I

Components

  • Game Board1
  • Imperium Deck67 cards
  • Reserve Cards24
  • Intrigue Cards40
  • Conflict Cards18
  • Leaders8
  • Spicebank
  • Solaribank
  • Water15
  • Mentat1
  • Alliance Tokens4
  • First Player Marker1
II

The Board

  1. Board. Put the Mentat on its side in the Mentat space, and the four Alliance tokens on their spaces on the Emperor, Spacing Guild, Bene Gesserit and Fremen influence tracks.
  2. Conflict Deck. Shuffle each level separately. Stack all 4 Conflict III, then 5 random Conflict II on top, then 1 Conflict I on top. Return the rest unseen.
  3. Intrigue and Imperium. Shuffle the Intrigue Deck face down. Shuffle the Imperium Deck and deal 5 face up as the Imperium Row.
  4. Reserve. Beside the row, make three stacks: Arrakis Liaison, The Spice Must Flow and Foldspace.
  5. Bank. Solari, spice and the remaining water. It's unlimited: substitute if you run out.
III

Each Great House

  1. Leader. Choose or deal one. For a first game, pick a one-icon leader: Paul Atreides, Glossu “The Beast” Rabban, Earl Memnon Thorvald or Count Ilban Richese.
  2. Starting deck. Shuffle your 10 cards face down to the left of your leader.
  3. Agents. Put 2 Agents on your leader. Your third, the Swordmaster, waits beside the board.
  4. Score. Score disc on 1 in a 4-player game, otherwise on 0. Combat marker on 0.
  5. Influence. One cube at the bottom of each faction's influence track.
  6. Troops. Your other 12 cubes are troops. Put 3 in your garrison on the board; keep the rest in your supply.
  7. Water. Take 1 water.
  8. First player. Chosen at random; they take the First Player marker.

The Starting Deck

  • Convincing Argument×2
  • Dagger×2
  • Diplomacy×1
  • Dune, the Desert Planet×2
  • Reconnaissance×1
  • Seek Allies×1
  • Signet Ring×1