VOIDFALL Compendium Web
VOIDFALL Compendium Web
WITH RULEBOOK!
Game setup, Scenarios,
Tutorial, & The World of Voidfall
Compendium
Table of
contents
Setup 10
Tutorial 22
Table of Scenarios 24
Welcome to a Grim Galaxy
The once flourishing empire of Domineum is no more. Great leaders and mighty fleets have lost their
humanity, distorted until they became mindless puppets of one entity more ancient than the universe. We saw
the signs. We heard the whispers. We trusted the Novarchs. And it all led to the apocalypse of our civilization:
the Voidfall.
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 did 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 envisioned 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 its heart 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…
3
A Menace from Beyond
The Voidborn is an ancient cosmic being that exists in the endless void between the dimensions. It
has the ability to cast its mind through the entire universe, operating as a single consciousness with
separate parts able to act autonomously as long as they are still connected to the greater body. The
scattered elements of the Voidborn manifest as a formless parasitic matter that moves from organism to
organism, grows, and spreads. It starts with small, microscopic lifeforms but grows exponentially until
it encompasses and consumes entire planets.
Since the birth of the universe, the Voidborn has devoured countless civilizations and galactic
empires, absorbing all their knowledge. When the parasitic projection of its consciousness finds a new
intelligent species, the Voidborn plants itself in their minds. Then it starts to influence and boost their
evolution by transmitting knowledge to their subconscious as inspiration and ideas, only to help them
expand to a size suitable to the entity’s hunger. As soon as the infected civilization reaches the desired
size, the Voidborn emerges from the deep void to reap what it has sown.
Corruption
The Corruption is the in-game
representation of the spread of the
Voidborn’s influence, now attempting to
infect your people, your House, and the
rest of the galaxy. Its presence is constantly
felt in every sector not already under your
control at the start of the game. You can
take it upon yourself to rid your sectors
of this unwanted intrusion, but if you do,
the Voidborn’s will and whispers will find
their way amongst your House’s paths of
power: if it gets onto your House mat, it
will limit your ability to set Agendas or to
reap the benefits of increasing your House’s
quality of existence. Additionally, the more
your House is corrupted, the stronger the
Voidborn’s forces will be against you during
its Skirmishes. If however, you let it fester
in the sectors your House controls, it will
poison everything it touches, also limiting
your ability to increase your population.
Finally, you can try and eradicate its
influence both from your sectors and from
your House, but as you can imagine that’s
no easy task…
4
An Empire in Decay
Centuries ago in a distant part of the universe, the Voidborn found a planet with a nascent human
civilization and planted itself in the minds of its greatest leaders, thinkers, and scientists who later
formed the royal House of Novarchon. Through the parasites connected to their subconscious, they
were inspired and gained knowledge which helped them start a greatly escalated period of intensive
scientific and technological advancements, all guided by the insidious will of the Voidborn.
The civilization thrived and expanded into the stars, forming the interplanetary empire called the
Domineum. Induced by the Voidborn, new technologies came to life that allowed the fledgling empire
to manipulate the conditions necessary for life within the new systems they explored. For the following
centuries, the Domineum continued to expand at a greater rate, stretching into more remote systems
and eventually inhabiting the entire galaxy. While the Domineum prospered and advanced, the
Voidborn waited and whispered into the minds of the Novarchs. When the empire had grown to a size
suitable to the Voidborn’s hunger, it tore a hole in the fabric of reality, opening rifts to the Domineum’s
dimension. This defining event is simply referred to as the Voidfall.
With the Voidborn's arrival, its corruption intensified and manifested in an organic infestation spread
across those whose minds were infected. It didn’t only alter and take control over their body, but also
spread and manipulated whatever energy source it could find: machines, buildings, spaceships. The
core of the empire became fatally contaminated and the corrupted forces of House Novarchon, now
controlled by the Voidborn, turned against the rest of the Domineum.
5
Sectors and Scope
At the center of the game is the map of the galaxy, representing
a large part of the Domineum. It is divided into sectors that are
considered separated by the mind-boggling distances of deep space
between them. Thanks to the knowledge granted by the Voidborn,
the faster-than-light drives the Houses now possess are capable of
plotting jumps to nearby sectors.
Each sector represents a coherent star system, full of inhabited and industrialized planets with millions
to billions of human souls, the majority of whom are now under the corrupting control of the
Voidborn. The primary measure of a sector’s value is its Population: a more densely populated system is
able to produce more, and is often worth more to conquer. Some special sectors have fixed Population
values (representing specific worlds with unique properties) that cannot be modified during the game;
others are uninhabited sectors with no discernible Population at all.
Some sectors on the map are separated by Voidstorms, representing extradimensional navigation
hazards created when the Voidborn opened the rifts. These tokens block adjacency, forcing you to take
a roundabout way getting to some sectors.
Beyond its scale of representing massive distances in space, a game of Voidfall also tackles a mighty
scope in time: each play is split into three Cycles, each representing several decades of events. Each
turn you must select a Focus card, a high level order that sets the course of your civilization for years to
come. Improving a sector represents the work of millions and the fruits of their labor. One invasion is
actually a drawn out war of many months, where the stronger and better prepared eventually prevails,
despite fleeting heroics of the individual.
Supplies, assets, wealth, and other means in the Domineum are collectively represented by the five
resources of the game: Food, Materials, Energy, Science, and Credits. All five resources are generated
by your production values, which are based on the types of your Guilds and the value of the
Population in your sectors. On top of the resources, you’ll collect Influence, which is a measure of your
House’s success. The player with the most Influence will be victorious at the end of the game.
6
Fleets and Fleet Power
Besides the Guilds and Installations, the other vital elements on the map are the Fleets, consisting of a
Fleet type and Fleet Power. Fleet type indicates the class of ships in the fleet and Fleet Power represents
command capacity and a logistical maximum of ships you are able to direct at any given point. If you
gain more Fleet Power, that represents an increase in your maximum global command capabilities.
