival has a choice, like a Conflict reward with options?

    The designer explained the rule, which is the rulebook's Choices rule.

    • Merakon · Designer · 2020-12-29
    • Dune: Imperium rulebook · Rulebook · Additional Rules for Rivals
    • bakija · Community · 2022-01-28
    • Incarnadyne · Community · 2021-04-19
    • bakija · Community · 2022-03-20
    • StrangeBeacon · Community · 2023-01-10

    For Influence, the Rival takes the faction where it has the least (you break ties). For any other choice you decide, and you're not required to pick what's best for the Rival; the designer kept this simple on purpose.

    Do solo Rivals collect Conflict rewards, and how are rewards split in solo?

    The designer confirmed the 3-player treatment, and the rulebook's solo Combat section lists the rewards.

    • Merakon · Designer · 2020-12-30
    • Dune: Imperium rulebook · Rulebook · Combat
    • polyhedralist · Community · 2021-10-10
    • melkathi · Community · 2021-01-15
    • bakija · Community · 2021-08-14
    • reemer · Community · 2020-12-30disagrees

    Yes — unlike House Hagal in two-player games, solo Rivals take first- and second-place rewards: VP, Influence, resources, Intrigue cards, Control and the Mentat (used as an Agent next round). Rewards follow the 3-player rules, so players tied for second, Rivals included, each get the third reward.

    “A solo game should work like a 3-player game with regard to the way conflict rewards are parceled out.”

    — Merakon, designer

    What do solo Rivals do with their resources and Intrigue cards?

    The rulebook's Spending Resources rule for Rivals covers this.

    • Dune: Imperium rulebook · Rulebook · Spending Resources
    • bakija · Community · 2021-05-07
    • Blechbirne · Community · 2025-07-20
    • HitomiKojiru · Community · 2022-05-02
    • Merakon · Designer · 2021-03-17
    • dwjmeijer · Community · 2023-01-30

    They never play Intrigue cards or spend resources any other way. Whenever a Rival has 3 Intrigue cards, 3 water, 7 Solari or 7 spice, it immediately trades them for 1 VP. That's also why the Secrets steal never hits a Rival: it never holds four Intrigue cards. And a Rival visiting Secrets steals nothing from you.

    When do solo Rivals get their Swordmasters, and how do I get mine?

    The rulebook's solo setup and Swordmasters rule state this.

    • Dune: Imperium rulebook · Rulebook · Additional Rules for Rivals
    • Dune: Imperium rulebook · Rulebook · Difficulty
    • dannte · Community · 2020-12-15
    • Bren44 · Community · 2022-12-12
    • csouth154 · Community · 2021-06-14

    At setup the Rivals' Swordmasters are inserted into the Conflict Deck under the number of cards your difficulty sets (5, 4 or 3). As soon as the Conflict card above them is revealed, both Rivals gain their third Agent and use it that round, e.g. round 4 at Veteran. You gain yours normally at the Swordmaster space; at Kwisatz Haderach difficulty you can't.

    What do I and the Rivals start with in solo, by difficulty?

    The rulebook's solo setup and difficulty table give these values.

    • Dune: Imperium rulebook · Rulebook · Difficulty
    • Dune: Imperium rulebook · Rulebook · Setup
    • Vronk · Community · 2021-06-20
    • LucasC70 · Community · 2022-04-15
    • bakija · Community · 2022-04-24
    • WardenOfDoom · Community · 2021-01-24

    Everyone starts with 1 water. You also start with the normal 3 garrisoned troops at every difficulty; on Mercenary you get +1 Solari and +1 spice, and the Rivals get nothing extra. On Sardaukar and Mentat each Rival starts with 3 garrisoned troops and 1 Intrigue card, and the Mentat space costs 5 Solari.

    How does Expert Troop Deployment work for solo Rivals?

    The designer confirmed the troop-by-troop reading, and the official FAQ restates the threshold in strength.

    • Merakon · Designer · 2022-04-21
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Solo Play · 2025-01-13
    • Dune: Imperium rulebook · Rulebook · Additional Rules for Rivals
    • bakija · Community · 2022-04-21
    • Shin_Godzilla · Community · 2022-04-10
    • Mbero1 · Community · 2022-04-21disagrees

    Check troop by troop. In a Conflict I or II, a Rival stops deploying once it leads by two troops (the official FAQ says 4 strength, which matters once Rise of Ix dreadnoughts count) and keeps the rest in its garrison. In Conflict III it deploys everything it can. It's meant to make Rivals save troops for the big late Conflicts.

    “The intention of the rule was for the Rivals to save some troops for the higher stakes Conflict III rounds.”

    — Merakon, designer

    In solo, do I reveal a Hagal combat card for a Rival even when it's unopposed?

    The rulebook's House Hagal Combat section has no exception for unopposed Rivals.

    • Dune: Imperium rulebook · Rulebook · Combat
    • Flix · Community · 2023-05-09
    • bakija · Community · 2023-04-20
    • kingwhirlie · Community · 2021-03-10
    • StrangeBeacon · Community · 2024-03-19

    Yes — each Rival with a troop in the Conflict reveals one House Hagal card for its swords at the start of Combat, in turn order, contested or not. Both Rivals draw from the same shared House Hagal deck.

    How do Harvest Spice cards work for a solo Rival?

    The rulebook's Harvest Spice and solo Rivals' Turns rules cover this.

    • Dune: Imperium rulebook · Rulebook · Harvest Spice cards
    • Dune: Imperium rulebook · Rulebook · Rivals’ Turns
    • luccame · Community · 2021-10-26
    • luccame · Community · 2021-10-26
    • vAtherisv · Community · 2021-03-04
    • bakija · Community · 2021-08-19

    The Rival goes to the Maker space with the most bonus spice and takes all the spice there, base and bonus; if no Maker space has bonus spice, reveal another card. These are Combat spaces, so it also deploys up to two garrison troops. (In two-player games House Hagal's harvested bonus spice goes back to the bank.)

    How does Corner the Market work against solo Rivals?

    The rulebook's solo rules address this card specifically.

    • Dune: Imperium rulebook · Rulebook · Additional Rules for Rivals
    • dannte · Community · 2020-12-20
    • azrael67 · Community · 2021-01-27
    • Rumblecat · Community · 2021-09-20

    Treat each Rival as owning two The Spice Must Flow, so you need three to score both points.

    Do Rivals ever take or clear cards from the Imperium Row in solo?

    Players agree; the rulebook gives Rivals no interaction with the Imperium Row.

    • ddoyen · Community · 2020-12-01
    • pacemaker67 · Community · 2024-03-06
    • bleached_lizard · Community · 2022-05-01

    Not in the physical rules: the Row only changes when you acquire. The companion app adds an optional churn where the new card replaces the removed one, so the Row stays at five; other churn methods are fan variants.

    Official Variants (Blitz! and Arrakeen Scouts)

    In Blitz!, when are Shadow Backer points awarded?

    The designer answered this directly.

    • Merakon · Designer · 2021-07-09
    • diogosalazar · Community · 2021-07-09

    After the game ends normally: check the end conditions and play Endgame Intrigue cards first, then reveal and award Shadow Backer points, which can still change the winner.

    “First, end the game like you normally would. Then, Shadow Backer points are awarded and may change the result of the game.”

    — Merakon, designer

    In Blitz!, who gets an Alliance when two players reach the same Influence at the same moment?

    Experienced players agree; no official ruling was found.

    • SevenSpirits · Community · 2023-04-14
    • nickbolton · Community · 2023-04-16

    Nothing is truly simultaneous: resolve the Influence gains in turn order starting with the current First Player, so whoever reaches the threshold first in that order takes the Alliance.

    In Arrakeen Scouts, do the 2 Solari for the Genetic Research mission come from my supply or the bank?

    The designer clarified his own earlier answer.

    • Merakon · Designer · 2021-03-07
    • Merakon · Designer · 2021-03-07superseded

    From the bank (the common supply), not your own Solari. The designer's first reply just said "Supply" before he corrected the wording.

    “Common supply aka bank, sorry, I goofed up with the word choice.”

