Dune: Imperium – Uprising
Official Description:
Dune: Imperium – Uprising is a standalone spinoff to Dune: Imperium that expands on the original game's blend of deck-building and worker placement. Players deploy agents, build their decks, and engage in strategic battles to control Arrakis. The game introduces a new six-player mode that pits two teams against one another, intensifying the struggle for dominance.
Set in the Dune universe, Uprising challenges players to balance political intrigue, resource management, and military conflict. Each decision can shift the balance of power, requiring careful planning and adaptation to opponents' moves. The game incorporates new mechanics and content while remaining compatible with the original Dune: Imperium, allowing for expanded gameplay options.
With its combination of familiar and innovative elements, Dune: Imperium – Uprising offers both returning and new players a fresh experience in the world of Dune. The game supports solo, competitive, and team play, providing a variety of strategic challenges and replayability.
Uprising sits in the collection as a significant evolution rather than a simple retread. The core systems are sharper, with sand worm combat and new cinematic elements from Dune: Part Two giving the game a distinct tactical edge. The scoring economy is tighter, and the addition of alternate board spaces and spy placement rules means returning players can’t coast on muscle memory. For veterans, the appeal is in the way familiar mechanics have been retooled—every point is hard-won, and the new team mode adds a layer of strategic negotiation that keeps the table tense. It’s not a nostalgia piece; it’s a system that demands adaptation, which is why it’s earned its place as a proven classic that still gets requested by players looking for a challenge.
Physically, Uprising is a standalone box that refuses to play nice with the original’s storage solutions. The sand worm miniature is divisive - some say it's thematic, others say it's oddly suggestive - but either way, it demands its own space in combat. Setup is a 15-minute affair if you know the drill, but expect a bit of sorting if you’re running multiple tables. With a two-hour session time, this is a main event game, not a filler. It’s best scheduled as the anchor of a game night, with enough table presence and component sprawl to justify the commitment. If you’re tight on shelf space or want everything in one box, this isn’t the most convenient addition.
Teaching Uprising is a procedural task—expect a 20-minute rules rundown, especially with the need to clarify spy placement, the function of new board spaces, and the nuances of sand worm combat bonuses. The scoring is less forgiving than the original, so it pays to monitor new players and keep an eye on runaway leaders. Once the game is underway, the high-friction interaction means you can’t fully walk away; disputes over board space and combat are common, and the energy in the room ramps up as alliances shift and points become scarce. For hosts, it’s a rewarding teach if you like seeing players wrestle with a system that pushes back, but it’s not a set-and-forget experience.
MY score
8
Our Total Plays
6
Last PLayed
25 Jan 24
🏛️ Legacy
Player Count
1-6
Playtime
120 mins
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