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Voidfall box art

Voidfall

Game ID: GID0379145
Collection Status
Description

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

Year Published
2023
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 18
This page: 18
Sentiment: pos 14 · mix 0 · neu 1 · neg 3
Mentions per page
Top
Showing 1–18 of 18
Video tR6Dicum8eg Allies or Enemies review at 0:06 sentiment: positive
video_pk 61104 · mention_pk 153568
Allies or Enemies - Voidfall video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deterministic combat removes dice luck and emphasizes planning and strategy
  • High replayability due to many maps, scenarios, factions, and dynamic round events
  • Stunning art and components; retail version includes appealing corruption elements
  • Cooperative and solo modes add depth and challenge for different play styles
  • Rich thematic feel and a roomy, impressive table presence
Cons
  • Very heavy and complex; long setup and learning curve can be intimidating
  • AP (attack of analysis paralysis) can slow turns in multiplayer
  • Long play sessions; not ideal for quick play or casual gaming nights
  • Requires a large table and a significant time commitment to see a full game
  • First-time players may struggle with multiple rulebooks and terminology
Thematic elements
  • Array
  • Spacefaring civilization in a galactic setting
  • Euro-style strategic planning
Comparison games
  • Eclipse
  • Twilight Imperium
  • Anachrony
  • Terraforming Mars
Mechanics (from transcript analysis)
  • Area / Sector Control — Players attempt to take over sectors and contest control on the map.
  • Area Control — Players attempt to take over sectors and contest control on the map.
  • Card-Driven Actions (Focus Cards) — Each turn a player selects a Focus card to determine a broad set of actions (movement, tech, resources, etc.).
  • Civilization Track / Progress Tracks — Advancing along civilization tracks to earn points and unlock effects.
  • Combat: Deterministic — Combat outcomes are known in advance; no dice determine results.
  • Cooperative Game — A cooperative variant adds joint Focus cards and a crisis board requiring shared coordination.
  • cooperative play — A cooperative variant adds joint Focus cards and a crisis board requiring shared coordination.
  • Corruption / Crisis Management — Corruption tokens and crisis cards create ongoing challenges that must be managed across turns.
  • Deterministic combat — Combat outcomes are known in advance; no dice determine results.
  • end game bonuses — Each round starts with an EV card that sets turn counts and round-specific effects; end-of-round goals shape scoring.
  • End of Round Events / Round Tracking — Each round starts with an EV card that sets turn counts and round-specific effects; end-of-round goals shape scoring.
  • Resource management — Players manage resources to gain technology, build installations, and develop their empire.
  • solo mode — A solo variant uses heroic cards to simulate opponents and provide a tailored challenge.
  • Tech Advancement / Tech Tracks — Gaining technology cards and progressing along tech tracks to unlock capabilities.
  • Track advancement — Advancing along civilization tracks to earn points and unlock effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is Marmite one.
  • This is a Euro take on Forex games.
  • I love not relying on the luck of the dice.
  • There are so many levers in this game.
  • The replayability is so much more than that.
  • It is a brain burner.
  • If you want a game that plays quickly this isn't that.
References (from this video)
No references stored for this video.
Video RHGDyEfwEnE Allies or Enemies top_10_list at 4:45 sentiment: positive
video_pk 61047 · mention_pk 153459
Allies or Enemies - Voidfall video thumbnail
Click to watch at 4:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • very immersive, event-like feel
  • large game with lots of content and replayability
  • co-op option adds social play variety
Cons
  • rules overhead can be intimidating
  • complexity may deter casual players
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven actions — a large hand of cards governs actions; players choose two of three options per turn, shaping a layered strategy.
  • Combat: Deterministic — combat resolution is not dice-based; outcomes are known ahead of time, emphasizing planning over luck.
  • Deterministic combat — combat resolution is not dice-based; outcomes are known ahead of time, emphasizing planning over luck.
