Send agents
Each round you draw 5 cards. On your turn, play a card to send an agent to a board space showing one of the card’s icons. Pay the space’s cost, take its reward, and resolve the card’s Agent box. Spaces hold one agent per round.
Lead a great house across a desert empire. Send agents to win the favor of four factions, build a deck of allies, and throw your troops into ten escalating conflicts. First to 10 victory points after a round claims the crown.
2–4 players · computer opponents · pass & play · online rooms with a code
Each round you draw 5 cards. On your turn, play a card to send an agent to a board space showing one of the card’s icons. Pay the space’s cost, take its reward, and resolve the card’s Agent box. Spaces hold one agent per round.
Faction spaces give +1 influence. At 2 influence you score 1 VP; at 4 you earn a faction bonus, and the first player there forms an alliance worth another VP—until someone passes them.
When you’re done sending agents, reveal the rest of your hand. Their Reveal boxes give persuasion to buy new cards from the market and swords for the fight. Bought cards go to your discard pile.
Combat spaces () let you deploy up to 2 troops, plus any recruited that turn. After everyone reveals, strength is 2 per troop plus swords. Combat intrigue can swing it. 1st and 2nd (and 3rd with 4 players) win rewards.
The game ends after the round in which someone reaches 10 VP, or after the 10th conflict. Most VP wins; ties go to the most spice, then Solari, water, and troops. Trash weak starting cards, grab the High Council seat (+2 persuasion every reveal) and the Swordmaster (a third agent), and watch the deep-desert spice piles grow when nobody harvests them.
Intrigue cards are secret: Plot cards play any time on your turn, Combat cards play after everyone reveals (only if you have troops in the fight), and Endgame cards score VP when the game ends. Your leader’s seal ability triggers when you send an agent with your Signet Ring card.
Solari, troops, and imperial influence.
Every road across the sand is theirs.
Seers who trade in secrets.
Riders of the deep desert.
Duke Leto AtreidesHouse AtreidesLandsraad Popularity Sending an Agent to a Green board space costs you 1 Solari less.Signet · Prudent Diplomacy You may pay 1 spice for influence with a faction where an opponent is ahead.
Paul AtreidesHouse AtreidesPrescience You may look at the top card of your deck at any time.Signet · Discipline Draw 1 card.
Baron Vladimir HarkonnenHouse HarkonnenMasterstroke Once per game:
Gain +1 Influence to 2 Factions.Signet · Scheme You may pay 1 Solari → +1 intrigue.
Glossu "The Beast" RabbanHouse HarkonnenArrakis Fiefdom At game start: +1 Spice and +1 Solari.Signet · Brutality With 1+ alliances: +2 troops.
Helena RicheseHouse RicheseEyes Everywhere Enemy Agents don't block your Agents at Green or Blue board spaces.Signet · Manipulate Remove a card from the Imperium Row; you may acquire it for 1 less persuasion.
Count Ilban RicheseHouse RicheseRuthless Negotiator When you pay Solari for the cost of a board Space: Draw 1 card.Signet · Manufacturing +1 Solari.
Countess Ariana ThorvaldHouse ThorvaldSpice Addict When you harvest spice:
gain 1 less spice and draw 1 card.Signet · Hidden Reservoir +1 water.
Earl Memnon ThorvaldHouse ThorvaldConnections When you take a High Council seat: Gain +1 Influence.Signet · Spice Hoard +1 spice.