For centuries, the Novarchs, descendants of the royal House of Novarchon, have ruled with an iron fist over the feudalistic galactic empire of humankind, the Domineum. During this time, they brought stunning technological innovation and scientific advancements to their domain. This accelerated progression helped the Domineum reach — and eventually inhabit — even the farthest segments of the known galaxy, where new Houses emerged to govern the outer sectors of the empire. As the House of Novarchon grew in power, so grew the religious cult that surrounded them, proclaiming grim prophecies about an ancient cosmic being from another dimension: the Voidborn.
Many thought it to be only a myth, but in truth, it was the Voidborn's dark influence that granted the Novarchs the sheer knowledge to achieve rapid expansion for the empire. While the cult of the Novarchs envisaged eternal life through the otherworldly entity, the Voidborn's only intention was satiating its eternal hunger. And so, when the Domineum had achieved a vastness fitting the Voidborn's craving, interdimensional rifts opened at the heart of the Domineum to unleash cosmic corruption. As the House of Novarchon and its followers welcomed the Voidborn and sought their false salvation, the entity infected and spread and seized control over the inner worlds. Now, it is time for the remaining Great Houses to purge the galactic corruption, prevent the Voidborn from fully manifesting in our dimension, and to ultimately overcome the chaos as the new rulers of the Domineum.
Voidfall is a space 4X game that brings the genre to Euro enthusiasts' tables. It combines the tension, player interaction, and deep empire customization of the 4X genre with the resource management, tight decisions, and minimum-luck gameplay of an economic Euro. Win by pushing back the Voidborn in the solo/coop mode, or by overcoming your rivals' influence in restoring the Domineum in the competitive mode — both using the same rule set and game system. Variability is ensured not only by multiple playable houses with their own strengths and weaknesses, but also by many different map set-ups for all game modes.
As the leader of a defiant Great House, you play through three cycles, each with a game-altering galactic event, a new scoring condition, and a set number of focus cards that can be played. Focus card decisions and sequencing is the centerpiece of the gameplay. By selecting two of their three impactful actions as you play them, you develop and improve techs; advance on your three house-specific civilization tracks; manage your sectors' infrastructure, population, and production; and conquer new sectors with up to five different types of space fleets. Space battles are fought either against the Voidborn's infected forces (which are present as neutral opponents even in the competitive mode) or against other players. Instead of relying on the luck of a die roll, battles in Voidfall are fully deterministic and reward careful preparation and outsmarting your opponents.
—description from the publisher
- highly praised engine design and production value
- strong for experienced players seeking depth
- heavy on complexity and setup
- availability may be limited
- epic engine-building with heavy production
- sci-fi space empire
- campaign-like progression with high complexity
- Earthborn Rangers
Mechanics (from transcript analysis)
- Campaign-style progression — Long-term campaign with variable outcomes and scenarios.
- engine-building with heavy resource management — Deep resource ecosystem and interplay with dice/tokens.
Video topics + discussion points
Quotes (from this video)
- it's quick to setup nature
- it's one of my most played games
- it's very very difficult to forget rules for that game. It's just so easy to remember, so quick to play.
- I unironically enjoy Heroes of Might and Magic immensely after you get over the rules hurdles.
- Bullet 100%. It worked beautifully with one arm and I'm still playing it.
- Gloom Haven could be in that same tier as those first titles I mentioned, but that the plays are separated by the two versions.
References (from this video)
- Cosmic colonization
- Space science fiction
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is easily on this shelf. The most checked out game. Wonderlands War I see played every time.
- Foundations of Rome despite how big this game is. It gets checked out all the time.
- Everyone's really upset with Grimlord Games cuz they never delivered their last Kickstarter, but another company has picked it up.
- I don't I still don't understand why companies can't put names on the sides of their boxes. Come on now.
- Frostpunk, the board game if you're ready to have a depressing day.
- I think Mosaic is a fantastic civilization game. So fast and easy to play.
- People love Smashup. I have almost everything for Smashup, but it just barely gets played.
- Probably Twilight Imperium is my favorite of all these here, even though I don't play it that much.
- Last Kingdom is a kind of a really fun game from Games based on said TV series. Uh but pretty good. Think Game of Thrones style.
References (from this video)
- Extremely high replayability due to numerous factions, maps, and card combinations
- Rich variety of strategy via origin/faction and agenda cards
- Innovative focus card system with hand management
- Solid solo mode with escalating difficulty
- High component quality and visually appealing minis and trays
- Deterministic combat rewards careful planning
- Massive setup time and table hog; requires large table and long setup
- Very heavy rules with a long learning curve and a 35-page core rulebook
- Iconography complexity and need for constant reference
- Not ideal for casual players or small tables; limited table availability
- Fiddly setup and some bloated components (e.g., unlabeled trays)
- App integration not yet delivered; potential for streamlining is not yet realized
- Space exploration, empire expansion, resource management
- Space-based 4X empire-building Eurogame
- Deterministic, puzzle-like
- Twilight Imperium
- Empires of the Void II
- Gaia Project
- Terra Mystica
- Feast for Odin
Mechanics (from transcript analysis)
- action_selection — Choose two of three focus actions each turn to drive your engine.
- crisis_events_and_scoring — Crisis cards and galactic events introduce round-specific challenges and scoring shifts.
- deterministic_combat — Space fleet battles are deterministic—no dice, relies on planning and resources.
- focus_cards — Multi-use cards with costs, two free actions, and upgrade paths (Prosperity cards).
