[{"data":1,"prerenderedAt":1586},["ShallowReactive",2],{"game-en-dune-imperium-uprising":3,"overlays-en-dune-imperium-uprising":793},{"id":4,"title":5,"accent":6,"age":7,"backdrop":8,"bggUrl":9,"body":10,"categories":24,"components":8,"cover":28,"deepDive":29,"description":16,"duration":166,"extension":169,"faq":170,"industryLegend":8,"lastReviewed":243,"leaders":244,"locale":516,"manualUrl":517,"mechanics":518,"meta":523,"navigation":524,"path":525,"players":526,"publisher":531,"quickStart":532,"resourceLegend":8,"rulesVersion":754,"seo":755,"sourceFiles":756,"sourceNotes":759,"stem":760,"strategies":761,"summary":789,"videoLanguage":8,"videoUrl":8,"weight":790,"year":791,"__hash__":792},"games\u002Fen\u002Fdune-imperium-uprising.md","Dune: Imperium — Uprising","#C2410C","14",null,"https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F397598\u002Fdune-imperium-uprising",{"type":11,"value":12,"toc":20},"minimark",[13,17],[14,15,16],"p",{},"Uprising is the second entry in the Imperium line: the same spine of worker\nplacement and deck building, but with Arrakis in open war. Each round reveals a\nconflict, each agent unlocks a space and each purchase changes the deck you will\ntake into the next round. The tension comes from everything competing for the\nsame turn: troops you do not deploy never fight, and Persuasion you do not spend\nis lost.",[14,18,19],{},"The game closes at 10 victory points or when the Conflict Deck runs out. In\nbetween, influence with the four factions is the other road to points: at 2 you\ngain a point, at 4 a bonus and the Alliance, which can be taken from you if\nsomeone passes you. Most points wins; ties go to spice, Solari, water and troops\nin garrisons.",{"title":21,"searchDepth":22,"depth":22,"links":23},"",2,[],[25,26,27],"Science Fiction","Strategy","Resource Management","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcover.webp",{"title":30,"intro":31,"phases":32},"The round as an auction for tempo","You can already place agents, reveal and fight. The game turns on the order of the spaces, on what you buy once persuasion arrives and on the strength you can really muster in each conflict.",[33,75,120],{"id":34,"label":35,"steps":36},"agents","Agents, icons and spaces",[37,52,66],{"title":38,"text":39,"images":40,"check":45},"Icons are the real limit","You may use only one icon per card, and each space demands a specific one. Your hand is therefore a map of what you can do this round, not a wish list. Before playing your first Agent, count your icons and check which spaces are free: spend your only spice icon and there will be no spice for you this round. Sometimes the right play is to hold a card for the Reveal turn.",[41],{"src":42,"alt":43,"label":44},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fboard-setup.webp","Uprising board with the setup labels: alliance tokens on the four influence tracks, the Shield Wall token below Spice Refinery and marked areas for the decks.","The board and the Shield Wall",{"question":46,"options":47,"answer":50,"explanation":51},"How many icons can you use from one card?",[48,49],"One","All of them",0,"Each card activates a single icon per Agent turn, even if it shows several.",{"title":53,"text":54,"images":55,"check":60},"Spaces are blocked between players","An Agent on a space closes it to everyone until the Return. Placement is a race: the space that gives water or lets you buy cards is worth far more if you get there first. Since the first player rotates every round, you cannot win every race; pick the two or three spaces that truly support your plan and compete for those instead of spreading thin across the board.",[56],{"src":57,"alt":58,"label":59},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-location-espionage.webp","Card “Espionage”: illustration, cost and icons.","Board space",{"question":61,"options":62,"answer":50,"explanation":65},"When is an occupied space freed?",[63,64],"In the Return phase, at the end of the round","As soon as the Agent resolves its effect","Agents return to the Leader during Return; until then the space stays blocked.",{"title":67,"text":68,"check":69},"Influence is bought with presence","Every visit to a faction space moves your influence up one step, and the tracks give rewards and points near the top. Faction spaces are therefore double value: they produce the resource and build a long-term points route. If you intend to compete for an alliance, start early: reaching the last space takes several visits, and spaces get blocked between players.",{"question":70,"options":71,"answer":50,"explanation":74},"What happens when you visit a faction space?",[72,73],"Your influence with that faction moves up one step","You score an immediate victory point","Influence rises one step per visit; points arrive at the higher levels of the track.",{"id":76,"label":77,"steps":78},"buying","Persuasion and deckbuilding",[79,93,107],{"title":80,"text":81,"images":82,"check":87},"Persuasion is not saved","Whatever you do not spend on your Reveal turn is lost. That makes the order of your effects matter: generate persuasion before resolving a card that gives more persuasion and you can buy a better card; resolve it afterwards and the extra is wasted. Before revealing, add up the total you can reach and decide which card in the row you actually want, instead of buying the first thing you can afford.",[83],{"src":84,"alt":85,"label":86},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fbank.webp","Bank tokens: grey Solari discs, orange spice hexagons, blue water drops, plastic sandworms and blue Maker Hooks tokens.","The bank",{"question":88,"options":89,"answer":50,"explanation":92},"What happens to leftover persuasion?",[90,91],"It is lost at the end of the turn","It is saved for the next round","There are no persuasion tokens: whatever you do not buy on your turn is lost.",{"title":94,"text":95,"images":96,"check":101},"Buying seeds the next deck","Purchased cards go to your discard, so you will not see them until the deck shuffles. Buying is therefore a two- or three-round investment: a cheap card that gives persuasion can pay for itself, but an expensive card that clashes with your icons can clog you. Favour cards that provide icons you lack and effects you can use on the Reveal turn, not just printed points.",[97],{"src":98,"alt":99,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-stilgar-the-devoted.webp","Card “Stilgar, the Devoted”: illustration, cost and icons.","Imperium card",{"question":102,"options":103,"answer":50,"explanation":106},"Where does a purchased card go?",[104,105],"To your discard pile","To your hand","Purchases go to the discard and join the deck on its next pass.",{"title":108,"text":109,"images":110,"check":114},"The Imperial row belongs to everyone","The row always holds five cards and refills instantly, so buying is also denial. If a rival needs a specific card, taking it first can be worth more than its effect in your deck. And because the row is filled from the Imperial deck, good cards do not come back: when an excellent card appears, the choice is to buy it or accept that someone else will.",[111],{"src":112,"alt":113,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-smuggler-s-haven.webp","Card “Smuggler’s Haven”: illustration, cost and icons.",{"question":115,"options":116,"answer":50,"explanation":119},"What happens when you buy from the Imperial row?",[117,118],"It refills immediately with another card","The row keeps a gap until the next round","The row refills at once to keep five options available.",{"id":121,"label":122,"steps":123},"conflict","Strength, conflicts and points",[124,138,152],{"title":125,"text":126,"images":127,"check":132},"Strength is calculated, not guessed","Troops are 2, worms 3, swords 1, and with no units in the conflict your strength is zero even if you reveal swords. That rule changes priorities: revealing strength cards is not enough, you must have deployed troops during the Agent turn. Before committing to a conflict, count your maximum possible strength and estimate what rivals can muster; if you cannot finish first or second, save the troops for next round.",[128],{"src":129,"alt":130,"label":131},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fplayer-supply.webp","One player's supply: red cubes and markers, a water token, the ten-card starting deck and the Muad'Dib Leader card with its cubes deployed.","Your supply",{"question":133,"options":134,"answer":50,"explanation":137},"How much strength does a sandworm add?",[135,136],"3","2","Troops are 2, worms 3 and each sword 1; without units, strength is zero.",{"title":139,"text":140,"images":141,"check":146},"Second place pays too","Rewards are shared between first and second, and at large tables even third. It is not always worth spending everything to win: finishing second at half the investment can give the reward you need and leave troops for the next conflict. Read the Conflict card before deciding: some first-place rewards are worth a lot and others are not.",[142],{"src":143,"alt":144,"label":145},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-conflict-propaganda.webp","Card “Propaganda”: illustration, cost and icons.","Conflict card",{"question":147,"options":148,"answer":50,"explanation":151},"Who gets rewards in a conflict?",[149,150],"First and second, and third at large tables","Only first","Rewards reach second place, or third in four- and six-player games.",{"title":153,"text":154,"images":155,"check":160},"Ten points arrive by several roads","The game ends at the end of the round in which someone reaches ten points, and those points come from conflicts, influence tracks, cards and your personal objective. No single road is enough: a pure fighter runs out of influence, and a pure track climber misses combat rewards. Count your point sources halfway through and decide which one you need to close the final round.",[156],{"src":157,"alt":158,"label":159},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-the-spice-must-flow.webp","Card “The Spice Must Flow”: illustration, cost and icons.","Reserve card",{"question":161,"options":162,"answer":50,"explanation":165},"When does the game end?",[163,164],"At the end of the round in which someone reaches 10 points","The moment someone reaches 10, mid-round","The round is finished before scoring: the end comes when the round closes.",{"min":167,"max":168},60,120,"md",[171,178,184,190,195,202,208,214,221,225,230,237],{"category":172,"tags":173,"question":176,"answer":177},"setup",[174,175],"board","shield wall","What is the Shield Wall token for?","It protects Arrakeen, Spice Refinery and Imperial Basin: while it sits on the board no sandworm can be summoned to a conflict at those spaces. Some cards and spaces show a detonation icon and let you remove it for good; after that sandworms can join any conflict.",{"category":172,"tags":179,"question":182,"answer":183},[180,181],"decks","conflicts","Why does the Conflict Deck only have ten cards?","Because a game lasts a bit over eight rounds: four Conflict III cards, five Conflict II and one Conflict I. Leftovers go back to the box unseen, so every game plays a different set of conflicts.",{"category":185,"tags":186,"question":188,"answer":189},"turn",[34,187],"icons","Can I use both icons on a card to send two Agents?","No. You pick one icon and send one Agent. Extra icons only give you alternatives when choosing a space.",{"category":185,"tags":191,"question":193,"answer":194},[192,76],"persuasion","Can I buy more than one card on my reveal turn?","Yes, as many as your Persuasion allows. You may pool Persuasion from several cards and spaces for one purchase and split a single card's Persuasion between purchases. Each purchase refills the row, so you can buy the new card too.",{"category":196,"tags":197,"question":200,"answer":201},"special",[198,199],"spies","infiltrate","How does a Spy work?","You place it on an observation post when a card or space shows the Spy icon. You may recall it to your supply for one of two things: Infiltrate, sending an Agent to an occupied connected space, or Gather Intelligence, drawing a card when you send an Agent. The same Spy cannot do both.",{"category":196,"tags":203,"question":206,"answer":207},[204,205],"sandworms","combat","How do I summon a sandworm?","You need a Maker Hook (gained at Sietch Tabr) and a conflict not protected by the Shield Wall. The sandworm deploys into the conflict immediately and can never be placed in a garrison. If you win, it doubles the rewards you take.",{"category":196,"tags":209,"question":212,"answer":213},[210,211],"control","spaces","What does controlling Arrakeen, Spice Refinery or Imperial Basin give me?","Your Control marker sits on that space's flag. While it is there, every time any player sends an Agent to that space you collect 1 Solari (Arrakeen and Spice Refinery) or 1 spice (Imperial Basin). On top of that, when a conflict at that space is revealed you may deploy one troop from your supply for free.",{"category":215,"tags":216,"question":219,"answer":220},"scoring",[217,218],"influence","alliances","How does influence score?","At 2 influence you gain 1 victory point and lose it if you drop below 2. At 4 you take the space's bonus and never give it back. The first to 4 takes the Alliance and its point; if someone passes them, they hand over the token and the point.",{"category":215,"tags":222,"question":223,"answer":224},[181,187],"How do battle icons work?","There are three: