A printable Dune: Imperium log lives or dies on the one record nobody keeps: which alliances each player actually held when the game ended, because the game ends at the end of a round once any player reaches ten victory points, or when the ten-card conflict deck runs out, and an alliance point is the easiest point in the game to claim twice. There are four factions, the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen, and climbing to two influence with a faction earns a victory point, while reaching four influence first earns an alliance worth another point. That alliance point can be stolen: pass another player on the same track and the alliance token changes hands, and with it the point. Nobody at the table argues about the printed score track; they argue about who held the Fremen alliance in round eight, because a point that moved three times in one game cannot be reconstructed from the final board.
The conflict deck is the other reason a plain score pad fails, because the game has a hard clock and the points on offer change as it runs down. The deck holds exactly ten cards, one Conflict I, five Conflict II, and four Conflict III, with one revealed each round, so the game lasts at most ten rounds unless somebody reaches ten points first. Early conflicts pay one victory point to the winner, late conflicts pay two, and the second-place reward exists alongside the first, which means a player can quietly bank points without ever winning a fight outright. Combat strength itself is a count the sheet must settle: each troop committed counts two strength, each revealed sword counts one, and a player with no troop in the conflict has zero strength no matter how many swords they reveal. The log records, per round, the conflict card, each player's committed troops and revealed swords, and the rewards taken, so a disputed combat is a line to check, not a memory to trust.
Influence and the endgame are the quiet traps the sheet is built to catch, because points in this game are not forever and the final round is not the final scoring. A player who reaches two influence with a faction and stops has one point; a player who pushes to four and takes the alliance has two from that faction, and a player who then gets passed loses the alliance point while keeping the influence point. At the end of the game, before points are compared, players resolve their endgame intrigue cards, which can add points for conditions met, and only then is the winner decided. Ties are broken in a fixed order: spice first, then Solari, then water, then troops in garrison, so a tied game is decided by resources, not by another round. The log tracks influence per faction per round, alliance holders per round, endgame intrigue cards played, and the four tiebreak resources, because every one of those lines has decided a real game.
Here is the worked final tally the sheet is built to settle. Player A holds two influence points, one from the Fremen and one from the Emperor, two alliance points, one from the Bene Gesserit and one from the Spacing Guild, four combat points from three wins worth one, one, and two, one point from buying a Spice Must Flow card, and one point from an endgame intrigue card, for ten points in total. Player B holds three influence points, one each from the Fremen, the Emperor, and the Spacing Guild, one alliance point from the Fremen, three combat points from two wins worth one and two, one point from a Spice Must Flow card, and one point from an endgame intrigue card, for nine points, and A wins by one. Give B one more combat point and the game ties at ten, and the tiebreak decides it: B holds five spice to A's three, so B wins the tie. Let A get passed on the Bene Gesserit track in the final round and A drops to nine, tying B, and again B's five spice beats A's three. Count an alliance A lost as if A still held it, and A falsely claims eleven, which is why alliance holders are recorded round by round instead of once at the end.
That is why the sheet sells as a download rather than as a blank score pad. A blank pad records a final total nobody can audit; a worked victory-point log records the decisions the table actually argued about, with influence and alliance holders per faction per round, conflict cards and combat strength per round, Spice Must Flow purchases, endgame intrigue cards, and the four tiebreak resources all on the same sheet, so the endgame falls out of the log instead of out of a twenty-minute recount. Print it, update one line per round as influence climbs, alliances change hands, and conflicts are fought, and the next time someone says their Dune: Imperium total adds up to ten, the answer is on the paper, not in anyone's memory.
This is an unofficial fan-made log sheet, not affiliated with or endorsed by Dire Wolf Digital. Dune: Imperium is a board game designed by Paul Dennen.
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