    — Merakon, designer

    In Arrakeen Scouts, can I join a Subcommittee with an exchange I can't pay, or join one and skip its exchange?

    The designer confirmed this matches the design intention.

    • Merakon · Designer · 2021-03-07
    • dwjmeijer · Community · 2021-03-06

    No to both, as with exchange-style Plot Intrigues: you can't take an exchange Subcommittee just to deny it if you can't pay, and you can't join one and decline its exchange.

    Dune: Imperium – Rise of IxExpansion

    When can I use a Tech tile's ability, and can I use it the turn I acquire it?

    The designer corrected the Rise of Ix rulebook, and the official FAQ lists the same errata.

    • Merakon · Designer · 2022-01-01
    • Merakon · Designer · 2021-12-31
    • Merakon · Designer · 2022-05-10
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Tech tiles · 2025-01-13
    • Kash000 · Community · 2023-02-28
    • zedman · Community · 2023-10-21

    Activated Tech abilities (flip or trash) work at Plot Intrigue speed: any time during your own Agent or Reveal turns, but not during Combat or on other players' turns. The first English Rise of Ix rulebook limited flip abilities to Agent turns; that was an error. A tile with no stated timing follows the same rule, and you can use a tile on the turn you acquire it unless it names a timing (Holtzman Engine works at round start). Tech effects last for the rest of the game.

    “The word “Agent” should be struck from the instructions for when you can use a flip tech.”

    — Merakon, designer

    How does the Spy Satellites tech work?

    The designer and the official FAQ's Tech tiles entry describe both uses.

    • Merakon · Designer · 2022-03-21
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Tech tiles · 2025-01-13
    • Merakon · Designer · 2022-03-18
    • SolomonCane · Community · 2022-06-22
    • BlackSheep · Community · 2022-01-29

    It has two mutually exclusive uses. On one of your turns you may pay 3 spice and trash it for 1 VP, once only. Or keep it, and it scores its Endgame effect instead. Once the game has ended it's too late to pay and trash. A solo Rival that gets the 3 spice only from the final Conflict never takes another turn, so it scores the Endgame option if it qualifies.

    Does Chaumurky ('You win tiebreakers') beat a player with more spice?

    The designer worked through this example, and the official FAQ's Chaumurky entry agrees.

    • Merakon · Designer · 2022-02-17
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Chaumurky · 2025-01-13
    • Tanel88 · Community · 2022-03-04
    • StrangeBeacon · Community · 2022-08-10
    • JonHook · Community · 2022-02-16disagrees

    Yes — if you're tied on VP at the end, you win; the spice, Solari, water and troop tiebreakers aren't even compared, so spice an opponent gained from an Endgame Intrigue doesn't matter.

    “Player A has more spice, but Player B has an effect that wins tiebreakers. Player B wins.”

    — Merakon, designer

    Do Dreadnoughts count toward the garrisoned-troops tiebreaker?

    The designer said the expansion did not amend the tiebreakers.

    • Merakon · Designer · 2022-02-05
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Endgame · 2025-01-13

    No — Rise of Ix didn't amend the tiebreakers, so only garrisoned troops count.

    At the Dreadnought space, must I both commission a Dreadnought and buy a Tech?

    The designer endorsed this reading in the thread.

    • Merakon · Designer · 2022-02-20
    • Merakon · Designer · 2022-02-20
    • msyterhe · Community · 2022-02-20
    • nickbolton · Community · 2022-02-20disagrees

    No — you pay the space's 3 Solari, and then commissioning and buying Tech are each optional. You can do one, both or even neither; buying Tech is never forced, so the game doesn't make you spend spice on Tech you don't want.

    At Tech Negotiation, do I have to place a Negotiator if I don't buy a Tech?

    The designer ruled on this directly, though one player reads the rulebook differently.

    • Merakon · Designer · 2022-02-20
    • elessar51 · Community · 2023-01-07disagrees

    Per the designer, yes: buying the Tech is optional, but if you don't buy one you must place a troop from your supply as a Negotiator on Ix, unless your supply is empty. One player points out that the rulebook words the Negotiator option with "may".

    “But if you don't, then you must place a negotiator.”

    — Merakon, designer

    Can I take my Negotiators back from Ix, and can several players have Negotiators there?

    The official FAQ's troops entry rules out recruiting Negotiators, and players agree on the rest.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · troops · 2025-01-13
    • cartmanbeck · Community · 2023-04-25
    • Tanel88 · Community · 2022-11-22
    • bakija · Community · 2022-10-17
    • sunman · Community · 2023-03-04
    • Kash000 · Community · 2023-04-12

    Negotiators come back only when you spend them for a Tech discount. You can't recall them at will or "recruit" them back when your supply is empty; that's unlike Immortality's specimens, which you can. Each Negotiator lowers a Tech's cost whether you pay in spice or Solari. The Negotiator area is a banner, not an Agent space, so any number of players can have Negotiators there.

    How do Dreadnoughts work in combat, and does one in my garrison count?

    The official FAQ's dreadnoughts entry states this.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · dreadnoughts · 2025-01-13
    • raptor002z · Community · 2022-03-12
    • zedman · Community · 2024-08-14
    • melkathi · Community · 2021-12-24
    • patox · Community · 2022-05-12
    • mentat_emre · Community · 2022-03-11disagrees

    A Dreadnought in the Conflict is a unit worth 3 strength. Like a troop, it lets you have strength, count your swords and play Combat Intrigues even with no troops there. A Dreadnought in your garrison does none of these and adds nothing.

    How do I get a Dreadnought into the Conflict?

    The designer pointed to Advanced Weaponry, and players quote the Rise of Ix deployment rule.

    • Merakon · Designer · 2023-05-04
    • lawofgravity · Community · 2022-04-01
    • bakija · Community · 2023-06-08
    • SecurityRake · Community · 2022-01-04
    • Thane13 · Community · 2023-06-23
    • bakija · Community · 2022-11-13

    Commissioning puts it in your garrison; troop recruits never give one. From there it deploys like a troop: on a Combat-space Agent turn it can be one of the up-to-two garrison units. To commission and deploy on the same turn you must be on a Combat space and commission through another effect, e.g. Advanced Weaponry, since the Dreadnought space isn't a Combat space. One gained while acquiring a card on your Reveal turn just goes to your garrison.

    If I win a Conflict with a Dreadnought, where does it go?

    Several players quote the Rise of Ix rulebook's Dreadnought section word for word and agree on the edge cases.

    • StrangeBeacon · Community · 2024-07-27
    • leonbloo · Community · 2022-05-17
    • StrangeBeacon · Community · 2022-03-22
    • Skylar114 · Community · 2022-02-16
    • Dark_Mirror · Community · 2023-05-19
    • Novis · Community · 2025-07-05

    You must put one of your Dreadnoughts from that Conflict on Arrakeen, Carthag or Imperial Basin, any one without a Dreadnought already, even a space you control or one unrelated to the Conflict, covering any Control marker there. Any second Dreadnought returns to your garrison. It controls that space, defensive-bonus troop included, until the end of the next Combat phase, so it sits that Conflict out. A tie for first or second place isn't a win, so all Dreadnoughts go home.

    Do base-game cards that mention troops affect Dreadnoughts?

    Several players quote the Rise of Ix rulebook's definition of units.

    • bakija · Community · 2023-01-25
    • HitomiKojiru · Community · 2022-02-21
    • Thane13 · Community · 2023-06-21
    • Tanel88 · Community · 2022-04-25
    • melkathi · Community · 2022-02-21
    • Henrikwakman · Community · 2023-01-25disagrees

    No — Rise of Ix only changes the Combat-space deployment rule to "units". Every base-game card or ability that says troop means troops only, so Double Cross can't touch a Dreadnought and Baron Harkonnen's Masterstroke doesn't count them. Cards that say "unit" cover both.

    With Detonation Devices, what happens to my Dreadnoughts when I win?

    Several players agree on the tile's wording; no official ruling.