Crysknife, Desert Mouse and Ornithopter. When you win a conflict and keep its card, if you already have another face-up card with the same icon you flip the pair face down and gain 1 victory point. In the endgame the wild icon matches any of the three.",{"category":185,"tags":226,"question":228,"answer":229},[205,227],"rewards","What happens when a combat ties?","If players tie for first, they all take the second reward, nobody wins the conflict and nobody keeps the card. If players tie for second, they take the third reward and the winner keeps theirs with nothing else handed out. A tie for third gets nothing.",{"category":231,"tags":232,"question":235,"answer":236},"end",[233,234],"endgame","tiebreak","How are ties broken at the end?","By spice first, then Solari, then water, then troops in garrisons. Troops from the conflict do not count because they already went back to your supply.",{"category":196,"tags":238,"question":241,"answer":242},[239,240],"choam","module","What does the CHOAM module add?","Contracts: twenty tokens completed by sending Agents to the space each one names, paying out when fulfilled. It also adds cards and lets you play Shaddam Corrino IV as a Leader. The rulebook recommends at least one game without it.","2026-10-24",[245,274,300,327,356,383,409,436,461,488],{"name":246,"slug":247,"faction":248,"set":249,"difficulty":250,"tagline":251,"strategy":252,"image":253,"imageAlt":254,"guide":255},"Feyd-Rautha Harkonnen","feyd-rautha-harkonnen","House Harkonnen","Uprising","beginner","Does a little of everything and never tells you which of those things is coming.","The Training track is the engine: every space it advances opens a different branch — spies, deck thinning, spice or zone control — so pick the route before round one. The passive keeps rivals from fighting for first place, and you exploit that by spending little to finish second. Careful with the ring on the last turn of the round: the draw arrives too late to use. He shines in fourth seat, where he can win the first conflict on very little.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Ffeyd-rautha-harkonnen.webp","Feyd-Rautha Harkonnen leader card with his portrait and the Training track.",{"intro":256,"sections":257,"keyCards":267,"tips":270},"Does a bit of everything and never says which of those things is coming. His strength is not one engine: it is that rivals can never tell how much you will pay for first place in a conflict.",[258,261,264],{"title":259,"text":260},"The Training track","Every space unlocks a different branch: placing spies, thinning the deck, pulling spice or controlling zones. Do not walk it blind; pick the branch before the first round and do not swap it for convenience.",{"title":262,"text":263},"The passive as attrition","The passive discourages rivals from fighting for first place. Exploit it by spending little to finish second: they bleed for the Conflict card and you reach the next round with a full hand.",{"title":265,"text":266},"The ring and the expensive mistake","The ring draws a card, but if you play it as the last action of the round the draw arrives too late to use. Play it early, while you can still spend what it draws.",[268,269],"Intelligence Training","Spy Network",[271,272,273],"Pick the Training branch before the first coin.","In fourth seat, fight the first conflict: it is cheap and it buys pressure.","Never leave the ring for the last action of the round.",{"name":275,"slug":276,"faction":277,"set":249,"difficulty":250,"tagline":278,"strategy":279,"image":280,"imageAlt":281,"guide":282},"Gurney Halleck","gurney-halleck","House Atreides","The most direct combat leader: pile up persuasion, buy big and never lose the pace.","His passive turns every persuasion point into a better purchase, so cards with good persuasion and swords are worth double to him. The ring recruits a free troop and is one of the best in the game: it keeps an army in the conflict while the economy grows. Any seat works, but from round one or two he can already buy a powerful card. The key is consistency: collect every round and pick the conflicts that pay, without feeling obliged to enter them all.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fgurney-halleck.webp","Gurney Halleck leader card with his portrait and his two abilities.",{"intro":283,"sections":284,"keyCards":294,"tips":296},"The easiest combat leader to learn and the one that punishes players who stop counting swords. His passive looks small until you use it to buy the nine-cost card.",[285,288,291],{"title":286,"text":287},"Every persuasion point counts","The passive adds persuasion, and that difference decides key buys: The Spice Must Flow lands a round earlier than rivals expect.",{"title":289,"text":290},"The ring that puts troops on the board","Summoning a troop stacks with the passive: the army and the deck grow at the same time. It is one of the most complete rings in Uprising.",{"title":292,"text":293},"Tempo, not obligation","You do not have to enter every conflict. Gurney wins on stability and arithmetic: fight where you can win with margin and save the rest for the round that decides.",[269,295],"Stilgar, The Devoted",[297,298,299],"Add the passive bonus before writing a purchase off.","First or second seat if the market holds a big card.","Do not enter a conflict you cannot win with margin.",{"name":301,"slug":302,"faction":303,"set":249,"difficulty":250,"tagline":304,"strategy":305,"image":306,"imageAlt":307,"guide":308},"Lady Amber Metulli","lady-amber-metulli","House Metulli","Retreating troops is not losing them: it is collecting the Sardaukar skill again.","Her passive returns a troop to the garrison, and that is the trick: with a Sardaukar that has an \"on reveal\" skill, you retreat it and fire the effect again next round without paying for another one. With Bloodlines she gains a lot; without it she is still solid thanks to the free troop in the conflict. Always leave one troop in the conflict zone so you can retreat it safely and collect cheap rewards. The ring helps buy Sardaukar and, with an Alliance, gives extra spice: pick a track nobody contests and be first to 4.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Flady-amber-metulli.webp","Lady Amber Metulli leader card with her portrait and her two abilities.",{"intro":309,"sections":310,"keyCards":320,"tips":323},"Her passive returns a troop to garrison, and with the Bloodlines sardaukar that becomes an engine: you collect the same bonus twice without paying two solari.",[311,314,317],{"title":312,"text":313},"Recalling is collecting again","Sardaukar with an on-reveal skill pay out every time you send them back to garrison. Do not buy a second one when you can recycle the first.",{"title":315,"text":316},"One troop always in the conflict","Leave a unit in the conflict zone even if you do not plan to win it: if it turns bad, you pull it back. Rivals cannot assume you are out.",{"title":318,"text":319},"The ring and the race to 4","The ring helps buy sardaukar and pays extra spice per alliance. Pick the track nobody is fighting over and reach 4 influence first.",[321,322],"Quash Rebellion","Sardaukar Standard",[324,325,326],"Treat the on-reveal bonus as recurring, not one-shot.","Leave a troop in the conflict even if you will lose it.","Pick the least contested track and get to 4 first.",{"name":328,"slug":329,"faction":277,"set":249,"difficulty":330,"tagline":331,"strategy":332,"image":333,"imageAlt":334,"guide":335},"Lady Jessica","lady-jessica","intermediate","Two sides, two games: you decide when to flip the leader, and that changes your plan.","The starting side collects memories and Intrigue; the other turns them into card draws, so when to flip is the most important decision of the game. If the market is not helping, stay on the starting side all game and flip only at the end to buy the nine-cost card. If there are tech or draw cards around, flip early and build the memory engine. A good opener is spice into Espionage: one troop to the Bene Gesserit area, two spies on the board and two cards drawn.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Flady-jessica.webp","Lady Jessica leader card with her portrait and her two abilities.",{"intro":336,"sections":337,"keyCards":347,"tips":352},"She has two board faces and three different plans. Choosing one before the first round is half the game.",[338,341,344],{"title":339,"text":340},"The three routes","You can stay on the front face all game, living off intrigues and flipping at the end to buy the nine; make a smooth transition collecting memory tokens; or flip in round one or two to collect the ring's water from the start.",{"title":342,"text":343},"Doubling the right space","Doubled Desert Tactics thins the deck; doubled Espionage gives spies and cards. On the Reverend Mother face the plan becomes water denial: occupy water spaces, take water from the ring and spend it at the Research Station.",{"title":345,"text":346},"Resources are her blood","Without water, spice and access to the key spaces, Jessica does nothing. Spend drop by drop and never double a space just because you can.",[348,349,350,351],"Southern Elders","Guild Spy","Desert Tactics","Espionage",[353,354,355],"Pick the route before the first hand, not after.","Double the space that buys cards, not the one that gives a single resource.","If you run out of water and spice, the leader disappears from the game.",{"name":357,"slug":358,"faction":359,"set":249,"difficulty":250,"tagline":360,"strategy":361,"image":362,"imageAlt":363,"guide":364},"Lady Margot Fenring","lady-margot-fenring","House Fenring","Hold on, draw with your spies and reach the last conflict with a prepared strike.","Her passive is small but lands at the exact moment: the extra spice at 2 Bene Gesserit influence pays for an early card or tech. The real engine is spies: every recall is a card, and that gives her access to Arrakis and to the expensive cards others cannot buy. Do not fight every conflict: pick the ones that pay and save the strike for the end. She does best in third or fourth seat, once her hand is built.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Flady-margot-fenring.webp","Lady Margot Fenring leader card with her portrait and her two abilities.",{"intro":365,"sections":366,"keyCards":376,"tips":379},"She holds on all game to reach the final conflict with the hand ready. Her passive is small; her strength is the closing blow.",[367,370,373],{"title":368,"text":369},"Save it for the end","Spy-recall cards and troop generators turn the last conflict into a beating. Do not spend them on the first one.",{"title":371,"text":372},"The passive: two spice and a trick","Two spice at the start boosts Prepare the Way and funds a tech, but it does not always pay. Dropping and raising two influence to repeat the bonus is situational, not a plan.",{"title":374,"text":375},"It depends on the observation points","If rivals block the spaces her spies need, the engine stalls. That is why she does better in third or fourth seat: you see the board before committing.",[377,378],"Rebel Supplier","Strike Fleet",[380,381,382],"Do not spend the spy-recall cards before the final conflict.","Two spice at the start only if there is a specific tech to buy.","If they block your observation points, change the plan.",{"name":384,"slug":385,"faction":277,"set":249,"difficulty":250,"tagline":386,"strategy":387,"image":388,"imageAlt":389,"guide":390},"Muad'Dib","muad-dib","Pressure from round one: the ring gives him the tempo nobody else has.","The ring is one of the best early-pressure tools in the game, and his whole plan is to reach Sietch Tabr early to switch the passive on. The Intrigue he draws on reveal wins key conflicts or props up the economy without spending board actions. He is the earliest leader to buy the six- and seven-cost cards, so if the market has one, that is a reason to pick him. Second seat suits him; what he cannot forgive is playing slowly.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fmuad-dib.webp","Muad'Dib leader card with his portrait and his two abilities.",{"intro":391,"sections":392,"keyCards":402,"tips":405},"Pressure from turn one. His ring gives the edge that the passive turns into won wars.",[393,396,399],{"title":394,"text":395},"Sietch Tabr first","The passive only pays with access to the sietch, and that access has to be bought. Opening there matters more than any shiny purchase.",{"title":397,"text":398},"Intrigues that win conflicts","Reveal-phase intrigues are the ammunition: extra resources, extra troops, or simply the threat of having them.",{"title":400,"text":401},"Buying big before anyone else","The ring's draw lets him take 6 and 7 cost cards a round early. If the market holds one, you are the favourite.",[403,404],"Desert Power","Leadership",[406,407,408],"If the market holds a 6 or 7 cost card, you are the favourite.","Do not reveal your intrigues until the conflict that matters.","Second seat: the passive pays more with a turn of information.",{"name":410,"slug":411,"faction":412,"set":249,"difficulty":330,"tagline":413,"strategy":414,"image":415,"imageAlt":416,"guide":417},"Princess Irulan","princess-irulan","House Corrino","Every card she removes pays two spice: deck thinning is her economy.","Her passive pays 2 spice for every removed card, so the deck sharpens and pays for itself: cut the starting cards and, later, whatever no longer pulls its weight. The ring is almost always worth playing: it clears a dagger from the starting deck or takes a one-cost card from the Imperium Row, which she then removes for another 2 spice. She is a long-plan leader: no troops and no direct draws, so you need to know what you are building. With a tech that boosts the ring she becomes a tempo engine.