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Revenant · Reference sheet

Revenant reference sheet

Overview

  • Competitive worker placement, 1–4 players, set in the Voidfall universe [p.2 — Introduction]
  • Play as rival admirals escorting a fleet through 4 rounds of Voidborn attacks [p.4 — Goal of the Game]
  • Place Crew figures on ships to gain Influence with Great Houses and take ship actions [p.4 — Action Phase]
  • Voidborn attack every round (Breach phase); Absorbers reduce damage [p.6 — Breach Phase]
  • Win by scoring the most VP at end of Round 4 — mainly Influence × House Power [p.4 — Goal of the Game]

Turn structure

Each round follows this sequence [p.4 — Round Sequence]:

  1. Sonar Phase (skip Round 1): spawn Voidborn via Rift dice OR place new ships if Hyperjump resolved; draw Improvement cards per Captain level
  2. Action Phase: each player takes 3 turns; each turn = 1 Main action + 1 Bonus action
  3. Breach Phase: Voidborn attack sector by sector (1–8); distribute damage to House ships; check Corruption
  4. Hyperjump Phase: if Hyperjump marker is Enabled, resolve jump sequence; otherwise skip
  5. Recall Phase: retrieve Crew figures; move ships off planets; highest Tactics player picks next first player

Actions

Main Action steps (each turn) [p.4 — Action Phase]

  1. Place a Crew figure on any ship with an empty action space (not another player's Frigate or Civilian ships)
  2. Gain Influence with that ship's affiliated House (Revenant = any House; own Frigate = draw Hidden Influence cards)
  3. Optionally move the ship (small ships only) before or after resolving the action
  4. Resolve the ship's action (see table below)
  5. Gain 1 Corruption if the ship was corrupted or you chose the Corrupted Planet action
Ship Action
Fighter Deal 1 damage to a Voidborn in same Sector; advance Tactics by 1
Dropship Land on adjacent unoccupied Planet; resolve 1 Planet action; take Discovery Data cube
Frigate Deal 1 damage to Voidborn OR land on planet OR add 1 Absorber + gain 1 Energy
Revenant – Hyperjump Gain 2 Data cubes; spend 3 Neutronium; flip Hyperjump marker to Enabled; discard 1 Sonar card
Revenant – Deploy Spend 1 Energy + 1 Material + 1 Science + 1 Neutronium; place any off-board ship; increase House Power
Arkship Resolve one of the two printed actions on that Arkship

Bonus Action (choose one non-corrupted Compartment action) [p.5 — Bonus action]

  • Remove Corruption: spend 1 Neutronium + discard 1 Improvement card; may do twice
  • Gain Resource: gain 1 Resource token onto a non-corrupted slot
  • Gain Tactics: advance Tactics track by 1
  • Play card: spend Resource cost of an Improvement card to play it
  • Activate ability: resolve all Activate-icon abilities on your boards
  • Move Frigate: move Frigate up to 2 Sectors; no ship action resolved

Combat

Breach Phase — sector order 1→8 [p.6 — Breach Phase]

  • Each Voidborn ship deals 1 damage; subtract 1 per Absorber in that Sector
  • Distribute total damage among House-affiliated ships only (never player Frigates)
  • Player whose Frigate is closest to the Sector decides damage distribution; Tactics breaks ties
  • Ship destroyed when damage exceeds its empty Damage spaces → remove from map, decrease House Power
  • Excess damage that cannot hit any ship → hits Revenant; if Revenant full, resolve top Revenant Damage tile
  • After all damage: if a Rift + 1+ Voidborn share a Sector, add 1 Corruption to a House ship there
  • Remove all Absorbers from each Sector after resolving it

Scoring

Scored after Breach phase of Round 4 [p.6 — Final Scoring]

  • Influence: each Influence point × House Power = VP (e.g. 5 Influence × 3 Power = 15 VP); includes Hidden Influence cards
  • Hidden Agenda: 6 VP per completed Objective (up to 3 objectives per card)
  • Equipment & Training cards: 2 VP each played
  • Support cards: 1 VP each played
  • Captain advancements: 1 VP each
  • Resources: 1 VP per 4 Resource tokens on Frigate board
  • Corruption penalty: −2 VP per Corruption remaining on Frigate board
  • Colony card bonus: if exactly 1 Colony card revealed, +1 Power to that House and resolve its extra scoring condition
  • Tiebreaker: highest Tactics track position wins

End of game

  • Game ends after the Breach phase of Round 4 [p.4 — Goal of the Game]
  • Reveal Hidden Agenda cards (if not already revealed during Round 4); mark completed Objectives
  • Reveal all Hidden Influence cards; add to public Influence totals
  • Colony cards: 1 revealed = +1 Power to shown House; 2 revealed = no Power bonus (Hyperjump not enabled) [p.6 — Final Scoring]
  • Player with most VP wins; Tactics track breaks ties

Glossary

  • House Power: number of ships a House has on the map; shown by token on Influence track; multiplies Influence into VP [p.6 — House Power]
  • Corruption: blocks a Frigate Compartment's Bonus action and Resource slots; 3 in upper-left corner → discard all, draw 1 Hidden Influence card [p.4 — Corruption]
  • Absorber: token placed in a Sector; reduces Voidborn damage by 1 each; grants 1 Energy when placed; removed after Breach [p.5 — Absorbers]
  • Tactics track: tracks combat performance; highest player picks next first player; resets on Hyperjump to Captain level step [p.6 — Recall Phase]
  • Hidden Influence card: secret card kept until Final Scoring; each card = 1 Influence point [p.5 — Hidden Influence cards]
  • Hidden Agenda: secret card with 3 Objectives; reveal during Round 4; 6 VP per completed Objective [p.6 — Final Scoring]
  • Hyperjump: triggered when marker is Enabled at end of round; clears all Voidborn and Planet cards from map [p.6 — Hyperjump Phase]
  • Rift: map token; each Rift spawns Voidborn via Spawn die roll if no Hyperjump occurred [p.4 — Sonar Phase]
  • Discovery Data cube: collected from Planets/Revenant; 3 cubes → discard all, draw 1 Hidden Influence card [p.4 — Dropship]
  • Improvement cards: Training, Equipment, Support cards drawn each Sonar phase; played via 'Play card' Bonus action or Novaris Arkship [p.5 — Improvement cards]

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