A Fleet Power indicates the capability of dozens to hundreds of similar ships, while a whole fleet
potentially represents multitudes of them. It helps to understand and remember several rules if you
understand that a Fleet Power doesn’t mean actual ship "hardware," but your ability to command fleets
on a galactic scale. Gaining access to more ships over the years is always possible given the resources of
a galactic civilization, but the ability to command thousands of ships effectively across light-years isn’t.
This concept explains why Fleet Power destroyed in battle returns to your active pool on your House
mat, and why you have a hard limit of Fleet Power during the game.
The most common fleet type in the Domineum is the Corvette which can be upgraded with certain
technologies. Other higher class Fleets you will encounter are the Sentries (best for defense), Destroyers
(best for offense), Dreadnoughts (a multi-use Fleet type), and Carriers (acting as mobile shipyards).
7
Science and
Technology
Before the extradimensional corruption poisoned the seeds of
the Domineum, the overall technology level was simple and
unwieldy. Since the Voidborn’s purpose was to increase the size
of the infected civilization as fast as possible, it planted ideas
and knowledge in the minds of the Novarchs that, ultimately,
supported only its craving. Interplanetary travel and advanced
spaceships as well as colonization and industrialization became the
pioneering technologies, while everything else that wasn’t necessary
for the parasite’s growth developed much more slowly or not at all.
This unbalanced evolution of technology resulted in a functional
low-tech approach with only a few high-tech solutions.
Houses of Domineum
The old Domineum used to be a feudal, aristocratic system with the Supreme Novarch at the
head of power. The Supreme Novarch was always a member of the royal House of Novarchon,
who were the descendants of the founders of the Domineum, the Novarchs.
In time, the Domineum started to expand, and new Houses arose to explore distant parts of
the galaxy and take control over them on behalf of the Supreme Novarch. After the newly
formed Great Houses managed to adapt their way of life to the extraordinary circumstances
of these remote worlds, they gained the right to govern their own domains. They developed
their own cultures, their own economies, even their own military forces, all while obeying the
fundamental laws of the Domineum set by the Supreme Novarch.
While House Novarchon remained at the core of the empire as the inner circle of political and
religious power, the Great Houses became the pioneers of the outer worlds. For this reason,
the Great Houses became quite different in many aspects from each other. Every citizen of the
Domineum is human, but due to the Great Houses’ different directions of da evelopment,
many people in the outer sectors live with mutations, augmentations, implants, or other effects
of evolution.
When the Voidborn arrived at the Domineum, House Novarchon, along with their many
followers from the inner worlds, accepted the false promise echoing in their minds and
embraced the manifesting corruption. The Novarchs, leaders of a once glorious empire became
the Harbingers of the Voidborn and laid waste on their own creations while leading their
corrupted forces into a war with the Great Houses.
Each player plays as one of the Great Houses in the outer rim of the Domineum that remained
free of the Voidborn’s corruption. The Great Houses' divergent evolution is represented by
their unique House mat with the three Civilization tracks and a unique ability, and their
Origin card which determine their starting forces, resources, technology, and many more
minor asymmetries.
Other Houses will appear in the game, known as Fallen Houses, who attempted to break free
of the Voidborn’s control, but weren’t strong enough and are still struggling under its influence.
They still have something to contribute to the fight—if you can liberate them, they will give
you precious technologies and boosts.
8
The Future of
New Domineum
You can play Voidfall cooperatively or competitively.
Thematically, the cooperative game takes place
soon after the rifts have opened, and the Voidborn’s
presence begins to manifest. The players must work
together to shut down the interdimensional portals
and prevent the entry of the complete corporeal
form of the Voidborn into the Domineum. The
competitive game starts some time after this, where
corruption and Voidborn controlled forces still hold
the majority of the galaxy, but the direct connection
to its realm has been severed, its control weakened.
The once prospering worlds of the Domineum are
now ripe for the taking, and the formerly allied
Houses now all see an opening to liberate, conquer,
and unify humanity under their own banner and
form a new Domineum.
But the part of humanity free of the Novarch’s chains has come
together to find a way to shut down the Rifts and to push back
the maddening influence of the Voidborn. The remnants of
Domineum are suffering from several crises at the same time, and
every uprising, every famine, every unregulated research project is
a potential way for it to take over more minds.
The players can suffer these crises, or attempt to solve them —but if we let too many of them linger for long, it’s a recipe for a catastrophe.
Mechanically, these crises act as either negative events or as in-game objectives requiring players to go beyond their usual targets or act
wastefully on purpose, making sacrifices to solve them. Crises can be of economic or military nature, and if multiple crises of the same type
remain ongoing at a given time, a catastrophe happens—the fourth of which will signal the doom of humanity and immediate game loss.
Additionally, the more crises that are ongoing, the more toll they take on the Houses: if the economy is in turmoil, the players will bleed
resources, while if the military troubles are unchecked, the strength of the Voidborn’s skirmishes will rapidly increase.
But the alliance of humans is not without its own tools. Uniting gives better options, represented in the game by the Joint Focus cards:
players can replace familiar Focus cards with better versions. Joint Focus actions commonly allow players to help their teammates on their
turn, allowing you to assist each other where needed most.
When playing Voidfall cooperatively, players are meant to discuss details of strategy. Suggesting which Focus to play, which strategies to
pursue, which ongoing Crises to solve, or how to optimize Joint Focus actions are all allowed and encouraged, since Voidfall is not built on
hidden information. We do however, actively encourage letting each player manage their own Focus and Agenda cards, and all their action
selections—after all, it’s their own empire…
9
Game setup
GENERAL SETUP
1 Place the Galactic board on the table. Use the side appropriate
1. 6 Randomly determine the Turn Order for the start of the game. The
6.
for the competitive mode or the cooperative/solo mode , first player places their Turn Order marker on the leftmost space
denoted by the icon in the top left corner. of the Turn Order track of the Galactic board. Each consecutive
player places their markers on the next leftmost empty space.
1a
a. Create Trade token stacks on the six spaces shown at the left side
of the Galactic board, determined by the number of players.
