Dune: Imperium – Uprising
Deploy agents, build your deck, and engage in strategic battles to control Arrakis.
Drinking rules
Choose a category to find a rule.
Gameplay
3 rulesLosing a Victory Point
Whenever you lose a Victory Point, take a shot.
GameplayLisan al Gaib
Whenever anyone says “Lisan al Gaib”, the last player to also say “Lisan al Gaib” takes a sip.
GameplayDestroying the Shield Wall
When the Shield Wall is destroyed, take 2 sips for each location behind the Shield Wall (Arrakeen, Spice Refinery and Imperial Basin) under your control.
GameplayAgent Placement
4 rulesGaining a Swordmaster
Whenever another player gains their Swordmaster, take a number of sips equal to the amount of Solari they paid to gain him.
Agent PlacementGaining a Maker Hook
Whenever another player gains a Maker Hook, if you do not have a Maker Hook, take a number of sips equal to the amount of players who possess a Maker Hook.
Agent PlacementTaking a Council seat
Whenever another player gains a seat on the Council, if you do not have a seat on the Council, take a number of sips equal to the amount of empty Seats in the Council
Agent PlacementRecalling a Spy
Whenever another player recalls a Spy to place an Agent at a location where you also have an Agent, take a sip.
Agent PlacementInfluence Tracks
3 rulesClimbing an Influence Track
Whenever another player moves up on an Influence Track, take 1 sip for each space they are above you on that track, if any.
Influence TracksLosing influence
Whenever you move down on an Influence Track, take 1 sip for each space you moved down.
Influence TracksThe first Alliance
The first time the Alliance Token is removed from each Faction’s Influence Track, everyone except the player who gained the Alliance, takes a shot.
Influence TracksCombat
3 rulesComparing Combat Strength
Whenever you participate in Combat, take a number of sips equal to the difference between your Combat Strength and the player with the most Combat Strength, divided by two.
CombatConflict rewards
Whenever you gain a reward from a Conflict Card, give away a number of sips equal to your Combat Strength this turn, divided by two, distributed among the other players as you see fit.
CombatCouncil seats after combat
At the end of each Combat Phase, if you don't have a seat in the Council, take a sip for each other player who has a seat in the Council.
CombatWhy it works
Uprising has plenty of ways for one player's move to affect everyone else. Swordmasters, alliances and combat give these rules clear moments to follow.
Skip any rule you don’t want to use. Alcohol isn’t required.
