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Voidfall · Reference sheet

Voidfall reference sheet

Overview

  • 1–4 players, ~90–180 min, competitive or cooperative/solo [p.6 — Game Modes]
  • 3 Cycles, each with Preparation → Focus → Evaluation phases [p.7 — Cycle of Play]
  • Goal: accumulate Influence; most Influence wins (competitive) or beat the Voidborn's score (co-op/solo) [p.16 — End of the Game]
  • Each turn: select a Focus card, take up to 2–3 actions, manage Crises [p.9 — Focus Phase]
  • The Void Advances each turn — unresolved Crises become ongoing or trigger Catastrophes [p.13 — The Void Advances]
  • 4th Catastrophe token placed = immediate game loss [p.14 — The Void Advances]

Turn structure

Each player turn in the Focus Phase has these steps:

Competitive/Solo

  1. Reveal Crisis — if Alert card is a Situation, draw top Crisis card and place on Crisis board [p.9 — Reveal Crisis Step]
  2. Selection — play 1 Focus card from hand; optionally flip a Trade token and/or play an Agenda card [p.9 — Selection Step]
  3. Actions — take up to 2 Focus actions (3 if Trade token flipped); resolve Agenda action and Technology actions in any order [p.10 — Actions Step]
  4. Clean-up — recall excess Fleets (max 2 tokens/sector); discard excess Glory tokens (max 4); place/discard Agenda; handle Trade tokens; discard Focus to pile [p.12 — Clean-up Step]
  5. The Void Advances — if Crisis unresolved: suffer penalty, place Catastrophe, or make it ongoing; if War Alert: resolve Crisis board or place Catastrophe [p.13 — The Void Advances]

Actions

Actions come from your selected Focus card. You take up to 2 (or 3 with a flipped Trade token). Each action on the Focus can only be taken once per turn [p.10 — Actions Step].

  • Pay cost first — if you can't fully pay, forfeit the entire action [p.10 — Actions Step]
  • Multiple effects with +/ — resolve up to all listed effects [p.10 — Actions Step]
  • Multiple effects with / — choose only one [p.10 — Actions Step]
  • Technology actions — available if your selected Focus matches the one listed on the Technology; take before or after other actions [p.10 — Technology Abilities and Actions]
  • Agenda action — resolve before or after any Focus actions; must have been played in Selection step [p.10 — Actions Step]
  • Resolving a Crisis — not a separate action; meet the Crisis condition during your actions to resolve it [p.11 — Resolving a Crisis]

Combat

Trigger: Player invades a sector OR Voidborn declares a Skirmish [p.24 — Combat]

Approach Step

  • Defender's Sector Defenses/Starbases each deal 1 Approach Damage to Invader [p.25 — Basic Combat Sequence]
  • Some Fleet types/Technologies add Approach Damage or Absorption [p.35 — Approach Step]

Salvo Step (repeat until one side has 0 Fleet Power)

  1. Calculate Initiative for each side (1 per Corvette/Destroyer/Dreadnought/Carrier Fleet Power) [p.36 — Salvo Step]
  2. Higher Initiative side deals 1 Damage; then lower Initiative side deals 1 Damage if still has ≥1 Initiative [p.25 — Basic Combat Sequence]
  3. Equal Initiative: both deal 1 Damage simultaneously [p.25 — Basic Combat Sequence]

Damage: Each point = recall 1 Fleet Power from Combat sector [p.24 — Damage and Absorption]

Outcomes:

  • Defender wins → nothing awarded [p.26 — Defender Victory]
  • Invader wins → take sector; remove Installations; resolve Bounty/Reclaim/Glory tokens [p.26 — Invader Victory: Player Invasion]
  • Tie → sector abandoned; Voidborn takes over [p.27 — Combat Ties]

Scoring

Influence is the score — track on your Influence board throughout the game.

  • Galactic Objectives (Evaluation Phase step 4): achievements (meet condition → gain benefit once) or multipliers (count instances × benefit) [p.15 — Galactic Objectives]
  • Agenda Objectives (Evaluation Phase step 5): only Pure Agendas score; always Influence [p.16 — Agenda Objectives]
  • Invading non-player sectors: gain Influence = sum of all your Glory token values [p.27 — Glory Tokens]
  • Invading player sectors: gain Influence = sum of defender's Glory token values [p.27 — Glory Tokens]
  • Overproducing a resource: gain 3 Influence each time [p.20 — Resource Production]
  • Gaining a Technology: gain 4 Influence (Basic) or 6 Influence (Improved) [p.31 — Technologies]
  • Upkeep failure: lose 3 Influence per unsatisfied Upkeep [p.15 — Upkeep]
  • Unspent Economic Crisis resources: lose 3 Influence per missing resource [p.14 — The Void Advances]

End of game

Game ends after Evaluation Phase of Cycle 3.

Competitive: Most Influence wins. Tiebreaker: fewest total Corruption tokens. Still tied: shared victory [p.16 — End of the Game].

Co-op/Solo: Calculate Voidborn Influence:

  • Base 60/100/140 (by difficulty) [p.16 — End of the Game]
  • +30 per Rift on map; +20 per incomplete Safe Haven; +20 per Catastrophe token; +10 per Harbinger on map [p.16 — End of the Game]
  • +5 per Consumed Technology; +5 per ongoing Crisis; +3 per Fallen House card on sectors [p.16 — End of the Game]
  • +2 per Corruption marker on any sector/House mat/Agenda offer; +1 per Population in Voidborn sectors [p.16 — End of the Game]
  • All players must individually meet or exceed Voidborn's Influence to win [p.16 — End of the Game]

Glossary

  • Fleet Power: cubes representing military strength; 1–3 per Fleet token; max 14 per player [p.21 — Fleets and Fleet Power]
  • Skirmish: Voidborn invasion of a player sector; Fleet Power = number of Corruption on your Civilization tracks + Agenda slots [p.33 — Skirmish]
  • Corruption: marker placed on sectors, Agenda slots, or Civilization tracks; blocks benefits and scoring [p.29 — Corruption]
  • Crisis: card drawn when a Situation Alert is revealed; must be resolved, suffered, made ongoing, or trigger a Catastrophe [p.13 — The Void Advances]
  • Catastrophe token: placed when Crises overflow or are discarded; 4th token = immediate loss; each placement lets players remove 1 Corruption or gain 5 resources [p.14 — The Void Advances]
  • Upkeep: mandatory resource spending in Evaluation Phase; 1 Food or 2 Materials/Energy per icon; failure = −3 Influence each [p.15 — Upkeep]
  • Glory token: values 1–5; max 4 per player; scored when invading non-player sectors; lost when abandoning sectors [p.27 — Glory Tokens]
  • Trade token: enables 3rd Focus action when flipped; returned to Galactic board at end of turn; also stores on Agendas [p.30 — Trade Tokens]
  • Bounty/Reclaim token: face-down on non-player sectors; flipped and resolved upon successful invasion [p.27 — Bounty and Reclaim Tokens]
  • Harbinger: blocks Crisis board spaces; placed on Voidborn sectors adjacent to yours; moved to Crisis board when you invade its sector [p.34 — Harbingers]
  • Pure / Corrupted: sectors/Agendas/Civilization tracks without/with a Corruption marker; Corrupted items block benefits and scoring [p.18 — Pure and Corrupted Sectors]
  • Tier: position on a Civilization track (0–4); Tier 1/2 unlock Improved Technology slots; Tier 3/4 require deactivating Fleet Power to enter [p.28 — Civilization Tracks and Tiers]

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