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fprincess-irulan.webp","Princess Irulan leader card with her portrait and her two abilities.",{"intro":418,"sections":419,"keyCards":429,"tips":432},"She does not win by brute force: she wins because halfway through the game her deck no longer looks like the starting one. Every card she removes pays her two spice.",[420,423,426],{"title":421,"text":422},"The deck as a project","Removing cards gives two spice. Start with the worst starting cards, then the 1-cost cards you bought on purpose.",{"title":424,"text":425},"The ring always gets played","It thins daggers and takes 1-cost cards from the row. Bombast is the star: it fills the persuasion you are missing or adds swords in the conflict.",{"title":427,"text":428},"The tech that breaks it","The upgrade that boosts the ring turns her into a tempo machine. Look for it from round two.",[430,322,431],"Bombast","Price is No Object",[433,434,435],"Count every removed card as two spice, not as a loss.","Buy 1-cost cards only if the ring is going to remove them.","Play the ring as soon as you have it, except in the final round.",{"name":437,"slug":438,"faction":277,"set":249,"difficulty":330,"tagline":439,"strategy":440,"image":441,"imageAlt":442,"guide":443},"Reverend Mother Jessica","reverend-mother-jessica","The other side of Lady Jessica: the memory engine already assembled.","She is Lady Jessica's reverse, and the guide this entry comes from points straight at her strategy: they share the memory engine and the leader flip. The difference is that you start on the Reverend Mother side, so the memory budget and the timing of the flip change: you have no safety net from the starting side. If you are going to play her, read Lady Jessica's entry first and plan the game from the flip, not towards it.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Freverend-mother-jessica.webp","Reverend Mother Jessica leader card with her portrait and her two abilities.",{"intro":444,"sections":445,"keyCards":455,"tips":457},"She is the other face of Jessica's board and plays differently: instead of drawing and buying, she dries up the table's water.",[446,449,452],{"title":447,"text":448},"The Reverend Mother face","The back of the board switches the plan to water denial: occupy the spaces that give it, collect it from the ring and spend it where it hurts.",{"title":450,"text":451},"Research and doubled spaces","The Research Station turns stored water into value, and doubling Bene Gesserit and Fremen spaces is the main engine.",{"title":453,"text":454},"No water, no plan","Every effect depends on water. If rivals close the water spaces, flip back to Lady Jessica or change target.",[348,456],"Research Station",[458,459,460],"Occupy the water spaces before rivals do.","Stored water is worth more in Research than in hand.","If they cut your water, flip back to Lady Jessica.",{"name":462,"slug":463,"faction":412,"set":249,"difficulty":330,"tagline":464,"strategy":465,"image":466,"imageAlt":467,"guide":468},"Shaddam Corrino IV","shaddam-corrino-iv","The strongest ring in the game with the most tied hands: he cannot deploy troops.","The ring gives troops and solari at the level of the best, but Shaddam cannot deploy: no sandworm and no army of his own, so all his combat goes through cards that bring troops into the conflict from outside. His two personal contracts only pay off if the game runs seven rounds or more and you can get them without spending two turns; setting them up and failing to complete them is how you lose. He is a leader for waiting, controlling the tracks and striking in the conflict that decides. No rush.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fshaddam-corrino-iv.webp","Shaddam Corrino IV leader card with his portrait and his two abilities.",{"intro":469,"sections":470,"keyCards":480,"tips":484},"The hardest leader in Uprising. His ring is one of the strongest in the game and, at the same time, the one that ties your hands the most.",[471,474,477],{"title":472,"text":473},"The ring: two modes, one price","It gives a troop and a solari, or raises influence in any faction. The price is that you cannot withdraw troops: every deployment is final.",{"title":475,"text":476},"Turn solari into tempo","The ring's money must become High Council or a third agent in the same round. Sitting on it wastes the turn.",{"title":478,"text":479},"The personal contracts","The passive sets two aside, but buying and fulfilling them costs turns. Do it only if the deck already supports it; setting them up and failing to deliver is a loss.",[481,482,483],"Elite Forces","CHOAM Transports","Sardaukar Coordination",[485,486,487],"Do not leave ring solari unspent in the same round.","Deliver Supplies is your opening: water, spice, tracks.","If you set up both personal contracts, fulfil them.",{"name":489,"slug":490,"faction":491,"set":249,"difficulty":492,"tagline":493,"strategy":494,"image":495,"imageAlt":496,"guide":497},"Staban Tuek","staban-tuek","Smugglers","advanced","The fastest ring for making solari, paid for with a starting deck missing Diplomacy.","His passive gives steady spice from spies on Supply spaces, which is why spies go down with cards, not with the ring: the ring is saved for what actually moves the economy. The natural opener is the Landsraad, to reach the High Council or buy the third agent before anyone else. The weight is the starting deck with no Diplomacy: without faction-access or \"eye\" cards in the first rounds he stalls. He is a three-icon leader: strong, but you have to know what you are buying and why.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fstaban-tuek.webp","Staban Tuek leader card with his portrait and his two abilities.",{"intro":498,"sections":499,"keyCards":509,"tips":512},"His ring wins games, but he starts without Diplomacy. The whole guide is about plugging that hole before round three.",[500,503,506],{"title":501,"text":502},"The hole: no Diplomacy","He has no access to faction spaces. Buy faction-access or eye cards in the first two rounds or the engine never starts.",{"title":504,"text":505},"The ring as a bank","Going to Landsraad early gives High Council or a third agent. It is the fastest solari ramp in the set.",{"title":507,"text":508},"Nine cards, not ten","His starting deck is shorter, so what you buy in round one shows up in round two. Keep it clean.",[510,511],"Truthtrance","Holy War",[513,514,515],"Buy faction access before any other card.","The ring goes to Landsraad, not to gathering.","Eye cards are your replacement Diplomacy.","en","https:\u002F\u002Fdirewolfdigital.com\u002Fdune-imperium\u002Fresources\u002F",[519,520,521,522],"Worker Placement","Deck Building","Area Control","Influence Tracks",{},true,"\u002Fen\u002Fdune-imperium-uprising",{"min":527,"max":528,"best":529},1,6,[530],4,"Dire Wolf Digital",{"pitch":533,"pitchCheck":534,"setup":540,"turn":640,"mistakes":721,"winning":749,"winningCheck":750},"Uprising is worker placement with deck building. Each round you play cards to send agents across Arrakis, recruit troops, climb four faction tracks and buy new cards from the Imperium Row. At the end of the round a conflict is resolved: the strongest player takes the card and its rewards. You win at 10 victory points, so every agent you place is a bet between resources, influence and army.",{"question":535,"options":536,"answer":50,"explanation":539},"Can you send an agent without playing a card?",[537,538],"No, the card is what enables the agent","Yes, by paying two Solari","In Uprising the agent and the card are linked: you need an agent icon on the card that matches the board space.",[541,551,566,578,590,607,617,627],{"text":542,"images":543,"check":545},"Put the board in the middle with the Uprising side face up. Place the Shield Wall token on the marked area below the Spice Refinery space: while it stays there, no sandworm can reach Arrakeen, Spice Refinery or Imperial Basin.",[544],{"src":42,"alt":43,"label":44},{"question":546,"options":547,"answer":50,"explanation":550},"What does the Shield Wall protect?",[548,549],"Three specific combat spaces","Every combat space","Only Arrakeen, Spice Refinery and Imperial Basin. Once someone blows the wall, sandworms can join any conflict.",{"text":552,"check":553,"images":559},"Place the four Alliance tokens on the marked spaces of the influence tracks (Emperor, Spacing Guild, Bene Gesserit and Fremen). They are not starting bonuses: whoever reaches 4 influence with that faction first takes the token.",{"question":554,"options":555,"answer":50,"explanation":558},"When do you take an Alliance token?",[556,557],"When you are the first to reach 4 influence with a faction","When you win a conflict on that faction's space","The Alliance follows influence: the first player to step on the 4 space takes the token and its victory point.",[560,563],{"src":561,"alt":562,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-in-high-places.webp","Imperium card “In High Places”: illustration, cost and icons.",{"src":564,"alt":565,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-spacing-guild-s-favor.webp","Imperium card “Spacing Guild's Favor”: illustration, cost and icons.",{"text":567,"images":568,"check":572},"Build the Conflict Deck. Separate the cards by back and shuffle each group on its own: the four Conflict III cards go face down at the bottom, five of the nine Conflict II cards on top of them, and one of the three Conflict I cards on top. You now have a ten-card deck. Return the unused conflict cards to the box without looking at them.",[569],{"src":570,"alt":571,"label":145},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-conflict-skirmish-crysknife.webp","Card “Skirmish (Crysknife)”: illustration, cost and icons.",{"question":573,"options":574,"answer":50,"explanation":577},"How many cards does the Conflict Deck hold?",[575,576],"Ten","Sixteen","Four Conflict III, five Conflict II and one Conflict I. The other eight conflict cards never enter the game.",{"text":579,"images":580,"check":584},"Shuffle the Intrigue Deck and leave it face down. Shuffle the Imperium Deck, leave it face down and deal five cards face up to form the Imperium Row. Next to the row, put the two Reserve stacks: Prepare the Way and The Spice Must Flow.",[581],{"src":582,"alt":583,"label":159},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-prepare-the-way.webp","Card “Prepare the Way”: illustration, cost and icons.",{"question":585,"options":586,"answer":50,"explanation":589},"How many cards should the Imperium Row always show?",[587,588],"Five","Three","Every purchase is replaced immediately, so the row always holds five face-up cards.",{"text":591,"images":592,"check":601},"Each player takes a ten-card starting deck, shuffles it and leaves it face down to the left of their Leader. Everyone has the same deck: two Convincing Argument, two Dagger, one Diplomacy, two Dune, the Desert Planet, one Reconnaissance, one Seek Allies and one Signet Ring.",[593,597],{"src":594,"alt":595,"label":596},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-convincing-argument-muad-dib.webp","Card “Convincing Argument”: illustration, cost and icons.","Starting deck",{"src":598,"alt":599,"label":600},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-signet-ring-muad-dib.webp","Card “Signet Ring”: illustration, cost and icons.","Signet Ring",{"question":602,"options":603,"answer":50,"explanation":606},"What makes the Signet Ring special?",[604,605],"It triggers your Leader's second ability","It is worth a victory point when played","Playing it on an agent turn activates the ability marked with the ring icon on your Leader card.",{"text":608,"images":609,"check":611},"Set up the bank: Solari tokens (large worth 5, small worth 1), spice tokens, the twenty water tokens, the sandworms you chose to use and the four Maker Hooks. Each player takes one water and keeps it in their supply.",[610],{"src":84,"alt":85,"label":86},{"question":612,"options":613,"answer":50,"explanation":616},"How much water does each player start with?",[614,615],"One token","Three tokens","A single water token: water is the scarcest resource and comes mostly from Sietch Tabr and the Spacing Guild.",{"text":618,"images":619,"check":621},"Each player picks a colour and lays out their components: two Agents on their Leader and the third (the Swordmaster) next to the board, one disc on the score track (space 1 in a four-player game, otherwise 0), the combat marker on 0, one cube at the bottom of each faction track and three troops in the nearest garrison.",[620],{"src":129,"alt":130,"label":131},{"question":622,"options":623,"answer":50,"explanation":626},"Where do troops start?",[624,625],"In your garrison on the board","In the conflict area","Troops are born in the garrison: they only reach the conflict when you send an agent to a combat space.",{"text":628,"images":629,"check":634},"Shuffle the five Objective cards and deal one at random to each player, first removing the ones marked for other player counts. Each player keeps theirs face up in their supply. Whoever holds the Objective with the First Player symbol takes that marker and opens the first