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
- Reveal Crisis — if Alert card is a Situation, draw top Crisis card and place on Crisis board [p.9 — Reveal Crisis Step]
- Selection — play 1 Focus card from hand; optionally flip a Trade token and/or play an Agenda card [p.9 — Selection Step]
- 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]
- 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]
- 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)
- Calculate Initiative for each side (1 per Corvette/Destroyer/Dreadnought/Carrier Fleet Power) [p.36 — Salvo Step]
- Higher Initiative side deals 1 Damage; then lower Initiative side deals 1 Damage if still has ≥1 Initiative [p.25 — Basic Combat Sequence]
- 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]