  • maps and modular content — varied maps and potential cooperative play add scope and replayability.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a pretty simple game cuz you're just drafting a thing a card or a tile and then you're adding that to your tableau, but every time you add something it kind of triggers a bunch of other little things and turns are super quick
  • there are so many dice that are used and so many different things that you can do with those dice that it never feels like a wasted turn
  • this is one of those games that feels like you feel like you've played something, it's like an event
  • the mechanism where you've got a bunch of different cards that are your action cards when you play them everyone else gets to do that action but you get to do a slightly better version of that action
  • it's based on the novel Red Planet apparently
  • these Transformer Dice... it's such a clever mechanism
  • Gaia Project is one of my all-time favorite games
References (from this video)
No references stored for this video.
Video WxMz4unlthY Totally Tabled playthrough at 0:00 sentiment: positive
video_pk 60531 · mention_pk 152910
Totally Tabled - Voidfall video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds multiple ship types and unit variety
  • Incursion mode increases threat dynamics
  • New houses and focus cards enable varied strategies
Cons
  • Prototype components shown; final rules may change
  • Demo box cannot display all expansion components
  • Increased complexity may raise learning curve
Thematic elements
  • Strategic warfare, expansion of influence, and survival in a universe reshaped by a cosmic threat.
  • A space opera where humanity contends with the Void and psionic forces within a galactic empire.
  • State-centric, procedural unfolding through events, cards, and actions within cycles.
Comparison games
  • The Last Novark
Mechanics (from transcript analysis)
  • Fleet Combat — Combat resolved using fleet power, defense tiles, and salvo mechanics.
  • House-based abilities — Houses grant unique powers affecting installations, actions, and focus choices.
  • Incursion module — Dynamic threat where void fleets actively advance and pressure the player.
  • Open rifts and void storms — Rifts open each cycle; players defend or manipulate them for scoring.
  • Resource installation economy — Manage credits, energy, science, and food to build command stations and other installations.
  • Unique player powers — Houses grant unique powers affecting installations, actions, and focus choices.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is an exciting one because now the Voidborn have five different types of ships that they can bring into combat, each with unique abilities.
  • The incursion mode is designed to make the void more threatening and dynamic.
  • Bleeding edge synergy: if we can get this played, at the end of each cycle we'll get six victory points for having at least one five-level glory.
References (from this video)
No references stored for this video.
Video mIQnsOQVSec Totally Tabled playthrough at 54:48 sentiment: positive
video_pk 60530 · mention_pk 152909
Totally Tabled - Voidfall video thumbnail
Click to watch at 54:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Powerful upgraded command stations that enhance defense and damage output
  • Engaging late-game synergy between combat replicators and upgrades
  • Tension between offensive push and defense-dominant setup creates satisfying decisions
Cons
  • High setup and rule complexity can be daunting for new players
  • Some rules interactions are nuanced and easy to misremember during playthroughs
Thematic elements
  • defense of sectors, resource management, and tactical invasions
  • spacefaring galactic frontier with voidborn foes and crisis dynamics
  • solo narrative with strategic deck-building and event resolution
Comparison games
  • Dominion
Mechanics (from transcript analysis)
  • Combat: Deck/Hand — combat engagements resolved with unit strength, card effects, and defensive bonuses.
  • crises, corruption, and agenda cards — cards that alter threats, grant points, or introduce penalties during the crisis track.
  • defense installations — structures that absorb damage and improve survivability during assaults.
  • dynamic end-game scoring — points from glory, purity, and crisis-driven scoring, with upgrades interacting with play state.
  • end game bonuses — post-combat bonuses that provide resources or point bonuses.
  • leadership and politics — leadership points and political actions that influence timing and scoring.
  • Resource management — tracking food, energy, credits, science, and influence to perform actions.
  • rewards (bounties, reclaim tokens) — post-combat bonuses that provide resources or point bonuses.
  • shipyards / deployment — deploying and upgrading fleets via shipyards and upgraded command stations.
  • Skirmishes — combat engagements resolved with unit strength, card effects, and defensive bonuses.
