Tuesday, January 24, 2023

Dune Imperium: worker placing and deck building to keep the spice flowing


The vast majority of deck building games use a simple economy at their core: the cards you play generate resources, which you then use to buy better resource-generating cards from a common pool, repeating until you've generated enough resources to accomplish the game's end goal. Competition tends to be indirect, with players vying for the same cards but not directly attacking each other (although there are a few exceptions to this, such as Star Realms).

The structure of most worker placement games is nearly identical: players compete to place their workers on the most advantageous spaces on the board, which then generate resources that are used in various combinations, ultimately earning the points that will win the game when it comes to an arbitrary conclusion, usually a pre-determined round limit or the accomplishment of a game-ending goal.

It was only a matter of time before someone had the bright idea to combine these two popular game mechanisms. I don't think Dune: Imperium was the first to do it, but it does it very well, creating a game that gives players enough strategic decisions to make them feel like they're at the head of an interstellar political family.


Like most deck building games, players start with a deck of fairly mediocre cards, with the goal of using them to buy better cards that will give them the resources they need to have more efficient turns. And like most worker placement games, players start with a few workers that they take turns placing on the board in order to generate resources. What makes the game especially interesting is how these two separate mechanisms work together during play.

In order to place a worker on the board, you also need to play a card with a symbol that matches the space you want to play to, and which will often have an additional effect when you play it. The spaces on the board generate the world of Dune's much- needed resources such as spice, water, money, and political influence, and also troops which are used in a conflict phase later in the turn. Any cards left in your hand after you've played out all your workers can be used to buy new cards, but some will instead give you other of the aforementioned resources, or increase your strength during the conflict phase.

At the end of each round, players compare the number of troops they managed to generate over the course of the turn, combined with any bonuses from leftover cards, with the winner gaining a prize, usually more resources, control over the board's locations, or the victory points needed to win the game.


The game gives you a lot to think about, but the different resources and economies all flow together in a very elegant game design, with rules that rely on smoothness and consistency over the dozens of sub-rules and exceptions that can plague games of this complexity. Add to that some well-produced components and beautifully illustrated cards that still manage to be easy to read, and you have an epic, satisfying game.

Since the game's release there have been two expansions that do exactly what expansions should: they make the game better without making it more complicated. In this case, some of the underdeveloped and less interesting sections of the worker placement board are replaced with new game mechanisms, and of course more cards are added to the deck building selection.

Rating: 5 (out of 5) A great variation on both the worker placement and deck building genres that fits the theme like a glove.