Each round has 5 phases in order: Round Start, Player Turns, Combat, Makers, and Recall.
Actions
Phase 1: Round Start — Reveal the top Conflict card from the Conflict Deck and place it face up. Each player draws 5 cards from their deck to form their hand.
Phase 2: Agent Turn — Play one card from your hand face up, then send an Agent from your Leader to an unoccupied board space matching one of the card's Agent icons. Gain the board space effects and the card's Agent box effects. If the space belongs to a Faction, gain 1 Influence with that Faction.
Phase 2: Reveal Turn — When you have no Agents left (or choose not to use them), take a Reveal turn. Reveal remaining hand cards, resolve their Reveal box effects, set your Combat strength, acquire new cards with Persuasion, then clean up.
Phase 3: Combat — Players with troops in the Conflict may play Combat Intrigue cards, then the Conflict is resolved based on strength. Rewards go to the highest-strength players.
Phase 4: Makers — Check each Maker space (The Great Flat, Hagga Basin, Imperial Basin). If no Agent is present, place 1 bonus spice from the bank on that space. Bonus spice accumulates across rounds.
Phase 5: Recall — Check for game end. If no one has won, return the Mentat to its space, recall all Agents to Leaders, and pass the First Player marker clockwise.
Factions and Influence — Four Factions: Emperor, Spacing Guild, Bene Gesserit, Fremen. Each has an Influence track. Sending an Agent to a Faction space gains +1 Influence. At ...
Deck Building — All players start with identical 10-card decks. Acquire new cards during your Reveal turn using Persuasion. Acquired cards go to your discard pile. Wh...
Combat Spaces and Troop Deployment — Combat spaces (marked with desert art and crossed swords): Arrakeen, Carthag, The Great Flat, Hagga Basin, Imperial Basin, Research Station, Sietch Ta...
Strength and Combat — Each troop in the Conflict = 2 strength. Each sword icon on revealed cards = 1 strength. You must have at least 1 troop in the Conflict to have any st...
Control — Three controllable spaces: Arrakeen (bonus: 1 Solari), Carthag (bonus: 1 Solari), Imperial Basin (bonus: 1 Spice). Win a Conflict rewarding control to...
Intrigue Cards — Three types: Plot (play during your Agent or Reveal turn), Combat (play during Combat phase only), Endgame (play at end of game). Kept face down, sepa...
Harvesting Spice (Maker Spaces) — Three Maker spaces: The Great Flat (3 base, costs 2 water), Hagga Basin (2 base, costs 1 water), Imperial Basin (1 base, free). Each round during Phas...
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