BOARD GAME

Dune: Imperium – Uprising

Deploy agents, build your deck, and engage in strategic battles to control Arrakis.

Players
1–6
Time
1–2 h
Complexity
Heavy
Official rules
Official rules ↗
BoardSip rules

Drinking rules

Choose a category to find a rule.

Gameplay

3 rules
01

Losing a Victory Point

Whenever you lose a Victory Point, take a shot.

Gameplay
02

Lisan al Gaib

Whenever anyone says “Lisan al Gaib”, the last player to also say “Lisan al Gaib” takes a sip.

Gameplay
03

Destroying 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.

Gameplay

Agent Placement

4 rules
04

Gaining 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 Placement
05

Gaining 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 Placement
06

Taking 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 Placement
07

Recalling 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 Placement

Influence Tracks

3 rules
08

Climbing 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 Tracks
09

Losing influence

Whenever you move down on an Influence Track, take 1 sip for each space you moved down.

Influence Tracks
10

The 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 Tracks

Combat

3 rules
11

Comparing 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.

Combat
12

Conflict 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.

Combat
13

Council 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.

Combat

Why 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.

Your table, your pace.
Skip any rule you don’t want to use. Alcohol isn’t required.
BoardSip

Drinking rules for the games you already play.

Your table, your pace.
Skip any rule you don’t want to use. Alcohol isn’t required.