This is one of the games featured in Dice & Ink: A Roll & Write Anthology, and exists as part of that compilation.
Dust and Void is a solitaire adventure in which you play as a captain of an exploration and mining vessel tasked with searching unknown pockets of space for resources. The last remaining humans traverse space in Cathedral, the space-bound city charged with finding a new home for humanity. Your task is to find resources to keep this project going. In doing so, you will have to learn to balance health, work, and worship while braving the dangers of deep space.
On your turn:
Roll the dice and assign one die each:
To scan the surrounding area, to see what may await;
To move your ship into a new place, to explore deep space;
To upgrade your ship for various advantages, to be built for the task at hand;
To take advantage of some well-needed rest, or to work long hours at a cost.
Will you and your crew be the talk of all Cathedral with a massive haul of resources, or will a lack of efficiency see you spend the rest of your days as a deep space welder?
Dust and Void requires four standard six-sided dice. Components include one player sheet.
—description from the publisher
- Can be difficult to manage, especially at higher player counts.
- Requires careful strategy to manage spark collection and creation of guardians.
Mechanics (from transcript analysis)
- Objective Management — The success event does not add extra sparks, allowing for predictable management of sparks.
- Spark Collection — Sparks removed from the network are put on this card during the action step, rather than returning to the supply.
Video topics + discussion points
Quotes (from this video)
- So, we're going to learn some of the tricks, some of the secrets, some of the perhaps little skills of playing this game well that you may not have picked up um as you've been learning the game.
- It's not always as straightforward.
- Always look for opportunities to exploit the idea of overpaying.
- Reveal effects are some of the most powerful effects in the game.
- One of the hardest things to do in Decas is defeat a white guardian.
- So, creating guardians to get sparks back in the supply if you're facing something like spider, which is probably the first time you might think about doing this.
- Magnetic pulse is a really neat card.
- Once you've played your first game and you're familiar with the rules, have a look through the appendices.
- So, when you're setting up, setting up in this game is part of the game.