By DIRE WOLF DIGITAL

Dune: Imperium

Player Count: 1 - 4 players

Ages: 14+ years

Time: 60-120 minutes

Mechanic: Deck, Bag, and Pool Building, Card Play Conflict Resolution, Delayed Purchase, and Force Commitment

Complexity: Medium

Regular price $44.00
Regular price $55.00 Sale price $44.00
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Availability: Low stock: 3 left

Regular price $44.00
Regular price $55.00 Sale price $44.00
GRAND GAMERS GUILDThe Artemis Odyssey
The Artemis Odyssey

Dune: Imperium is a game that finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson.

As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet.

Dune: Imperium uses deck-building to add a hidden-information angle to traditional worker placement.

You start with a unique leader card, as well as deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen.

Unlike many deck-building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card.

Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious The Spice Must Flow cards to lead your House to victory!

Players: 1-4
Ages:  14 and up
Time: 60-120 Minutes 
Mechanic: Deck, Bag, and Pool Building, Card Play Conflict Resolution, Delayed Purchase, Force Commitment 
Complexity: Medium 


Contents:
Board Space Guide Sheet
15 Water Tokens
Solari Tokens
Spice Tokens
Game Board
18 Conflict Cards
40 Intrigue Cards
Mentat
4 Alliance Tokens
24 Reserve Cards
67 Imperium Deck Cards
8 Leaders
First Player Marker
4 Baron Harkonnen Tokens
Player Components (x4)
             10 card starting deck
             16 Cubes
               2 Discs
               3 Control Markers
               3 Agents
               Combat Marker