Specifications
Categories: deck building, worker placement, multiple win conditions, hand management, variable player powers, big sand worms
Number of players: 1-4, 6 (team variant)
Typical game time: 60-120 mins
Age range: 13+
Table of Contents
Dune
I have been a fan of Dune, the world Frank Herbert created in his Sci-Fi book series for many years, so I was excited to get an opportunity to review Dune Imperium Uprising. The latest from game publisher Dire Wolf, and a standalone expansion to the incredibly popular Dune Imperium.
Dune is centred around the power struggle for a desert planet, Arrakis, the sole source of the most valuable resource in the universe known as Spice. Over the years great houses have vied for control of the planet, through political influence and might of force, for whoever controls the spice controls the universe. The book and film series centre around two great Houses, Atreides and Harkonen but in truth there are many great Houses within the Dune universe. Then there is the emperor, the vast, powerful authority in the galaxy. As well as these mighty Houses the inhabitants of Arrakis, the Fremen people, have united behind a great warrior known as Muad’dib, that now threatens the balance of power.
It is no surprise that the universe that Frank Herbert created in his books has inspired films, video games and board games over the years.
Dune Imperium Uprising like Dune Imperium before it, focuses on this struggle for influence and military dominance. Through the game, the decisions you make, the actions you take with your agents, to recruit troops, align yourself with powerful allies or even take seats on the council all bring you closer to that final goal of ultimate control of Arrakis.
If the theme does not instantly jump out at you don’t move on just yet, bear with me, Dune Imperium Uprising is a great game combining different game mechanics and multiple win strategies to achieve your goals that will keep you interested and excited for more.
What is Dune Imperium Uprising?
At its core, Dune Imperium Uprising (I shall refer to as Uprising from here on in) at its heart is a combination of two great board game mechanics, deckbuilding and worker placement.
Deckbuilding – The concept that all players start with the same deck of cards but can improve and tailor these by purchasing stronger cards throughout the game.
Worker placement – The act of deploying workers during the round to limited spaces across the board to “harvest” resources needed to progress in the game.
For transparency I generally love deckbuilding games so please be aware of that as I talk about this game!
In Uprising you play as a great leader of one of those houses or another powerful figure from the universe of Dune and in this game the actions you take; your successes will be measured in victory points – I like to think these represent your control of Arrakis. When any player reaches 10 victory points the game ends. The game is also measured by several great conflicts across the planet and again if the conflict deck is ever empty the game ends and the player with the most victory points wins.
What I love about Uprising is that the victory points can be achieved in so many ways, which creates so many ways to approach the game.
Victory points can be played by gaining influence with one of four factions: The Fremen, The Bene Gesserit Sisters, The Spacing Guild or The Emperor (I would love to go off on a tangent on the key points, lore and intricacies of each of these factions, but this would become far more than a game review!!)
Victory points can be gained through winning major conflicts, committing troops into battles over key locations. Through purchasing cards from the imperium row, drawing intrigue, completing certain criteria as you play cards, and the list goes on!
It is a game where victory can be pulled from the grip of those agonisingly close, as plans come together, and hidden points are revealed!
Dune Imperium Uprising Gameplay
As I said earlier, you start the game with a deck of 10 cards, identical to each of your opponents. These cards cleverly fulfil one of two purposes. Firstly, they are used to move your agents to various board spaces. Secondly, during the reveal part of your turn, any unused cards are used to buy cards and support combat – we will come back to this!
Let's talk about your agents first. Each player starts the game with 2 agents (you can increase this during the game), these are used to visit locations on the board and gain the bonus that space gives. This could be a resource you need in the game like, Water, Spice or Solari – the currency used on Arrakis. These resources primarily enable you to access more valuable and powerful locations on the board, which is key to gaining victory points. For example, to visit the Heighliner location, where you can recruit 5 new troops and deploy them to a conflict – probably the best space on the board for conflict related fun – but you need to pay 5 spice to move there!
You cannot just move your agents to any space though! To visit a space on the board you need to have a card in your hand with a matching symbol which you can play as well as meet any cost related to moving there. At the start of the game your cards are basic in their strength and abilities but cover all the required symbols.
At the start of your turn, you draw 5 cards from your deck which will enable you to decide if you have the cards you need to develop your strategy. Can you visit the locations you need to this turn, or do you have to wait and gather resources ready for your master plan? This can be one of the real challenges, but this is where the deckbuilding element of the game comes into its own.
Only one agent can visit each space during a round, you take it in turns to play cards and move your agents and hope above hope that your opponent does not inadvertently block you in their own quest for resources! I say inadvertently but nothing is sweeter than hearing them cry “no I wanted to go there!”
After you have finished moving your agents, you move to the reveal stage where you reveal the remaining cards from your hand, these in themselves give you a different type of resources. Persuasion helps you buy stronger cards from the imperium row and swords which bolster your strength in combat. As you play you have to make choices, is a card in your hand better used for its symbols and special abilities to move an agent or revealed at the end of your turn.
