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Empires of the Void II box art

Empires of the Void II

Game ID: GID0113037
Game Info
Year
2018
Players
2-5
Age
13+
Playtime
180 min
Collection
Rating
Mechanic profile
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Description

The Kurross Empire emerged from the deep, endless pool of space, dark and undetectable. They crushed Earth’s paltry fleet within a week, and broke through the great planetary shield that protected the surface. Bright blue oceans turned to an irradiated wasteland as they bombarded the planet, shredding the remnants of thousands of years of human history. Markan, last captain of Earth’s forces, made a final, desperate attempt to survive, salvaging an abandoned Worldship from hundreds of years past. She took command and headed for the fringe of the galaxy, where there was a chance to gain a foothold, grow in strength, and find new allies for the fight against the Kurross. Earth’s long-time enemies, the Zun and Decima Empires, soon followed in their own Worldships, leaving behind decimated worlds and lost family, determined to stake their own claim of the fringe.

In Empires of the Void II, you have been given a mission to establish a foothold at the fringe of the galaxy for your galactic empire. The game begins when your massive Worldships reach the fringe, where you must explore, wage war, use diplomacy, and construct buildings to gain victory. The fringe is sparsely populated and the few local sentient species are struggling to survive, leaving huge regions of planets open for exploration and colonization. Many species are eager to ally themselves with a powerful empire to gain security and stability in a chaotic and difficult time.

As you explore and interact with planets, you will discover unfolding stories of the fringe. Each inhabited planet is home to a unique alien species, with their own goals, values, and problems. Will you give aid by fighting off pirates, transporting goods, and curing strange diseases? Or will you invade and rule with a cruel hand? This may be your last chance to prepare before the Kurross meet you again.

Description

The Kurross Empire emerged from the deep, endless pool of space, dark and undetectable. They crushed Earth’s paltry fleet within a week, and broke through the great planetary shield that protected the surface. Bright blue oceans turned to an irradiated wasteland as they bombarded the planet, shredding the remnants of thousands of years of human history. Markan, last captain of Earth’s forces, made a final, desperate attempt to survive, salvaging an abandoned Worldship from hundreds of years past. She took command and headed for the fringe of the galaxy, where there was a chance to gain a foothold, grow in strength, and find new allies for the fight against the Kurross. Earth’s long-time enemies, the Zun and Decima Empires, soon followed in their own Worldships, leaving behind decimated worlds and lost family, determined to stake their own claim of the fringe.

In Empires of the Void II, you have been given a mission to establish a foothold at the fringe of the galaxy for your galactic empire. The game begins when your massive Worldships reach the fringe, where you must explore, wage war, use diplomacy, and construct buildings to gain victory. The fringe is sparsely populated and the few local sentient species are struggling to survive, leaving huge regions of planets open for exploration and colonization. Many species are eager to ally themselves with a powerful empire to gain security and stability in a chaotic and difficult time.