    • diogosalazar · Community · 2022-05-21
    • jazzbjorn · Community · 2022-11-20
    • SevenSpirits · Community · 2024-03-21
    • StrangeBeacon · Community · 2022-05-05
    • Dark_Mirror · Community · 2022-11-20disagrees

    Detonating replaces sending that Dreadnought to a space: it goes to your supply and you gain the VP, and any other Dreadnought from the Conflict returns to your garrison as usual. You can't both detonate and take control with the same one, and reaching 10 VP doesn't stop you, since the end is checked later.

    How does the Unload icon work?

    The designer ruled on In the Shadows, and many players agree on how Unload triggers.

    • Merakon · Designer · 2022-08-14
    • testperson · Community · 2022-11-21
    • Triggersten · Community · 2022-11-21
    • cartmanbeck · Community · 2024-04-20
    • bakija · Community · 2023-05-08
    • hypotenmoose · Community · 2021-11-16

    An Unload card gives you its Reveal box when it's revealed as normal, and also whenever it's discarded or trashed. That includes an opponent forcing you to discard it, and getting it twice in one turn (reveal, then trash). Unload doesn't let a card discard or trash itself; you need another effect for that. In the Shadows can't discard itself, because it has left your hand once played. Cleaning up cards at the end of the round isn't discarding, and playing an Unload card on an Agent turn doesn't trigger it.

    “When you play In the Shadows, it ceases to be a card in your hand.”

    — Merakon, designer

    If I discard an Unload card to pay a cost, when does its Unload resolve?

    The designer clarified this in line with the Rise of Ix rulebook's example.

    • Merakon · Designer · 2023-03-26
    • elessar51 · Community · 2023-03-24
    • rowie718 · Community · 2023-09-09
    • StrangeBeacon · Community · 2022-07-25disagrees

    Immediately, while paying: pay the cost, resolve the Unload in full, then take the effect on the right of the arrow. This matches the Rise of Ix rulebook's example of discarding Esmar Tuek to Guild Chief Administrator. The view that Unload effects wait in a pool to resolve later is incorrect.

    When I play Treachery for its Agent box and it trashes itself, do I get its Unload?

    The designer ruled the Influence gain atomic; players agree on the Unload.

    • Merakon · Designer · 2022-12-05
    • Merakon · Designer · 2022-12-05
    • bakija · Community · 2023-01-02
    • Incarnadyne · Community · 2022-02-22
    • bakija · Community · 2023-03-10
    • kytmuisco · Community · 2023-10-07

    Yes — trashing itself counts, so you also recruit 2 troops and deploy them to the Conflict, even from a non-Combat space; that deployment isn't optional. The card's "gain 2 Influence instead of 1" (like Power Play's) is a single effect: you can't split it to slip another effect in between the two steps.

    “"Gain 2 influence instead of 1" is an effect that can be taken at any point in the turn but it is one atomic effect.”

    — Merakon, designer

    Can a card with an Infiltration icon go to an unoccupied space, or join my own Agent?

    The designer and the official FAQ's infiltration entry both allow normal placement.

    • Merakon · Designer · 2022-01-30
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · infiltration · 2025-01-13
    • Sirusx715 · Community · 2022-03-26
    • StrangeBeacon · Community · 2022-12-12
    • RoadHouse · Community · 2025-02-10

    Unoccupied, yes; you're never required to infiltrate. Your own Agent, no: Infiltration only ignores enemy Agents. It applies only to the printed icon it's on, not to icons added by Dispatch an Envoy. Bounty Hunter's 2 Solari come only when you actually infiltrate an occupied space.

    “They can send to unoccupied spaces, also.”

    — Merakon, designer

    Can troops I recruit before sending my Agent to a Combat space (e.g. via Invasion Ships) be deployed?

    The designer confirmed this directly.

    • Merakon · Designer · 2022-02-10
    • Tanel88 · Community · 2022-02-10
    • bakija · Community · 2023-04-19
    • RoadHouse · Community · 2025-02-10
    • Teppoiz · Community · 2022-04-08

    Yes — a Combat-space visit lets you deploy every troop recruited during that turn, before or after the Agent was placed, plus up to two from your garrison. Invasion Ships only stops enemy Agents from blocking you; you can still go to an empty space, but not join your own Agent.

    “Yes, as several posters have concluded.”

    — Merakon, designer

    How often does Princess Yuna Moritani's extra Solari trigger?

    The official FAQ's Yuna Moritani entry and the designer both say each gain is boosted.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · “Princess” Yuna Moritani · 2025-01-13
    • Merakon · Designer · 2022-02-06
    • bakija · Community · 2023-04-11
    • Triggersten · Community · 2022-07-26
    • Teowulff · Community · 2024-02-20
    • Tanel88 · Community · 2022-01-25

    Once for each separate Solari gain during her own Agent or Reveal turns, not once per turn: if the card she plays and the space she visits each give Solari, that's two gains and +2. Solari gained outside her turns (round start, Combat rewards, other players' turns) gets nothing extra.

    How does Archduke Armand Ecaz's Coordination ability work?

    The official FAQ and several designer answers cover each part.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Archduke Armand Ecaz · 2025-01-13
    • Merakon · Designer · 2022-02-11
    • Merakon · Designer · 2021-12-29
    • Merakon · Designer · 2022-02-10
    • Merakon · Designer · 2022-02-04
    • GPD123 · Community · 2025-05-18

    On your Reveal turn, if you have at least two Agents on spaces with any of the three listed Agent icons (same or different icons; the Mentat counts), you may trash one of your cards in play. That means a card you played on an Agent turn or revealed this turn, after taking its Reveal effects if you like. Not cards in your discard pile, and not cards you just acquired, since those went to your discard pile.

    “Cards you just acquired during the same reveal step do not enter play; they go to your discard pile.”

    — Merakon, designer

    Where does a card acquired with Armand Ecaz's Signet Ring go, and can it be a Foldspace?

    The official FAQ's Foldspace entry rules out Foldspace; players agree on the rest.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Foldspace · 2025-01-13
    • bakija · Community · 2023-07-14
    • Marty S · Community · 2023-07-12
    • rowie718 · Community · 2022-05-05
    • rowie718 · Community · 2023-04-05

    Like any acquired card it goes straight to your discard pile, and the Imperium Row refills immediately. It can't be a Foldspace: Foldspace has no cost and is only gained through a Foldspace icon.

    When does Ilesa Ecaz's One Step Ahead give spice or Solari, and can it pay for the space?

    The designer ruled on the timing, and the official FAQ's Ilesa Ecaz entry defines "otherwise".

    • Merakon · Designer · 2022-07-24
    • Merakon · Designer · 2021-12-14
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Ilesa Ecaz · 2025-01-13
    • BlackSheep · Community · 2021-12-05
    • Dark_Mirror · Community · 2024-02-04

    Only if you use the set-aside card to send an Agent, and only after that Agent has been placed with the space's cost paid: 1 spice if the card has exactly one Agent icon, otherwise 1 Solari. If you never use the card to send an Agent, you get nothing. So it can't help pay the space (no Swordmaster with 7 Solari), but it can pay a cost in the card's Agent box or her Signet Ring.

    “Only after successfully sending the agent to a board space would you resolve One Step Ahead.”

    — Merakon, designer

    Is setting aside a card with Ilesa Ecaz mandatory, and can that card be discarded or trashed?

    The designer ruled on discarding and trashing; players agree on the rest.

    • Merakon · Designer · 2022-05-28
    • Toper · Community · 2021-12-06
    • BlackSheep · Community · 2022-02-16
    • rowie718 · Community · 2023-08-12
    • dwjmeijer · Community · 2024-10-05

    Setting aside is mandatory each round, and you look at your hand and choose the card. While set aside it's not in your hand, discard pile or play, so it can't be discarded (e.g. to Reverend Mother Mohiam) or trashed. A grafted pair that includes it still counts as using it to send the Agent.

    “You can't discard it because it's not in your hand.”

    — Merakon, designer

    How do Tessia Vernius's snoopers and Signet Ring work?

    Several players agree on how the leader card reads; no official ruling.

