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Rating: 10.1 Outstanding
Players: 2-6 players
Playing time: 180-14 minutes

Created by: Bill Eberle, Jack Kittredge, Peter Olotka, Ilya Baranovsky

Published by: Gale Force Nine, LLC


"A beginning is the time for taking the most delicate care that the balances are correct. This every sister of the Bene Gesserit knows.

To begin your study of the life of Muad'Dib, then take care that you first place him in his time: born in the 57th year of the Padishah Emperor, Shaddam IV.

And take the most special care that you locate Muad'Dib in his place: the planet Arrakis.

Do not be deceived by the fact that he was born on Caladan and lived his first fifteen years there. Arrakis, the planet known as Dune, is forever his place".

- from Manual of Muad'Dib by the Princess Irulan

Frank Herbert's classic science fiction novel Dune will live for generations as a masterpiece of creative imagination. In this game, you can bring to life the alien planet and the swirling intrigues of all the book's major characters.

Dune - the very name conjures up desolation. Desert sandscapes cover most of the planet surface, broken only by giant rock ridges. Giant sandworms a quarter mile long live beneath the sand and attack any who linger on it.

Human life exists in a few scattered places where precious water is available, but even those settlements are buffeted by terrifying coriolis storms. Yet the planet is crucial to the destiny of a galactic empire. Because only on Dune can spice be harvested.

Spice is the key to interstellar travel. Only by ingesting the addictive drug can the Spacing Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace.

Spice is also a geriatric medicine that prolongs life. Only by assuring a stable supply of spice throughout the galaxy can any Emperor avoid civil revolt. With spice, in short, one can buy whatever one wants.

Powerful forces struggle for control of Dune. Imperial troops, aristocratic families, Guildsmen, a secretive sisterhood, and the nomadic native Fremen all vie for power on the planet.

All are subject to the rigid economics of the joint merchant combine, CHOAM; resources are expensive, shipping is costly, excellence has a price. And that price must be paid in the universal currency, the measure of all value: spice.

All need spice. Some will harvest it directly when it blows in an isolated area of sand, risking the onslaught of sandworm and storm alike. But others will take it violently in battle, or quietly in taxes and fees.

Those controlling large settlements will have access to ornithopters and cover great distances quickly. Other players will have to pick their way slowly across sand and rock.

But all anxiously await the decision-making Nexus signaled by the sudden appearance of the great sandworm, Shai-Hulud.

Massive battles and small skirmishes will occur, but often be decided by a single brilliant leader or an act of low treachery.

But death on Dune need never be tragic. The dead are routinely rendered up for their body's water - so that life on the arid planet may continue. And even one surviving cell of an individual may be cultured by the Tleilaxu technicians until the original person is regrown.

Imagine you can control the forces of a noble family, guild, or religious order on a barren planet which is the only source for the most valuable substance in the known universe.

Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert's DUNE.

In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe - melange, the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says "All fades before melange.

A handful of spice will buy a home on Tupile. It cannot be manufactured, it must be mined on Arrakis. It is unique and it has true geriatric properties". And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace.

Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide!

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  • Game Board
  • 6 Player Faction Sets
  • 112 Cards
  • 156 Spice Tokens
  • Destroyed Shield Wall Token
  • Storm Marker
  • Game Turn Counter
  • 5 Special Emperor Forces
  • 3 Special Fremen Forces
  • Bene Gesserit forces
  • Sandworm Token
  • Kwisatz Haderach Card and Counter tokens
  • Quick Start Guide
  • Quick Reference Cards
  • Rulebook

DUNE has been divided into a Basic and Advanced Game. Learn and play the Basic Game several times before venturing into the Advanced Game.

Basic Game

Object of the Game

Each faction has a set of unique economic, military, strategic, or treacherous advantages. The object of the game is to use these advantages to gain control of Dune. The winner is the First Player to occupy at least 3 strongholds with at least one of their forces during the Mentat Pause Phase. …

Game Board

The game board is a map of the planet Dune showing four types of territories:

  • Sand: Yellow or tan with a single border.
  • Rock: Brown with double borders.
  • Strongholds: Red brown with triple borders.
  • Polar Sink: Mottled white with a double border.

Some territories are marked with a Spice Blow icon to show the locations of possible Spice Blows.

The map is also divided by longitude lines into eighteen sectors, which extend from the edge of the Polar Sink to the equator at the edge of the board. Sectors control the way the storm moves around the board. …

The Basic Game is changed by increasing the number of Spice Blows, adding a spice advantage for holding a city or Tuek's Sietch, (the smuggler stronghold), an enhanced Karama Card, and an advanced battle system.

Increased Spice Flow

During every Collection Phase, each occupant of Carthag and Arrakeen collects 2 spice and the occupant of Tuek's Sietch collects 1 spice. To qualify for collection, a player needs to occupy the stronghold only at the time of collection.

If a player occupies two of these strongholds, they collect spice for each that they occupy. …

Dune Strategy Tips

Players in DUNE must amass spice, convert it to effective weaponry, defenses, and other strategic aids, and then position themselves with enough forces to be able to suddenly move into key strongholds and defend them. The game will be won by daring, strategy, mobility, and treachery.

The storm is important, because it determines who is First Player.

Being First Player is an advantage in battles (ties go to the First Player), but being last is an advantage in movement (surprise takeovers by the last player cannot be countered that turn). …

You will be one of these factions:


The Atreides, led by the youthful Paul Atreides (Muad'Dib) - rightful heir to the planet, gifted with valiant lieutenants and a strange partial awareness of the future, but beset by more powerful and treacherous opponents.


At Start: 10 forces in Arrakeen and 10 in reserves (off-planet). Start with 10 spice. Place the Treachery Deck and the Spice Deck near your player position. You manage these decks.

Free Revival: 2 forces.


You have limited prescience.

Bidding: During the bidding round, you may look at each Treachery Card as it comes up for purchase before any faction bids on it. You, and only you, may keep written records about cards. …

Treachery Cards

Q: Does the Family Atomics card have an immediate effect if blown when the Storm Marker is over Arrakeen, Imperial Basin, or Carthag?

Answer: When the Family Atomics card is used, the sector that the storm currently occupies is never affected. All appropriate sectors into which it moves will be affected.

Q:Can the Family Atomics card be used if the Shield Wall or if the adjacent territory from which the explosion is being initiated is in storm?

Answer: Yes, in both cases. …

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