
Welcome to the Dutch Championship Uprising 2025 !
Limited number of places. Sign up quickly!
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:

Dune: Imperium – Uprising National Championship Rules
Version 0.1.
The Dune: Imperium – Uprising National Championship will be played using the basic Dune: Imperium – Uprising game, without any expansions or promotional cards that are not included with the original game. The CHOAM module, including the contracts, leader and cards, will be used.
Cancellation of participation is free of charge up to 1 week before the event. In case of cancellation within a week before the event or no-show, the participation fee will not be refunded.
Participation in the Dutch Championship is open to everyone aged 15 and over. Dutch and/or English will be spoken at the gaming tables. The language of the games is English.
It is highly recommended that each 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 directed to the organization.
The tournament consists of three rounds, which will start at the following times:
Round 1: 11:00 a.m.
Round 2: 1:45 p.m.
Round 3: 4:15 p.m.
Each participant’s table and seat numbers will be announced no later than 15 minutes before the start of each 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).
Each tournament round lasts 2 hours. If the game is not finished within the 2-hour time limit, the current round will be completed (including the combat of that round) and the winner will be determined based on the points score, even if no player has 10 points yet. Endgame intrigue cards will be used after this round.
Depending on the final score of a game, participants earn points according to the following schedule:
Winner: 3 points
Second: 2 points
Third: 1 point
Fourth: 0 points
In the case 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 last tiebreaker is the highest seat number of the tied participants.
At the end of each round, the organization will record the final score. In addition to the aforementioned tournament points, the points by which the participant has beaten his closest rival will also be recorded (the “skill score”). If a participant in the tournament ranking is tied on points with another participant, the skill score is used to rank them.
At the beginning of each game, each player is assigned an Objective Card by the organization. This determines the order of play. The participants then choose a leader from the 9 available leaders in the game. The order of choice is the opposite of the order of play, with the player whose turn is last choosing their leader first, and then passing the remaining leaders on to the player whose turn is third, and so on. The remaining leaders should be returned to the box. Only when each player has chosen their leader, the contracts are shuffled by the player whose turn it is last and placed on the game board, and the first conflict card is turned up. Then the game begins.
During the game, each participant keeps their unused agents and the resources and alliance tokens they have collected on their Leader card. Troops that are not yet in play (not brought into the garrison or battle), unused spies and other tokens are kept next to the leader card.
Each participant places their deck to the left of their leader card. In particular, a participant is not allowed 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 written side facing up. The cards in a participant’s discard pile are considered public information.
An agent turn is played as follows: the participant places the card he is using on top of his leader card. He then places his agent on a square on the board whose symbol corresponds to the symbol on the card played. If the player is not allowed to place their agent on the chosen space for whatever reason (for example, they find out that 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 where the conditions are met. If there is no available space with the card played, the player’s turn is declared invalid. The card played is then returned to the discard pile and the player can choose to use another card for his agent turn or to choose a reveal turn.
A reveal turn is played as follows: the participant in question places his cards under his leader card. He then declares whether or not Fremen bond applies. He then receives any resources that are linked to the reveal properties of the cards. He then activates any effects that apply during the reveal phase (either on the card or on the leader card). This includes choosing between certain characteristics (for example, the card “Undercover Agent” lets the player choose between placing a spy or applying 2 combat strengths). He then determines his combat strength based on his troops and the reveal effects of his cards. Finally, the participant declares how much persuasion he has and buys cards from the Imperial Row based on that, according to the normal game rules.
During his (agent or reveal) turn, the participant may play plot intrigue cards (before or after he has carried out an action). He may decide this until he has passed his turn.