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Dune Imperium (DNI) Updated June 24, 2026
Type:Century
GM:Spencer, Jay (1st)
GM Contact:jay.spencer@ymail.com
Event Website:N/A
Class:B - Beginning Players Welcome
Style:Scheduled
Format:HMW - P: Heats Most Wins - Points
Rounds:3 Heats, Semifinal, Final
Round Length:3 Hours
Advancement:Semifinal 16, Final 4
Prize Level:4

In all the Known Universe, there is no more precious resource than the spice melange. Found only on the harsh desert planet of Arrakis (also known as Dune), control of the spice is a focal point of conflict among the Great Houses of the Imperium. In its pursuit, those vying for power seek alliances and support to secure their position. The governing councilors of the Landsraad. The CHOAM Company and its insatiable hunger for profit. The far-sighted Bene Gesserit. The Spacing Guild with its monopoly on interstellar space travel. The Fremen, resilient warriors of the desert. Even the Emperor himself is not above the struggle for dominance. Conflict is inevitable, and its outcome is uncertain. One thing is certain, however: Whoever controls the spice controls the universe.

The base game and the Rise of Ix expansion are the preferred necessary game components and will be used in the Semifinal and Final. The base game only may be substituted in the qualifying Heats only if all participants at the assigned table agree or if the Rise of Ix expansion is unavailable when play commences.

The Heats will consist of three and four player games. The top 16 will advance to the Semifinal based on the Heats Most Wins – Points standard tie-breakers with GM specific tiebreaker listed below. Semifinal winners advance to the Final.

Tournament Rules

  1. The Family Atomics rule from Rise of Ix expansion will be in play for all Heats and Rounds even if only playing the Base game during a qualifying round.
  2. The Final match will be extended to a 4-hour round and players will use the Epic format from Rise of Ix expansion to determine the ultimate control of the universe. Note: this includes changes to the starting deck of each player and changes the end game trigger from 10 VPs to 12 VPs.

HEATS: MOST WINS - POINTS (HMW-P):

  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker - Total VP's (Prestige earned by player from all Heats entered)
    • NOTE: VPs as defined in the game
    • e.g., player won one game with 11 VP's, and in second game came in 2nd with 8 VP's: Total VP's would be 19. Similarly, a player entering 3 Heats and scoring 10, 6, and 7 victory points would have a Total VP of 23.
  4. High dice roll.

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