  • tech/inventing and upgrades — gaining technologies that modify combat, production, and sector control.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Combat replicators are amazing.
  • This card is so bad. I think I'm gonna have to catastrophe it.
  • Command stations are awesome.
  • We are completely out.
  • The last cycle, cycle three... we are going to prevail.
References (from this video)
No references stored for this video.
Video surIG8Ad4gE game_review at 0:00 sentiment: positive
video_pk 59502 · mention_pk 152070
Voidfall video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tight action selection with meaningful friction and busy planning.
  • Strong Euro/4X hybrid elements with high replayability via scenarios and techs.
  • Excellent solo mode and strong scalability between modes.
  • Asymmetric houses provide varied playstyles and strategic depth.
Cons
  • High rules overhead and a steep learning curve.
  • Lengthy setup and initial learning investment.
  • Complexity may deter casual players.
Thematic elements
  • 4X empire expansion blended with Euro-style resource management and asymmetric play
  • Galaxy-scale space empire building with sector tiles, corrupted sectors, and voidborn threats
  • scenario-driven progression with tech trees, agendas, and crisis dynamics
Comparison games
  • Spirit Island
Mechanics (from transcript analysis)
  • Agenda cards and Focus cards scoring engine — Agenda cards provide one-time bonuses when paired with complimentary Focus cards, forming a core scoring engine.
  • Asymmetric houses and tech trees — Houses grant different baseline capabilities and technologies, driving varied strategies and replayability.
  • Card-driven action selection — Play one card and choose two of the three actions on that card, paying costs and executing them; creates a tight optimization puzzle.
  • Corruption and voidborn opposition — Certain sectors become corrupted, reducing scoring opportunities and adding strategic tension as you work to purge corruption.
  • Cycle-based structure — The game unfolds over three cycles, each with a variable number of turns (four to six).
  • Fleet construction and territorial expansion — Shipyards and fleet power help you push into new sectors; combat is contextual and strategic.
  • Resource engine via sector management — Build guilds, sector tiles, and installations to generate resources and influence yields and population.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I absolutely love this game
  • the solo mode is unbelievable
  • this is the upper echelon of games
  • there's so much to explore here
  • AP and that's why it's probably such in my mind a great solo experience
References (from this video)
No references stored for this video.
Video MvIYfL8Z8ik Board Stupid general_discussion at 2:18 sentiment: negative
video_pk 42520 · mention_pk 129191
Board Stupid - Voidfall video thumbnail
Click to watch at 2:18 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
  • long setup time (roughly an hour)
  • heavy weight and complexity can deter casual players
  • potentially high time investment for marginal returns
Thematic elements
  • sci-fi exploration, expansion, and resource orchestration across a dark, strategic frontier
  • spacefaring civilization with modular asymmetrical strategy and empire-building elements
  • procedurally revealed strategic saga with episodic ambition
Comparison games
  • Warhammer 40,000 (as a production/weight benchmark)
Mechanics (from transcript analysis)
  • action_selection — players choose actions each round with strategic timing and sequencing
  • engine building — players develop and optimize their systems to generate resources and benefits over time
  • engine_building — players develop and optimize their systems to generate resources and benefits over time
  • Modular board — a board that changes configuration across sessions, affecting strategy
  • modular_board — a board that changes configuration across sessions, affecting strategy
  • Resource management — managing a mix of resources that power actions and upgrades
  • resource_management — managing a mix of resources that power actions and upgrades
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I was very excited about void fall, then I read that it was like an hour setup and I went not for me Fam
  • production quality isn't up to the level to the Italian standard I'm pretty much not impressed
  • one of my red flags is if I see that a game is a campaign game ... I want my time to be treated well by the game I'm playing
  • floppy rules or bad rule books is an absolute nightmare for me
  • Nemesis is a great game but the rulebook is a mess
References (from this video)
No references stored for this video.
