How to Play Dune: Imperium – Uprising: Spies, Worms & Combat
Uprising keeps Dune: Imperium’s deck-building/worker-placement structure but changes the board and adds spies, contracts, sandworms and battle icons. This guide covers the standard standalone game; the six-player team format has additional setup and rules.
Researched rules guide. Checked September 20, 2026 against Dire Wolf’s current Uprising rulebook and supplements.
Agent and Reveal turns remain the basic rhythm
Draw five cards. On an Agent turn, play one card and send an Agent to an eligible board space shown by the card’s Agent icons. On your Reveal turn, reveal the cards still in hand, gain their Reveal effects, total Persuasion for card purchases and add swords to combat strength.
Once you Reveal, you stop taking normal turns for that round.
Spies change access to occupied spaces
Uprising adds spy posts around the board. Placing and recalling spies can create information and access advantages under the spy rules, including ways to interact with spaces that would otherwise be blocked. Follow the exact spy-post adjacency and recall text on the player aid/rulebook.
Contracts create additional economic objectives
Contracts can reward completing stated deliveries or conditions. Treat them as commitments: their value depends on whether your normal Agent actions already generate the required resources and board access.
Sandworms can multiply Conflict rewards
After the Shield Wall is removed and the required Fremen/Maker-Hook access is established, sandworms can enter eligible Conflicts. A sandworm contributes major strength and can double eligible Conflict rewards for its owner according to the rulebook. It returns to the bank after the Conflict.
Battle icons create another VP route
When you win Conflicts, keep the Conflict cards as instructed. Matching the required pair of battle icons can produce a Victory Point, creating an additional incentive beyond the printed resources and board control.
Combat, Makers and Recall
Combat proceeds after all players have Revealed. Resolve Combat Intrigue cards, compare strength and award Conflict rewards. During Makers, empty Maker spaces accumulate spice. During Recall, check the endgame and return Agents for the next round if play continues.
Endgame: 10 VP or empty Conflict deck
If any player has at least 10 Victory Points at Recall, or the Conflict deck is empty, trigger the endgame. Resolve Endgame Intrigue cards. Highest VP wins; ties use spice, Solari, water and then garrisoned troops.
Continue learning
Sources and scope
Checked September 20, 2026. Six-player team rules and cross-product compatibility require the corresponding Uprising supplements.