Uprising keeps Dune: Imperium’s deck-building/worker-placement structure but changes the board and adds spies, sandworms and battle icons. Contracts appear only when you include the optional CHOAM module. This guide covers the standalone game; the six-player team format has additional setup and rules. For that variant, read our dedicated Dune: Imperium Uprising six-player guide, including the required CHOAM setup, Commander activations, independent combat and team scoring.

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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. When a spy icon lets you place one, use an unoccupied observation post. Later, as you send an Agent to a connected space, you may recall that spy to infiltrate the space even if another player has an Agent there, or recall it to draw a card before resolving your Agent space and card effects. One recalled spy supplies one of those benefits. A spy Agent icon on a card can reach spaces observed by your deployed spies.
Example: a spy next to Swordmaster can preserve your visit if an opponent occupies it first. If the space is open, a card draw may be better—but you give up that spy’s future access.

Optional CHOAM module: contracts

With CHOAM included, a contract icon lets you take one of the visible contracts. Most are completed by visiting a named space or meeting a stated spice harvest requirement, then you turn the tile face down and gain its reward once. Without CHOAM, a contract icon gives 2 Solari instead. Do not add contract tiles to a first game unless you choose that module.

Sandworms can multiply Conflict rewards

With maker hooks and the required water, you can summon sandworms into eligible Conflicts. Each contributes three strength and at least one worm there doubles eligible rewards you receive. A protected Conflict bars worms while the Shield Wall stands; an unprotected Conflict does not require its removal. Worms go directly into the Conflict, cannot be garrisoned and return to the bank afterward. The battle icon on a won Conflict card and control of a location are not doubled.

Battle icons create another VP route

When you win Conflicts, keep the Conflict cards as instructed. When two of your face-up Conflict or Objective cards show the same battle icon, flip that pair face down and gain one Victory Point. Your starting Objective already supplies an icon, so the matching Conflict can change what a first-place reward is worth to you.

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.

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Sources and scope

Updated 2 October 2026. This page explains the standard 3–4-player tabletop game; solo, two-player, six-player team rules and cross-product compatibility need their own supplements. The contract section applies only when the optional CHOAM module is used.

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