    • KPater · Community · 2022-03-12
    • BlackSheep · Community · 2022-05-18
    • bleached_lizard · Community · 2022-04-04
    • melkathi · Community · 2021-12-16
    • SevenSpirits · Community · 2024-01-25
    • StrangeBeacon · Community · 2021-12-06

    A snooper starts on each faction's 2-Influence space. When you reach one, take it and place it on the topmost uncovered space of Tessia's Leader, taking that one-time reward; you still score the normal 2-Influence VP. If a reward asks for a discard and your hand is empty, you get nothing. Her Signet Ring trades exactly 1 Influence lost for 1 gained with a faction whose snooper is still on its track, so it does nothing once all four are collected. You can't lose Influence on a track where you're at the bottom.

    How does the Shipping track work: when do I get rewards, and what about two freighter icons?

    Players agree, quoting the Rise of Ix rules; no designer ruling was needed.

    • Kisde · Community · 2023-05-08
    • hypotenmoose · Community · 2022-01-31
    • terjebr777 · Community · 2023-07-29
    • tempus42 · Community · 2022-02-02
    • Marty S · Community · 2024-01-01
    • bakija · Community · 2022-12-21

    You collect rewards only when you recall your Freighter, not while advancing. Each freighter icon is a separate move, so with two you can recall (collecting rewards) and then advance again. Troops from a recall go to your garrison unless you sent an Agent to a Combat space that turn; the CHOAM shipping spaces aren't Combat spaces. Troop Transports lets you deploy only troops recruited from the Shipping track, without the two-from-garrison allowance.

    If I draw cards after my Reveal turn (e.g. Spaceport bought with a Conflict reward), do I keep them?

    The designer answered directly, and the official FAQ's Reveal turn entry uses this example.

    • Merakon · Designer · 2022-04-01
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Reveal turn · 2025-01-13
    • StrangeBeacon · Community · 2022-06-21

    Yes — keep them for next round, then draw your normal five on top, starting that round with seven cards.

    For Holtzman Engine, which The Spice Must Flow cards count?

    The designer confirmed this.

    • Merakon · Designer · 2022-04-11
    • Tanel88 · Community · 2022-04-28

    Any you own wherever they are: deck, hand, in play or discard pile. Trashed copies no longer count.

    If a Dreadnought leaves the Conflict after I revealed Full-Scale Assault, do I lose its swords?

    The designer answered the first question directly.

    • Merakon · Designer · 2022-02-20
    • Triggersten · Community · 2022-02-20
    • Marty S · Community · 2024-06-30

    No — Full-Scale Assault's swords were locked in when you revealed it; you only lose the removed Dreadnought's own 3 strength.

    How does Desert Ambush work?

    The designer answered who chooses and confirmed mixing opponents.

    • Merakon · Designer · 2022-02-06
    • Merakon · Designer · 2022-06-04
    • bakija · Community · 2023-01-29
    • Klaxas · Community · 2022-02-21
    • cjfm27 · Community · 2022-04-29
    • SolomonCane · Community · 2022-04-30

    For each troop you deploy that turn (Dreadnoughts don't count), you force one enemy unit to retreat to its owner's garrison. You choose which units, Dreadnoughts included, and they can belong to different opponents. It applies only on the turn you play it, so with no troops deployed it does nothing.

    “You choose the units. Any unit you choose retreats.”

    — Merakon, designer

    If Cannon Turrets pushes my last unit out of the Conflict, can I play Second Wave to get back in?

    The designer answered this exact case.

    • Merakon · Designer · 2023-02-20
    • liamrobmac · Community · 2022-06-10
    • diogosalazar · Community · 2022-05-30
    • StrangeBeacon · Community · 2022-09-02

    No — you need at least one unit in the Conflict to play any Combat Intrigue, so you can't use one to re-enter. (Second Wave otherwise gives both its swords and up to 2 units from your garrison.)

    “You must have at least one unit in combat to play a combat intrigue.”

    — Merakon, designer

    Can the winner of Economic Supremacy trade Solari or spice for VP more than once?

    Many players agree across several threads; no official ruling.

    • Vronk · Community · 2026-04-21
    • jazzbjorn · Community · 2023-10-25
    • diogosalazar · Community · 2026-02-08
    • diogosalazar · Community · 2025-02-09
    • SevenSpirits · Community · 2022-06-19

    No — each exchange can be made once, so the most is 3 VP (the base point plus one Solari trade and one spice trade). You may take rewards in any order, so Solari from Strategic Push or To the Victor... can help pay.

    How do solo Rivals buy Tech and use Dreadnoughts?

    The designer confirmed the acquire bonus and quoted the Rise of Ix solo rule on Tech purchases.

    • Merakon · Designer · 2022-02-05
    • Merakon · Designer · 2022-07-24
    • StrangeBeacon · Community · 2021-12-24
    • HildaRHills · Community · 2024-05-08
    • Teppoiz · Community · 2022-03-24
    • rowie718 · Community · 2022-06-20

    Rivals hoard spice for Tech until a Conflict III card is face up; from then on they trade every 7 spice for 1 VP immediately. They buy only Tech tiles with the House Hagal symbol: the most expensive they can afford counting Negotiator discounts, ties to the topmost stack. With nothing affordable, they buy nothing. They pay spice for Tech but nothing for Dreadnoughts, and they do get a tile's acquire bonus.

    With Expert Troop Deployment, how does a Rival count Dreadnoughts?

    The official FAQ's Solo Play entry replaces the designer's earlier rules-as-written answer.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Solo Play · 2025-01-13
    • Merakon · Designer · 2021-12-23superseded
    • StrangeBeacon · Community · 2022-06-22
    • McBartsomeville · Community · 2023-05-20
    • StrangeBeacon · Community · 2022-05-03

    By strength. For a Conflict I or II, a Rival won't deploy more once it already leads by 4 or more strength, so Dreadnoughts count. In 2021 the designer said the rules as written compared troops only, though he preferred playing by strength; the official FAQ now settles it in favor of strength. On a Combat space a Rival deploys up to 2 units from its garrison, Dreadnoughts first.

    Which House Hagal cards change for solo and two-player games with Rise of Ix?

    The official FAQ lists this as errata to the Rise of Ix rulebook.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Errata · 2025-01-13
    • dwjmeijer · Community · 2022-03-02
    • StrangeBeacon · Community · 2021-12-12
    • HitomiKojiru · Community · 2022-01-23
    • BlackSheep · Community · 2022-01-04

    Remove the two Hall of Oratory and two Rally Troops House Hagal cards, since the Ix board covers those spaces, and add the new Rise of Ix House Hagal cards. The first English printing of the Rise of Ix rulebook left the removal step out; it's in the official errata.

    How do Rivals use the Shipping track, and who breaks their Influence ties?

    The designer gave this ruling and the official FAQ's Rivals entry now includes it.

    • Merakon · Designer · 2022-02-01
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Rivals · 2025-01-13
    • bakija · Community · 2023-06-19
    • DrHeimlich · Community · 2022-02-11
    • rexhaha · Community · 2022-01-05

    A Rival advances its Freighter to the second space (two troops and one Influence), then recalls, always taking dividends rather than spice. When the recall gives Influence and the Rival is tied for least on several tracks, the player with the First Player marker chooses (or the player acting next after a Rival that has it). In two-player games House Hagal gathers no resources, so it never buys Tech or takes resource-only rewards.

    “In that case, the player with the first player token should choose.”

    — Merakon, designer

    How do solo Rivals handle two-option Hagal cards and Training Drones?

    The designer ruled on both, and the official FAQ's Rivals entry agrees on two-option cards.

    • Merakon · Designer · 2021-12-13
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Rivals · 2025-01-13
    • Merakon · Designer · 2022-03-07

    On a two-option card, use only the side matching the Rival's current situation. If that space is blocked, reveal a new card rather than using the other side (e.g. a Rival with 2+ Guild Influence never takes the Foldspace side). A Rival with Training Drones uses it on its first turn each round; the troop deploys if that turn went to a Combat space, otherwise it goes to the garrison.

    “Definitely draw another Hagal card.”

    — Merakon, designer

    Which Rise of Ix Leaders can be solo Rivals?

    Several players quote the Rise of Ix rulebook.

