Dune: Imperium - Uprising

Designed by Paul Dennen

Player Count:
1-6 players

Playing time:
1-2 hours

Complexity:
Heavy

Official rules:
Click here

Drinking rules

General:

  • Whenever you lose a Victory Point, take a shot.
  • Whenever anyone says “Lisan al Gaib”, the last player to also say “Lisan al Gaib” takes a sip.
  • 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.

Agent Placement:

  • Whenever another player gains their Swordmaster, take a number of sips equal to the amount of Solari they paid to gain him.
  • 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.
  • 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
  • Whenever another player recalls a Spy to place an Agent at a location where you also have an Agent, take a sip.

Influence Tracks:

  • Whenever another player moves up on an Influence Track, take 1 sip for each space they are above you on that track, if any.
  • Whenever you move down on an Influence Track, take 1 sip for each space you moved down.
  • 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.

Combat:

  • 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.
  • 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.
  • 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.

Why it’s a good drinking game:

Dune: Imperium – Uprising makes for a fantastic drinking game because it’s full of tension, deception, and high-stakes moments that pair perfectly with alcohol. Every betrayal, power move, or unexpected twist becomes an excuse to take a drink. Whenever someone pulls off a sneaky play, stumbles into a bad situation, or makes a risky decision, a penalty is never far away. The constant push-and-pull of shifting alliances, surprise victories, and crushing defeats keeps everyone engaged—and a little tipsy. Drinks tied to moments of triumph or disaster, make every round unpredictable. As the game escalates, so does the drinking, turning the final moments into a hilarious, chaotic showdown. It’s the perfect mix of strategy, suspense, and fun, where every sip adds to the drama.

Blood and Sand

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