As you explore and interact with planets, you will discover unfolding stories of the fringe. Each inhabited planet is home to a unique alien species, with their own goals, values, and problems. Will you give aid by fighting off pirates, transporting goods, and curing strange diseases? Or will you invade and rule with a cruel hand? This may be your last chance to prepare before the Kurross meet you again.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 6 · mix 1 · neu 1 · neg 0
Mentions per page
Showing 1–8 of 8
Video 5s8K2e57gEs Top List at 5:26 sentiment: positive
video_pk 67563 · mention_pk 163695
Empires of the Void II video thumbnail
Click to watch at 5:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Modular setup significantly impacts game flow, resources, opportunities, and semi-narrative events.
  • Perfect blend of 4X and a tight euro.
  • Promo event deck streamlines setup.
Cons
  • Modular setup takes work to put together and reset.
  • Takedown is worse due to sorting many different components.
Thematic elements
  • 4X style space exploration
  • Semi-narrative events influenced by planet selection and power cards.
Comparison games
none
Mechanics (from transcript analysis)
  • Modular board — Eight planets are chosen during setup, determining alien allies and the power card deck, impacting game flow, resources, opportunities, and events.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm referring to games where the core experience involves plugging in one or more modules that are part of the core game that have a significant impact on gameplay.
  • I'm not just talking about variable setups where maybe you have a few tokens or tiles that are slightly different than in a previous game.
  • I'm also not talking about player asymmetry where each player is a different character or different faction, things like that.
  • I'm also not including expansion modules.
  • I'm talking about the where the core game is designed around the idea where modules shape the core game experience.
  • This game is essentially infinitely modular.
  • this is perhaps the the best example that I'll have on this entire list of a truly modular game where the core experience of Shackleton base depends on you plugging in these three modules that have a significant impact on the game.
  • To say this is a large game is an understatement, but with these different region modules comes a ton of variety.
  • you are plugging in different elements to create a new unique experience rather than a scenario where it says like this is the scenario that you're playing.
  • all modular setup that all that all modular setup does take some work to put together and reset.
  • I think the takedown is almost worse because you're like, "Oh, we finished playing the game. Now we get and you have to sort out all of these different components."
  • I think that is a great space for modularity in a game like this.
  • You can really play the same temple track over and over again in Lost Arms Vernac and get plenty of replayability out of it.
  • I think Clank I think is my favorite modular game where just with the map modularity uh just flipping over which side of the board you're going to play on um can add can really make each game feel quite different every time you play.
  • We are talking about big modules that you are plugging into the game in from that are built into the core experience and they are making the game feel different or unique or harder or easier um or shorter or longer.
References (from this video)
No references stored for this video.
Video YCvv48UL5LQ Review at 0:03 sentiment: mixed
video_pk 65783 · mention_pk 159563
Empires of the Void II video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Captures the feel of a 4X game without a long play time.
  • Great sci-fi epic game in a reasonable time.
  • Exceptionally good-looking game with wonderful artwork.
  • The event cards are the single best thing, tailored to planets with colorful and important impacts.
Cons
  • Feels less epic than some longer-running 4X games.
  • The action selection system can cause some players headaches and analysis paralysis.
Thematic elements
  • A group of alien species heads out into the void after their home worlds are destroyed, and old habits of conquest, control, and domination begin again. Only one can be the true Empire of the void.
  • a previously unknown region of space
Comparison games
  • Twilight Imperium 4
  • Conquest of Paradise
Mechanics (from transcript analysis)
  • Area Control — Players score points by occupying planets and maintaining alliances.
  • card action — Play a card from hand to gain the associated benefit, like placing influence on a world.
  • Combat — Combat is simple: roll dice as shown on your units, pick the highest, add unit power, play a card, highest value wins. Losers retreat to the nearest friendly region with no losses.
  • event cards — The event cards are tailored to a planet and have colorful and important impacts on the game.
  • Recruit Units — Pay the cost shown for units and place them on any region with a base or worldship. Players may recruit as many units as they can afford.
  • Research and Build — Players can research by paying trade goods and power cards, and build by paying money cost, potentially reduced by adding a trade good permanently to the board. Building new things uncovers new spaces on the player's track and gives associated advantages.
  • Role selection — One player chooses the action for that round.
  • Scavenge — This action is used to refresh, but makes everyone else's turn easier.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It takes the core elements of a 4X game and pushes them front and center giving you a great sci-fi epic game in a reasonable time.
  • The action selection system can cause some players headaches and analysis paralysis
References (from this video)
No references stored for this video.
Video rNLEyQ-QrNk Meeple University Rules Teach at 0:07 sentiment: neutral