2c
c. Take the top card of each of the four decks and place them face up
on the right side of the Agenda board, next to their respective decks.
33. Place the Main Combat tile at the top of the play area.
44. Create the common supply:
4a
a. Create face-down draw piles of Bounty and Reclaim tokens,
shuffling them separately.
4b
b. Place all Glory tokens next to them.
4c
c. Place all Fleet tokens next to them, separated by their 6 types.
4d
d. Create pools of the Guild and Installation tokens, Voidborn
Fleet Power cubes, standard Population dice, fixed Population
dice, and Corruption markers.
55. Each player should place the following set of player components in
their personal play area (and return the components with unused
colors back to the box):
5a
a. Put an Influence board of your color in front of you and set it to 10.
5b
b. Take the 9 Focus cards (showing your color on their face)
in your hand.
5c
c. Put your Innovation Focus card in a personal Focus discard
pile. This card cannot be played in Cycle 1.
5d
d. Put a (generic colored) Resource board in front of you. Set
all ten dials to 0.
5e
e. Take 14 Fleet Power cubes of your color.
5f
f. Take a Glory token showing “2” from the common supply.
*
*These components are different in the Galactic Box version of the game.
10
11
14
14b 10b *
13
14a
8
14c
13b
7
15
9
12
*
*These components 6 3 in the Galactic Box version of the game.
1 are different
12 2 2 4
3
16 If playing a 2-, 3-, or 4 player game: Shuffle all Joint Focus cards
10.
SCENARIO SETUP
together, and place the deck near the Galactic board. Return all 1 Take all 30 sector tiles; you will use these to build up the map.
13.
Heroic Focus cards to the box.
1a
a. Separate the 4 Home sector tiles, denoted by the Home sector
17 If playing a solo game: Shuffle all Heroic Focus cards together,
11. icon printed on each side. One side of each tile is a standard
and place the deck near the Galactic board. Return all Joint Focus Home sector, while the other side is a special Home sector that
cards to the box. belongs to one of the advanced Houses.
18 Draw three Joint/Heroic Focus cards, and place them below the
12.
Galactic board to create a new offer for all players to see. 1a
18a
a. If you reveal the Joint/Heroic Innovation card as one of the
three cards in the offer, draw a replacement, then place the
Joint/Heroic Innovation card back (face down) on top of
the draw deck.
18b
b. If in a solo game you reveal a Heroic Focus card that
matches a Focus card your House does not have (for
example, you reveal Reinforcement while playing as House
Fenrax), return the card to the box and draw a replacement.
1b
Examples: On the back side of one Home sector is the special Home
sector of House Marqualos. On the back side of one of the standard
sectors is a Comms Relay.
18
Note: Because you will select Houses later, use the standard
side of the Home sector tiles when building the map.
1b
b. The remaining 26 tiles are two-sided as well. One side always
shows a standard sector, and the other side is a special sector.
Tutorial: You will only need standard Home sectors and standard
sectors to create the map.
22. Select a scenario from the Scenarios chapter (page 24). There you
will find a summary of all scenarios showing their player count,
complexity, aggression rating, and the page where you can find
their detailed description. Each scenario includes a map with
specific sector tiles and tokens placed on them, a set of Galactic
Events, a set of eight Technologies, and a set of available Houses
for the players to play. After selecting the scenario, continue the
Scenario setup with step 3.
Tutorial: You can find the maps for the tutorial scenario on the
next two pages. Find the map with the appropriate player number
(from 1 to 4).
13
3c 3c
5b
5a 5a
3a 5c
5b
5c 5e
5e
5a
5a
5c 5c
5d
5d
Note: The orientation of sector tiles relative to each other 5ff. Harbinger tokens on the middle of the sector.
has no effect on gameplay.
6 Return any unused sector tiles and Voidstorm tokens to the box.
4.
3b
b. Place Voidstorm tokens on the edge of two adjacent sectors,
as indicated by the diagram.
3c
c. Place Harbinger tokens on the edge of sectors, as indicated
by the diagram.
4a
a. Place a Corruption marker under the Population die
wherever indicated.
4b
b. Some special sectors will show fixed Population values or no
Population value. Use a fixed Population die or no die on TUTORIAL MAPS
these sectors, respectively.
Scenarios for your first game: (1-4 player versions)
4c
c. In some scenarios, some sectors will show a flag instead
of a Population value. These are Fallen House sectors. Keep
them empty until step 13 of the Scenario setup. SOLO SCENARIO
1
53. Place the following on each sector, if they are indicated on the
map setup diagram:
5a
a. One Voidborn Fleet token with the shown number of
Voidborn Fleet Power cubes in the middle of the sector.
5b
b. Sector Defense tokens in Installation spaces.
5c
c. Glory tokens of the indicated value on the middle of the sector.
14
2 2-PLAYER SCENARIO 3 3-PLAYER SCENARIO
4 4-PLAYER SCENARIO
15
7 Select the Galactic Event cards for your selected scenario based
7.
on their Event tag on the upper left corner of the card. 9d
d. Check all drawn cards for a cracked glass effect on
the illustration. Count the total number of cards with
cracked glass icons.
Tutorial: Select the three Galactic Event cards showing the tags
"1T", "2T", and "3T", and skip steps 7a - 7b .
7a
a. In competitive scenarios, always select the Galactic
Event cards with the tags shown in the setup
instructions of your scenario.
7b
b. In cooperative/solo scenarios, select all Galactic
Example: Cracked glass on the illustration of the
Event cards except the cards showing the letter “T”
Zenor Fallen House card.
7c
c. Flip all selected cards face down and sort them by their
Cycle number. Form three separate face-down draw
decks from them below the Galactic board.
9e
e. Reminder: At the end of this process, you have
selected exactly four Fallen Houses. At least one and
at most three have cracked glass on them.
9f
f. Alternatively, you may skip this process and agree on
7c the 4 Fallen Houses together. In this case, be sure to
still select at least one and no more than three Fallen
House cards with cracked glass.