Video lTk-4CFQi2o Unknown Channel playthrough at 0:00 sentiment: positive
video_pk 42262 · mention_pk 128200
Unknown Channel - Voidfall video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Epic-scale decision space with meaningful payoff from timely upgrades and invasions
  • Strong solo mode with dense strategic feedback and satisfying endgame scoring
  • Interlocking economy and combat system creates compelling tension
Cons
  • High complexity that can be intimidating for new players
  • Long play sessions and setup time
  • Scoring can be intricate and error-prone without careful tracking
Thematic elements
  • 4X style conquest and management in a harsh sci-fi frontier
  • Space opera with planetary sectors, Voidborn threats, and Crisis decks
  • Event-driven, strategic warfare with escalating crises and Harbingers
Comparison games
none
Mechanics (from transcript analysis)
  • 4X Core Loop — Explore, Expand, Exploit, Exterminate across space sectors with invasion and defense.
  • Combat and Salvo phase — Engage in combat using initiative, missiles, sector defenses, and multi-step damage resolution.
  • Combat: Damage Based — Engage in combat using initiative, missiles, sector defenses, and multi-step damage resolution.
  • Compound Scoring — Score from pure vs corrupted sectors, Glory tokens, guild production, and global objectives.
  • Crisis and Harbinger mechanics — Crisis events drive cycle progression; Harbingers impose penalties and shifting threats.
  • Deck/agenda/upgrades — Play and manage upgrade cards, agendas, and heroic actions to influence board state.
  • Endgame scoring with multi-source tallies — Score from pure vs corrupted sectors, Glory tokens, guild production, and global objectives.
  • Events — Crisis events drive cycle progression; Harbingers impose penalties and shifting threats.
  • Resource management — Balance food, energy, science, materials, credits, and special tokens to perform actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • that was a amazing first action
  • I think we're going to be able to handle a level two Skirmish
  • this is by far the most that I've ever scored in this game
  • thank you so much for watching
References (from this video)
No references stored for this video.
Video jK3UGet0uuA Board of It top_10_list at 27:15 sentiment: positive
video_pk 40897 · mention_pk 124058
Board of It - Voidfall video thumbnail
Click to watch at 27:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Big, heavy thinky euro with elegant action selection and long-term planning.
  • Engaging about expansion, scoring, and control without heavy direct competition.
  • High opinion of two-player experience; recommended strongly at 2P.
Cons
  • Long playtime; may require long sessions or multiple play sessions.
  • Combat, when present, is not the core driver and can feel secondary to optimization.
Thematic elements
  • Cosmic conflict, expansion, and objective-driven scoring across rounds.
  • A spacefaring 4X Euro where an interdimensional void corrupts the spacefaring faction and needs to be opposed by the void-born and rebels.
  • Epic, strategic, outcome-driven with hidden adversaries and a clear end-game trajectory
Comparison games
  • Scythe
  • Eclipse: Second Dawn
Mechanics (from transcript analysis)
  • Building fleets and territories — Players place buildings and fleets to generate resources and score points across rounds.
  • Card action selection — On turns, players pick two actions from a three-action card, creating a deliberate ordering puzzle.
  • Hidden/non-player presence (voidborn) and reach — Non-player focus antagonists provide a persistent backdrop that players interact with, rather than direct combat with each other.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a really excellent example of this genre
  • it's short sharp like pretty easy and light together
  • you pick them up and I think it just it has a really nice balance of design
  • we actually enjoyed playing this more as a head-to-head
  • it's driven by a card action selection mechanism
  • we absolutely loved [Void Fall], although there are caveats behind us recommending it at 2P
References (from this video)
No references stored for this video.