video_pk 65003 · mention_pk 158614
Meeple University - Empires of the Void II video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Technologies grant victory points and bonuses.
  • Buildings contribute to victory points and resource availability.
  • Conquering territories and spreading influence yields victory points.
  • Endgame objective cards offer additional scoring opportunities.
  • Bases provide benefits during battle and can be used by new players.
  • Victory points are awarded for technologies, building tracks, controlled planets, and influence majority.
Cons
  • Some planets are blocked out by Sarkane Regency tokens.
  • Certain planets cannot have influence markers (small, uninhabited, or those with Sarkane Regency tokens).
  • If influence is tied on a planet, the ally token remains with the first player, but both score points.
  • When invading a planet controlled by another player, influence markers are removed.
  • When losing a battle, units must retreat.
  • When stealing cargo from an opponent, one active delivery must be discarded if a new one is taken.
  • No additional victory points for leftover credits, goods, or units.
Thematic elements
  • spreading influence and gaining territory
  • the fringe of the galaxy
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose from a set of actions each round, with restrictions on consecutive choices.
  • Area Control — Players spread influence and gain territory on planets to earn victory points.
  • card drafting — Power cards are drawn and used for actions, combat, or as power.
  • Combat — Players engage in battles to take control of planets, with specific rules for unit selection, dice rolls, and power card play.
  • Dice rolling — Dice are rolled for diplomacy checks and combat resolution.
  • Objective Cards — Secret objective cards (Empire cards) provide additional ways to score victory points.
  • Pick-up and deliver — Delivery cards involve picking up cargo tokens and delivering them to a destination for victory points.
  • set collection — Goods tokens are collected and used for researching technologies or building structures.
  • Technology tree — Players research technologies which provide victory points and ongoing bonuses.
  • worker placement — Action tokens are placed to select actions for the round.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hello and welcome to maple University
  • how to play empires of the void
References (from this video)
No references stored for this video.
Video cF_b0HZsrR4 The Secret Cabal Gaming Podcast Discussion at 4:44 sentiment: positive
video_pk 12831 · mention_pk 37457
The Secret Cabal Gaming Podcast - Empires of the Void II video thumbnail
Click to watch at 4:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Event-driven world changes deepen the sense of a living universe
  • Varied planet mechanics create rich thematic experiences
  • High visual and thematic integration enhances immersion
Cons
  • Complex to learn for newcomers
  • Thematic emphasis may overshadow tight engine balance for some players
Thematic elements
  • Exploration, conquest, interstellar politics
  • Space opera / galaxy-spanning empire-building
  • World-building with evolving planetary culture and events
Comparison games
  • Above and Below
  • Near and Far
  • Robinson Crusoe
  • Charterstone
Mechanics (from transcript analysis)
  • Character tiles with unique art and flavor — Diverse character visuals energize storytelling and immersion
  • Event cards that affect the universe — Planet-specific events shape gameplay over time
  • Events — Planet-specific events shape gameplay over time
  • Multiple planets with distinct cultures and goals — Different planets react to events and influence strategy
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • when I'm in the game I want to feel like the game itself has a mind of its own and it is operating like its own organism
  • experience is one of the most important things to me about any game no matter what it is
  • these event cards don't poke you with a stick directly but what they do is they create some sort of event that is going on in the universe based on that planet
  • the game feel alive
References (from this video)
No references stored for this video.
Video GrajuEsakUw The Broken Meeple Top List at 22:07 sentiment: positive
video_pk 11539 · mention_pk 33932
The Broken Meeple - Empires of the Void II video thumbnail
Click to watch at 22:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • one of the best board game covers ever
  • gorgeous board with beautiful tiles
  • allows play style choice (combat vs diplomatic)
  • clever action sequence system
  • minimal downtime
  • plays in 2-hour window once you know rules
  • good combat dice mechanic with mitigation
  • thematically sound space game
  • looks gorgeous for photos
  • nice variety from missions and deliveries
  • random alien encounters each game
Cons
  • hasn't had many plays recently
  • larger game harder to get to table
  • no solo mode
  • front-loaded teach
Thematic elements
  • space exploration
  • aliens
  • spacefaring
  • planets
  • diplomacy and warfare
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • all these factors that go into this list and the games that I enjoy at any particular time
  • I like deck builders, it's a good fun mechanic
  • watch their brains click and then you're like yes got you hook line and singer
  • it's only a game
  • these people should not touch card games - hate those people
References (from this video)
No references stored for this video.
Video mkIkS0GiwnY The Broken Meeple Top List at 10:44 sentiment: positive
video_pk 8467 · mention_pk 24900
The Broken Meeple - Empires of the Void II video thumbnail
Click to watch at 10:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tells excellent space exploration stories
  • Events create dynamic narrative moments
  • Beautiful artwork by Ryan Locket
