
Science Fiction · 2023
Dune: Imperium — Uprising
Worker placement and deck building on Arrakis: send agents, fight conflicts and win alliances before the conflict deck runs out.
- 1–6 players
- 60–120 min
- 3.5 / 5 · Medium
Set up the game
0 of 8 steps
Tick each step as you complete it.

The board and the Shield Wall 
Imperium card 
Imperium card 
Conflict card 
Reserve card 
Starting deck 
Signet Ring 
The bank 
Your supply 
Objective card
What it is about
Uprising is the second entry in the Imperium line: the same spine of worker placement and deck building, but with Arrakis in open war. Each round reveals a conflict, each agent unlocks a space and each purchase changes the deck you will take into the next round. The tension comes from everything competing for the same turn: troops you do not deploy never fight, and Persuasion you do not spend is lost.
The game closes at 10 victory points or when the Conflict Deck runs out. In between, influence with the four factions is the other road to points: at 2 you gain a point, at 4 a bonus and the Alliance, which can be taken from you if someone passes you. Most points wins; ties go to spice, Solari, water and troops in garrisons.
Source note
Base game guide written from the 20-page first-edition rulebook. It does not cover the CHOAM module (p. 16), the 1–2 and 6-player supplements, or the per-space detail that lives on the separate Board Space Guide sheet. Images are cropped from the rulebook; the cover is Dire Wolf material.
Dune: Imperium — Uprising, official rulebook (Dire Wolf Digital, 2023) · Reviewed: 24 Oct 2026