- modular_maps_and_scenarios — Multiple map setups and three cycles with dynamic events and focus cards.
- resource_management — Manage multiple resources (materials, food, credits, science) with multi-dial boards and upkeep.
Video topics + discussion points
Quotes (from this video)
- it's basically a giant puzzle a big Euro puzzle with a space theme
- this is one of the biggest table hogs I've seen in years
- the setup is crazy long in this game
- the app could automate some aspects
- it's a heavy complex game
- seal of endorsement
- it's only a game so make your choice wisely and decide if it's one for you
References (from this video)
- Deep interlocking systems with clear telegraphed intentions
- Rich, curated experience with thematic coherence and scenario variety
- Efficient action design that interlocks with other subsystems
- Co-op and solo modes add value for varied playstyles
- Excellent glossary/rules reference helps learning
- Long setup time (about an hour) and heavy onboarding
- Overabundance of icons with incomplete reference, relying on glossary
- Combat can feel binary/deterministic and over-calculated for some players
- Crowdfunding-driven content breadth can dilute core design
- Grand space strategy, governance, and resource management
- Future space empire building across sectors with guilds, agendas, and civilization tracks
- Strategic puzzle with curated scenarios and galactic events
- Twilight Imperium
- Eclipse
- Gaia Project
- Scythe
Mechanics (from transcript analysis)
- action selection — Choose two of three actions per Focus card to perform each turn, driving planning and trade-offs.
- Agenda-based scoring — Agenda cards provide multiple scoring conditions that can multiply across cycles.
- Deterministic combat (co-op and base) — Combat systems are highly deterministic; with optional co-op variants that add complexity.
- Galactic event cards — Seasonal events alter objectives and map state, guiding play toward new goals.
- Resource production and output — Guilds generate resources per sector population; production values modify output with capacity management.
- Sector and population management — Sectors have populations and supply slots; filling sectors impacts scoring and demand.
Video topics + discussion points
Quotes (from this video)
- void a big space game of Grand strategy Grand spaceships Grand brains
- it's 95% a Euro game with a few other bits added to pass the visual litmus test of 4X
- this isn't hyperbole in fact this is the simplified version of the brain Loop roller coaster you're standing in line for
- the setup for this game takes an hour
- this is cobbled together from so many familiar Tres
- I like void quite a bit
- this is a labor of love
- I'd say that out of all of these Scythe has such a profound influence that you can figure out if you like void if you don't mind the idea of Scythe but in space but twice as complicated
References (from this video)
- Ambitious design
- Potential depth and replay value
- Perceived lack of value for cost
- Very high price
- Complex setup and rules
- Resource and engine-building in a harsh space environment
- Sci-fi empire-wide space exploration
- Strategic, thematic, with modular components
Mechanics (from transcript analysis)
- deck-building — Build a deck to enable actions and generate resources.
- engine-building — Assemble an action engine to drive throughput and scoring.
- Resource management — Control tiles and tokens to optimize efficiency.
- tile placement / area influence — Place tiles to unlock space and capabilities; influence expansion.
Video topics + discussion points
Quotes (from this video)
- games have got ridiculously expensive
- the end user ends up paying more
- ignore all the [__] think for yourself
References (from this video)
- visually appealing aesthetic
- variety across factions
- theme may not feel integrally connected to mechanics
- mechanics can feel dry and opaque
- thematic depth but contested on the level of immersion
- space exploration, quarrels over resources and power in a void-falling galaxy
- ambitious but sometimes not fully realized
Mechanics (from transcript analysis)
- worker placement / engine-building — players allocate workers and build systems to generate resources and points
Video topics + discussion points
Quotes (from this video)
- it's dry as a bone
- beiges all get out
- the church track doesn't seem worth the cardboard it's printed on
- I gave this a 10 out of 10
- this is probably the best trick-taking game I've ever played
- it's unwieldy as anything can you tell what is going on
- the IP is important and you better make it thematically rich
References (from this video)
- Excellent manual design and layout, appreciated by players who value documentation.
- Theme shines through mechanics; immersion improves with familiarity.
- High variability and depth due to many technologies, scenarios, and factions.
- Meaningful interaction and center-board incentives encourage competition.
- Flexible strategy with many viable paths and event-driven play.
- Steep learning curve and challenging to teach.
- Long setup time and heavy initial complexity.
- Not ideal for casual or new players without a dedicated group.
- Symbol-dense components can be overwhelming at first.
- Expansion, governance, corruption, and alliance-building in a space civilization.
- Space opera setting featuring a galactic empire with political intrigue and war for control.
- Emergent, mechanic-driven world-building where player decisions shape the narrative of their faction.
- Twilight Imperium
Mechanics (from transcript analysis)
- area control / conquest — Players conquer and control systems and space tiles to gain influence and resources.
- End-of-cycle scoring via agenda cards — Scores are tallied at the end of each cycle based on evolving objectives and agendas.
- Hand management and action selection — Nine focus cards offer three actions each; players choose two actions per card and order matters.
- Resource production tracks and gear placement — Gears placed on tiles expand economy and production capabilities; tile slots create tension.
- Technology and agenda synergies — Technologies and agenda cards enable powerful combos that shape strategy and end-game scoring.
Video topics + discussion points
Quotes (from this video)
- the manuals in this game are so well laid out, I'm very impressed with them
- it's a space Empire building game that takes anywhere from 2 to 4 hours depending on player count
- there are so many technologies and the scenario book is massive
- this game is put in with love; it's a labor of love
- it's not for everyone; if you can't stomach this amount of stuff, this game isn't for you