round.",[630],{"src":631,"alt":632,"label":633},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-intrigue-desert-mouse.webp","Card “Desert Mouse”: illustration, cost and icons.","Objective card",{"question":635,"options":636,"answer":50,"explanation":639},"Who goes first?",[637,638],"Whoever holds the Objective with the First Player symbol","The last person who played Dune: Imperium","The Objective card decides the first player; after that the marker passes clockwise at the end of each round.",[641,654,667,684,696,708],{"title":642,"text":643,"images":644,"check":649},"Round start","Reveal the top Conflict card and place it next to the deck. Each player draws five cards from their own deck: that is the hand for the whole round. If your deck runs out, reshuffle your discard pile and keep drawing.",[645],{"src":646,"alt":647,"label":648},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-conflict-battle-for-arrakeen.webp","Card “Battle for Arrakeen”: illustration, cost and icons.","Round conflict",{"question":650,"options":651,"answer":50,"explanation":653},"How many cards do you draw at the start of a round?",[587,652],"Seven","Five cards per round. Cards played on agent turns do not come back until the discard pile is shuffled.",{"title":655,"text":656,"images":657,"check":661},"Agent turn","Play one card from your hand and send an Agent to an unoccupied space whose icon matches one of the card's icons. Pay the space's cost and meet its requirements, resolve the Agent box and, if the space belongs to a faction, advance your influence one step with it. Only one icon per card can be used.",[658],{"src":659,"alt":660,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-guild-spy.webp","Card “Guild Spy”: illustration, cost and icons.",{"question":662,"options":663,"answer":50,"explanation":666},"Can you send an Agent to an occupied space?",[664,665],"No, unless you recall a Spy to Infiltrate","Yes, by paying double the cost","A space with an Agent is blocked. The only way in is recalling a connected Spy and using Infiltrate.",{"title":668,"text":669,"images":670,"check":678},"Troops into the conflict","If you send the Agent to a combat space (the desert spaces with crossed swords, plus Heighliner, Desert Tactics and Fremkit), you may deploy the troops recruited this turn plus up to two more from your garrison. Sandworms are summoned separately: they need a Maker Hook and a conflict not protected by the Shield Wall.",[671,674],{"src":672,"alt":673,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-sardaukar-coordination.webp","Imperium card “Sardaukar Coordination”: illustration, cost and icons.",{"src":675,"alt":676,"label":677},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-location-sardaukar.webp","Board space card “Sardaukar”: illustration and space actions.","Board space card",{"question":679,"options":680,"answer":50,"explanation":683},"How many troops can you pull from your garrison into a conflict?",[681,682],"Up to two per agent turn","All the troops you own","Two at most from the garrison, plus every troop recruited during that same turn.",{"title":685,"text":686,"images":687,"check":691},"Reveal turn","When you run out of Agents, or choose not to use them, reveal every card left in your hand and resolve their Reveal boxes in any order. You may also spend the Persuasion you generate to acquire cards before, between or after those effects.",[688],{"src":689,"alt":690,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-desert-power.webp","Card “Desert Power”: illustration, cost and icons.",{"question":692,"options":693,"answer":50,"explanation":695},"What happens to Persuasion you do not spend?",[90,694],"It carries over to the next round","There are no Persuasion tokens: whatever you do not buy on your reveal turn is gone.",{"title":697,"text":698,"images":699,"check":703},"Strength and purchases","Total your strength: each troop is worth 2, each sandworm 3 and each revealed sword 1. You need at least one unit in the conflict to have any strength. Persuasion buys cards from the Imperium Row or the Reserve, and they go straight to your discard pile as the row refills.",[700],{"src":701,"alt":702,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-price-is-no-object.webp","Card “Price is No Object”: illustration, cost and icons.",{"question":704,"options":705,"answer":50,"explanation":707},"How much strength is a troop worth?",[136,706],"1","Troop 2, sandworm 3, sword 1. With no units in the conflict your strength is zero, swords included.",{"title":709,"text":710,"images":711,"check":715},"Combat, Makers and Recall","During combat you may play Combat Intrigue cards, then rewards are handed out: highest strength takes the first, second takes the second and, in a four or six-player game, third takes the third. The winner keeps the Conflict card and, if it matches a battle icon they already have, gains a point. Then the Makers phase adds spice to empty Maker spaces and Recall returns your Agents to your Leader and passes the First Player marker.",[712],{"src":713,"alt":714,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-sardaukar-soldier.webp","Card “Sardaukar Soldier”: illustration, cost and icons.",{"question":716,"options":717,"answer":50,"explanation":720},"What does the winner of a conflict get?",[718,719],"The first reward and the Conflict card","Only the first reward","The card comes with the win, and it can match a battle icon for a victory point.",[722,731,740],{"title":723,"text":724,"check":725},"Recruiting troops and leaving them home","Troops sitting in your garrison neither fight nor add strength. They only enter the conflict when you send an Agent to a combat space: recruit on a normal space and they stay behind for the round.",{"question":726,"options":727,"answer":50,"explanation":730},"When can you deploy troops into a conflict?",[728,729],"When you send an Agent to a combat space","At any point during the round","Deployment is tied to an agent turn on a combat space; there is no free phase to drop troops.",{"title":732,"text":733,"check":734},"Saving Persuasion for later","Persuasion only exists during your reveal turn. If you do not buy cards then, it evaporates: there are no tokens and no storage. Check the Imperium Row and the Reserve before choosing the order of your effects.",{"question":735,"options":736,"answer":50,"explanation":739},"Can you buy cards during an agent turn?",[737,738],"No, only on your reveal turn","Yes, paying with Solari","Acquiring cards belongs to the reveal turn, with the Persuasion generated that turn.",{"title":741,"text":742,"check":743},"Ignoring the influence tracks","Influence is more than a point per faction: at 2 you gain a victory point, at 4 you unlock a bonus and, if you get there first, you take the Alliance. But if someone passes you on the track you hand over the Alliance and its point, so leadership has to be defended.",{"question":744,"options":745,"answer":50,"explanation":748},"What happens if someone passes you on a faction track where you hold the Alliance?",[746,747],"You hand over the token and lose its victory point","You keep the token until the end","The Alliance changes hands: the new leader takes the token and the point, and you lose it.","The game ends at the end of the round in which someone reaches 10 victory points or the Conflict Deck runs out. Most victory points wins; ties break by spice, then Solari, then water, then troops in garrisons.",{"question":161,"options":751,"answer":50,"explanation":753},[163,752],"The moment someone reaches 10 points, mid-turn","The round is played out: the others can still score in the conflict and tie or overtake.","Dune: Imperium — Uprising, official rulebook (Dire Wolf Digital, 2023)",{"title":5,"description":16},[757,758],"reglamentos-pdf\u002FDune_Imperium_Uprising_Rulebook_EN.pdf","reglamentos-pdf\u002FDune_Imperium_Uprising_Reglas_ES.pdf","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.","en\u002Fdune-imperium-uprising",[762,765,768,771,774,777,780,783,786],{"level":250,"title":763,"text":764},"Read the Imperium Row before your turn","The row refills whenever someone buys, so plan which card you want and how much Persuasion it takes. Buying blind is the fastest way to end up with a deck full of cards that do not talk to your factions.",{"level":250,"title":766,"text":767},"Push two factions to 2 influence","Two steps on one track is a victory point and it also unlocks a space or upgrades cards. One cube on every track pays nothing; focusing on two factions gives you points and access.",{"level":250,"title":769,"text":770},"Never skip a cheap conflict","Even when you cannot win, second place usually pays water, spice or troops. One Agent on a combat space with a single troop deployed can collect for free.",{"level":330,"title":772,"text":773},"Buy cards for their Agent icons","A card's value is not only its effect: its icons decide which spaces you can reach. With no Landsraad icons you will never get to the Council or the Swordmaster. Count icons before you buy.",{"level":330,"title":775,"text":776},"Water is the bottleneck","No water means no spice and no sandworms. Sietch Tabr and Guild cards are the reliable sources; if you are going for worms, secure water first or you end up holding a Maker Hook you cannot use.",{"level":330,"title":778,"text":779},"Play the Signet Ring with intent","Your Leader's second ability is not a bonus: for many Leaders it is the reason to pick them. Save the Ring for the turn where the ability flips a conflict or gives you the influence you need, not to get out of trouble.",{"level":492,"title":781,"text":782},"Push the conflict deck clock","The game also ends when the Conflict Deck empties. If you are ahead, buying cards that do not score and stretching rounds works against you: force conflicts and bank points before time runs out.",{"level":492,"title":784,"text":785},"An Alliance is defended from above","Reaching 4 first gives you the point, but anyone who climbs higher takes it away. If you hold an Alliance, watch how much influence the table can generate in one round and never leave the track within one card's reach.",{"level":492,"title":787,"text":788},"Sandworms double, they do not win alone","A sandworm is 3 strength and doubles rewards, but it costs a Hook, water and time. The profitable play is finishing second with a worm and doubling the second reward, not spending your whole army on a first place you already had.","Worker placement and deck building on Arrakis: send agents, fight conflicts and win alliances before the conflict deck runs out.",3.5,"2023","k78qnKkzsk7eD6851PSYeOLV8hVm2uAe7Vj7Zhx18OU",[794,1064],{"id":795,"title":796,"accent":797,"body":798,"cover":8,"description":21,"duration":8,"extension":169,"faq":802,"game":841,"kind":842,"lastReviewed":843,"leaders":8,"locale":516,"meta":844,"mistakes":845,"modules":861,"navigation":524,"path":917,"pitch":918,"pitchCheck":919,"players":925,"requires":926,"requiresExpansions":8,"rulesVersion":927,"scoring":8,"seo":928,"setup":929,"shortTitle":1015,"sourceFiles":1016,"sourceNotes":1017,"stem":1018,"strategies":8,"summary":1019,"turn":1020,"__hash__":1063},"expansions\u002Fen\u002Fdune-imperium-uprising\u002F6-jugadores.md","Dune: Imperium — Uprising for six players","#0F766E",{"type":11,"value":799,"toc":800},[],{"title":21,"searchDepth":22,"depth":22,"links":801},[],[803,809,814,819,823,827,832,836],{"category":172,"tags":804,"question":807,"answer":808},[805,806],"players","bloodlines","Do I need Bloodlines to play with six?","No. The six-player mode is in the Uprising base rulebook and uses components from the box: the alternate board, Spies, Master of Arms bonus tokens and the two Commander decks. Bloodlines adds variants on top, but it is not required.",{"category":172,"tags":810,"question":812,"answer":813},[811],"teams","How are the teams split?","Two teams of three. Each team has a Commander — Muad'Dib or Shaddam — and two Allies. Commanders sit facing each other and Allies sit on either side of the opposing leader, so turn order alternates teams.",{"category":185,"tags":815,"question":817,"answer":818},[816,34],"commander","How does the Commander choose which Ally to activate?","On an Agent turn the arrow on the Spy it uses decides: the Ally on its left or on its right, skipping the rival next to it. On a Reveal turn it chooses freely. With the Swordmaster it also chooses.",{"category":185,"tags":820,"question":821,"answer":822},[205],"Do Allies share their influence with their Commander?","Yes, but only one way: the Commander has, in each board faction, the influence of whichever Ally has the most. Allies cannot move the tracks on the Commander's personal board.",{"category":215,"tags":824,"question":825,"answer":826},[205,227],"How are Conflict rewards handed out with six players?","Like any game with four or more: first place takes the first reward, second takes the second and third takes the third. Each reward goes to an individual player, never to the whole team.",{"category":196,"tags":828,"question":830,"answer":831},[806,829],"sardaukar","If I play six players with Bloodlines, can I buy Sardaukar Commanders?","Muad'Dib's team cannot: instead of buying them, they pay 2 spice to draw an Intrigue card and remove the Sardaukar Commander from the game. Shaddam can buy them, but they go to the activated Ally, who picks the skill; from then on that Ally pays to recruit them.",{"category":231,"tags":833,"question":834,"answer":835},[215],"Who wins: the player or the team?","The team. Each player tracks their own score, but