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Dune: Imperium – Uprising

#397598BGG ↗

2023 · 1-6 players · 120min · weight 3.52 · 18,008 ratings

v2 v3 fit 0.659

BGG raw

ID
397598
Name
Dune: Imperium – Uprising
Year
2023
Rank
5
Min players
1
Max players
6
Playing time
120
Min playtime
60
Max playtime
120
Avg weight
3.5248
Num weights
564
Bayes avg
8.23257
Average
8.7011
Users rated
18008
Num owned
27860
Wanting
888
Wishing
7741
Num comments
2305
Fetched at
Sat Apr 25 2026 16:31:04 GMT+0000 (Coordinated Universal Time)
Mechanisms (14)
Automatic Resource GrowthCard Play Conflict ResolutionContractsDeck, Bag, and Pool BuildingDelayed PurchaseForce CommitmentIncrease Value of Unchosen ResourcesMulti-Use CardsOpen DraftingSolo / Solitaire GameTeam-Based GameTurn Order: ProgressiveVariable Player PowersWorker Placement
Categories (3)
Movies / TV / Radio themeNovel-basedScience Fiction
Description (776 chars)

In Dune: Imperium Uprising, you want to continue to balance military might with political intrigue, wielding new tools in pursuit of victory. Spies will shore up your plans, vital contracts will expand your resources, or you can learn the ways of the Fremen and ride mighty sandworms into battle! Dune: Imperium Uprising is a standalone spinoff to Dune: Imperium that expands on that game's blend of deck-building and worker placement, while introducing a new six-player mode that pits two teams against one other in the biggest struggle yet. The Dune: Imperium expansions Rise of Ix and Immortality work with Uprising, as do almost all of the cards from the base game, and elements of Uprising can be used with Dune: Imperium. The choices are yours. The Imperium awaits!

LLM v2 (wide)

Core verb
play card to send agent to space
Decision shape
mixed:combinatorial+social
Reward schedule
mixed:delayed+engine_compounding
Aesthetics
["Challenge", "Fantasy"]
Core loop pitch
Play a card to send an agent to a worker space the icons unlock; reveal remaining cards for persuasion to buy more cards and swords for the conflict.
Translation difficulty
Easy
Difficulty reason
Dire Wolf already ships Dune: Imperium digitally and Uprising assets are being added; the deck/worker hybrid loop fits async play.
Direct digital port
Dune: Imperium Digital (Steam/iOS/Android, Dire Wolf Digital) — Uprising integration in progress
Port kind
first_party
Closest loop translation
none yet
Primitive tags
["card_gates_worker_space", "split_play_agent_then_reveal", "faction_influence_tracks", "blind_conflict_commitment", "spy_placement_subgame"]
Confidence
0.85
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (1036 chars)
{
  "game_id": 397598,
  "name": "Dune: Imperium – Uprising",
  "core_verb": "play card to send agent to space",
  "decision_shape": "mixed:combinatorial+social",
  "reward_schedule": "mixed:delayed+engine_compounding",
  "aesthetics": [
    "Challenge",
    "Fantasy"
  ],
  "core_loop_pitch": "Play a card to send an agent to a worker space the icons unlock; reveal remaining cards for persuasion to buy more cards and swords for the conflict.",
  "mobile_translation_difficulty": "Easy",
  "translation_difficulty_reason": "Dire Wolf already ships Dune: Imperium digitally and Uprising assets are being added; the deck/worker hybrid loop fits async play.",
  "direct_digital_port": "Dune: Imperium Digital (Steam/iOS/Android, Dire Wolf Digital) — Uprising integration in progress",
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "card_gates_worker_space",
    "split_play_agent_then_reveal",
    "faction_influence_tracks",
    "blind_conflict_commitment",
    "spy_placement_subgame"
  ],
  "confidence": 0.85
}

LLM v3 (deep)

