Welcome to the Dutch Championship Uprising 2025 !

Limited number of places. Sign up quickly. Only 5 spots available!

The tournament will be played on September 13, 2025 in community center ’t Spectrum in Heemskerk.

Location: Neighborhood center ’t Spectrum, Lauraplein 1 in Heemskerk.

You have to be inside at 10:00 to sign in. Please bring your own lunch.

The tournament consists of 3 rounds, starting at the following times:
Round 1: 11:00 am
Round 2: 13:45 pm
Round 3: 16:15 hours

Followed by the award ceremony

We are looking forward to it !

We need copies of Dune Imperium Uprising to play. Do you have a copy? Please bring it with you and indicate it on the registration form below.

You can sign up individually until September 5, 2025.

After completing the form you will receive a confirmation email and later a payment email for the entrance fee of 5 euros.

You can register via the form below:

Regulations for the Dutch Championship Dune: Imperium – Uprising Version 0.2

  1. The Dutch Championship Dune: Imperium – Uprising will be played using the base game Dune: Imperium – Uprising, without expansions or promotional cards not included with the original game. The CHOAM module, including contracts, leader, and cards, will be used.
  2. Participation in the Dutch Championship is open to everyone aged 15 and older. Dutch and/or English will be spoken at the game tables. The language of the games is English.
  3. It is highly desirable that every participant is familiar with the rules of Dune: Imperium – Uprising. Due to time constraints, questions regarding the basic rules of the game as described in the rulebook will not be answered by the organization. Questions regarding exceptional situations can, of course, be asked to the organization.
  4. Participation in the Dutch Championship Dune: Imperium – Uprising is only final when the participant has filled out the registration form and paid the registration fee. Cancellation of participation is possible up to 72 hours before the start of the tournament; in that case, the registration fee will be refunded.
  5. Participation in the Dutch Championship Dune: Imperium – Uprising is at your own risk; the organization cannot be held liable for any damage of any kind.
  6. Participants are not allowed to behave in an aggressive, racist, or otherwise offensive manner during the Dutch Championship Dune: Imperium – Uprising. The organization may decide to disqualify a participant for this reason.
  7. Photos and/or videos may be taken during the Dutch Championship Dune: Imperium – Uprising, both by the organization and other parties. By participating in the event, the participant agrees to be photographed or filmed.
  8. The tournament consists of 3 rounds, which start at the following times: a. Round 1: 11:00 AM b. Round 2: 1:45 PM c. Round 3: 4:15 PM Table and seat numbers for each participant will be announced no later than 15 minutes before the start of a round. If a participant is not present at their table at the designated time, they will be disqualified for that round (the participant will not earn any points).
  9. Each tournament round lasts 2 hours. If the game is not finished within the 2-hour duration, the current round will be completed (including the combat of that round) and the winner will be determined based on the points standings, even if no player has reached 10 points. Endgame intrigue cards will be used after this round.
  10. Depending on the final standings of a game, participants earn points according to the following scheme: a. Winner: 3 points b. Second: 2 points c. Third: 1 point d. Fourth: 0 points If a game has only 3 players, the third player still earns 1 point, even if they are last. In the event of a tie, the normal “tiebreakers” from the rules are followed (Spice, Solari, Water, Troops in garrison, number of Alliance tokens). If there is still a tie after applying these tiebreakers, the final tiebreaker is the highest seat number of the tied participants. At the end of each round, the organization notes the final standings. In addition to the tournament points mentioned above, the points with which the participant has won from their nearest rival (the “skill score”) are also noted. If a participant is tied in points with another participant in the tournament standings, the skill score is used to rank them.
  11. At the beginning of each game, each player is assigned an Objective Card by the organization. This determines the player order. Participants then choose a Leader from the 9 available Leaders in the game. The selection order is opposite to the player order, with the player who goes last choosing their Leader first, and then passing the remaining Leaders to the player who goes third, and so on. The remaining Leaders must be placed back in the box. Only after each player has chosen their Leader, the contracts are shuffled by the player who goes last and placed on the game board, and the first conflict card is revealed. The game then begins.
  12. During the game, each participant keeps their unused agents and the resources and alliance tokens they have collected on their Leader card. Troops not yet in play (not in the garrison or brought into battle), unused spies, and other tokens are kept next to the Leader card.
  13. Each participant places their deck to the left of their Leader card. It is particularly not allowed for a participant to pick up their deck while they still have playable cards. Their discard pile is placed to the right of the Leader card, with the described side facing up. The cards in a participant’s discard pile are considered public information.
  14. An agent turn is played as follows: the participant places the card they are using above their Leader card. They then place their agent on a space on the board whose symbol corresponds to the symbol on the played card. If the participant cannot place their agent on the chosen space for any reason (for example, they realize they cannot pay the costs or do not meet the other conditions), they must use the same card to place the agent on a space that meets the conditions. If no space is available with the played card, the player’s turn is invalidated. The played card goes to the discard pile, and they can then choose to use another card for their agent turn or opt for a reveal turn.
  15. A reveal turn is played as follows: the participant places their cards under their Leader card. They then declare whether the Fremen bond applies. They then receive any resources associated with the reveal properties of the cards. They then activate any effects that apply during the reveal phase (either on the card or on the Leader card). This includes choosing between certain properties (for example, the card “Undercover Agent” allows the player to choose between placing a spy or applying 2 combat strength). They then determine their combat strength based on their troops and the reveal effects of their cards. Finally, the participant declares how much persuasion they have and buys cards from the Imperial Row according to the normal game rules.
  16. During their (agent or reveal) turn, the participant may play plot intrigue cards (before or after performing an action). They may decide this until they have passed the turn.