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Selling printable Dune Imperium scoring logs as downloads: the log your buyer trusts when a stolen alliance is forgotten

A printable Dune Imperium log lives or dies on the one record nobody keeps: what each player actually held when the final round ended, because Dune Imperium has a running score track but no running breakdown, and the final total is the sum of conflict rewards, influence points, card points, and endgame intrigue points, each earned by its own rule and each lost by its own rule. Nobody at the table argues about the game they played; they argue about whether an alliance was still theirs at the end, whether a faction at one influence really earned a point, whether a card's point was counted once or twice, and whether anyone played their endgame intrigue cards at all. The only evidence is the log: a line for each faction's influence and alliance, each conflict reward, each point-bearing card, and each endgame intrigue card, or a single number on the track that was written at the end and can be defended by nobody.

Influence is the first trap the sheet is built to catch, because it pays at thresholds and it can be taken away. Each of the four factions — the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen — pays 1 victory point when a player reaches 2 influence, and that point is lost if the player drops back below 2. Reaching 4 influence earns the faction's alliance token and 1 more victory point, but only while the player holds the token: if another player passes them on that track, the token and its point move to the passer. A player who writes down "influence: a good number" with no per-faction influence level and no note of who holds each alliance has written down nothing a sceptical opponent can check. The log records each faction's influence level, whether the 2-influence point is held, and who holds the alliance, so the influence total is a calculation anyone can repeat rather than a total anyone has to trust.

Conflict rewards, point-bearing cards, and endgame intrigue cards are the second trap, because they arrive at different times and are easy to count twice or not at all. Conflict rewards are scored when each round's conflict resolves, and later conflicts can be worth more than early ones, so a player who only remembers the last battle has forgotten most of the total. A card such as The Spice Must Flow is worth 1 victory point when acquired, and counting it again at the end invents a point out of nothing. And endgame intrigue cards are played and resolved only after the final round, before the winner is declared, so a player who announces the winner before playing them has announced the wrong winner. The log therefore has one row for each conflict reward, each point-bearing card, and each endgame intrigue card, with the round or timing shown, so that none of them is a number anyone has to remember.

The worked tally is where the sheet earns its price, because it shows the exact arithmetic a buyer will have to defend at their own table. Player A finished with 4 conflict points, influence of 4 with the Emperor holding the alliance for 2, 2 with the Spacing Guild for 1, 2 with the Bene Gesserit for 1, and 1 with the Fremen for 0, giving 4, plus 1 for The Spice Must Flow, plus 1 for an endgame intrigue card, for 4 + 4 + 1 + 1 = 10. Player B finished with 4 conflict points, influence of 2 with the Emperor for 1 after losing that alliance to A, 4 with the Spacing Guild holding the alliance for 2, 2 with the Bene Gesserit for 1, and 1 with the Fremen for 0, giving 4, plus 1 for The Spice Must Flow, for 4 + 4 + 1 = 9, so A wins by 1 despite tying B on conflict points and on influence points. B holds more spice than A at the end, so any tie between them goes to B on the first tie-breaker, which is spice, then Solari, then water, then garrisoned troops. The counterfactuals are printed beside the tally because they are the arguments the sheet prevents: if B forgets that A stole the Emperor alliance and adds its point back, B scores 10, ties A, and then wins the tie on spice, falsely flipping the result; if A counts the Fremen at 1 influence as a point, below the 2-influence threshold, A scores 11 and invents a false margin; and if A forgets to play the endgame intrigue card before the winner is declared, A scores 9, ties B, and loses that tie on spice, handing a won game to the tie-breaker. Every one of those errors is a single line the log either records or does not.

That is the product: not a rules summary, but a scoring log a seller can print, a buyer can fill in as the final round ends, and a table can trust when the winner is announced. The sheet lists each faction's influence level and alliance holder, each conflict reward, each point-bearing card, and each endgame intrigue card, so that the final total is the sum of lines anyone can re-add, and the tie-breaker resources are recorded alongside it in case the totals tie.

A buyer who has lost a game to a forgotten stolen alliance or an endgame intrigue card played too late will pay for a sheet that makes both visible before the totals are announced, and a seller who has watched that argument ruin a game night will buy the sheet that ends it. Sell the log, not the lesson: the buyer already knows how Dune Imperium scores, and what they are missing is the record that proves it.

This log is a printable download for personal table use. It is not affiliated with the publisher or the designer, and it does not replace the rulebook: where the log and the rulebook disagree, the rulebook wins, and the sheet should be checked against the factions, cards, and intrigue cards actually in play before the game starts.

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