Video nZ_amNCZLMk Paul Groen (as featured host) with Mind Clash Games coverage playthrough at 0:34 sentiment: positive
video_pk 36904 · mention_pk 110812
Paul Groen (as featured host) with Mind Clash Games coverage - Voidfall video thumbnail
Click to watch at 0:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds meaningful asymmetry through new factions and psionic agendas
  • Phantoms and mechanized guilds create dynamic combat and production options
  • Expansion content broadens strategic options without dumbing down the core rules
  • Mind links and transhumanism offer deep engine-building synergy
Cons
  • High complexity with many interlocking rules can overwhelm new players
  • Expansions introduce a substantial rules surface area that requires careful teaching
Thematic elements
  • Asymmetric factions, governance of multiple resource tracks, and warfare for influence
  • Sci-fi empire-building in a distant galaxy with void sectors and colony management
  • Complex ecosphere of factions competing with psionic and technocratic mechanisms; provides emergent, strategic storytelling via card/tile interactions
Comparison games
none
Mechanics (from transcript analysis)
  • Action selection and cycle tracking — Players perform a sequence of actions across cycles to advance tracks (production, culture, energy, etc.) and trigger end-of-cycle scoring.
  • asymmetric factions — Each faction (house) has unique abilities, cards, and scoring conditions that shape optimal strategies.
  • Conquest/sector combat — Players attack void sectors or adjacent sectors using fleet power, with mechanisms like approach absorption and salvo damage.
  • Mind links and developmental conquest — A tech-based slot mechanism and tokens that allow activation of abilities when advancing certain tracks; enables early special actions.
  • Phantoms (new ship type) — Phantoms are a new ship class that can be deployed from attacks and provide unique initiative/defense options and resource generation in allied sectors.
  • Psionic agendas and Vanguard board — New psionic agendas add special actions and a Vanguard board that doubles certain agenda scoring conditions when placed in a pure sector.
  • Tokens and combat modifiers — Tokens such as sector defenses, Vanguard, and pearl-like tokens modify combat and scoring; limit per combat and per attacker/defender.
  • Track advancement — Players perform a sequence of actions across cycles to advance tracks (production, culture, energy, etc.) and trigger end-of-cycle scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a three-player playthrough of Voidfall using some elements from the new Resurgence expansion.
  • Six new houses in the expansion.
  • The phantoms, which is the new type of ship, which is this ship here.
  • Transhumanism lets me do lots of things for my preferred focuses.
  • The Vanguard board means that when we flip this, everything on that sector scores double.
References (from this video)
No references stored for this video.
Video QQiFYzbXbIg Toy Tabled playthrough at 0:19 sentiment: positive
video_pk 36656 · mention_pk 110015
Toy Tabled - Voidfall video thumbnail
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, puzzle-like design that rewards planning and foresight
  • Rich solo play with cycle, crisis, and Galactic Event structure
  • Strong upgrade path via technologies and shipyards
  • Tight integration between combat, resource management, and scoring
  • Satisfying sense of progression and strategic depth across cycles
Cons
  • Steep learning curve due to heavy iconography and rules language
  • Lengthy and fiddly setup with dense components
  • Potential for analysis paralysis during planning in cycles
Thematic elements
  • 4X strategy focusing on exploration, expansion, exploitation, and extermination of threats; governance and crisis-response are central.
  • Spacefaring civilization with sector control, corruption, and crisis management across a modular map.
  • Procedural, puzzle-driven narration with cycles, crises, and galactic events steering progression.
Comparison games
none
Mechanics (from transcript analysis)
  • Agenda and reward economy — Agenda cards offer scoring opportunities and triggers; end-of-cycle scoring combines agenda, pure sectors, and infrastructure like shipyards.
  • Corruption and purity — Corruption tokens and purity of sectors influence scoring and strategic options; corruption can be manipulated for short-term gains.
  • Crisis and Galactic events — Each round introduces crisis cards that shape objectives and penalties; galactic event cards determine end-of-cycle scoring opportunities.
  • Deployment and convoy mechanics — Power deployment to sectors is limited by shipyards and population; power can be stored or spent to power sector growth and combat.
  • Events — Each round introduces crisis cards that shape objectives and penalties; galactic event cards determine end-of-cycle scoring opportunities.
  • Resource management — Multiple resources (food, energy, materials, credits, science) tracked per sector and on a central production board via Guilds and population dice.