Core verb (long)
Each round you alternate two action types: send an Agent (worker placement) by playing a card from your hand whose icons match a board space, or Reveal your remaining hand to generate Persuasion (buy cards from a 5-card market) and Sword icons (commit to that round's Conflict). The card you play is the worker — every card has dual identity, both an icon set for placement and a Persuasion/Sword payload for reveal. Spies (new in Uprising) are placed onto observation posts to enable infiltration of contested spaces. Sandworms, earned via Maker Hooks from Fremen influence, are deployed for a +3 Conflict strength and reward-doubling.
Core loop (long)
Each round: (1) draw 5 cards; (2) players alternate Agent turns (place an Agent on a matching board space, gain its rewards) until both pass; (3) all players Reveal their remaining hand simultaneously, totaling Persuasion to buy market cards (added to discard) and Sword icons to commit to the Conflict; (4) resolve the round's Conflict card — first/second/third place earn the printed rewards (sandworm doubles them); (5) increase faction influence tracks, gain alliances; (6) check victory points (alliances, conflict wins, contracts, intrigue). First to 10 victory points wins. Six-player team mode pits two trios, sharing point pools and tactical signals. The deck-builder layer means your starting deck of 10 cards bloats and refines across the game; thinning and faction-tuning matter.
Decision space
Each turn you weigh agent placement (commit the icon now and get the reward, but lose that card's reveal payload) versus reveal hoarding (save powerful cards for Persuasion or Sword totals). On top sits a four-way faction allocation puzzle (Emperor, Spacing Guild, Bene Gesserit, Fremen — Uprising adds CHOAM/Great Houses tension), spy positioning, intrigue card timing, and contract fulfillment. The combat layer adds a poker-style commitment mini-game: how many swords do I show, when, and do I gamble on a sandworm? The decision space is large — typically 8-20 reasonable agent placements per turn — and the planning horizon is 2-3 rounds because card-purchase decisions ripple through future hands.
Skill expression
Deck construction and tempo are the dominant skills: knowing which market cards thin your deck, which double up your faction influence, and when to pivot from economy to combat. Bluff and combat-commitment reading are second — committing too many swords wastes them, too few loses the Conflict. Third is faction-track forecasting: the alliance bonuses are huge but contested, so reading opponents' card buys to predict their faction trajectories is critical. Memory matters (track what's left in the market, which intrigue cards opponents hold), but it's secondary to engine-building and combat math.
Tactile dependency
low
Tactile reason
Cards, cubes, and tokens are all legible state. Dire Wolf already ships a polished first-party digital port of base Dune: Imperium and is extending it to Uprising — direct evidence that the system translates fully. Physical presence adds atmosphere but no load-bearing tactility.
Promise
Become a Great House on Arrakis: scheme through political intrigue, hoard Spice, ride sandworms into battle, and outmaneuver rival nobles for control of the Imperium — a deep-strategy adaptation of Frank Herbert's universe.
Setting
sci-fi, novel-based, Frank Herbert's Dune
Narrative
embedded — Imperium leader cards, intrigue plots, and conflict cards reference characters and events from the books and the Villeneuve films; no campaign, but theme saturates every component
Audience
hobbyist Eurogamer, hardcore strategist
Art direction
Clay Brooks, Derek Herring, Raul Ramos, and Nate Storm illustration — moody desert palette of ochre, rust, and deep indigo; cards reference Denis Villeneuve's Dune film stills and likenesses (Paul, Chani, Jessica, Stilgar). Sandworm minis are oversized and theatrical. Among the most cinematic productions in modern Eurogaming, distinct from the earlier muted base-game illustration.
Meta-layer ideas
["Note: Dire Wolf already ships an official port, so independent translations should differentiate via meta \u2014 e.g., a roguelite 'House campaign' mode where you draft a custom House across 5 escalating matches against AI rivals, with permanent vassal cards earned between runs", "Asynchronous 6-player team-vs-team season ladder: two clans of 3 players play scheduled Uprising-team matches over a 4-week season, climbing a Landsraad ranking with cosmetic banners", "Live-service narrative seasons: each quarter introduces a new Conflict deck, leader roster, and intrigue pool tied to a Dune storyline beat (Harkonnen Counterstrike, Jihad Era), preserving the deck-building loop while refreshing meta", "Solo escalation mode: face a procedurally configured rival House with 'house traits' (e.g., 'ignores Bene Gesserit alliance') across an 8-match gauntlet, with a draftable Spice-economy reward track"]
Closest mobile genre
async PvP card battler
Live-service potential
high
Confidence
0.85
Extracted at
Mon Apr 27 2026 10:41:58 GMT+0000 (Coordinated Universal Time)
Raw v3 JSON (5396 chars)
{
  "game_id": 397598,
  "name": "Dune: Imperium – Uprising",
  "mechanics": {