Tutorial: You will have one card in each deck. In a regular 11 All scenarios feature eight Technologies. Find the ones for
11.
competitive game, there are three cards in each and in a your scenario. Each Technology has two Basic versions and
regular cooperative/solo game, there are ten in each. one Improved version, a total of three cards each.
7d
d. Shuffle all three sorted decks separately.
9b
b. Form a face-down draw deck from the remaining
cards.
9c
c. Draw four Fallen House cards. Basic Technology Basic Technology Improved
with Influence without Influence Technology
16
12 If the scenario does not show sectors controlled
by Fallen Houses, return all Fallen House cards
to the box.
Tutorial: There are no Fallen Houses in this scenario.
13 If a scenario contains sectors controlled by Fallen Houses,
12.
you handle it differently in a competitive and cooperative/
solo game.
11a a. In a competitive game, find the four Fallen House cards
13a
that are listed for your chosen scenario.
13b
b. In a cooperative/solo game, select the four Fallen House
cards that you have chosen in step 9c - 9f .
Dreadnoughts
Sentries
11a
a. Place both Basic copies of these eight Technologies on
top of each other, with the one showing 4 Influence
on top of the one with no Influence. Place these eight
stacks near the play area to create a Technology tableau.
13e
e. Return all unused Fallen House cards to the box.
• In a solo game, randomly select three of the
eight Technologies.
UNUSED COMPONENTS IN COMPETITIVE GAMES
• In a 2-player cooperative game, randomly select
two of the eight Technologies. 14 If playing competitively, return the following components
13.
to the box, as they are not needed:
• Return the top cards of those Technologies to the
box, so that only the copy with no Influence remains. 14a
a. Crisis board,
11c
c. Shuffle the eight Improved Technologies matching the
Basic Technologies on the tableau, and place them in a
face-down deck to the left of the Galactic board. 11d 11e
11d
d. Deal the top four Improved
Technologies face up on 11c
the Technology spaces of
the Galactic board.
11e
e. Place the Improvement
Block tile over them (to
indicate they’re not available
at the start of the game).
17
HOUSE SETUP 5 Take your selected Origin card in front of you. You will set your
5.
personal play area up in the next steps based on the information on it.
House setup steps are taken by each player individually.
Important: During the below steps, do not gain any
1 Choose a House to play from the ones available in your selected
1. Technology benefits, track advancements, or Trade bonuses, as
Scenario. Collect your House mat and place it face up in your the equivalent effects have already been calculated into your
personal play area. Origin card’s values.
6 Take the three Technology cards specified in the top right corner
6.
of the Origin card (both copies of the Basic Technology cards
plus the corresponding Improved Technology card). Distribute
them as follows:
6a
a. Place the Basic Technology card showing 4 Influence
in one of the Technology slots on the top of your House mat.
6b
b. Place the Improved Technology card next to your House mat.
6d
d. In a solo or 2-player game, return the other matching
Basic Technology card to the box.
6e
e. If your Technology has a matching Combat tile, place it
under the Main Combat tile.
Tutorial: Choose from Houses Cortozaar, Dunlork, Belitan, and
Valnis.
You can find a strategy guide for each House on the back of
the mat.
3a
a. A Corruption marker over the rightmost Agenda slot, and
6a
3b
b. Three Civilization track markers on the leftmost space of
each Civilization track.
4 Take the two Origin cards belonging to your House. Select one
4. 6c
3b
of them to keep, and return the other to the box.
Tutorial: Select the Origin card showing the letter “A” and return the 6d
other card—showing “B”—to the box. The Technologies to select are
Shields for Valnis, Targeting for Belitan, Orbital Docks for Dunlork, 6b
and Torpedoes for Cortozaar.
5 6
4
18
3a
19
Note: The Shipyard indicated
on this Origin card is only
7 referencing the pre-printed
7b Shipyard on the Home sector tile.
7c 7c
10 7d
7b 7b
8
7c
7d
7c
7b
7d
7.7 Pick the Home sector on the map that is closest to where you sit.
Set up your Home sector and your Outpost sector (the empty
standard sector adjacent to your Home sector).
7a
a. Some Houses use custom sectors as their Home sectors.
Each custom Home sector is found on the back of one of the
standard Home sector tiles. Swap Home sector tiles around, if
necessary, to accommodate this.
7b
b. Place a Population die of your player color on your Home
sector, and a standard Population die on your Outpost sector.
Set them to the values indicated on your Origin card.
7c
c. Place the indicated type of Fleet tokens in the middle of your
sectors. Place the indicated number of Fleet Power cubes of
your color on the tokens.
7d
d. Place the indicated Guild tokens on the leftmost empty Guild
spaces of your sectors.
7e
e. Place the indicated Installation tokens on the leftmost empty
Installation spaces.
7f
f. Place the indicated Corruption token under the Population die.
8.8 Adjust the dials on the left side of your Resource board to the
values indicated on the leftmost column of your Origin card for
each of your five resources. The leftmost white numbers on the
dials should match the correct values.
9.9 Adjust the dials on the right side of your Resource board
11 10 indicated on the column second to the left on your Origin card
for each of your five resources. The rightmost numbers on the
dials should match the correct values.
20
11 Place all Fleet Power cubes that have remained in your personal
11.
supply into the Inactive area on your House mat. Your total A
number of Fleet Power is always 14.
13 Flip your Origin card; now it becomes your starting Agenda card.
13.
Place it in the leftmost Agenda slot at the bottom of your House mat.
21
Tutorial 33. Learn the rules for Cycle 2 and 3
You have skipped some rules that now become relevant to your
game. Sometimes it was an entire section, sometimes just a
Now that you have finished setting the game up and all of you are
paragraph in a section that you have already read. Find the sections
ready to play, we will now help you learn the game in the most
with the sign on the following pages:
efficient manner possible.