    • bakija · Community · 2022-08-03
    • Imunar · Community · 2022-12-09
    • djott70 · Community · 2023-01-30
    • bakija · Community · 2022-12-10

    Only Prince Rhombur Vernius and Viscount Hundro Moritani; the others (e.g. Armand or Ilesa Ecaz) are for human players only. Rhombur acquires Tech if he can, and Hundro spends 1 spice for his Freighter if he has it.

    How does Epic mode work?

    The designer settled Leader timing; players agree on the rest of the setup.

    • Merakon · Designer · 2022-06-25
    • HildaRHills · Community · 2022-03-01
    • Master_Jack · Community · 2024-09-11
    • retienne · Community · 2025-08-16
    • Novis · Community · 2025-07-26
    • EDG_ · Community · 2022-06-15

    Leaders are chosen first, before the rest of the setup. Each player starts with 5 garrisoned troops instead of 3, the Conflict Deck is 5 Conflict II and 5 Conflict III cards, and the game ends at the end of the round in which someone reaches 12 VP (or when the Conflict Deck runs out, still at most 10 rounds). It works at any player count, two-player included.

    “FWIW, the intention was to choose leaders first.”

    — Merakon, designer

    Can I use Rise of Ix Leaders or cards with the base game alone?

    Several players agree; it's a setup recommendation rather than a rule.

    • RichieJ · Community · 2026-07-30
    • RichieJ · Community · 2026-07-30
    • bakija · Community · 2026-07-30

    Most Ix Leaders work in the base game; only a couple use the Shipping track or Dreadnoughts in their abilities. Most Ix Imperium and Intrigue cards, and the Dreadnoughts, depend on the new board spaces and mechanics, so use them with the full expansion.

    Is Boundless Ambition's acquire mandatory?

    Several players agree on the reading; no official ruling.

    • bakija · Community · 2022-05-25
    • elucidarian · Community · 2022-05-25
    • chiswi · Community · 2022-09-12
    • StrangeBeacon · Community · 2022-06-26

    Yes — it has no "may" or cost arrow, so when it resolves (revealed or via Unload) you must acquire a card costing 5 or less if one is available. The Unload icon only adds extra triggers; it doesn't make the effect optional.

    What does Weirding Way's 'take another turn' do?

    The designer covered the Voice interaction; players agree on the rest.

    • Merakon · Designer · 2022-12-01
    • SevenSpirits · Community · 2024-07-06
    • HP12C_guy · Community · 2024-07-06

    You take one more turn immediately, an Agent turn or your Reveal turn, before the next player. You don't draw a new hand; you just act twice in a row. Against The Voice, that extra turn counts as your next Agent, so a second Agent can go to the blocked space.

    How do CHOAM Directorship and Opulence work together?

    Players agree across several threads; no official ruling.

    • Novis · Community · 2025-02-08
    • wmshub · Community · 2025-02-08
    • SevenSpirits · Community · 2022-08-09
    • HP12C_guy · Community · 2022-04-20

    CHOAM Directorship's acquire bonus gives one Influence on each of the four faction tracks, not one track. On a Reveal turn you resolve revealed cards in any order, so Solari from CHOAM Directorship can pay for Opulence's VP. Opulence's exchange works once per reveal, for 1 VP.

    Does Guild Accord let me go to the Heighliner with only 4 spice?

    Players agree that the card changes the cost itself; no official ruling.

    • diogosalazar · Community · 2023-06-05
    • Kash000 · Community · 2023-06-05

    Yes — Guild Accord lowers the Heighliner's cost, so you pay 4 spice up front; you don't pay 6 and get 2 back.

    Can troops from Tech tiles like Flagship or Training Drones be deployed to the Conflict?

    The official FAQ's troops entry names Tech tiles as a valid source; players agree on the rest.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · troops · 2025-01-13
    • Stormparkiet · Community · 2023-12-30
    • Klaxas · Community · 2022-02-20
    • Novis · Community · 2026-03-21
    • Klaxas · Community · 2022-02-14
    • SevenSpirits · Community · 2022-04-08

    Only on a turn when you sent an Agent to a Combat space: then they're troops recruited that turn and can deploy, even on top of the two from your garrison. Otherwise they go to your garrison. You may use the tile at any point in that turn, so resources gained there can pay for Flagship first.

    Can I get Ixian Engineer's or Duncan, Loyal Blade's bonus by trashing them with another effect?

    Several experienced players agree; no official ruling.

    • cjfm27 · Community · 2022-07-11
    • SevenSpirits · Community · 2022-07-11
    • Gilgermesh · Community · 2021-11-20
    • SecurityRake · Community · 2021-12-30
    • Glaurung2 · Community · 2021-12-30

    No — trashing is the cost of their own Reveal effects, so they must be revealed and trash themselves; trashed by Selective Breeding or a trash icon, they give nothing. Only Unload cards pay off when trashed by other effects. Since Reveal effects resolve in any order, you can acquire your third Tech first and then trash Ixian Engineer for its VP.

    After someone acquires a Tech tile, is the next tile in that stack revealed right away?

    Players quote the Rise of Ix rule on acquiring Tech tiles.

    • cyberfefe · Community · 2022-04-29
    • HitomiKojiru · Community · 2022-04-29
    • SevenSpirits · Community · 2022-04-29

    Yes — flip the next tile in that stack immediately, so it's available at once; the stacks don't reset each round.

    Dune: Imperium – ImmortalityExpansion

    How does grafting work?

    Players agree across many threads, describing the Immortality rulebook's grafting rules the same way.

    • diogosalazar · Community · 2025-03-12
    • The4thJawa · Community · 2023-12-12
    • nickbolton · Community · 2023-04-16
    • zedman · Community · 2024-09-20
    • diogosalazar · Community · 2022-11-28
    • Kash000 · Community · 2026-04-21

    On an Agent turn you play exactly two cards together as one. Your Agent may go to a space matching either card's icons, so a card with no icons, like Convincing Argument, can be grafted, and you resolve both Agent boxes; that's your whole turn. A graft card you draw later in the turn can't be grafted onto a card already played. Grafts are always a pair, and the two stay separate cards for trashing and discarding.

    When resolving grafted cards, what counts as a separate effect?

    The designer ruled on these examples directly.

    • Merakon · Designer · 2022-12-05
    • Merakon · Designer · 2022-12-05
    • Tanel88 · Community · 2022-12-05
    • Tanel88 · Community · 2022-12-06
    • Kash000 · Community · 2023-05-05

    Each icon is a separate effect, and after paying the space's cost you can jump between both cards and the space in any order. A cost arrow binds its two sides into one effect, as do sentences that depend on each other: Imperium Ceremony's look-at-two-keep-one is a single effect. Stand-alone sentences, like Power Play's "Trash this card," are separate.

    “Imperium Ceremony's text block ("Look at the top two cards of the Intrigue deck. Keep one and put the other back on top.") is one effect.”

    — Merakon, designer

    How does Ghola work with cards like Carryall, Kwisatz Haderach and Power Play?

    The official FAQ's Ghola entry covers Carryall and Kwisatz Haderach, and the designer addressed Power Play.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Ghola · 2025-01-13
    • cartmanbeck · Community · 2022-11-01
    • neural_net · Community · 2023-11-04
    • dwjmeijer · Community · 2022-11-20
    • cartmanbeck · Community · 2024-02-26
    • onenappyninja · Community · 2023-05-05

    Ghola copies the grafted card's Agent box, so you get its effects twice, but not things that only apply once. With Carryall the doubling doubles again: four times the base spice. With Kwisatz Haderach you draw two cards but still send only one Agent. With Power Play, "two instead of one" twice is still two Influence. With Imperium Ceremony, resolve its look-two-keep-one twice in a row.

    Does Power Play or Treachery double Influence from other sources, e.g. when grafted to a non-faction space?

    The designer confirmed the intended reading.

    • Merakon · Designer · 2022-11-16
    • Tanel88 · Community · 2022-11-16
    • David Goldfarb · Community · 2023-02-28

    No — "gain two Influence instead of one" only replaces the 1 Influence for visiting a faction board space with that Agent. It doesn't double Influence from Intrigue cards, the Shipping track or anything else.

    “Your guess is correct.”

    — Merakon, designer

    Once a grafted card is trashed, can I still use its effects?

