How to Play

Dune

2-6 players 120-180 min 7.9 Board Game Geek Rating

Players lead one of six factions vying for control of melange, the universe's most precious spice found only on planet Arrakis. This classic strategy game recreates Frank Herbert's Dune universe through tactical combat and resource management. Victory comes from dominating the desert world and its invaluable spice production.

Published 2019

Dune

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select player count
This variant supports 3 to 4 players and lasts 7 turns
2
Choose ruleset
Decide whether to play with Basic Rules or Advanced Rules, with optional expansion variants
3
Prepare components
Use the South Region map with its own Spice Deck, Storm Deck, and Storm Marker
4
Determine Windgap Sietch status
This territory counts as a stronghold for winning only in 4-player games
5
Place faction forces in order
Fremen, Atreides, Harkonnen, Bene Gesserit, Spacing Guild, Ecaz, and Moritani (last) place forces on the map
6
Draw traitor cards
Every faction draws 3 traitor cards and keeps 1 card as a traitor
7
Determine first storm position
Two players independently dial a number between 0 and 20
8
Ixian HMS placement
Place the Hidden Mobile Stronghold (may be placed on Windgap Sietch only in 4-player games)
9
Reposition Ecaz and Moritani
These factions may reposition their forces to another sector within their territory after the first storm movement

On Your Turn

What you can do during your turn.

1
Draw storm card
Use the South Region storm deck for storm movement (range of 0 to 3 sectors)
2
Fremen storm knowledge (Advanced only)
Look at the top storm card for the next turn
3
Fremen storm control (Advanced only)
After the first storm, randomly select a card from each storm deck, look at them, and place the deck face down on the board margin
4
Reveal spice blow
Draw from the South Region Spice Deck to place spice on the map
5
No alliances allowed
Players cannot form alliances in this variant
6
Nexus Cards variant (optional)
All players may take a nexus card during a Nexus Phase; when a Sandtrout appears, all players must discard their nexus card
7
Standard shipment
Pay the Spacing Guild to ship forces from off-planet reserves to the map
8
Fremen free shipment
Ship any forces for free within 2 territories of Wormsign Pass
9
Bene Gesserit advisor shipment
May ship advisors to the Ice Cap
10
Standard movement
Move a group of forces up to 2 territories
11
Ornithopter movement
Move up to 3 territories if using Ornithopters
12
Fremen movement
Move a group of forces up to 3 territories
13
Ixian Cyborg movement
Cyborg forces can move 3 territories instead of 2
14
Ixian Suboid movement
Suboids move 2 territories, or 3 territories if accompanied by at least one Cyborg
15
Resolve battles
Conduct combat when multiple factions occupy the same territory
16
Richese No-Field option
If winning a battle without losing forces hidden by a No-Field Token, may choose not to reveal the token
17
Standard spice collection
Collect 2 spice per force in territories with spice
18
Harvester Advantage collection
Collect 3 spice per force when occupying Windgap Sietch
19
Water Mine income (Advanced only)
Collect 2 spice for occupying Water Mine
20
Smuggler Camp income (Advanced only)
Collect 1 spice for occupying Smuggler Camp
21
Ice Cap attrition
Factions with forces in the Ice Cap return 1 force to reserves (off-planet) due to low temperatures
22
Bene Gesserit cold resistance
Bene Gesserit do not return forces from the Ice Cap thanks to prana bindu
23
Apply Polar Sink rules
The same restrictions as in the Polar Sink apply to the Ice Cap

Winning

How to claim victory.

1
Standard victory condition (4 players)
Control the required number of strongholds including Windgap Sietch as a valid stronghold
2
Standard victory condition (3 players)
Control the required number of strongholds; Windgap Sietch does not count toward victory
3
Spacing Guild default victory
If no other player wins by the end of turn 7, the Spacing Guild wins
4
Bene Gesserit prediction limitation
Bene Gesserit cannot win with a "Fremen/Turn 7" prediction if the Spacing Guild wins by default
5
Fremen special victory condition
If no faction has won by the end of the last turn, Fremen win if they (or no one) occupy Fondak Sietch, and neither Harkonnen, Atreides, Emperor, nor Richese occupies Water Mine or Windgap Sietch
6
Fremen alliance victory
When Fremen achieve their special victory condition, any allies also win the game

watch & Learn

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FULL rules

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