  • Sector control and combat — Control of sectors via fleets; combat consists of an approach phase and a salvo phase, with sector defenses and harbingers affecting outcomes.
  • Tech upgrades and Shipyards — Starting technologies can be upgraded to improved versions; shipyards boost production and enable deployment of power across sectors.
  • Tokens and installations — Various tokens (glory, bounty, corruption, crisis), plus sector defenses (installations) and harbingers that affect board state and crisis progression.
  • Trade tokens and action economy — Trade tokens grant extra actions; spending tokens allows performing up to three actions from action cards and reinforcement options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game is just really a crazy puzzle that you really need to try to solve
  • one of the great things about this game is that at the beginning of every cycle you can sit down and develop a plan for what you want to accomplish
  • void fall has this entire language of icons
  • the rules are a little wonky at first but once you get it it's pretty simple
  • it's a fantastic card
  • at the beginning of every cycle you can sit down and develop a plan for what you want to accomplish that cycle
  • this is a crazy puzzle that you really need to try to solve
  • void fall has this entire language of icons and you can officially consider yourself bilingual—I now speak English and void fall
References (from this video)
No references stored for this video.
Video woTwnf784S8 bard of it top_10_list at 58:36 sentiment: positive
video_pk 35496 · mention_pk 105962
bard of it - Voidfall video thumbnail
Click to watch at 58:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • epic scale, strong production
  • varied scenarios add replayability
Cons
  • very heavy setup
  • long play time
Thematic elements
  • space opera, heavy strategy and scenario-driven
  • space-faring empire under void threat
  • epic sci-fi campaign with scenario variability
Comparison games
  • Twilight Imperium
  • On Mars
Mechanics (from transcript analysis)
  • Action selection and card play — large card-driven action selection with branching scenarios
  • scenario-based objectives — board map and events change with scenario
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a really nice concise little game
  • it's like playing a movie to me
  • the art style is gorgeous and the mechanism is clever
References (from this video)
No references stored for this video.
Video T8EDOAL7P0s Totally Table general_discussion at 0:06 sentiment: positive
video_pk 33465 · mention_pk 99487
Totally Table - Voidfall video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, thinky puzzle with a high ceiling
  • solo-friendly design that scales with time and experience
  • strong potential for long-term engagement and replayability
  • clear and impressive design language and rulebook (as discussed by the speaker)
Cons
  • very steep learning curve
  • long play sessions and setup can be time-consuming
  • some players may struggle with accessibility or initial intimidation
Thematic elements
  • puzzle-driven optimization, efficiency, and engine-building within a heavy Euro framework
  • Sci-fi space exploration with deterministic systems, explored on a hex grid
  • procedural, system-driven progression with emphasis on planning and card interaction
Comparison games
  • Mage Knight
  • Spirit Island
Mechanics (from transcript analysis)
  • Card-driven puzzle — players reason about card interactions, order of play, and optimal sequencing to maximize efficiency
  • Combat: Deterministic — combat outcomes are not random dice-based; results are driven by system with card and resource interactions
  • Deterministic combat — combat outcomes are not random dice-based; results are driven by system with card and resource interactions
  • Hex-map exploration — exploration occurs on a hex grid with spatial decisions influencing the engine and resources
  • hexagon grid — exploration occurs on a hex grid with spatial decisions influencing the engine and resources
  • Resource management — managing and optimizing resources and card–asset combinations to advance the game state
  • Resource management / engine-building — managing and optimizing resources and card–asset combinations to advance the game state
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Void Fall is my number one game of 2023
  • this is going to be a game that's embraced by the solo community and it will eventually become one of those perennial top tier games
  • complexity is not necessarily a bad thing
  • I want to be honest I want to make sure I say look this might not be for you and that's fine
  • complexity is good if it gives me a complex experience
References (from this video)
No references stored for this video.