at the endgame you add up the Victory Points of all three members and the highest total wins. Ties are broken by pooling the whole team's resources.",{"category":172,"tags":837,"question":839,"answer":840},[838],"objectives","What happens with the 4\u002F6P Desert Mouse Objective?","Only Allies draw Objectives. If both Desert Mouse Objectives land on the same team, whoever holds the one marked 4\u002F6P swaps it with the opposing Ally next to them, so each team ends up with one Desert Mouse and one Crysknife Objective.","dune-imperium-uprising","variant","2026-10-25",{},[846,855,858],{"title":847,"text":848,"check":849},"Adding up the team's Combat Strength","Two Allies on the same team are not one army: each fights with their own troops and their own marker. If Gurney has 6 and Lady Jessica has 5, there is no 11 in the conflict: there is a 6 and a 5, and they compete for different places.",{"question":850,"options":851,"answer":50,"explanation":854},"Two Allies of the same team join the same conflict. Do their strengths add up?",[852,853],"No, each one competes on their own","Yes, they form a single army","The rulebook says it outright: Combat Strengths of two Allies on the same team do not combine.",{"title":856,"text":857},"Giving a Conflict card to the Commander","The Commander has no army and cannot receive Conflict rewards. If their team wins, the card and the rewards go to a specific Ally, the one with the Combat Strength. The Commander keeps the ability, not the trophy.",{"title":859,"text":860},"Touching the Commander's personal board","Allies cannot move influence on the Commander's personal board. It only moves when the Commander sends an Agent to one of its two spaces, and its bonuses — spice or water for the team — trigger on spaces 1 and 3, with a Victory Point on 2 and an Alliance on 4.",[862,872,880,887,896,906],{"title":863,"text":864,"images":865},"Great Houses and Frontier Worlds","The two faction icons on the alternate board behave differently depending on who uses them. The four Allies and Muad'Dib count as Great Houses; Shaddam may choose between Great Houses and Emperor. The four Allies and Shaddam count as Frontier Worlds; Muad'Dib may choose between Frontier Worlds and Fremen. When a card asks for a faction icon, decide which of the two you are applying before resolving it.",[866,869],{"src":867,"alt":868,"label":677},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-location-assembly-hall.webp","Board space card “Assembly Hall”: illustration and space actions.",{"src":870,"alt":871,"label":677},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-location-deep-desert.webp","Board space card “Deep Desert”: illustration and space actions.",{"title":873,"text":874,"images":875},"Reinforce and Trade","The Great Houses faction brings two icons built for teamwork. Reinforce recruits three troops split however you like between your team's two Allies, and any of them may deploy. Trade picks a teammate: each player may give the other one or more units of a single kind of good — Intrigue cards, spice, water or solari — or nothing at all.",[876,877],{"src":672,"alt":673,"label":100},{"src":878,"alt":879,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-interstellar-trade.webp","Imperium card “Interstellar Trade”: illustration, cost and icons.",{"title":881,"text":882,"images":883},"Shared unit ownership","An activated Ally's units and garrison count as the Commander's for the duration of the turn. That lets the Commander play cards that ask for units of their own, like Chani, Skilled Tactician, and also share deployments. When an Ally wins a Conflict card, though, it is not shared: the card is theirs.",[884,886],{"src":713,"alt":885,"label":100},"Imperium card “Sardaukar Soldier”: illustration, cost and icons.",{"src":675,"alt":676,"label":677},{"title":888,"text":889,"images":890},"The Throne Row","The Emperor personal board and the Imperial Pavilion card let Shaddam move cards from the Imperium Row into a separate Throne Row, refilling the normal row. Only Shaddam and his Allies may buy those cards; to Muad'Dib and his team they do not exist. The Throne Row has no size limit and can grow round after round.",[891,895],{"src":892,"alt":893,"label":894},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-imperial-tent.webp","Commander card “Imperial Tent”: illustration, cost and icons.","Commander card",{"src":561,"alt":562,"label":100},{"title":897,"text":898,"images":899},"Swordmasters and bonus tokens","The Swordmaster is used once per game: at the end of the round you sent it to a board space, it goes back to the box. When you gain it, you also keep a Master of Arms bonus token for the rest of the game: Allies place it in their garrison and Commanders on the edge of the Conflict area. While that token is on the board, add two swords on every Reveal turn.",[900,903],{"src":901,"alt":902,"label":677},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-location-swordmaster.webp","Board space card “Swordmaster”: illustration and space actions.",{"src":904,"alt":905,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-leadership.webp","Imperium card “Leadership”: illustration, cost and icons.",{"title":907,"text":908,"images":909},"Communication and mixing with Bloodlines","Teammates are encouraged not to communicate privately — no whispering, no texting, no showing cards — because the Imperium is always watching. If you also play with Bloodlines, that expansion's rulebook adds its own tweaks: five Sardaukar Commanders on Military Support, Deliver Supplies, High Council, Assembly Hall and Gather Support, the sixth on the Sardaukar space of the Emperor board and the seventh in the bank; both 'Fierce' skills are excluded, and Muad'Dib's team cannot buy Sardaukar: they pay 2 spice to draw an Intrigue card and remove the Commander instead.",[910,914],{"src":911,"alt":912,"label":913},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-skill-charismatic.webp","Commander Skill “Charismatic”: illustration and icons.","Commander Skill",{"src":388,"alt":915,"label":916},"Leader card “Muad'Dib”: illustration, name and ability.","Leader card","\u002Fen\u002Fdune-imperium-uprising\u002F6-jugadores","Six players is not a bigger game: it is a different game. Two teams of three, each with a Commander — Muad'Dib or Shaddam — who owns no troops and no influence cubes and plays through their Allies. The board flips, Emperor and Fremen stop being factions, and the Conflict deck loses every Conflict I card, so the game lasts nine rounds at most.",{"question":920,"options":921,"answer":50,"explanation":924},"Can a Commander take a Conflict card?",[922,923],"No: it has no army and earns no Conflict rewards","Yes, if it wins the conflict with its Allies' troops","The Commander activates Allies and hands them the effects, but never fights: Conflict rewards and cards always go to an Ally.",{"min":528,"max":528},[5],"Dune: Imperium — Uprising rulebook EN\u002FES (Dire Wolf Digital, 2023), 'Six-Player Games' section",{"title":796,"description":21},[930,941,954,959,973,984,999],{"mode":931,"replaces":50,"text":932,"images":933,"check":936},"replace","Flip the board and use the six-player side. The Emperor and Fremen factions are gone: Great Houses and Frontier Worlds take their place. The Shield Wall token still goes in the marked area below Spice Refinery, and the map gains a fourth sandworm zone, Habbanya Erg, alongside Hagga Basin, Imperial Basin and Deep Desert.",[934,935],{"src":867,"alt":868,"label":677},{"src":870,"alt":871,"label":677},{"question":937,"options":938,"answer":50,"explanation":940},"Which two factions replace Emperor and Fremen at six players?",[863,939],"CHOAM and Spacing Guild","The alternate board swaps Emperor for Great Houses and Fremen for Frontier Worlds.",{"mode":942,"after":50,"text":943,"images":944,"check":948},"add","Before setting anything up, pick teams: two of three players. Each team has a Commander, Muad'Dib or Shaddam Corrino IV, and two Allies. Commanders sit opposite each other, Muad'Dib on the Arrakis side (bottom) and Shaddam on the Landsraad side (top); Allies sit next to each side of the opposing leader, so clockwise turn order alternates teams. Recommended Allies: for Muad'Dib, Lady Jessica, Gurney Halleck and Staban Tuek; for Shaddam, Lady Margot Fenring, Feyd-Rautha Harkonnen and Princess Irulan. Lady Amber Metulli works on either side. Liet Kynes is not recommended at six because of how she interacts with sandworms.",[945,946],{"src":388,"alt":915,"label":916},{"src":466,"alt":947,"label":916},"Leader card “Shaddam Corrino IV”: illustration, name and ability.",{"question":949,"options":950,"answer":50,"explanation":953},"How do players sit?",[951,952],"Alternating teams clockwise","Each team together, in two blocks","Allies sit on either side of the opposing leader so turn order alternates one player from each team.",{"mode":931,"replaces":527,"text":955,"images":956},"Hand out the six Alliance tokens. Four go on the board tracks, but Emperor and Fremen no longer exist as factions: those two tokens sit on Shaddam's and Muad'Dib's personal boards. Each Commander also takes a personal board, the Fremen one for Muad'Dib and the Emperor one for Shaddam, and places it in front of their Leader card.",[957,958],{"src":561,"alt":562,"label":100},{"src":564,"alt":565,"label":100},{"mode":931,"replaces":22,"text":960,"images":961,"check":967},"Build the Conflict deck without a single Conflict I card: five Conflict II cards on top of the four Conflict III cards. That is nine cards, so the game lasts nine rounds at most and there is no soft opening conflict. The Conflict I cards stay in the box.",[962,965],{"src":963,"alt":964,"label":145},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-conflict-skirmish-ornithopter.webp","Conflict card “Skirmish (Ornithopter)”: illustration and its three rewards.",{"src":646,"alt":966,"label":145},"Conflict card “Battle for Arrakeen”: illustration and its three rewards.",{"question":968,"options":969,"answer":50,"explanation":972},"How many rounds can a six-player game last?",[970,971],"Nine at most","Ten, same as with four","Removing Conflict I leaves nine cards: five Conflict II and four Conflict III.",{"mode":931,"replaces":530,"text":974,"images":975},"Allies use the normal ten-card starting deck. Commanders do not: Muad'Dib and Shaddam take their own ten-card Commander deck, different for each and with cards nobody else has, such as Limited Landsraad Access or The Power of House Corrino. No two decks are shuffled alike.",[976,978,981],{"src":598,"alt":977,"label":894},"Commander card “Signet Ring (Muad'Dib)”: illustration, cost and icons.",{"src":979,"alt":980,"label":894},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-usul.webp","Commander card “Usul”: illustration, cost and icons.",{"src":982,"alt":983,"label":894},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-signet-ring-emperor.webp","Commander card “Signet Ring (Emperor)”: illustration, cost and icons.",{"mode":931,"replaces":528,"text":985,"images":986,"check":993},"Allies deploy their normal components. Commanders do not: they have no troops, no Combat marker, no Control markers and no normal Agents. They get two discs, a Score marker, a Faction cube, an Advisor token and three Spy tokens. They start with the two single-arrow Spies; the double-arrow one, their Swordmaster, goes aside with the other Swordmasters. Place the six Master of Arms bonus tokens next to the board as well.",[987,989,992],{"src":659,"alt":988,"label":100},"Imperium card “Guild Spy”: illustration, cost and icons.",{"src":990,"alt":991,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-spy-network.webp","Imperium card “Spy Network”: illustration, cost and icons.",{"src":713,"alt":885,"label":100},{"question":994,"options":995,"answer":50,"explanation":998},"Where does a Commander place its disc on the Score track?",[996,997],"On space 4, marked with a C","On space 0, like everyone else","Commanders start on space 4 (C) and Allies on space 1 (A): the team opens ahead, but Allies catch up.",{"mode":942,"after":1000,"text":1001,"images":1002,"check":1009},7,"Only Allies draw an Objective card: Commanders do not have one. If both Desert Mouse Objectives end up on the same team, whoever holds the one marked '4\u002F6P' swaps it with the opposing Ally sitting next to them, so each team ends up with one Desert Mouse and one Crysknife Objective.",[1003,1006],{"src":631,"alt":1004,"label":1005},"Intrigue card “Desert Mouse”: illustration and icons.","Intrigue card",{"src":1007,"alt":1008,"label":1005},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-intrigue-crysknife.webp","Intrigue card “Crysknife”: illustration and icons.",{"question":1010,"options":1011,"answer":50,"explanation":1014},"Who draws an Objective card at six players?",[1012,1013],"Only Allies","Everyone, Commanders included","Objectives are personal scoring goals and Commanders do not score through them: only Allies draw one.","6 players",[758,757],"Six-player mode from the Uprising base rulebook (back cover). It does not need Bloodlines: the Commanders and Spies ship in the box. The note about combining it with Bloodlines comes from that expansion's rulebook and is marked as such.","en\u002Fdune-imperium-uprising\u002F6-jugadores","Two teams of three, Muad'Dib against Shaddam, on the alternate board, with Commanders who play through their Allies. The base rulebook's six-player