Dune: Imperium - Uprising
Designed by Paul Dennen
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.