Acquiring cards from the imperium row gives you better cards that strengthen your overall deck to draw later. This is the crux of the deckbuilding game. Over the rounds you buy new cards that bring new abilities and synergy, creating unique strategies for you. Better cards combine with each other to create far more interesting and impactful turns. You can even find ways to trash your basic starting cards so that as you draw from your deck you are more likely to get the cards you need and want. You will find yourself drawing the perfect combination and see the look on your opponent's face as you pull off the most fantastic turn full of synergy and promise as if you had curated it, only to draw 5 basic cards on your next go and sulk a little!
All this means that every game is different, the cards in the imperium row are drawn from a deck of 69 cards and only 5 are available at any one time. You will have to adapt and change your plans or just try something new. All this makes for a great experience.
The board itself offers 22 locations to visit, none of which will give you everything you need but will each help you in part as you plan out your moves, willing your opponent to go elsewhere this turn!
Conflict in Dune Imperium Uprising
Finally, each round you will reveal a different conflict card and its related rewards, these could be resources or gaining influence or even direct straight up victory points!
Through visiting certain spaces, you will add troops to your garrison and deploy troops to a conflict. This is a balance and a decision you must take to actively engage in. Conflict can bring great reward, but this may mean you cannot progress other plans during the turn. Each troop represents 2 points of strength so the more you commit the more likely you are to win. You then add any strength from the cards you revealed at the end of your turn, 1 strength for every sword shown. You might have more hidden on intrigue cards you have acquired and can be revealed during conflict to tip the balance. At the end of the round, strength is compared and to the victor goes the spoils!
You can play the game without ever getting involved in conflict but as the game goes on the rewards get higher and can bring vital victory points especially if you ride in on a giant sand worm which can double the rewards! This could be a game changer!
What's new from Dune Imperium Uprising?
Uprising shares a lot of gameplay and mechanics with Dune Imperium, but they have added a few nice new elements that really add to the game.
Spies Network
A whole new element to the game, spies, give you additional abilities on your turn. Across the board there are now observation posts, spaces linked to 1 or more board locations. During the game you will have the opportunity to place spies on these observation posts meaning at a later point you can; infiltrate – visit a location even if occupied by an opponent or gather intelligence – draw a card if you visit that location. Both actions require you to recall the spy from the board. There are also various Iimperium cards that give you more powerful abilities if you have spies on the board in certain locations or recall spies from the board, so again, you can create powerful combinations as you acquire new cards and place spies in observation posts!
Choam Module
This is another great new feature of Uprising. The Choam module adds the ability to pick up contracts which you can complete at a later stage by visiting certain locations. Each contract comes with some reward so incentivising certain moves, giving you more choices to make. Does that contract fit in with your plans, or more importantly does it distract from something you need to do! If you're lucky you will pick up a contract for somewhere you need to go for a lovely bonus! It also adds some new intrigue and Imperium cards that interact with those contracts bringing more great combinations! Although this is essentially an optional add on, I cannot see any reason not to use it and enjoyed the extra options this created.
Sand Worms
In Uprising you now get the chance to bring Sandworms into conflict (and if you a fan of the franchise this is cool!). To summon the worms, you first need to have picked up a maker hook – the device used by the Fremen to harness and control the worms. Once you have that tool you can choose to summon them directly into a conflict. Unlike your troops a worm cannot be placed in your garrison you have to make the choice to use an agent to bring a worm in, but they are stronger than normal troops and the real incentive comes from the potential reward. When you win a conflict where you have a worm in play you receive double the rewards, that could change the game, especially when some of the later conflicts are worth 2 victory points. With a Sand Worm you could convert that to 4 points and when the goal is 10 that is huge. Like in the film the critical locations are protected by a shield wall and until you have brought that down worms are restricted to the dessert conflicts which don't carry the same reward!
Objectives
A nice small new addition is in the objective and conflict cards. In Uprising you start the game with an objective which gives you one of 3 symbols, each conflict card also comes with one of those symbols in the top corner. If you ever have 2 matching symbols you turn them face down and gain a victory point. This means that some conflicts could be more valuable to you as you strive to get your 10 points. This is not a big extra but just gives you another way to gain points and that is great.
New Leaders and Imperium Cards
Uprising was inspired and designed with the second Dune film in mind which was sadly delayed and now due out in March 2024 (very excited by this!). This means that there are new leader and imperium cards based on the film.
6 Player Mode
Last but by no means least Uprising boasts a brand new 6-player team mode! In this variant of the game 2 teams of 3 go up against each other, with one person playing the commander, Muad Dib leader of the Fremen people and Shaddam Corrino IV, the Emperor. This is a whole new way of playing Dune Imperium, each team has one elected commander and 2 leaders working together to achieve their goals. In this variant you are still trying to achieve the same victory point goal only this time you are adding together your scores. The Commander player has a very different style of play, not commanding agents or an army but instead activating and boosting their allies. All allies compete in conflict independently but are trying to get the best result for the team, so in theory you could win 1st and 2nd placed rewards in the same conflict! Communication is a challenge as no hidden communication is allowed and all strategy must be discussed in front of each other, simulating the spy networks in place. The Commanders themselves have their own personal board where they can advance their influence and bring bonuses to their team. This is an interesting new way of playing Dune Imperium and worth checking out!
