Each round flows through five phases:
1. Round Start — reveal the top Conflict card, then everyone draws a hand of 5 cards.
2. Player Turns — clockwise from the First Player, each turn is an Agent turn or your one Reveal turn:
- Agent turn — play one card whose Agent icon matches a board space, send an Agent to that unoccupied space, pay its cost, and gain the space's effects plus the card's Agent box. Faction spaces also climb that faction's Influence track. Combat spaces let you deploy freshly recruited troops plus up to 2 from your garrison into the Conflict
- Reveal turn — when you're out of Agents (or choose to stop): reveal your remaining hand, resolve Reveal boxes, spend Persuasion on Imperium Row and Reserve cards (the row refills immediately; unspent Persuasion is lost), then set your strength: each troop in the Conflict is worth 2, each revealed sword 1 — with no troops committed, swords count for nothing
3. Combat — starting with the First Player, players with troops in the Conflict may play Combat Intrigue cards until everyone passes in a row. Then the highest strength takes the Conflict card's top reward, second place the next (third place rewards only with 4 players). A tie for first means no one wins the top prize — the tied players each take the second reward.
4. Makers — each desert space with a spice icon and no Agent on it accumulates 1 spice from the bank for its future harvester.
5. Recall — if someone has 10+ VP or the Conflict deck is empty, the game ends. Otherwise the Mentat and all Agents come home, the First Player marker passes clockwise, and a new round begins.
Along the way: the High Council seat (5 Solari, once per game) adds +2 Persuasion every Reveal turn; the Swordmaster (8 Solari) unlocks your third Agent; Intrigue cards spring plots, combat surprises, and endgame points; winning certain Conflicts grants Control of Arrakeen, Carthag, or Imperial Basin — a steady trickle of Solari or spice each time anyone visits.
A turn, played out. The Conflict card this round pays 2 VP for first place, and Ana has three troops in her garrison. Her hand holds a card that opens Heighliner (a big troop deployment) and another that opens Selective Breeding (a deck-thinning Bene Gesserit space). She has Solari for only one. Ana takes Heighliner: she deploys 5 troops in total, and Beto — who was planning to win the conflict with 2 troops and a couple of swords — quietly diverts to spice harvesting instead, because he can no longer catch her strength of 10. Ana wins the 2 VP uncontested. That's the round's real lesson: showing overwhelming force early often wins a conflict without a fight, because your rivals will spend their turns somewhere more profitable.