11. LEARN THE RULES FOR CYCLE 1 i. The Voidborn Strikes back (page 15)
When reading the rules, you can skip all paragraphs that show 3d
d. Rules of Play
or icons. The former icon indicates rules you don’t need to i. Invade (page 23)
learn in your entire tutorial game; the latter icon indicates rules that
we recommend you skip before playing Cycle 1 and return to them ii. Abandoned sectors (page 24)
before playing Cycle 2.
iii. Combat (page 24)
In order to play Cycle 1, you should read:
iv. Combat sequence (page 25)
• The Cycle of Play chapter (page 7-16),
v. Invasion outcomes (page 26-27)
• The first half of the Rules of Play chapter (page 17-23),
vi. Glory tokens (page 27)
• A bit more from the chapter (page 27-30), and
vii. Technologies (page 31)
• Technologies (pages 10 and 31), if House Dunlork is in play.
viii. Agendas (page 32)
1
ix. Skirmish (page 33)
3
!
!
22. Randomly select four Fallen Houses using the rules laid out
in the cooperative setup (step 9c - 9e on page 16 of the
Compendium). Use these four Fallen Houses (one to three of
YOUR NEXT GAME them with the cracked glass on the illustration) to create the
Technology tableau and finish the Scenario setup.
When you play next time, keep in mind that you have skipped parts
of the setup in the Compendium, and also the Cycle of Play and Rules 33. Out of the remaining 10 Houses, randomly select one more than
of Play in the Rulebook. When playing next time, focus especially on the number of players playing, and lay them out on an offer.
rules regarding special sectors, advanced Houses, preferred Focuses,
and peeking at Galactic Event cards. Study the Temptation Focus that
44. The player last in Turn Order selects a House to auction. Each
player bids on the House (secretly writing the bid down and
was deliberately discarded each Cycle—it is a powerful but complex
revealing it simultaneously) and the highest player takes it.
card. Select the scenario “Second Genesis” if you like to see more
Record the winning bid.
combat or “For Peace and Prosperity” for a more peaceful game.
55. Repeat the above step–finishing with the player first in Turn
Order–until every player has a House. Players who "won" an
auction do not bid in further auctions. The last player to choose
can simply select between the remaining two Houses.
66. The winning bids will be subtracted from the players' final
Influence at the end of the game. Return the unselected House
to the box.
23
Table of Scenarios
Each scenario presents an alternative galactic situation based on how the events after the Voidfall would have turned out under different
circumstances. Cooperative and solo scenarios take place after the Voidborn’s arrival and the Great Houses join forces to stop it from
full manifestation. In the competitive scenarios, the surviving Great Houses have managed to close the Rifts and now they strive for
dominance over the corrupted ruins of Domineum while they fight off the remaining forces of the Voidborn. Below, you find the table of
these scenarios broken down by game mode and player count. The tutorial scenarios are described in the Scenario setup chapter (pages 14-15).
24
COMPE TITIV E SCEN A RIOS Aggression Complexity Reference NO. Page No.
2 P L AY E R S
SECOND GENESIS X012 51
FOR PEACE AND PROSPERITY X022 52
FOUNDATIONS OF THE FUTURE X032 53
NOVARCHON LEGACY X042 54
ART OF WAR X052 55
WHIRLING DESTINIES X062 56
THROUGH THE ALTERED SPACE X072 57
ECHOES OF THE PAST X082 58
BASTION OF RESISTANCE X092 59
KINGDOM COME X102 60
FRACTURES OF SPACE X112 61
3 P L AY E R S
SECOND GENESIS X013 62
FOR PEACE AND PROSPERITY X023 63
FOUNDATIONS OF THE FUTURE X033 64
NOVARCHON LEGACY X043 65
ART OF WAR X053 66
WHIRLING DESTINIES X063 67
THROUGH THE ALTERED SPACE X073 68
ECHOES OF THE PAST X083 69
BASTION OF RESISTANCE X093 70
KINGDOM COME X103 71
FRACTURES OF SPACE X113 72
4 P L AY E R S
SECOND GENESIS X014 73
FOR PEACE AND PROSPERITY X024 74
FOUNDATIONS OF THE FUTURE X034 75
NOVARCHON LEGACY X044 76
ART OF WAR X054 77
WHIRLING DESTINIES X064 78
THROUGH THE ALTERED SPACE X074 79
ECHOES OF THE PAST X084 80
BASTION OF RESISTANCE X094 81
KINGDOM COME X104 82
FRACTURES OF SPACE X114 83
25
1 First Stand COMPLEXITY
C011
All the citizens of the empire who rejected the dark prophecies of the Novarchs were surprised by the sudden opening of the Rifts and
the coming of the Voidborn. Many of the proud and glorious Great Houses fell into disarray and capitulated to the Voidborn’s corrupted
puppets, but the forces of the last remaining House managed to stop the spreading of the Corruption and drove the evil back to the Rifts.
It is time to sever their ties with the Domineum once and for all.
SAFE HAVENS:
1
26 S O L O
1 And One for All COMPLEXITY
C021
The last of the Great Houses is still standing and preparing for a final, decisive strike against the corrupted forces. With its own reserves
running low, the invaluable planets left behind by the fallen Houses, the Genesis Worlds, could provide a strategic advantage for it to
secure its supplies. Moreover, all the survivors across the empire who refused to run and hide have built a strong resistance near the Rifts to
provide additional support to the last Great House.
SAFE HAVENS:
1
S O L O 27
1 Darkest Hour COMPLEXITY
C031
The cradle of the Domineum, the palace of House Novarchon and its surrounding domains were the first to succumb to the forces of the
Voidborn. The swarming manifestation of the Corruption immediately took control of the inner worlds and all that was once human.
But now, as the last of the Great Houses has regrouped after so many lost battles, it has organized a desperate final attack aimed straight at
the heart of the evil lurking deep within the ruins of the royal palace.
SAFE HAVENS:
1
28 S O L O
1 Ancient Secrets COMPLEXITY
C041
Before the Voidfall, when the boundaries of the known galaxy were being explored, traces of an unknown civilization were discovered.
