A printable Dune: Imperium conflict-and-influence log lives or dies on the one claim nobody can prove from a finished board, because the whole game runs on one record nobody keeps: which troops were actually sent to each conflict, how many swords each revealed hand really held, and which faction influence step earned which victory point. The game ended with Ana winning by a single point, and by the time the table argues about it nobody agrees on whether Ben's final-round strength really beat Carla's, whether Ana's second Fremen point came from reaching 2 influence or from the alliance at 4, or whether Carla's third conflict point was a win at all. A log sheet that records each round's conflict with each player's deployed troops, revealed swords, and total strength, plus each faction's influence track with the step that scored, plus a running victory-point total after each round is the only record that settles those arguments, and it is a record no one at the table is keeping, because the players are busy choosing agent spaces, the conflict is busy resolving, and the influence cubes are busy moving two steps at a time.
Dune: Imperium, for the seller who has never played it: a deck-building and worker-placement game for 1 to 4 players in which each player leads a Great House competing for control of Arrakis and influence with four factions, the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen. Each player starts with a 10-card deck, two agents, one water, and three troops in garrison. Each round reveals one conflict card from a 10-card deck, one Conflict I card, five Conflict II cards, and four Conflict III cards, and each player draws five cards. On a turn a player either plays a card to send one agent to an unoccupied board space matching that card's icon, gaining that space's benefit and, on a faction space, one influence with that faction, or takes a reveal turn, revealing the remaining hand for persuasion to buy cards and swords for combat. In combat each troop in the conflict is worth 2 strength and each revealed sword is worth 1, and a player with no troop in the conflict has 0 strength no matter how many swords they reveal. Reaching 2 influence with a faction scores 1 victory point, reaching 4 earns an alliance and another victory point, and the game ends at the end of a round when a player has 10 or more victory points, or when the conflict deck runs out, with ties broken by spice, then Solari, then water, then troops in garrison.
The worked game on the log sheet ran three players, Ana, Ben, and Carla, through to a final round, and every argument after it traces back to one line of the log. Ana's points were 2 from the Fremen, reaching 2 influence for 1 and the alliance at 4 for another 1, plus 1 from reaching 2 influence with the Emperor, plus 1 from reaching 2 influence with the Bene Gesserit, plus 4 from conflicts, plus 2 from two The Spice Must Flow cards at 1 point each, giving her 2 plus 1 plus 1 plus 4 plus 2, a total of 10. Ben's corrected points were 2 from a Spacing Guild alliance, plus 2 from an Emperor alliance, plus 1 from reaching 2 influence with the Fremen, plus 3 from conflicts, plus 1 from one The Spice Must Flow card, giving him 2 plus 2 plus 1 plus 3 plus 1, a total of 9. Carla's points were 2 from a Bene Gesserit alliance, plus 1 from reaching 2 influence with the Spacing Guild, plus 1 from reaching 2 influence with the Emperor, plus 3 from conflicts, plus 1 from one The Spice Must Flow card, giving her 2 plus 1 plus 1 plus 3 plus 1, a total of 8. The disputed line was the final conflict: Ben claimed 3 troops for 6 strength plus 2 swords for a total of 8, beating Carla's 2 troops for 4 plus 3 swords for a total of 7, but the log's deployment row showed Ben had sent only 2 troops, 4 strength plus 2 swords for a total of 6, so Carla won that conflict, Ben's fourth conflict point was struck, and Ben stayed at 9 instead of tying Ana at 10.
The final totals are where the table's memory fails and the log does not. Ana won with 10, Ben was second with 9, and Carla was third with 8. Without the log, the table remembers the finish as Ben's claimed 8 strength beating Carla's 7, and Ben tying Ana at 10 with the tiebreak to decide it; with the log, it is Ben's 6 against Carla's 7, Ana's Fremen alliance pair against Ben's two alliances that still left him a point short, and the fact that a single troop miscount was worth exactly the point Ben needed, which is exactly why the final count is argued over: the strength total alone told a different story about who really won.
That is the sheet to sell: one page per round with a row per player holding troops deployed, swords revealed, and total strength, plus a faction section per player naming each faction, its influence step, and the point it scored, plus a totals box adding influence, conflicts, and card points separately before the grand total, because the separate subtotals are what tell the table whether a close win came from alliances, battles, or bought cards. Print the four factions as checklists on every row so an influence step is ticked rather than written out, leave the conflict strengths in a strength box so a troop count is never taken from memory, and add a small "no troop in the conflict means 0 strength" reminder at the top, because the most argued-over part of the game is not who bought the best cards but whether a strength total really counted. A buyer who runs a weekly game night does not need another Dune game; they need the record that ends the argument about the last one, and a conflict-and-influence log that fits the game's own three scoring systems is a download they reach for every single game.
Unofficial fan-made log sheet. Dune: Imperium is a game by Paul Dennen, published by Dire Wolf Digital; this log is not affiliated with or endorsed by the publisher.
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