Dune

2019 · Novel-based

Dune

Six asymmetric factions struggle for control of a desert planet that produces a single, enormously valuable resource. Players command forces, negotiate alliances, and betray each other while moving units, directing spice harvests, and resolving battles across a modular map of the planet. Gameplay emphasizes asymmetric powers and secret objectives; faction abilities, alliances, and temporary truces shape strategic options more than identical engine-building. Resource management, area control, and timed confrontations determine who holds key territories and access to the spice. Sessions reward careful negotiation, opportunistic combat, and planning around rival factions’ special powers.

Players
2–6 best 6
Playing time
120–180 min
Age
14+
Complexity
4 / 5
8.3 on Ludoyafrom $68.70Science FictionPoliticalArea Majority / InfluenceRoles with Asymmetric InformationAuction / Bidding

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On Ludoya's tables

Full stats in Ludoya
180
Plays logged
404
Players
2h 54m
Average play
137
In collections
14
On wishlists
1
Pre-ordered

8.3/10

from 38 Ludoya reviews

  • Fun8.0
  • Interaction8.0
  • Replayability8.0
  • Uniqueness8.0
  • Looks8.0
  • Accessibility8.0
  • andycted9.1

    Possibly one of the best games (or the best one!) if/when played with the right group ! Has the added bonus to be the BEST tool to separate players who can tolerate rough, non-linear, non-calculation, open, interactive games, from those who can't. And that's a good reason in itself to play enough. If you didn't have fun, you're playing with the wrong people, you're not playing the wrong game

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

How do you actually win the game — what's the victory condition?

You win immediately by occupying three strongholds at the end of any turn; that is the primary victory condition (p.6).

What happens when the storm moves onto my forces, and can units move through a storm?

When the storm moves onto forces it can damage or remove them per the Storm rules, and sectors occupied by the storm block movement — you cannot move through a storm-occupied sector (pp.7, 9).

How do sandworms (Shai‑Hulud) affect movement and spice blows — can I end my movement on a Spice Blow if a worm appears?

If a sandworm appears at a Spice Blow it removes non‑Fremen forces and prevents passage through that area; Fremen have special sandworm/movement interactions described on their faction sheet (pp.8, 16).

What are the Treachery bidding limits, and can I play Treachery cards during a battle even if I didn't bid them?

Bidding during the Treachery phase follows the procedures and limits specified for that phase (p.8); during battles you may play legal Treachery cards from your hand as allowed by the combat rules (see pp.10–11).

How many forces can I revive each turn and do leaders cost spice to revive?

During Revival you may revive up to three forces (maximum), and reviving leaders requires spending spice as indicated by the Revival rules (p.9).

If I'm in a Nexus/alliance, can I still win, and how do secrecy and bribery work?

Being in a Nexus/ally relationship doesn't by itself stop you from winning by taking strongholds, but alliances affect movement, victory interactions, secrecy and bribery according to the Nexus rules (formation, breaking, effects and secret/bribery rules are on p.12; optional alliance variants on p.24).

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Game facts (players, playing time, age, credits) from BoardGameGeek.