mode.",[1021,1029,1039,1047,1057],{"title":1022,"text":1023,"images":1024},"The Commander's turn","The Commander plays like anyone else — card, Agent, board space — but almost everything it produces lands on an Ally. On an Agent turn, the arrow on the Spy it uses decides who gets activated: the Ally on its left or on its right, skipping the rival sitting next to it. With the Swordmaster it chooses. Anything the Commander cannot use directly — recruiting troops, deploying, moving influence on the board — is carried out by the activated Ally.",[1025,1026],{"src":979,"alt":980,"label":894},{"src":1027,"alt":1028,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-imperium-double-agent.webp","Imperium card “Double Agent”: illustration, cost and icons.",{"title":1030,"text":1031,"images":1032},"Reveal and handing over swords","On its Reveal turn the Commander chooses which Ally to activate. It can hand swords to an Ally who has not revealed yet: that Ally notes how much Combat Strength they add and applies it on their own Reveal turn. If the Ally has already revealed, the Commander can still make them deploy or withdraw troops, but the swords that Ally generated that turn are lost: they reached the battlefield too late.",[1033,1036],{"src":1034,"alt":1035,"label":894},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-devastating-assault.webp","Commander card “Devastating Assault”: illustration, cost and icons.",{"src":1037,"alt":1038,"label":894},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-other-corrino-might.webp","Commander card “Corrino Might”: illustration, cost and icons.",{"title":1040,"text":1041,"images":1042},"Shared influence","The Commander has no cubes on the four board tracks. Its influence is whichever Ally has the most in each faction, and it counts at all times, including while the other Ally is being activated. Allies can never touch the tracks on the Commander's personal board: those only move when the Commander itself sends an Agent to one of its two spaces.",[1043,1044],{"src":561,"alt":562,"label":100},{"src":1045,"alt":1046,"label":677},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-location-imperial-privilege.webp","Board space card “Imperial Privilege”: illustration and space actions.",{"title":1048,"text":1049,"images":1050},"Team combat","Each Ally fights on their own: Combat Strengths of two Allies on the same team do not add up. All three rewards on the Conflict card are available to everyone and go to individual Allies, so the team decides who chases first place and who settles for second or third. If two Allies of the same team tie, one may concede the better reward to the other.",[1051,1054],{"src":1052,"alt":1053,"label":145},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-conflict-battle-for-imperial-basin.webp","Conflict card “Battle for Imperial Basin”: illustration and its three rewards.",{"src":1055,"alt":1056,"label":145},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fuprising-conflict-battle-for-spice-refinery.webp","Conflict card “Battle for Spice Refinery”: illustration and its three rewards.",{"title":1058,"text":1059,"images":1060},"Endgame","Every player tracks their own score, but the endgame is resolved by team: add up the Victory Points of all three members and the highest total wins. Ties are broken with the normal rules, pooling the whole team's resources.",[1061],{"src":157,"alt":1062,"label":159},"Reserve card “The Spice Must Flow”: illustration, cost and icons.","-JvS3H1uFJiHsnoAZ_ujGfI0FG4oTDTWatcToVHyPMQ",{"id":1065,"title":1066,"accent":8,"body":1067,"cover":8,"description":1071,"duration":8,"extension":169,"faq":1077,"game":841,"kind":240,"lastReviewed":243,"leaders":1122,"locale":516,"meta":1363,"mistakes":1364,"modules":1380,"navigation":524,"path":1432,"pitch":1433,"pitchCheck":1434,"players":1440,"requires":1441,"requiresExpansions":8,"rulesVersion":1442,"scoring":1443,"seo":1445,"setup":1446,"shortTitle":1127,"sourceFiles":1490,"sourceNotes":1493,"stem":1494,"strategies":1495,"summary":1514,"turn":1515,"__hash__":1585},"expansions\u002Fen\u002Fdune-imperium-uprising\u002Fbloodlines.md","Dune: Imperium — Bloodlines",{"type":11,"value":1068,"toc":1075},[1069,1072],[14,1070,1071],{},"Bloodlines is the Uprising layer that turns Solari into a second escalation\npath. Sardaukar Commanders are bought on the board, they bring a permanent Skill\nand they force you to decide when they are worth keeping in the conflict:\noutside it they neither fight nor activate anything. Meanwhile the Ixian Embassy\nopens a tech shop that competes for the same spice the alliances and sandworms\nalready need.",[14,1073,1074],{},"It does not move the game clock or the score track: whoever reaches 10 points\nstill wins. What changes is the texture of each round, because conflicts are now\nalso played with stacked Skills and with wild battle icons that can pair with\neach other.",{"title":21,"searchDepth":22,"depth":22,"links":1076},[],[1078,1083,1089,1094,1100,1105,1110,1116],{"category":196,"tags":1079,"question":1081,"answer":1082},[1080,76],"commanders","Can I buy the same Commander twice?","Yes. The Commander on the board returns to your supply after combat and you can recruit it again for 2 Solari, once per turn. What you cannot repeat is the Skill: no Skill is chosen when recruiting from your supply.",{"category":196,"tags":1084,"question":1087,"answer":1088},[1085,1086],"skills","limit","How many Skills can I have?","As many as you buy, with no cap, but never two copies of the same one. You pick from the four visible cards and each pick refills from the stack.",{"category":185,"tags":1090,"question":1092,"answer":1093},[205,1091],"strength","Does a Commander count against the two-troop garrison limit?","Yes. It is a troop, so deploying it from the garrison uses one of the two deployment slots on top of the troops recruited that turn.",{"category":196,"tags":1095,"question":1098,"answer":1099},[1096,1097],"tech","cost","How do I pay for a Tech tile?","With spice, only when you send an Agent to a space with the Acquire Tech icon. The Ixian Embassy allows one tile per such turn, and the High Council and icon discounts add together, but two identical icons do not.",{"category":196,"tags":1101,"question":1103,"answer":1104},[1096,1102],"usage","How often can Tech tiles be used?","Tiles with the use icon activate once per round: flip them face down and reset them at the start of the next round. The rest work at the moment their text says, without flipping.",{"category":215,"tags":1106,"question":1108,"answer":1109},[1107,233],"wilds","Do victory points change with Bloodlines?","The points economy does not change, but wilds do: in the Endgame a wild can pair with any battle icon, including another wild, and each pair is 1 victory point.",{"category":172,"tags":1111,"question":1114,"answer":1115},[1112,1113],"compatibility","uprising","Can it be played with the original Dune: Imperium?","Yes, with adjustments: Commanders go on different spaces (Conspire, Wealth, Foldspace, High Council and Rally Troops), the Fierce Skills are excluded and the new Conflict cards are not added. Some CHOAM components and a handful of cards and Leaders must also be removed.",{"category":196,"tags":1117,"question":1120,"answer":1121},[1118,1119],"rivals","solo","Do Rivals use Commanders?","Only after gaining their Swordmaster. Without Streamlined Rivals they pay 2 Solari and recruit, but never gain Skills: their Commanders are worth 4 strength and go back to the box when combat ends. With Streamlined Rivals they simply remove the Commander from the board.",[1123,1152,1178,1203,1229,1257,1284,1309,1335],{"name":1124,"slug":1125,"faction":1126,"set":1127,"difficulty":330,"tagline":1128,"strategy":1129,"image":1130,"imageAlt":1131,"guide":1132},"Chani","chani","Fremen","Bloodlines","Every troop she retreats feeds her track: combat is her economy.","Her game lives on the conflict and the retreat track: leftovers outside the final split do not count, so you have to empty it precisely. The ring lets her retreat any number of troops, and that is three plays in one: retreat exactly what is needed to empty the track, retreat to generate resources, or hold troops back before a decisive conflict. She needs a replenishment engine — the Sardaukar that give a troop on reveal are perfect — or she runs dry. At 2 Fremen influence the ring buys expensive cards almost for free. She does best in third or fourth seat, and also in second to reach those 2 influence fast.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fchani.webp","Chani leader card with her portrait and her two abilities.",{"intro":1133,"sections":1134,"keyCards":1144,"tips":1148},"Every retreat pays her. The retreat track is not a penalty: it is her income, and anyone who fails to zero it loses half the leader.",[1135,1138,1141],{"title":1136,"text":1137},"Zero the track on purpose","After the final split, surplus troops do not count. Withdraw exactly what you need to leave the track at zero, not one more.",{"title":1139,"text":1140},"The ring as a valve","It withdraws any number of troops: just enough to empty the track, or the minimum to keep an army for the decisive conflict.",{"title":1142,"text":1143},"Troop engine or nothing","Without replenishment —sardaukar on reveal, Command Center— she runs dry. Always keep troops in garrison: they are the fuel.",[1145,1146,1147,295],"Command Center","Chani, Clever Tactician","Unswerving Loyalty",[1149,1150,1151],"Before retreating, count the surplus: not one extra.","With two Fremen influence the ring buys big cards.","If the garrison is empty, the track cannot be zeroed.",{"name":1153,"slug":1154,"faction":359,"set":1127,"difficulty":330,"tagline":1155,"strategy":1156,"image":1157,"imageAlt":1158,"guide":1159},"Count Hasimir Fenring","count-hasimir-fenring","Every card he removes pays him a solari: the deck pays for itself.","His passive turns deck thinning into income: one solari per removed card, and also when he plays Seek Allies. An opener on Desert Tactics gives him 2 solari at once and lets him buy Sardaukar, High Council or an extra agent very early. The ring has two modes: remove a card already played — which rewards playing the starting cards on Agent turns and saving purchases for Reveal turns — or place a guaranteed spy on the Emperor space, which feeds the draw. He is one of the friendliest leaders to start with and one of the sharpest in expert hands.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fcount-hasimir-fenring.webp","Count Hasimir Fenring leader card with his portrait and his two abilities.",{"intro":1160,"sections":1161,"keyCards":1171,"tips":1174},"Every card he removes pays him a solari. His deck is not built: it is polished.",[1162,1165,1168],{"title":1163,"text":1164},"One solari per card","Removal is income. Seek Allies also pays, and Desert Tactics in the opening gives you two at once.",{"title":1166,"text":1167},"The ring: remove or spy","Removing a card you already played is usually better; the guaranteed Emperor spy is the fallback when you need the draw.",{"title":1169,"text":1170},"Knowing the deck by heart","You must know which cards already passed and which are coming. That is the leader's real skill.",[1172,321,1173],"Shishakli","Long Live the Fighters",[1175,1176,1177],"Default the ring to removal unless you need the draw.","Open with Desert Tactics: two solari in round one.","Do not remove good cards for the solari.",{"name":1179,"slug":1180,"faction":277,"set":1127,"difficulty":250,"tagline":1181,"strategy":1182,"image":1183,"imageAlt":1184,"guide":1185},"Duncan Idaho","duncan-idaho","Pure tempo: a cheap third agent and a ring that puts him into the conflict.","His passive gives him the third agent at a discount, and the best moment is usually round two: an extra agent is tempo, but once you buy it the discount passes to your rivals, so sometimes it pays to delay it or block the solari spaces. The ring is his weapon: it frees an occupied space and jumps into the conflict, which in Arrakeen is nearly guaranteed 8 strength. It combines with cards that recall agents to repeat Imperial Privilege. He wants short games: win the conflicts that score and close around round seven, before the slow engines come online.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fduncan-idaho.webp","Duncan Idaho leader card with his portrait and his two abilities.",{"intro":1186,"sections":1187,"keyCards":1197,"tips":1199},"He wants the game over by round seven, before anyone switches their engine on. Everything he does is tempo.",[1188,1191,1194],{"title":1189,"text":1190},"The discounted third agent","Round two is the sweet spot. Buy it in round one and you hand the discount to your rivals.",{"title":1192,"text":1193},"The ring: leave the board, join the conflict","It frees the space and strikes. Arrakeen plus the ring is strength 8 in an early conflict, close to a guarantee.",{"title":1195,"text":1196},"Win before round seven","Every turn without points is a turn rivals catch up. Pressure, do not accumulate.",[1198,481],"Mercenaries",[1200,1201,1202],"Do not buy the third agent in round one: you give away the discount.","Do not start in first seat: they block the purchase.","Every conflict with points is mandatory; the rest are optional.",{"name":1204,"slug":1205,"faction":491,"set":1127,"difficulty":250,"tagline":1206,"strategy":1207,"image":1208,"imageAlt":1209,"guide":1210},"Esmar Tuek","esmar-tuek","Calm economy: one more spice space and a ring that charges for every rival visit.","He adds a spice space to the board, and that changes the game for everyone: if the table has leaders who depend on spice, think twice. When he visits his own space he collects an extra solari, so his game is flexible: draw if the row has something good, or lean into spice. He buys tech happily, and spice-extraction contracts are his: take them before anyone else. The ring leaves bait spice in his sietch and every rival visit gives him a random Intrigue; do not pile up three or more, because then you will want it for yourself. Third seat suits him perfectly: he moves first in round seven.