    The designer announced this ruling, reversing an earlier answer.

    • Merakon · Designer · 2023-02-19
    • Merakon · Designer · 2023-02-19
    • Merakon · Designer · 2023-04-17
    • felkdav · Community · 2023-02-20
    • gabryc92 · Community · 2023-11-07
    • Tanel88 · Community · 2023-01-12disagrees

    Not ones you haven't used yet: per the designer's 2023 ruling, you can't receive or activate an effect from a card that's already trashed. So two grafted cards that each trash the other as a cost can't both pay off, and trashing Esmar Tuek for its Unload spice can't then fund his own Agent box. Effects a card already installed keep working: Chairdog's return, Usurp's end-of-turn trash, Weirding Way's extra turn.

    “The new rule is that you can’t receive or activate an effect from a card that is already trashed.”

    — Merakon, designer

    How does Beguiling Pheromones' trash work with the card it's grafted to?

    The official FAQ's Beguiling Pheromones entry and several designer answers cover this.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Beguiling Pheromones · 2025-01-13
    • Merakon · Designer · 2023-01-11
    • Merakon · Designer · 2022-12-19
    • Merakon · Designer · 2022-11-02
    • Merakon · Designer · 2022-11-02
    • Tanel88 · Community · 2022-11-04

    It trashes either itself or the card it's grafted to, nothing else, and you gain the extra Influence. If you trash the other card, you can't also use that card's own effect that needs trashing it as a cost (no Intrigue card from a trashed Imperial Spy). You can trash a card that would be trashed anyway: take Power Play's two Influence first, then trash it with Beguiling Pheromones for a third, and Power Play's own trash has nothing left to do.

    How does Chairdog's return work, and what if Chairdog or the other card is trashed?

    The designer ruled on the installed effect, and the official FAQ's Chairdog entry rules out switching turns.

    • Merakon · Designer · 2024-01-25
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Chairdog · 2025-01-13
    • Merakon · Designer · 2022-12-06
    • Kenshiro_ · Community · 2025-09-25
    • jdludlow · Community · 2023-05-04

    Chairdog installs an effect on the card it's grafted with when you play it. Even if Chairdog is trashed later, the other card returns to your hand at the start of your Reveal turn and is revealed. If that other card already trashed itself (e.g. Foldspace), it isn't in play, so nothing returns. Once returned you must finish your Reveal turn; a returned Kwisatz Haderach can't switch you back to an Agent turn.

    “Even if you trash Chairdog before the Reveal turn, that effect remains installed on the other card.”

    — Merakon, designer

    How does Usurp work?

    The designer ruled on where and when the usurped card is trashed.

    • Merakon · Designer · 2022-11-28
    • Merakon · Designer · 2022-11-29
    • onenappyninja · Community · 2023-01-23
    • dwjmeijer · Community · 2023-01-23
    • elessar51 · Community · 2023-06-06
    • Kash000 · Community · 2023-01-23

    Graft it onto one of the five cards in the Imperium Row (Reserve cards and the Tleilaxu row don't count) and use that card's Agent icons and Agent box only; you aren't acquiring it, so there's no Acquire bonus. At the end of your turn the usurped card is trashed, wherever it ended up, which also triggers its Unload. While in the Row it isn't "in play", so effects that return a card from play (e.g. Stillsuit Manufacturer) can't take it. The Row refills right away when it's trashed.

    “If Usurped, Stillsuit Manufacturer is an eligible trash target regardless of what zone it's in at the end of your turn.”

    — Merakon, designer

    Is the Tleilaxu track a Faction, so Influence effects can move it?

    The official FAQ's Tleilaxu track entry and the designer both say so.

    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Tleilaxu track · 2025-01-13
    • Merakon · Designer · 2022-12-03
    • kingwhirlie · Community · 2022-12-03
    • diogosalazar · Community · 2023-04-18
    • bleached_lizard · Community · 2023-01-08

    No — there are still only four Factions. Effects that gain or lose Influence with "any Faction" (Shifting Allegiances, Duke Leto's Signet Ring, "advance on any Faction track") can't move the Tleilaxu track, which advances only with its own beetle icon.

    Where do specimens come from, and when can I spend them?

    Players agree across many threads, citing the Immortality rulebook.

    • cartmanbeck · Community · 2023-01-14
    • bakija · Community · 2024-01-12
    • SevenSpirits · Community · 2022-11-02
    • Kash000 · Community · 2023-01-24
    • Marty S · Community · 2024-11-15
    • Avantyr · Community · 2023-05-30

    Only from troops in your supply. With an empty supply you gain none, and you can't move troops from your garrison, the Conflict or Negotiator spots into the tanks. You're still limited to 12 cubes, and you can't hold troops back from a mandatory recruit to save them as specimens. Specimens can return to your supply to be recruited, but not the reverse. Spend them on your Reveal turn unless a card says otherwise; new specimens must be placed in the tanks before you can spend them.

    When and how do I acquire Tleilaxu cards?

    Players agree, quoting the Immortality rulebook.

    • Thane13 · Community · 2023-07-02
    • HildaRHills · Community · 2023-09-13
    • Vronk · Community · 2023-04-26
    • dwjmeijer · Community · 2023-07-23
    • kamranrustemli · Community · 2022-12-31
    • Lestra · Community · 2023-04-26disagrees

    On your Reveal turn, paying specimens instead of Persuasion; they go to your discard pile. You can buy from both the Imperium and Tleilaxu rows in one turn, and as many Tleilaxu cards as your specimens allow, Reclaimed Forces included. Tleilaxu Master can only acquire cards with a Persuasion cost (6 or less), never specimen-cost Tleilaxu cards.

    How does the research track work, including going past the end?

    Players agree across several threads, citing the Immortality rulebook.

    • pkodyssey · Community · 2022-12-30
    • Marty S · Community · 2023-04-18
    • xachan · Community · 2024-06-15
    • diogosalazar · Community · 2025-09-10
    • Dark_Mirror · Community · 2023-01-08
    • jdludlow · Community · 2023-02-20

    Any number of players can share a space. Each research step resolves the space you enter, and a space's own research icon moves you again, so one card can carry you several spaces. Each step past the end of the track draws a card, revealed and used if drawn on your Reveal turn. Tleilaxu track gains past its end are simply lost. The track's trash-a-card bonus is optional like any trash icon.

    How does Harvest Cells work?

    The designer answered the timing, ordering and Reclaimed Forces questions.

    • Merakon · Designer · 2023-02-20
    • SevenSpirits · Community · 2022-11-26
    • bakija · Community · 2024-01-12
    • Kash000 · Community · 2024-01-25
    • Thane13 · Community · 2023-06-11

    You play it at the end of a Conflict if at least three of your troops left the Conflict then, win or lose. If it's your reward for that Conflict, you can play it right away. When several players play one, resolve them in turn order, and you can play two copies. Its Tleilaxu acquisition can take Reclaimed Forces.

    How does High Priority Travel's combat icon work?

    The designer clarified the choice; players agree on the deployment.

    • Merakon · Designer · 2023-03-13
    • dwjmeijer · Community · 2023-03-12
    • Novis · Community · 2024-12-13
    • diogosalazar · Community · 2023-03-12

    It lets you deploy as though you'd visited a Combat space: the troops recruited that turn plus up to two from your garrison (e.g. Rally Troops' four plus two). On a space that's already a Combat space it adds nothing, but you may still choose it.

    “You can choose the combat effect, even if that effect would do nothing.”

    — Merakon, designer

    How many Solari does Slig Farmer give when grafted?

    The designer gave the Dispatch an Envoy example directly, and players agree on Foldspace and gated icons.

    • Merakon · Designer · 2023-01-11
    • Dune: Imperium Errata and Frequently Asked Questions (January 13, 2025) · Official document · Dispatch an Envoy · 2025-01-13
    • itsthisguyagain · Community · 2024-05-25
    • StrangeBeacon · Community · 2024-09-03
    • zedman · Community · 2024-05-25disagrees

    One per Agent icon on the grafted card: grafted to Foldspace, all seven. Icons added by Dispatch an Envoy count too, without duplicates: Spice Hunter (Fremen and Spice Trade) plus Dispatch an Envoy gives 5. Gated icons that aren't active, like Long Reach's without another Bene Gesserit card, count as none.