  • Gorgeous visual presentation
  • Works with different player counts (best at 3-4)
  • Two-player version still works well
Cons
  • Rulebook could be better in places
  • Some FAQ clarity needed
Thematic elements
  • Space exploration, alien diplomacy and conquest
  • Space exploration and alien encounters
  • Story-driven through random events and player choices
Comparison games
  • Twilight Imperium
  • Exodus
  • Proxima Centauri
  • Legends of a Drift
Mechanics (from transcript analysis)
  • Action Timer — Choose when to perform actions and piggyback off opponents' actions
  • Action timing — Choose when to perform actions and piggyback off opponents' actions
  • Befriend vs Conquer — Choose to befriend races for allied bonuses or conquer them
  • Building and technology — Build three different building types and research six different technologies
  • Event deck — Events dictate various happenings like satellites revealing hands or monsters destroying planets
  • Events — Events dictate various happenings like satellites revealing hands or monsters destroying planets
  • Race — Different alien races with unique powers
  • Race selection — Different alien races with unique powers
  • Resource management — Manage three different resources
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's the lower end of middle weight but I still think it's a solid game
  • Medium and heavy weight doesn't mean that it has to be the most complicated fiddly thing to get through
  • I love it when a game is just smooth streamlined gorgeousness
  • This is a fantastic laugh out loud euro game
  • This is definitely my definitive space game
  • How dare you not play this game sooner
  • The variety in this game is off the friggin scale
  • This game just ticks all the boxes for me
  • It seems like this game was designed for me
  • Regardless of what's light medium or heavy as long as you're playing at the right stage for you it's only a game
References (from this video)
No references stored for this video.
Video y2BOlQmTrmY The Broken Meeple Top List at 25:12 sentiment: positive
video_pk 8197 · mention_pk 24072
The Broken Meeple - Empires of the Void II video thumbnail
Click to watch at 25:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong space theme with varied strategic options
  • solid solo mode with AI-like competition
  • lots of replayability via different factions and routes
Cons
  • heavy rules and lengthy playtime
  • complex to learn, not ideal for casual pickup
Thematic elements
  • 4X-style empire building in a compact board game
  • space opera with factional galactic empires
  • galactic storytelling with multiple victory paths
Comparison games
  • Legends of the Drift System
  • Twilight Imperium
Mechanics (from transcript analysis)
  • multi-path victory conditions — choose from several routes to scoring and end-game triggers
  • space conquest and diplomacy — build fleets, negotiate or wage war with neighbors
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the daddy of the sandbox genre
  • you basically drop into the middle of this Galaxy with a ship and go do what you like
  • it's a sandbox Euro that a lot of people are aware of
References (from this video)
No references stored for this video.
Video jsVkwdoTLtY The Broken Meeple Top List at 5:02 sentiment: positive
video_pk 5964 · mention_pk 17689
The Broken Meeple - Empires of the Void II video thumbnail
Click to watch at 5:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Living, breathing world with dynamic events
  • Random mission cards create unique stories each play
  • Good solo and multiplayer experience
  • Immersive space setting
Cons
  • Only one major space game on the list - limited availability of immersive space games
Thematic elements
  • Building a space empire through exploration and diplomacy
  • Space exploration, colonial expansion
  • Emergent narrative through player decisions and random events
Comparison games
  • Twilight Imperium
  • Eclipse
  • ISS Vanguard
Mechanics (from transcript analysis)
  • Dynamic events — Event cards shuffled into deck and drawn randomly, affecting gameplay unpredictably
  • mission cards — Pull random missions that create emergent stories (deliveries, battles, diplomatic negotiations)
  • Multi-use cards — Pull random missions that create emergent stories (deliveries, battles, diplomatic negotiations)
  • Planetary exploration — Players explore planets with different species and can befriend or attack them
  • resource collection — Gather resources from planets and alliances
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • good mechanics will make a game good but a good theme will bring me back for the second play
  • Luke's law: theme makes a game a lot better for me
  • immersion is not just a case of oh the game has a good theme but it's how immersed in the world am I
  • there is a little bit of a difference between the two [thematic and immersive]
  • it doesn't matter how rich that story you make it would still suck as a game
  • I feel like I'm just basically telling my own MCU movie
  • the world feels alive and therefore I'm going to get immersed in it
  • when I'm playing the game I don't feel like I'm just playing a bunch of mechanics I feel like I'm telling my character story
  • I am invested in what people are doing I am role playing my character
  • this is a very dark game okay and not for the fainthearted not for the easily triggered
  • I have never sweated in a card game so much before
  • you will be sucked into this world and you will care about the characters
  • the king of all campaign story driven games that I know of
  • some of the best writing I have seen in any campaign game to date
  • regardless of what kind of world you'd find yourself immersed in remember to come back to reality at some point and still remember it's only a game
References (from this video)
No references stored for this video.
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