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fesmar-tuek.webp","Esmar Tuek leader card with his portrait and his two abilities.",{"intro":1211,"sections":1212,"keyCards":1222,"tips":1225},"He adds a spice space to the board and charges for every visit. Simple, solid and hard to play badly.",[1213,1216,1219],{"title":1214,"text":1215},"The extra space","One more spice space changes the table economy. Pick him when rivals are not spice-hungry.",{"title":1217,"text":1218},"The ring as bait","Leave spice in Sietch Tuek and every rival visit pays you an intrigue. Three or more is too much of a gift.",{"title":1220,"text":1221},"Spice contracts","His ring fulfils them better than almost anyone. Take the 3+ ones before rivals can.",[1223,1224],"Smuggler's Haven","Ixian Ambassador",[1226,1227,1228],"Do not leave more than two bait spice in the sietch.","Third seat: you open round seven, which is often the last.","Empty the spice from the spaces your rivals are heading to.",{"name":1230,"slug":1231,"faction":1232,"set":1127,"difficulty":492,"tagline":1233,"strategy":1234,"image":1235,"imageAlt":1236,"guide":1237},"Gaius Helen Mohiam","gaius-helen-mohiam","Bene Gesserit","Every card she has carries an eye: she goes where nobody goes and collects in card draws.","Every card of hers gains the eye symbol, so any card can send an agent to a space with a spy; with the most basic dagger she walks into factions. The price is that she must recall spies to draw, and that sets the rhythm: place, open access, recall and draw. The ring places spies on green spaces and, for spice, on any space; it is almost always better to put them on faction spaces, which is where she wins. She needs spice and an Espionage space at hand: without it she loses much of her strength. A good opener is the ring for 2 spice off 1 water, a spy on Espionage and the dagger to reach persuasion in round one.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fgaius-helen-mohiam.webp","Gaius Helen Mohiam leader card with her portrait and her two abilities.",{"intro":1238,"sections":1239,"keyCards":1249,"tips":1253},"Every card she holds carries an eye. That turns a dagger into a faction key, at the price of recalling spies to draw.",[1240,1243,1246],{"title":1241,"text":1242},"The eye loop","Place spies, open spaces, recall, draw. Her whole tempo lives in that loop; cut it and the engine dies.",{"title":1244,"text":1245},"The ring and spice","It places spies on green spaces, or anywhere for spice. The faction space is almost always worth it.",{"title":1247,"text":1248},"It depends on the market","With no spy or faction-access cards in the row she is close to useless. Pick her only with the right market.",[1250,1251,268,1252],"Double Agent","Wheels Within Wheels","In High Places",[1254,1255,1256],"Never lose access to Espionage: it is your only steady source.","Skip the first conflict and keep your resources.","Fourth seat: you need to see the market before choosing.",{"name":1258,"slug":1259,"faction":1260,"set":1127,"difficulty":492,"tagline":1261,"strategy":1262,"image":1263,"imageAlt":1264,"guide":1265},"Kota Odax of Ix","kota-odax-of-ix","House Vernius","Technology is her board: the secret project picks the game you are going to play.","The secret project's starting technology decides her archetype: peaceful combo, Sardaukar aggression or a hybrid, and it is worth choosing it with that in mind. The ring generates 1 spice, which on top of bonus spice from the board lets her buy expensive tech very early and fire the engine; its other mode dismantles a technology for a draw and an Intrigue, and with cheap ones that pays. Her endgames are textbook: open the Panopticon late, repeat the Highliner with dropships, or climb a track with a two-cost tech and dismantle it afterwards. She is strong and fairly forgiving, but you need to know the tech pool.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fkota-odax-of-ix.webp","Kota Odax of Ix leader card with her portrait and her two abilities.",{"intro":1266,"sections":1267,"keyCards":1277,"tips":1280},"Her whole plan runs through tech. The secret project picks the archetype and the ring changes it on the fly.",[1268,1271,1274],{"title":1269,"text":1270},"The secret project","The starting tech defines the plan: peaceful combo, sardaukar aggression or pure dismantling. Choose it for what you can buy, not for what sounds best.",{"title":1272,"text":1273},"The ring: spice or dismantle","One spice is the default; dismantling a used tech for draw and intrigue is the tempo play.",{"title":1275,"text":1276},"Surprise endings","Panopticon at the end, a double Heighliner or a free track bump followed by dismantling the tech that allowed it. That is where her games are won.",[1224,1278,1279],"Spacing Guild's Favor","Panopticon",[1281,1282,1283],"A cheap tech already used is worth more dismantled than in the deck.","Do not pick a project without knowing which tech you can buy.","Third or fourth seat: you need spice and time.",{"name":1285,"slug":1286,"faction":1126,"set":1127,"difficulty":492,"tagline":1287,"strategy":1288,"image":1289,"imageAlt":1290,"guide":1291},"Liet Kynes","liet-kynes","She does not summon sandworms: she blocks them, and collects the deck thinning nobody else can.","She cannot call sandworms, but she can stop everyone else from doing it, and every rival attempt becomes her deck thinning, spice and Intrigue. She starts with access to Sietch Tabr, one of the best spaces in the game, so she can ignore the Fremen track early and spend her first turns on contracts and Emperor influence. That imperial influence is what powers the ring: at 2, the ring gives water when she steps on green spaces, and that multiplies her thinning on sandworm spaces. She cannot take 4 points in a single conflict: she wins through tracks, technology and deck quality, and the longer the game, the better.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fliet-kynes.webp","Liet Kynes leader card with her portrait and her two abilities.",{"intro":1292,"sections":1293,"keyCards":1303,"tips":1305},"She does not summon worms: she denies them. Every rival attempt to build a worm turns into spice for her.",[1294,1297,1300],{"title":1295,"text":1296},"Opening at Sietch Tabr","She starts with access to the sietch, so she can ignore the Fremen track and spend the first rounds on contracts and Emperor influence.",{"title":1298,"text":1299},"The ring and water","With two Emperor influence the ring pays water on green spaces, and that water is the fuel for thinning the deck and pulling spice.",{"title":1301,"text":1302},"No worms, no four points","She cannot win a 4-point conflict in one blow. Her road is tracks, tech and a clean deck by round eight.",[1223,1304,348],"Northern Watermaster",[1306,1307,1308],"Before going to Deep Desert, take one or two spice contracts.","Water goes to the ring, not to the hand.","If the game goes past round eight, you are the favourite.",{"name":1310,"slug":1311,"faction":248,"set":1127,"difficulty":330,"tagline":1312,"strategy":1313,"image":1314,"imageAlt":1315,"guide":1316},"Piter De Vries","piter-de-vries","His round plan is written by the twisted Intrigue he draws at the start.","Every round begins with twisted Intrigue and his game is turning them into resources, usually by sacrificing troops already in the conflict: the rival spends to pull ahead and Piter answers with a card. Watch your hand limit: do not stack four Intrigues and lose the good ones. Trading twisted for normal ones at Imperial Privilege is one of his best plays, and gifting a card to a rival can overflow their hand and hand one Intrigue back. The ring gives him presence in conflicts and the resource twisted cards ask for. He is flexible, but he demands reading the table and knowing how to lie.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fpiter-de-vries.webp","Piter De Vries leader card with his portrait and his two abilities.",{"intro":1317,"sections":1318,"keyCards":1328,"tips":1331},"He has no fixed plan: he has the intrigues he stole this morning. His game is rewritten every round.",[1319,1322,1325],{"title":1320,"text":1321},"The twisted intrigues","The round-start draw decides the plan. Sacrificing troops is a resource, especially once they are already in the conflict.",{"title":1323,"text":1324},"Do not reach four","The hand limit punishes hoarding. Imperial Privilege is where you trade twisted intrigues for normal ones.",{"title":1326,"text":1327},"Give to take","The intrigue that hands a card to a rival is a weapon: overfill their hand and steal one of theirs.",[1329,1330],"Branching Path","Captured Mentat",[1332,1333,1334],"Count your hand before drawing: four is the ceiling.","Keep a troop to sacrifice in the conflict that matters.","Imperial Privilege is your recycling space.",{"name":1336,"slug":1337,"faction":1338,"set":1127,"difficulty":492,"tagline":1339,"strategy":1340,"image":1341,"imageAlt":1342,"guide":1343},"Steersman Y'rkoon","steersman-y-rkoon","Spacing Guild","He lays navigation cards down like a route: each space decides the rest of the game.","His engine is the navigation cards: each one goes on a space and defines which resources it pays and when, so the game is won or lost in how they are ordered. The problem is the opening: he has no water and only one card with a circle symbol, so getting onto land and into conflicts is hard; going to the Guild for water in round one is almost mandatory, and rivals know it. His starting deck is one card smaller, which makes early purchases show up sooner. Plan in which faction and in which round you reach 2 influence, and do not rule out dropping a step on purpose to trigger another navigation card. Getting +3 spice is the turn that lights him up.","\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fleaders\u002Fsteersman-y-rkoon.webp","Steersman Y'rkoon leader card with his portrait and his two abilities.",{"intro":1344,"sections":1345,"keyCards":1355,"tips":1359},"He is not playing Dune: he is charting a route. His navigation cards are the real board and everything else is fuel.",[1346,1349,1352],{"title":1347,"text":1348},"Placing navigation","Each card goes on the space it points to. Sometimes taking the resource now beats waiting for the big payoff at the end.",{"title":1350,"text":1351},"Thirst and the missing symbol","He has no water and a single circle symbol, which closes almost every opening. Buy symbols, not power.",{"title":1353,"text":1354},"Two influence on time","Plan when you reach 2 in each faction to switch on navigation cards. Dropping one step on purpose can be correct.",[1356,1357,403,1358,1330],"Smuggler's Harvester","Guild Envoy","Space-time Folding",[1360,1361,1362],"Open with water at the Guild, even if they block it.","Before raising influence, check which navigation card turns on.","With Esmar at the table, do not count on space spice.",{},[1365,1374,1377],{"title":1366,"text":1367,"check":1368},"Buying Commanders with no combat space","A Commander in the garrison neither fights nor activates Skills. Buying one at Dutiful Service or Gather Support is fine if you plan to deploy next round, but not if you were counting on its strength today.",{"question":1369,"options":1370,"answer":50,"explanation":1373},"When can the Commander you just bought deploy to the conflict?",[1371,1372],"If the space was a combat space","Always, it is a special troop","It behaves like a normal troop: it only enters the conflict when the Agent's space was a combat space.",{"title":1375,"text":1376},"Taking Skills you will never trigger","Skills only work with one of your Commanders in the conflict. If you are not fighting, strength Skills are worth nothing; if you fight rarely, prioritise the ones that give resources or cards on your reveal turn.",{"title":1378,"text":1379},"Forgetting the High Council discount","With a High Council seat every Tech tile costs 1 spice less, and that discount adds to the icon discount. Buying without applying both is handing away spice on every Embassy visit.",[1381,1391,1398,1405,1416,1426],{"title":1382,"text":1383,"images":1384},"Commanders are troops","A Sardaukar Commander is a troop: 2 strength, it may sit in the garrison or deploy to the conflict, and it returns to your supply when combat ends. It cannot be recruited by normal means, only through the once-per-turn 2 Solari rule.",[1385,1388],{"src":1386,"alt":1387,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-imperium-sardaukar-standard.webp","Imperium card “Sardaukar Standard”: illustration, cost and icons.",{"src":1389,"alt":1390,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-imperium-elite-forces.webp","Imperium card “Elite Forces”: illustration, cost and icons.",{"title":1392,"text":1393,"images":1394},"The fourteen Skills","Every Commander you acquire gives you a different permanent Skill. You cannot hold two copies of the same one, so collecting becomes a race