What is Dune: Imperium – Uprising?
Dune: Imperium – Uprising takes everything that made its predecessor sing — one card sends an Agent, the rest of your hand becomes Persuasion and swords — and layers a rebellion on top. Spies now slip onto observation posts across the board: recall one to infiltrate a space an enemy Agent already occupies, or to pull intelligence as extra cards. In the deep desert, Maker hooks let your troops summon sandworms — three-strength monsters that double your combat rewards — unless the Shield Wall still stands, and someone always wants to blow it up.
The endgame changed too: Conflict winners now collect their Conflict cards and pair battle icons with face-up Objectives to mint victory points, while optional CHOAM contracts pay you for going where you were already headed. And with six players the board flips: two rival warlords — Muad'Dib and Emperor Shaddam — each command a team of three in the game's most theatrical mode. It is the same brilliant engine, hotter, sandier, and more treacherous.
Starting here rather than with the original? You need only two ideas. One: each card in hand is two different things — its top half sends an Agent to a board space, its bottom half is Persuasion and swords if you keep it until your Reveal turn. You never get both, so every turn asks whether you want the card's place or its power. Two: rewards go only to those who commit. Swords are worthless without troops on the battlefield, and the biggest prizes in the game are simply unavailable to players who stayed home.