Final Thoughts
Dune Imperium Uprising is a great game and brings the same strong game play mechanics and theme that the first game had. I am a big fan of this Deck builder / worker placement hybrid which gives the game a huge amount of variety and strategies to play. The cards are well designed and with each card having 2 uses can lead to tough decisions on which phase a card is best played. I like the possible synergy and card combinations as you enhance your deck and purchase new cards, this again leads to varied strategy and game play each time you play. The worker placement element of the game brings those classic tough decisions on how you prioritise each turn, what resources do you need to harvest or is it more important to build influence with a faction. At the same time, do I need to prioritise conflict? There is always the moment when you have planned your turn to the finest detail and your opponent casually places their agent right where you want to be and don't even seem that bothered about it! You know deep down they are doing it on purpose!
This is one of those games that at the start the points seem so far off and progress slow but suddenly you are frantically working out 2 or 3 turns ahead and trying to work out how much time you have left to enact your plans.
It is fair to say I was not disappointed by Uprising, I am a huge fan of the first game, and this brings all of that and more. I think the new elements of the game have added genuine improvements to an already great game and particularly enjoyed both the inclusion of spies and the Choam contracts.
Score 8.5 out of 10
– I would highly recommend Dune Imperium Uprising as a great addition to any board game collection
Pros | Cons |
Fantastic blend of deckbuilding and worker placement | May not add enough if you already own Dune Imperium |
Beautifully made game with great board and card design | Theme may put some off (It's a fantastic game even if you don't like the theme) |
Huge amount of card combinations and victory point strategies give great replay ability | Not enough of the sculpted sandworm models |
It's got giant Sandworms |
Should you buy this if you already own Dune Imperium?
This is a very hard question to answer. I believe Uprising is a better game, Dire Wolf have taken a great game and added quality new game elements which do enhance the gameplay. Uprising, on the other hand, is at its core the same game, the board has been tweaked but its look similar and many of the locations remain the same with the addition of observation posts and the shield wall around 3 key locations, which is a nice touch and another strategy to work out! The deckbuilding mechanic and worker placement game play is the same and although the cards are unique to Uprising the symbols and style is the same and in fact, although not recommended, can be interchangeable or added together.
From my perspective, I think it is a great addition to any game collection, if you have played and enjoyed Dune Imperium you will love Uprising or if you have always wanted to pick up Dune Imperium but never got round to it then Uprising is the game for you. I am not sure though if you already own Dune Imperium it adds enough that is new to buy this game as well.
They have designed the game so that the expansions to Dune Imperium also work perfectly with Uprising so if you want to upgrade, and it is an upgrade, I think Uprising has the potential to replace Dune Imperium in your collection.
Dune Imperium: Uprising
£49.99
£59.99
Description After betraying and destroying House Atreides, the Emperor has given the Harkonnens control over the planet Arrakis once more. But a mysterious warrior named Muad’Dib has risen to power among the Fremen, threatening the schemes of the Emperor and… read more
Looking for something different?
We always like to offer some alternatives if the game does not quite fit what you're looking for. If you like the game mechanics but something about the theme doesn't do it for you why not try Lost Ruins of Arnak? In Lost ruins you employ the same deckbuilding and worker placement style mechanics, but you are leading an expedition on an uninhabited island where you have found traces of a lost civilisation. In this game you will need to explore, find lost artefacts whilst facing fearsome guardians! This is an excellent game and well worth checking out.
Lost Ruins Of Arnak
£49.75
£57.99
Description On an uninhabited island in uncharted seas, explorers have found traces of a great civilization. Now you will lead an expedition to explore the island, find lost artifacts, and face fearsome guardians, all in a quest to learn the… read more
If you want something a bit different why not try the quite remarkable Clank Catacombs. In this deckbuilding adventure you are exploring a dungeon trying to find your fortune but there is no board! In Clank Catacombs you reveal and place tiles as you venture deeper giving the game a unique experience every time. Clank Catacombs uses the same mechanics to build and enhance your deck enabling you to move around the dungeon, defeat monsters and find the artefacts hidden within. Clank is one of my most played games and enjoy it every time!
Clank! Catacombs
£53.99
£59.99
Description The catacombs of the skeletal dragon Umbrok Vessna are mysterious and dangerous. Portals transport you all around the dungeon depths. Wayshrines offer vast riches to intrepid explorers. Prisoners are counting on you to free them. Ghosts, once disturbed, may… read more
We have a fantastic selection of strategy games here at Gathering Games so if you are looking for more inspiration why not have a look on the website and if you're looking for more recommendations please do get in touch, the team here would love to share more of our favourite games with you.