To better understand what was found there, a deep-space research complex was built in the sector, which would have transmitted
processed knowledge to the inner worlds. However, in the chaos caused by the Voidfall, both the ancient ruins and the complex have
fallen prey to the Voidborn forces, which could be great assets to the last Great House if it was able to liberate them.
SAFE HAVENS:
Not only did the arrival of the Voidborn open Rifts across the fabric of the dimensions, but it also inexplicably distorted reality in the
star systems surrounding the Rifts. In these domains, humanity has long been waging a losing war due to their standard communication
technologies becoming unusable in the distortion. But now, with the help of the Comms Relays developed during the war, the last
remaining Great House finally has a chance to take back what’s theirs.
SAFE HAVENS:
1
30 S O L O
1 When Darkness Fades COMPLEXITY
C061
The stakes of the war against the Voidborn are no less than the very existence of mankind. But the Great House that is still fighting must
think even beyond that. It is not enough to survive the extradimensional invasion and close the Rifts, it also need to to secure the future
of a new Domineum. And for that, it must save the empire's crown jewel, the Paradise World, for humanity to thrive, and the planet-sized
city of Megalopolis to provide the funds to start anew.
SAFE HAVENS:
1
S O L O 31
1 Today Is Not the Day COMPLEXITY
C071
The war is almost over - only one last frontline remains. Only a fraction of the once glorious Great Houses are standing exhausted, facing
their relentless enemy from unknown dimensions. They know that a day may come when the courage of men fails, when they forsake their
friends and break all bonds of fellowship. An hour of Corruption and shattered defenses, when the age of men comes crashing down. But
it is not this day. This day they fight!
SAFE HAVENS:
32 S O L O
1 Fall of Civilization COMPLEXITY
C081
The age of Domineum is over. The civilization of mankind has fallen. The galaxy is in ruins. Only a few inhabited star systems can be
saved. But not all is lost yet. The only surviving Great House stands defiant, preparing for one last desperate attack. Either they lose,
and all that once was human is wiped away forever, or they succeed in their mission, close the Rift, and reclaim the last fragment of
civilization, the Megalopolis. In the end, it’s all or nothing.
SAFE HAVENS:
1
S O L O 33
2 First Stand COMPLEXITY
C012
All the citizens of the empire who rejected the dark prophecies of the Novarchs were surprised by the sudden opening of the Rifts and
the coming of the Voidborn. Many of the proud and glorious Great Houses fell into disarray and capitulated to the Voidborn’s corrupted
puppets, but the joint forces of the remaining Houses managed to stop the spreading of the Corruption and drove the evil back to the
Rifts. It is time to sever their ties with the Domineum once and for all.
SAFE HAVENS:
2
34 C O O P E R A T I V E
2 And One for All COMPLEXITY
C022
The last of the Great Houses still standing are preparing for a final, decisive strike against the corrupted forces. With their own reserves
running low, the invaluable planets left behind by the fallen Houses, the Genesis Worlds, could provide a strategic advantage for the
Houses to secure their supplies. Moreover, all the survivors across the empire who refused to run and hide have built a strong resistance
near the Rifts to provide additional support to the Houses.
SAFE HAVENS:
2
C O O P E R A T I V E 35
2 Darkest Hour COMPLEXITY
C032
The cradle of the Domineum, the palace of House Novarchon and its surrounding domains were the first to succumb to the forces of the
Voidborn. The swarming manifestation of the Corruption immediately took control of the inner worlds and all that was once human. But
now, as the last of the Great Houses have regrouped after so many lost battles, they have organized a desperate final attack aimed straight
at the heart of the evil lurking deep within the ruins of the royal palace.
SAFE HAVENS:
2
36 C O O P E R A T I V E
2 Ancient Secrets COMPLEXITY
C042
Before the Voidfall, when the boundaries of the known galaxy were being explored, traces of an unknown civilization were discovered. To
better understand what was found there, a deep-space research complex was built in the sector, which would have transmitted processed
knowledge to the inner worlds. However, in the chaos caused by the Voidfall, both the ancient ruins and the complex have fallen prey to
the Voidborn forces, which could be great assets to the Houses if they were able to liberate them.
SAFE HAVENS:
Not only did the arrival of the Voidborn open Rifts across the fabric of the dimensions, but it also inexplicably distorted reality in the
star systems surrounding the Rifts. In these domains, humanity has long been waging a losing war due to their standard communication
technologies becoming unusable in the distortion. But now, with the help of the Comms Relays developed during the war, the remaining
Great Houses finally have a chance to take back what’s theirs.
SAFE HAVENS:
2
38 C O O P E R A T I V E
2 When Darkness Fades COMPLEXITY
C062
The stakes of the war against the Voidborn are no less than the very existence of mankind. But the Great Houses that are still fighting must
think even beyond that. It is not enough to survive the extradimensional invasion and close the Rifts, they also need to to secure the future
of a new Domineum. And for that, they must save the empire's crown jewel, the Paradise World, for humanity to thrive, and the planet-
sized city of Megalopolis to provide the funds to start anew.
SAFE HAVENS:
2
C O O P E R A T I V E 39
2 Today Is Not the Day COMPLEXITY
C072
The war is almost over - only one last frontline remains. Only a fraction of the once glorious Great Houses are standing exhausted, facing
their relentless enemy from unknown dimensions. They know that a day may come when the courage of men fails, when they forsake their
friends and break all bonds of fellowship. An hour of Corruption and shattered defenses, when the age of men comes crashing down. But
it is not this day. This day they fight!
SAFE HAVENS:
40 C O O P E R A T I V E
3 First Stand COMPLEXITY
C013
All the citizens of the empire who rejected the dark prophecies of the Novarchs were surprised by the sudden opening of the Rifts and
the coming of the Voidborn. Many of the proud and glorious Great Houses fell into disarray and capitulated to the Voidborn’s corrupted
puppets, but the joint forces of the remaining Houses managed to stop the spreading of the Corruption and drove the evil back to the
Rifts. It is time to sever their ties with the Domineum once and for all.