    “Dispatch an Envoy adds Emperor, Spacing Guild, Bene Gesserit, and Fremen icons to a card without removing its former icons.”

    — Merakon, designer

    Can I play Long Reach or Show of Strength on an Agent turn without meeting their condition?

    Players agree on these cards; no official ruling.

    • bakija · Community · 2023-09-04
    • cartmanbeck · Community · 2023-09-11
    • skink · Community · 2023-07-17
    • jozxyqk · Community · 2022-11-18
    • jozxyqk · Community · 2023-01-19
    • StrangeBeacon · Community · 2024-09-03

    No — their grey Agent icons are active only when the condition is met (another Bene Gesserit card in play, or more deployed troops than each opponent). Otherwise the card has no icons, so you can only use it on an Agent turn by grafting it or adding icons with Dispatch an Envoy. The condition gates only the icons; their other Agent effects work normally once played.

    How does Family Atomics work?

    Players quote the Immortality rule across several threads.

    • masterleep · Community · 2022-10-26
    • El Dudelino · Community · 2026-05-31
    • cartmanbeck · Community · 2023-12-06
    • Robrob · Community · 2023-10-25
    • Skylar114 · Community · 2023-12-30

    Each player gets one token. Once per game, at any point during your own turn (even mid-Reveal turn, after buying), discard the whole Imperium Row and deal five new cards. There's no other cost. Players use the rule with the base game alone too, and a card Helena Richese has set aside isn't in the Row, so it's safe.

    What does Immortality change in setup and game length?

    Players agree, citing both expansions' rulebooks.

    • van_Zwieten · Community · 2022-11-13
    • jozxyqk · Community · 2022-11-13
    • Tanel88 · Community · 2022-11-23
    • cartmanbeck · Community · 2026-03-06

    Two Experimentation cards replace both Dune, the Desert Planet in each starting deck. The expansion's optional longer game plays to 11 VP (or a 4-player game starts at 0 VP). If you also use Rise of Ix Epic mode, Control the Spice starts as an 11th card in your discard pile.

    In a two-player game with Immortality, which Carthag House Hagal cards do I use?

    One experienced player's reading of the Immortality setup rule; no official ruling.

    • jdludlow · Community · 2023-04-20
    • jdludlow · Community · 2023-04-20

    The original ones. The new Immortality Carthag cards are marked 1P and replace the old ones only in solo play.

    Do solo Rivals get the Tleilaxu track's rewards?

    Players agree, citing the Immortality rulebook.

    • wojjas · Community · 2023-04-02
    • djott70 · Community · 2023-04-02

    Yes — unlike Faction tracks, where they skip the bonuses, Rivals collect the Tleilaxu track's rewards (spice, Intrigue cards and VP).

    Which Agent can Twisted Mentat recall?

    Players agree on the card's wording; no official ruling.

    • jdludlow · Community · 2024-01-21
    • diogosalazar · Community · 2024-01-21
    • Avantyr · Community · 2023-05-30

    Only the Agent you sent on this Agent turn. If you recall it from a space that rewards having an Agent there on your Reveal turn (e.g. Rise of Ix's Tech Negotiation Persuasion), you lose that reward.

    Can Stillsuit Manufacturer be returned to my hand and replayed repeatedly?

    The designer ruled on the Usurp case, and players agree on repeated returns.

    • Teowulff · Community · 2023-10-26
    • jazzbjorn · Community · 2023-10-26
    • diogosalazar · Community · 2023-06-13
    • Merakon · Designer · 2022-11-29

    Yes — nothing limits how often you return it from play to your hand. It can't be pulled back from the Imperium Row via Usurp, though, since a grafted Row card isn't in play.

    Dune: Imperium – BloodlinesExpansion

    Which Bloodlines content works with the original Dune: Imperium rather than Uprising?

    Several players quote the Bloodlines rulebook's setup note and exclusion lists.

    • joshua109 · Community · 2025-02-10
    • maaxar · Community · 2025-01-07
    • aldaryn · Community · 2025-01-07
    • Cosmosophia · Community · 2025-02-19
    • Malnat · Community · 2025-05-06
    • aldaryn · Community · 2025-01-22

    Most of it. The Bloodlines rulebook has a setup note for placing the Sardaukar Commanders on the original board. It also has you leave out content that needs Uprising systems (spies, battle icons, contracts, the Shield Wall): 5 of 18 Tech tiles, 1 of 7 Commander skills, the new Conflict cards and contract tiles, 5 of 18 Intrigues, 7 of 32 Imperium cards and 3 of 9 Leaders. The Tech module is optional, and Bloodlines also combines with Rise of Ix.

    Playing Bloodlines with Rise of Ix, where do the Sardaukar Commanders go when the Ix overlay covers their spaces?

    The designer quoted the Bloodlines rulebook's Rise of Ix setup note.

    • Merakon · Designer · 2025-03-14
    • Nostradunwhich · Community · 2025-04-01
    • SevenSpirits · Community · 2024-11-16
    • cartmanbeck · Community · 2024-12-17

    Put one Commander on Dreadnought. In a 4-player game put the other on Tech Negotiation; otherwise return it to the box.

    “Instead, place one Sardaukar Commander on Dreadnought.”

    — Merakon, designer

    Do Sardaukar Commanders count as troops?

    The designer ruled that Commanders are troops; players agree on the recruiting limits.

    • Merakon · Designer · 2025-02-01
    • bakija · Community · 2025-06-30
    • bakija · Community · 2025-02-26
    • bakija · Community · 2025-02-10
    • joshua109 · Community · 2025-02-17
    • SevenSpirits · Community · 2025-04-15

    Yes — effects that affect troops (losing, retreating, deploying) affect them too, and the owner chooses which troop to lose. But you can't gain them as ordinary recruits, e.g. from a Control bonus: the only way out of your supply is paying 2 Solari once per turn, or a card that grants one. For effects that count unit types, like Piter's Calculating, they're a type of their own.

    How do I recruit a Sardaukar Commander, and can I deploy it right away?

    Players agree, quoting the Bloodlines rules; no official ruling.

    • janwillemvl · Community · 2025-04-25
    • Kash000 · Community · 2026-06-03
    • RoadHouse · Community · 2025-05-06
    • SevenSpirits · Community · 2025-08-12
    • bakija · Community · 2025-01-20
    • randomdennislee · Community · 2025-01-29

    On your turn, on any space, pay 2 Solari to recruit one Commander from your supply to your garrison, once per turn; it isn't a cost of the space, so Solari gained at that space can pay. On a Combat-space turn it counts as recruited that turn, so it can deploy on top of your two garrison units. A Commander already in your garrison uses one of those two. After Combat it returns to your supply like any troop.

    When a card lets me acquire and recruit a Sardaukar Commander, do I pay 2 Solari?

    Players agree on the cards' wording; no official ruling.

    • AkantorJojo · Community · 2025-09-03
    • aldaryn · Community · 2026-06-09
    • zedman · Community · 2026-03-31
    • rowie718 · Community · 2025-06-22

    No — the card's effect grants the Commander, so there's no payment; the 2 Solari is only for the normal once-per-turn recruit. Stacked discounts (e.g. Sardaukar High Command and Honor Guard) can make that normal recruit free, but it's still one per turn.

    When are Sardaukar Commander skills active, and do I keep their bonuses if Commanders retreat?

    Players quote the Bloodlines rules and a designer diary; no direct designer ruling.

    • bakija · Community · 2025-02-20
    • Ignipes · Community · 2026-06-04
    • Kendress · Community · 2025-04-02
    • zedman · Community · 2025-03-02
    • Novis · Community · 2024-12-30
    • diogosalazar · Community · 2026-06-04disagrees

    Skills work only while at least one of your Commanders is in the Conflict; one there activates all your skills, each once per round. Skills marked Reveal Turn (e.g. Desperate) give their bonus during your Reveal turn and keep it if the Commanders later leave. Strength skills like Canny, Loyal or Fierce need a Commander still in the Conflict when Combat resolves. Desperate's trash is an optional cost.

