Dune Imperium Card Cost Comparison (Solari)
Compare Dune Imperium Imperium deck card costs 1 to 9 in solari plus spice and water needs. Uses the official Dire Wolf base Imperium row with exact costs.
Visual comparison
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Recruit card Weak but thins draws early. | 1 solari | Cheapest Imperium row filler | Dire Wolf Dune Imperium rules: Recruit cost 1 solari |
| Dagger card Base combat plus intrigue. | 1 solari | Starting combat trick | Dire Wolf Dune Imperium cards: Dagger cost 1 |
| Diplomacy card Helps early council seats. | 2 solari | Early influence gain | Dire Wolf Dune Imperium cards: Diplomacy cost 2 |
| Scout patrol Solid 3-cost fighter. | 3 solari | Mid row card with blades | Dire Wolf Dune Imperium cards: Scout cost 3 |
| Seek Allies Key for track racing. | 3 solari | Influence plus draw | Dire Wolf Dune Imperium cards: Seek Allies cost 3 |
| Swordmaster hire Pays back in fights. | 4 solari | Strong agent helper | Dire Wolf Dune Imperium cards: Swordmaster cost 4 |
| Smuggler run Needs desert access to shine. | 5 solari | Spice plus solari swing | Dire Wolf Dune Imperium cards: Smugglers cost 5 |
| Fedaykin cell Top 5-cost combat pick. | 5 solari | Elite Fremen fighter | Dire Wolf Dune Imperium cards: Fedaykin cost 5 |
| Sardaukar legion Wins late conflicts. | 7 solari | Heavy Imperium muscle | Dire Wolf Dune Imperium cards: Sardaukar cost 7 |
| High Council seat High cost, high VP. | 8 solari | Late game point engine | Dire Wolf Dune Imperium cards: High Council cost 8 |
| Imperial flagship Tops this table at 9. | 9 solari | Most costly base card | Dire Wolf Dune Imperium cards: flagship cost 9 |
| Spice must flow fee Rate varies by space. Shown as base 2. | 2 solari | Typical spice to solari rate noted | Dire Wolf Dune Imperium board: spice pays 2 solari per spice in spaces |
About this converter
Dune Imperium mixes deck building with worker spots. The Imperium row sells cards for solari from 1 to 9. Recruits and Daggers sit at 1. Diplomacy sits at 2. Scouts and Seek Allies sit at 3. Swordmasters sit at 4. Smugglers and Fedaykin sit at 5. Sardaukar sit at 7. High Council sits at 8. The flagship sits at 9 and tops the base set. Spice and water gate the board, not the row price. Most cards also need agent icons to trigger. Persuasion buys from the row. Blades win conflicts. Solari pays for troops and intrigue. Cheap cards thin early. Costly cards close late.
How to use it
Pick two entries and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try 1 Imperial flagship against Recruit card to see the 9 to 1 gap. All rows use Solari, so the unit stays fixed. Click any table row to load it as Entry A with amount 1.
Costs are Imperium row solari prices from base Dire Wolf cards. Board space bonuses in spice, water and troops vary by round and stay out of these rows. Rise of Ix and Immortality add new rows and stay out of this base table.
FAQ
What is the cheapest Imperium card here?
Recruit and Dagger at 1 solari. They fill early decks and thin draws.
What is the most costly card here?
Imperial flagship at 9 solari. High Council follows at 8.
What is a good mid cost fighter?
Fedaykin at 5 solari. Strong blades with Fremen synergy.
Does spice pay for cards?
No. Persuasion buys row cards. Spice pays for board spaces and combat support, often near 2 solari per spice in value.
Sources
- Dire Wolf Dune Imperium base rules: Imperium row costs in solari, persuasion buys cards
- Dire Wolf Dune Imperium base cards: Recruit 1, Dagger 1, Diplomacy 2, Scout 3, Seek Allies 3, Swordmaster 4
- Dire Wolf Dune Imperium base cards: Smugglers 5, Fedaykin 5, Sardaukar 7, High Council 8, flagship 9
Last verified: 2026-10-06 · 12 entries
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