SAFE HAVENS:
3
C O O P E R A T I V E 41
3 And One for All COMPLEXITY
C023
The last of the Great Houses still standing are preparing for a final, decisive strike against the corrupted forces. With their own reserves
running low, the invaluable planets left behind by the fallen Houses, the Genesis Worlds, could provide a strategic advantage for the
Houses to secure their supplies. Moreover, all the survivors across the empire who refused to run and hide have built a strong resistance
near the Rifts to provide additional support to the Houses.
SAFE HAVENS:
3
42 C O O P E R A T I V E
3 Darkest Hour COMPLEXITY
C033
The cradle of the Domineum, the palace of House Novarchon and its surrounding domains were the first to succumb to the forces of the
Voidborn. The swarming manifestation of the Corruption immediately took control of the inner worlds and all that was once human. But
now, as the last of the Great Houses have regrouped after so many lost battles, they have organized a desperate final attack aimed straight
at the heart of the evil lurking deep within the ruins of the royal palace.
SAFE HAVENS:
3
C O O P E R A T I V E 43
3 Ancient Secrets COMPLEXITY
C043
Before the Voidfall, when the boundaries of the known galaxy were being explored, traces of an unknown civilization were discovered. To
better understand what was found there, a deep-space research complex was built in the sector, which would have transmitted processed
knowledge to the inner worlds. However, in the chaos caused by the Voidfall, both the ancient ruins and the complex have fallen prey to
the Voidborn forces, which could be great assets to the Houses if they were able to liberate them.
SAFE HAVENS:
44 C O O P E R A T I V E
3 Devil’s Triangle COMPLEXITY
C053
Not only did the arrival of the Voidborn open Rifts across the fabric of the dimensions, but it also inexplicably distorted reality in the
star systems surrounding the Rifts. In these domains, humanity has long been waging a losing war due to their standard communication
technologies becoming unusable in the distortion. But now, with the help of the Comms Relays developed during the war, the remaining
Great Houses finally have a chance to take back what’s theirs.
SAFE HAVENS:
3
C O O P E R A T I V E 45
3 When Darkness Fades COMPLEXITY
C063
The stakes of the war against the Voidborn are no less than the very existence of mankind. But the Great Houses that are still fighting must
think even beyond that. It is not enough to survive the extradimensional invasion and close the Rifts, they also need to to secure the future
of a new Domineum. And for that, they must save the empire's crown jewel, the Paradise World, for humanity to thrive, and the planet-
sized city of Megalopolis to provide the funds to start anew.
SAFE HAVENS:
3
46 C O O P E R A T I V E
4 Darkest Hour COMPLEXITY
C034
The cradle of the Domineum, the palace of House Novarchon and its surrounding domains were the first to succumb to the forces of the
Voidborn. The swarming manifestation of the Corruption immediately took control of the inner worlds and all that was once human. But
now, as the last of the Great Houses have regrouped after so many lost battles, they have organized a desperate final attack aimed straight
at the heart of the evil lurking deep within the ruins of the royal palace.
SAFE HAVENS:
Before the Voidfall, when the boundaries of the known galaxy were being explored, traces of an unknown civilization were discovered. To
better understand what was found there, a deep-space research complex was built in the sector, which would have transmitted processed
knowledge to the inner worlds. However, in the chaos caused by the Voidfall, both the ancient ruins and the complex have fallen prey to
the Voidborn forces, which could be great assets to the Houses if they were able to liberate them.
SAFE HAVENS:
48 C O O P E R A T I V E
4 Devil’s Triangle COMPLEXITY
C054
Not only did the arrival of the Voidborn open Rifts across the fabric of the dimensions, but it also inexplicably distorted reality in the
star systems surrounding the Rifts. In these domains, humanity has long been waging a losing war due to their standard communication
technologies becoming unusable in the distortion. But now, with the help of the Comms Relays developed during the war, the remaining
Great Houses finally have a chance to take back what’s theirs.
SAFE HAVENS:
4
C O O P E R A T I V E 49
4 When Darkness Fades COMPLEXITY
C064
The stakes of the war against the Voidborn are no less than the very existence of mankind. But the Great Houses that are still fighting must
think even beyond that. It is not enough to survive the extradimensional invasion and close the Rifts, they also need to to secure the future
of a new Domineum. And for that, they must save the empire's crown jewel, the Paradise World, for humanity to thrive, and the planet-
sized city of Megalopolis to provide the funds to start anew.
SAFE HAVENS:
50 C O O P E R A T I V E
2 Second Genesis Aggression COMPLEXITY
X012
Although the Corruption breached the inner worlds’ defenses and reached the outer rim, the remaining Houses eventually managed to
bring the Voidborn forces under siege at the heart of the Domineum. In order to achieve lasting victory, humanity needs a new home to
rise from its ashes and start over. And so their primary goal is to take back the Genesis worlds, the only planets in the galaxy where the
people of Domineum can finally settle down and prosper once again.
Belitan Cortozaar
A D F
Dunlork valnis
TECHNOLOGIES:
2
C O M P E T I T I V E 51
2 For Peace and Prosperity Aggression COMPLEXITY
X022
Somewhere deep in the realms of the once glorious Domineum, a utopian star system flourished, with lush, untouched planets ruled by
the forces of nature. In the war against the Voidborn, most of these planets were destroyed and their debris scattered in space. In time, the
remains formed an asteroid belt around the last remaining Paradise world, providing tactical advantage for the Houses in their quest to
reclaim the planet that is still able to naturally resist the Corruption.
Astoran nervo
C D E
Thegwyn Zenor
TECHNOLOGIES:
2
52 C O M P E T I T I V E
2 Foundations of the Future Aggression COMPLEXITY
X032
The crown jewel of the Domineum, the star system where much of the empire's knowledge and wealth was concentrated, is now a
devastated battleground between the last Houses and the rampaging forces of the Voidborn. Its center, the Megalopolis, still serves as a
nexus for the war effort, but most of the scientific records are stored in Research Complexes on the outer reaches of the domain; these
assets could decide the war for the Great Houses still fighting.