    Are Command effects optional when I reach 6 Persuasion?

    The designer corrected the rulebook's wording in 2025.

    • Merakon · Designer · 2025-02-13
    • Merakon · Designer · 2025-02-13
    • Novis · Community · 2026-02-09
    • elessar51 · Community · 2025-02-12
    • Kaiserchico · Community · 2026-02-04
    • RoadHouse · Community · 2025-02-12disagrees

    No — Command effects are mandatory once the condition is met, just like Fremen Bond; the rulebook's "you may" wording is an error. Command checks the Persuasion you generated this Reveal turn, not what's left after buying, so buy first if you like. You may still trash a Command card some other way first (e.g. Calculus of Power on Bombast), giving up its Command effect.

    “Fremen Bond and Command share the same official ruling which is that they are mandatory.”

    — Merakon, designer

    Does Chani's ability count troops returned to supply at the end of a Conflict as lost?

    The designer ruled on this directly.

    • Merakon · Designer · 2025-01-07
    • Novis · Community · 2025-06-26
    • iactaBest · Community · 2026-02-23
    • FponkDamn · Community · 2025-01-02
    • Tanel88 · Community · 2024-12-10
    • habermanal · Community · 2025-01-05disagrees

    Yes — troops returned to supply during Conflict resolution are lost, for winners and losers alike, so her token advances one space per troop. Sandworms and Dreadnoughts aren't troops and don't count. When the token reaches the end you take the water and reset, and any remaining steps from that same loss are wasted.

    “Troops returned to your supply during Conflict Resolution are indeed considered "lost."”

    — Merakon, designer

    How does Duncan Idaho's Signet Ring send his Agent into the Conflict?

    Players agree across several threads; no official ruling.

    • cartmanbeck · Community · 2025-03-24
    • AkantorJojo · Community · 2026-02-22
    • AkantorJojo · Community · 2025-08-28
    • Novis · Community · 2025-03-29
    • Vronk · Community · 2025-07-16
    • RoadHouse · Community · 2025-03-23

    It can move the Agent into the Conflict even from a space without the combat icon, but it brings no other troops with it. There it's a unit, not a troop, so troop-counting effects ignore it. Its 3 strength applies whenever you have your Swordmaster, regardless of which happened first. Moving it off a space loses that space's Reveal-turn bonus, and an emptied Maker space gains spice as usual.

    Can a troop gained on my Reveal turn (e.g. from the Handy or Hardy Sardaukar skill) be deployed to the Conflict?

    The designer answered this directly.

    • Merakon · Designer · 2025-01-02
    • diogosalazar · Community · 2026-09-05
    • jazzbjorn · Community · 2025-03-15

    Not by default: you don't send an Agent to a Combat space on a Reveal turn, so it goes to your garrison. It can deploy only if another effect gives you a combat icon or deployment that turn.

    “Not by default, no, because you don’t visit a combat space with an agent during your reveal turn.”

    — Merakon, designer

    How do Piter de Vries's Twisted Intrigue cards work?

    Players agree on these points; no official ruling.

    • Kash000 · Community · 2025-01-02
    • bakija · Community · 2025-02-21
    • bakija · Community · 2025-02-06
    • Tanel88 · Community · 2025-08-29
    • bakija · Community · 2025-01-30

    He draws one only at the start of each round through his ability; other Intrigue draws come from the normal deck. They stay in his Intrigue hand until played and can pile up, and he has enough of them that the deck never needs reshuffling. A Withdrawal-style pass must be played at the very start of the turn, like Bindu Suspension. They're gained before any turn, so they don't trigger Suspensor Suits.

    How do Steersman Y'rkoon's Navigation cards work?

    Players agree; one reply relays a designer confirmation about the Endgame case.

    • RoadHouse · Community · 2025-02-23
    • zedman · Community · 2025-09-22
    • aldaryn · Community · 2025-01-19
    • elessar51 · Community · 2024-12-17
    • bakija · Community · 2025-02-27
    • Vronk · Community · 2026-03-15

    You order them at the start of the game, before anyone draws a hand. Each gives its reward once when revealed, unless it says it repeats. A card drawn from his 3+ spice ability on a Reveal turn joins your reveal; Combat isn't a turn, so spice gained there doesn't count. Navigation isn't tied to a phase, so reaching 2 Influence during the Endgame (e.g. via Panopticon) still triggers one. Once all four are used, nothing more happens.

    How do Esmar Tuek's Signet Ring and Tuek's Sietch work?

    Players quote the Bloodlines clarifications; no designer ruling.

    • RoadHouse · Community · 2025-04-12
    • bakija · Community · 2025-08-21
    • Ignipes · Community · 2026-03-15
    • bakija · Community · 2025-08-23
    • Erunestian · Community · 2025-04-19
    • AkantorJojo · Community · 2025-09-21

    Tuek's Sietch is a Maker space: it gives all its accumulated bonus spice plus your choice of 1 spice or a card, and gains bonus spice in each Makers phase when empty. His Signet Ring either places 1 bonus spice on Tuek's Sietch or takes 1 bonus spice from a Maker space, and the Bloodlines clarifications let him place it there and collect it with the same Agent that turn. Spice added after that Agent turn waits for the next visitor.

    What counts as Hasimir Fenring's "play area"?

    Most replies read it this way, though one player notes the rulebook never defines the term and there is no official ruling.

    • dwjmeijer · Community · 2024-12-21
    • clydeiii · Community · 2025-01-06
    • Martln · Community · 2026-07-23disagrees

    The cards you've played this round, on Agent turns and your Reveal turn, that haven't gone to your discard pile yet. It doesn't include your discard pile or other players' cards.

    How do Bloodlines Tech discounts stack, e.g. High Council, Navigation Chamber and Rapid Engineering?

    Players agree across several threads; no official ruling.

    • aldaryn · Community · 2025-01-20
    • aldaryn · Community · 2025-01-05
    • aldaryn · Community · 2026-03-04
    • bakija · Community · 2025-02-28
    • Tuism · Community · 2025-02-15
    • sunman · Community · 2024-12-17disagrees

    Tech discounts like the High Council seat's and Rapid Engineering stack, down to 0 spice. A repeat High Council visit's 2 spice plus the seat discount is an intended deal. Navigation Chamber lowers a board space's cost (including the option you choose at variable-cost spaces), not Tech, Commanders or other purchases. Two separate "acquire Tech with -1" icons are two discounted purchases, not one at -2.

    Can I use a Bloodlines Tech tile's acquire effect or ability right away?

    Players agree, citing the official FAQ's rule for drawing after the Reveal turn.

    • bakija · Community · 2025-02-06
    • Novis · Community · 2025-09-12
    • zedman · Community · 2024-11-19
    • bakija · Community · 2025-01-23
    • AkantorJojo · Community · 2025-08-27
    • Kendress · Community · 2025-08-19

    Yes — acquiring Tech is one of your space's effects, so its acquire bonus can be resolved in any order with the others, and its ability is active at once. A card drawn by Planetary Array after you win a Conflict is kept for next round, when you still draw five. Servo-Receivers adds the four faction icons to your Signet Ring without removing its own, and its acquire icon resolves your Signet ability once.

    How do solo Rivals use Bloodlines content?

    The designer ruled on deployment order; players quote the Bloodlines solo rules for the rest.

    • Merakon · Designer · 2025-02-25
    • dwjmeijer · Community · 2025-03-12
    • bakija · Community · 2025-04-03
    • Arcadian1985 · Community · 2025-06-02
    • bakija · Community · 2025-02-11
    • Vinceloke · Community · 2025-07-20

    Rivals don't use Commander skills; a Rival gets a Sardaukar for a single Conflict, where it counts as 4 strength. They deploy Dreadnoughts before any troops, Commanders included. They use only the Tech tiles they can, are assumed to meet Command conditions, and take some Reveal-turn Tech effects right after their last Agent turn. Before their Swordmaster they save spice for it, then spend on Tech until Conflict III, when every 7 spice becomes a VP.

    “I think it still works because Sardaukar Commanders are troops and therefore the rival still prefers a dreadnought.”

    — Merakon, designer