for variety. Some give resources, some draw cards, some add influence and some add strength in combat.",[1395],{"src":1396,"alt":1397,"label":913},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-skill-loyal.webp","Skill card “Loyal”: illustration and icons.",{"title":1399,"text":1400,"images":1401},"The Tech Module","An expansion inside the expansion: place the Ixian Embassy board next to the game board, shuffle the eighteen Tech tiles and split them into three stacks of six with the top tile of each stack face up.",[1402],{"src":1403,"alt":1404,"label":1399},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fexpansions\u002Fbloodlines\u002Ftech-module.webp","Tech Module components: the Ixian Embassy board with three spaces, Imperium and Intrigue cards, the stack of Tech tiles and the House Hagal cards.",{"title":1406,"text":1407,"images":1408},"Acquiring tiles","Tiles are only bought through the Acquire Tech icon, which the Embassy itself grants when you send an Agent to a space with that icon. Pay the spice cost, keep the tile and flip the next one in its stack. Two discounts apply: a High Council seat cuts 1, and the discount icon cuts another 1; two discount icons do not stack.",[1409,1413],{"src":1410,"alt":1411,"label":1412},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-tech-plasteel-blades.webp","Tech card “Plasteel Blades”: illustration, cost and icons.","Tech card",{"src":1414,"alt":1415,"label":1412},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-tech-suspensor-suits.webp","Tech card “Suspensor Suits”: illustration, cost and icons.",{"title":1417,"text":1418,"images":1419},"Using tiles","Every tile has an ability that triggers at a specific moment. Tiles with the use icon are flipped face down when activated and only reset at the start of the next round: once per round, no more.",[1420,1423],{"src":1421,"alt":1422,"label":1412},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-tech-ornithopter-fleet.webp","Tech card “Ornithopter Fleet”: illustration, cost and icons.",{"src":1424,"alt":1425,"label":1412},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-tech-navigation-chamber.webp","Tech card “Navigation Chamber”: illustration, cost and icons.",{"title":1427,"text":1428,"images":1429},"Solo, two and six players","Rivals only buy Commanders after gaining their Swordmaster and never gain Skills: their Commanders are worth 4 strength and go back to the box when combat ends. Six-player games become team games, with Muad'Dib and Shaddam handing out allied Leaders.",[1430,1431],{"src":388,"alt":915,"label":916},{"src":466,"alt":947,"label":916},"\u002Fen\u002Fdune-imperium-uprising\u002Fbloodlines","Bloodlines does not change the Uprising engine: it adds a second currency. Sardaukar Commanders are bought with Solari on the spaces where they stand, and each one gives you a permanent skill that stays active while you have at least one Commander in the conflict. On top of that, the Tech Module opens an Ixian shop paid in spice. Conflicts stop being only about strength: they are now about where you park your Commanders to cash in skills.",{"question":1435,"options":1436,"answer":50,"explanation":1439},"When are Commander Skills active?",[1437,1438],"While you have at least one Commander in the conflict","From the moment you buy the Commander, permanently","Skills only work while at least one of your Sardaukar Commanders is in the conflict, and each one applies once per round.",{"min":527,"max":528},[5],"Dune: Imperium — Bloodlines, official rulebook (Dire Wolf Digital, 2024)",{"text":1444},"The score track does not change: points still come from influence, conflicts, alliances and matched battle icons. What is new is that wilds now pair with each other, so a hand holding two wilds can be worth two points in the Endgame.",{"title":1066,"description":1071},[1447,1460,1472,1478],{"mode":942,"after":50,"text":1448,"images":1449,"check":1454},"Take the seven Sardaukar Commanders you prefer, wood or plastic, never both. Place five on the Sardaukar, Dutiful Service, Deliver Supplies, High Council and Gather Support spaces, leaving room for an Agent. In a four-player game add the sixth on Assembly Hall; the seventh waits in the bank and is only used with the Sardaukar Standard card.",[1450],{"src":1451,"alt":1452,"label":1453},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fexpansions\u002Fbloodlines\u002Fcommanders.webp","Seven Sardaukar Commander miniatures with swords and seven matching wooden pawns, next to the stack of Skill cards.","The seven Commanders",{"question":1455,"options":1456,"answer":50,"explanation":1459},"How many Commanders go on the board in a three-player game?",[1457,1458],"Five, plus one in the bank and one in the box","All seven","Five go on spaces, the sixth only enters with four players and the seventh waits in the bank for Sardaukar Standard.",{"mode":942,"after":50,"text":1461,"images":1462,"check":1466},"Shuffle the fourteen Sardaukar Commander Skills face down and keep the stack next to the board. Deal four face up: those are the ones players may choose from when acquiring a Commander. Whenever one is taken, replace it from the stack.",[1463],{"src":1464,"alt":1465,"label":913},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-skill-fierce.webp","Skill card “Fierce”: illustration and icons.",{"question":1467,"options":1468,"answer":50,"explanation":1471},"How many Skills are available to choose from?",[1469,1470],"Four, face up","Every Skill not yet taken","You only choose from the four visible ones; the rest of the stack stays face down and refills the row.",{"mode":931,"replaces":22,"text":1473,"images":1474},"Add the two new Conflict cards to the ones you already have and build the deck as usual: shuffle by backs and assemble ten cards with one Conflict I on top, five Conflict II below and four Conflict III at the bottom. Leftovers go back to the box without being seen.",[1475],{"src":1476,"alt":1477,"label":145},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-conflict-storms-in-the-south.webp","Card “Storms in the South”: illustration, cost and icons.",{"mode":931,"replaces":1479,"text":1480,"images":1481,"check":1484},3,"Shuffle the fifteen new Intrigue cards into the Intrigue Deck and the twenty-five new Imperium cards into the Imperium Deck before forming the row. Add the eight new Leaders to the pool: each player may mix new and old Leaders freely.",[1482],{"src":1386,"alt":1483,"label":100},"Card “Sardaukar Standard”: illustration, cost and icons.",{"question":1485,"options":1486,"answer":50,"explanation":1489},"Are the eight new Leaders mandatory?",[1487,1488],"No, they are chosen from the whole pool","Yes, each player must use a new one","New Leaders are added to the pool: any combination of new and old is legal.",[1491,1492],"reglamentos-pdf\u002FDune_Imperium_Bloodlines_Rulebook_EN.pdf","reglamentos-pdf\u002FDune_Imperium_Bloodlines_Reglas_ES.pdf","Expansion guide built on the 12-page rulebook. It covers Sardaukar Commanders, the new icons and the Tech Module; rival rules for solo and two players, and the six-player rules, are summarised here and do not replace their supplements. Images are cropped from the rulebook and belong to Dire Wolf Digital.","en\u002Fdune-imperium-uprising\u002Fbloodlines",[1496,1499,1502,1505,1508,1511],{"level":250,"title":1497,"text":1498},"Buy a Commander before a card","Two Solari for 2 strength and a permanent Skill usually beats a card that costs 4. If your deck lacks the icons to reach Commander spaces, buy those cards first: without icons there are no Commanders.",{"level":250,"title":1500,"text":1501},"Cash cheap Skills every round","Resource Skills do not need a won conflict, only a deployed Commander. Leaving one in the conflict every round, even when losing, turns 2 Solari into spice or cards for the rest of the game.",{"level":330,"title":1503,"text":1504},"Finish one Skill before opening another","Skills never repeat, so every purchase forces a choice among four visible cards. Favour the ones that complete your plan over raw strength: strength leaves with the conflict, the Skill stays.",{"level":330,"title":1506,"text":1507},"The Embassy pays for itself with the High Council","A High Council seat discounts every tile. If you plan to buy tech, the first step is not saving spice but reaching that seat: from then on every purchase costs one less and it stacks with the discount icon.",{"level":492,"title":1509,"text":1510},"Pick the conflict where your Commanders are","Commander and Skill strength add up. If you are going for an important first place, buy the Commander the same round and send the Agent to a combat space: immediate deployment changes the track before anyone can react.",{"level":492,"title":1512,"text":1513},"Wilds are deferred points","With more wilds in the deck, pairing stops being luck and becomes planning: hold cards with icons until the Endgame and pair wild with wild if you lack the missing icon. One point per pair can decide the game.","Sardaukar Commanders, stacking skills and an Ixian embassy full of tech: the layer that turns every conflict into a bidding war.",[1516,1529,1543,1556,1572],{"title":1517,"text":1518,"images":1519,"check":1524},"Buy a Commander on the board","When you send an Agent to a space with a Sardaukar Commander you may spend 2 Solari to acquire and immediately recruit it. It is a space effect, so you can fit it anywhere among the space's other effects. When you acquire it, choose one of the four visible Skills and keep it in your supply, then refill the row.",[1520,1521],{"src":1386,"alt":1387,"label":100},{"src":1522,"alt":1523,"label":1412},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-tech-sardaukar-high-command.webp","Tech card “Sardaukar High Command”: illustration, cost and icons.",{"question":1525,"options":1526,"answer":50,"explanation":1528},"How many Solari does a Commander on the board cost?",[136,1527],"5","Two Solari, paid as part of the space's effects. The Commander goes to your garrison, or to the conflict if it was a combat space.",{"title":1530,"text":1531,"images":1532,"check":1537},"Recruit from your supply","Once per turn, agent or reveal, you may pay 2 Solari to recruit a Commander already in your supply: it moves to your garrison, or to the conflict if you sent an Agent to a combat space this turn. You do not choose a Skill, because you are not acquiring it.",[1533,1534],{"src":1389,"alt":1390,"label":100},{"src":1535,"alt":1536,"label":100},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-imperium-quash-rebellion.webp","Imperium card “Quash Rebellion”: illustration, cost and icons.",{"question":1538,"options":1539,"answer":50,"explanation":1542},"Can you recruit two Commanders from your supply in one turn?",[1540,1541],"No, one per turn","Yes, by paying 4 Solari","The cap is one per turn, no matter how much Solari you hold.",{"title":1544,"text":1545,"images":1546,"check":1550},"Active Skills","While you have at least one Commander in the conflict, all your Commander Skills are active: some give resources or cards on your reveal turn, others add strength when combat resolves. Each Skill works once per round, even if several Commanders are fighting.",[1547],{"src":1548,"alt":1549,"label":913},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-skill-hardy.webp","Skill card “Hardy”: illustration and icons.",{"question":1551,"options":1552,"answer":50,"explanation":1555},"With two Commanders in the conflict, do you get the same Skill twice?",[1553,1554],"No, once per round","Yes, once per Commander","Skills fire once per round regardless of how many Commanders are in the conflict.",{"title":1557,"text":1558,"images":1559,"check":1566},"Spy with Deep Cover","The Deep Cover Spy icon places a Spy using the normal rules, but you may ignore opponents' Spies when choosing the observation post. You cannot place it where you already have a Spy of your own.",[1560,1563],{"src":1561,"alt":1562,"label":1005},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-intrigue-sleeper-unit.webp","Intrigue card “Sleeper Unit”: illustration and icons.",{"src":1564,"alt":1565,"label":1412},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-tech-spy-drones.webp","Tech card “Spy Drones”: illustration, cost and icons.",{"question":1567,"options":1568,"answer":50,"explanation":1571},"Can you place a Deep Cover Spy on a post with your own Spy?",[1569,1570],"No, you may only ignore your opponents' Spies","Yes, Deep Cover ignores any Spy","Deep Cover only bypasses other players' Spies; your own occupied posts stay blocked.",{"title":1573,"text":1574,"images":1575,"check":1579},"Command, deployment and wilds","Several cards show Command (6+): their effect only applies on a reveal turn where you generate 6 or more Persuasion. The combat icon lets you deploy as if you had sent an Agent to a combat space. And in the Endgame any wild battle icon can pair with another battle icon, including a second wild.",[1576],{"src":1577,"alt":1578,"label":913},"\u002Fimages\u002Fgames\u002Fdune-imperium-uprising\u002Fcards\u002Fbloodlines-skill-driven.webp","Skill card “Driven”: illustration and icons.",{"question":1580,"options":1581,"answer":50,"explanation":1584},"What can a wild battle icon pair with in the Endgame?",[1582,1583],"Any other battle icon, including another wild one","Only the three standard icons","Bloodlines adds more wilds and clarifies that two wild icons also form a pair.","HpUzdPtvD2_OTqS1Z22lhtuCXckOOkLkp0jUejCoQEk",1792932783504]