Video YtLzhYqxGAs Totally Tabled top_10_list at 0:20 sentiment: positive
video_pk 32056 · mention_pk 94626
Totally Tabled - Voidfall video thumbnail
Click to watch at 0:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • innovative crisis-based solo mechanic
  • tension and pacing from crisis decisions
  • demonstrates strong solo design focus
Cons
  • high complexity and a steep learning curve
  • solo play can feel very crunchy without a group of players
Thematic elements
  • Cosmic conquest with crisis-driven decisions
  • Space 4X empire management
  • epic, crisis-driven solo experience
Comparison games
  • Twilight Imperium 4
  • Eclipse
  • Exodus Proxima Centuri
Mechanics (from transcript analysis)
  • crisis board — Each turn you draw a crisis card and must either address its goal or let it advance, creating tension and late-game pressure.
  • solo-oriented design — Mechanisms introduced specifically for solitaire play that differ from multiplayer.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Voidfall is one of my favorite games of all time.
  • I love that he brought completely new mechanisms to solitare voidfall that aren't used in the competitive multiplayer mode.
  • Ultimately, Voidfall shows that even highly interactive games can make for great solo experiences as long as you have a designer dedicated to the art form.
  • Solo tricktaking. Actually, is tricktaking one word? Maybe I only need two words.
  • Heat not only exposes how ridiculous that opinion is, but I think it shows how much the genre has suffered by not including solo play.
References (from this video)
No references stored for this video.
Video SfmJai0NZEA Tabled top_10_list at 14:00 sentiment: positive
video_pk 28436 · mention_pk 83484
Tabled - Voidfall video thumbnail
Click to watch at 14:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • A strong year-end favorite
  • Continuing to generate discussion
Cons
  • New release chatter; early in the hype cycle
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I still absolutely love this design
  • the AI system is so smart
  • it's on the totally table Todo list
  • Frost Punk is incredible
  • I absolutely plan to get to the table this year
  • the slide puzzle mechanism I love
  • Weather Machine remains one of my favorites
  • Sleeping Gods no reason to believe that I won't love this one as well
References (from this video)
No references stored for this video.
Video PySjjnkjfWM Dice Tower general_discussion at 1:51 sentiment: neutral
video_pk 6507 · mention_pk 19302
Dice Tower - Voidfall video thumbnail
Click to watch at 1:51 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • Cosmic colonization
  • Space science fiction
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video WmHghfwGyHg Unknown Channel game_review at 0:55 sentiment: positive
video_pk 4055 · mention_pk 11856
Unknown Channel - Voidfall video thumbnail
Click to watch at 0:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video RHMSBgIR-68 Unknown Channel general_discussion at 2:50 sentiment: negative
video_pk 3863 · mention_pk 11327
Unknown Channel - Voidfall video thumbnail
Click to watch at 2:50 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Ambitious design
  • Potential depth and replay value
Cons
  • Perceived lack of value for cost
  • Very high price
  • Complex setup and rules
Thematic elements
  • Resource and engine-building in a harsh space environment
  • Sci-fi empire-wide space exploration
  • Strategic, thematic, with modular components
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — Build a deck to enable actions and generate resources.
  • deck-building — Build a deck to enable actions and generate resources.
  • engine building — Assemble an action engine to drive throughput and scoring.
  • engine-building — Assemble an action engine to drive throughput and scoring.
  • Resource management — Control tiles and tokens to optimize efficiency.
  • tile placement — Place tiles to unlock space and capabilities; influence expansion.
  • tile placement / area influence — Place tiles to unlock space and capabilities; influence expansion.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video -pMx8fAZNQg Broken Meeple general_discussion at 47:29 sentiment: negative
video_pk 2870 · mention_pk 8402
Broken Meeple - Voidfall video thumbnail
Click to watch at 47:29 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • visually appealing aesthetic
  • variety across factions
Cons
  • theme may not feel integrally connected to mechanics
  • mechanics can feel dry and opaque
Thematic elements
  • 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
Comparison games
none
Mechanics (from transcript analysis)
  • worker placement / engine-building — players allocate workers and build systems to generate resources and points
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
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