Quick winning principles
- Water on conflict: 2 water = 2 troops in conflict.
- Alliance cards: play when you can afford influence cost.
- Spice must flow: borrow spice early, repay with endgame VP.
- Intrigue: combat intrigue wins conflicts; economic intrigue builds engine.
Ideal strategy
- 1
Water placement: 2 water in conflict = 2 troops; place water to reach threshold (4, 6, 8) not spread.
- 2
Conflict threshold: 4/6/8 troops trigger rewards; aim for 2nd place at 6 when you can't win—2nd still scores.
- 3
Alliance timing: play alliance when you have 2+ influence and can afford card cost; early alliances fund late-game.
- 4
Spice debt: borrow 3 spice round 1-2 for key card; repay by round 4 or lose VP.
- 5
Intrigue balance: 1 combat intrigue per conflict; rest economic for solari/recruitment.
- 6
Faction focus: Atreides (draw), Harkonnen (intrigue), Fremen (combat)—pick 2, not 3.