    "core_verb_long": "Each round you alternate two action types: send an Agent (worker placement) by playing a card from your hand whose icons match a board space, or Reveal your remaining hand to generate Persuasion (buy cards from a 5-card market) and Sword icons (commit to that round's Conflict). The card you play is the worker — every card has dual identity, both an icon set for placement and a Persuasion/Sword payload for reveal. Spies (new in Uprising) are placed onto observation posts to enable infiltration of contested spaces. Sandworms, earned via Maker Hooks from Fremen influence, are deployed for a +3 Conflict strength and reward-doubling.",
    "core_loop_long": "Each round: (1) draw 5 cards; (2) players alternate Agent turns (place an Agent on a matching board space, gain its rewards) until both pass; (3) all players Reveal their remaining hand simultaneously, totaling Persuasion to buy market cards (added to discard) and Sword icons to commit to the Conflict; (4) resolve the round's Conflict card — first/second/third place earn the printed rewards (sandworm doubles them); (5) increase faction influence tracks, gain alliances; (6) check victory points (alliances, conflict wins, contracts, intrigue). First to 10 victory points wins. Six-player team mode pits two trios, sharing point pools and tactical signals. The deck-builder layer means your starting deck of 10 cards bloats and refines across the game; thinning and faction-tuning matter.",
    "decision_space": "Each turn you weigh agent placement (commit the icon now and get the reward, but lose that card's reveal payload) versus reveal hoarding (save powerful cards for Persuasion or Sword totals). On top sits a four-way faction allocation puzzle (Emperor, Spacing Guild, Bene Gesserit, Fremen — Uprising adds CHOAM/Great Houses tension), spy positioning, intrigue card timing, and contract fulfillment. The combat layer adds a poker-style commitment mini-game: how many swords do I show, when, and do I gamble on a sandworm? The decision space is large — typically 8-20 reasonable agent placements per turn — and the planning horizon is 2-3 rounds because card-purchase decisions ripple through future hands.",
    "skill_expression": "Deck construction and tempo are the dominant skills: knowing which market cards thin your deck, which double up your faction influence, and when to pivot from economy to combat. Bluff and combat-commitment reading are second — committing too many swords wastes them, too few loses the Conflict. Third is faction-track forecasting: the alliance bonuses are huge but contested, so reading opponents' card buys to predict their faction trajectories is critical. Memory matters (track what's left in the market, which intrigue cards opponents hold), but it's secondary to engine-building and combat math.",
    "tactile_dependency": "low",
    "tactile_dependency_reason": "Cards, cubes, and tokens are all legible state. Dire Wolf already ships a polished first-party digital port of base Dune: Imperium and is extending it to Uprising — direct evidence that the system translates fully. Physical presence adds atmosphere but no load-bearing tactility."
  },
  "theme": {
    "promise": "Become a Great House on Arrakis: scheme through political intrigue, hoard Spice, ride sandworms into battle, and outmaneuver rival nobles for control of the Imperium — a deep-strategy adaptation of Frank Herbert's universe.",
    "setting": "sci-fi, novel-based, Frank Herbert's Dune",
    "narrative": "embedded — Imperium leader cards, intrigue plots, and conflict cards reference characters and events from the books and the Villeneuve films; no campaign, but theme saturates every component",
    "audience": "hobbyist Eurogamer, hardcore strategist",
    "art_direction": "Clay Brooks, Derek Herring, Raul Ramos, and Nate Storm illustration — moody desert palette of ochre, rust, and deep indigo; cards reference Denis Villeneuve's Dune film stills and likenesses (Paul, Chani, Jessica, Stilgar). Sandworm minis are oversized and theatrical. Among the most cinematic productions in modern Eurogaming, distinct from the earlier muted base-game illustration."
  },
  "translation": {
    "digital_meta_layer_ideas": [
      "Note: Dire Wolf already ships an official port, so independent translations should differentiate via meta — e.g., a roguelite 'House campaign' mode where you draft a custom House across 5 escalating matches against AI rivals, with permanent vassal cards earned between runs",
      "Asynchronous 6-player team-vs-team season ladder: two clans of 3 players play scheduled Uprising-team matches over a 4-week season, climbing a Landsraad ranking with cosmetic banners",
      "Live-service narrative seasons: each quarter introduces a new Conflict deck, leader roster, and intrigue pool tied to a Dune storyline beat (Harkonnen Counterstrike, Jihad Era), preserving the deck-building loop while refreshing meta",
      "Solo escalation mode: face a procedurally configured rival House with 'house traits' (e.g., 'ignores Bene Gesserit alliance') across an 8-match gauntlet, with a draftable Spice-economy reward track"
    ],
    "closest_mobile_genre": "async PvP card battler",
    "live_service_potential": "high"
  },
  "confidence": 0.85,
  "extraction_version": "v3"
}