Fenrax Novaris
C F H
Shiveus Yarvek
TECHNOLOGIES:
2
C O M P E T I T I V E 53
2 Novarchon Legacy Aggression COMPLEXITY
X042
The ancient palace of House Novarchon used to be the center of the empire where all efforts to colonize the galaxy began. Now it serves as
the epicenter of the Voidborn’s influence within the ruins of Domineum. Although only a fraction of humanity survived the Voidfall and
its aftermath, victory is now shining on the horizon. And whichever House purges the Novarchon Palace and unveils its secrets can secure
the future as the new ruler of Domineum.
Fenrax Kradmor
A E G
Shiveus Zenor
TECHNOLOGIES:
2
54 C O M P E T I T I V E
2 Art of War Aggression COMPLEXITY
X052
The stage for the final act of the galactic war is at the Novarchs' last stand: the Novarchon Palace and its neighboring star systems. Once
the cradle of humanity, it is now a corrupted grave surrounded by the disruptions caused by the Voidfall; debris from destroyed planets,
cosmic Vortexes, and raging Voidstorms stand in the way of the surviving Great Houses. To even the odds, Comms Relays placed at
strategic points support their last effort to strike a final blow to the last source of evil.
Fenrax Marqualos
D H I
Nervo valnis
TECHNOLOGIES:
2
C O M P E T I T I V E 55
2 Whirling Destinies Aggression COMPLEXITY
X062
Over the decades, the intense presence of the Corruption has created raging Voidstorms and swirling wormholes between the war-torn star
systems of the galaxy. Although these cosmic disruptions diverted the remnants of humanity fleeing the crumbling Megalopolis and forced
them to settle on uninhabited worlds, they may provide a tactical advantage to the Houses still striving for dominance and a new future
for Domineum.
Astoran Dunlork
A F I
Yarvek Zenor
TECHNOLOGIES:
2
56 C O M P E T I T I V E
2 Through the Altered Space Aggression COMPLEXITY
X072
After years of desperate warfare, the allied forces of the surviving Houses finally closed the Rifts and severed the Voidborn’s corrupting
ties with the Domineum’s dimension. A cosmic anomaly appeared in their place, distorting space at the center of the galaxy to an
unprecedented degree. Now the Houses can take advantage of this vast and inexplicable phenomenon to reach the distant remnants of the
empire and finally cleanse it of the Corruption once and for all.
Astoran Marqualos
Shiveus Zenor
TECHNOLOGIES:
2
C O M P E T I T I V E 57
2 Echoes of the Past Aggression COMPLEXITY
X082
As the war between the last Great Houses and the forces of the Voidborn devastated the Domineum, the last frontline brought the
remnants of humanity to the edge of the known galaxy. As they sought to establish their last stand on the undiscovered planets, they soon
discovered ancient ruins and abandoned research complexes of unknown origins. The ancient knowledge found there could now be of
great advantage to the Houses, and even turn the tide of the war to their favor.
Belitan Nervo
Novaris Yarvek
TECHNOLOGIES:
58 C O M P E T I T I V E
2 Bastion of Resistance Aggression COMPLEXITY
X092
Although the Rifts were closed at great cost, only a few of the Great Houses remained who could stand against the Corruption still
lingering in the ruins of Domineum. For decades, they have been trying to cleanse the galaxy with little success, but now millions of
survivors have been found in a distant corner of the galaxy, sheltering in the safety of a vast asteroid belt. With their help, the Corruption
could finally be purged and the building of a new empire can begin.
Marqualos Novaris
C G H
Thegwyn Yarvek
TECHNOLOGIES:
2
C O M P E T I T I V E 59
2 Kingdom Come Aggression COMPLEXITY
X102
At the very edge of the known galaxy, far from the power struggles of the late Domineum, the inhabitants of a few star systems lived a life
of peace and in harmony with nature. These planets, which had flourished for centuries as the result of a peaceful and content society, were
known to the rest of the empire as the Kingdom of Heaven. But the war eventually reached these domains, too, and if the remaining Great
Houses let these worlds fall, the rest of humanity will likely follow.
Cortozaar Dunlork
B E H
Kradmor Thegwyn
TECHNOLOGIES:
2
60 C O M P E T I T I V E
2 Fractures of Space Aggression COMPLEXITY
X112
If the Voidfall itself and the decades of war that followed were not enough, the closing of the Rifts resulted in a cosmic explosion of
such magnitude that the fabric of reality was torn apart, leaving empty holes in space the size of a star system. While these anomalies are
completely impenetrable, the wormholes created as a side effect of the Voidfall make it easier for the Great Houses to maneuver through
them and wipe out the remaining Corruption once and for all.
Belitan Kradmor
C E H
Nervo valnis
TECHNOLOGIES:
2
C O M P E T I T I V E 61
3 Second Genesis Aggression COMPLEXITY
X013
Although the Corruption breached the inner worlds’ defenses and reached the outer rim, the remaining Houses eventually managed to
bring the Voidborn forces under siege at the heart of the Domineum. In order to achieve lasting victory, humanity needs a new home to
rise from its ashes and start over. And so their primary goal is to take back the Genesis worlds, the only planets in the galaxy where the
people of Domineum can finally settle down and prosper once again.
Belitan Cortozaar
A D F
Dunlork valnis
TECHNOLOGIES:
3
62 C O M P E T I T I V E
3 For Peace and Prosperity Aggression COMPLEXITY
X023
Somewhere deep in the realms of the once glorious Domineum, a utopian star system flourished, with lush, untouched planets ruled by
the forces of nature. In the war against the Voidborn, most of these planets were destroyed and their debris scattered in space. In time, the
remains formed an asteroid belt around the last remaining Paradise world, providing tactical advantage for the Houses in their quest to
reclaim the planet that is still able to naturally resist the Corruption.
Astoran nervo
C D E
Thegwyn Zenor
TECHNOLOGIES:
3
C O M P E T I T I V E 63
3 Foundations of the Future Aggression COMPLEXITY
X033
The crown jewel of the Domineum, the star system where much of the empire's knowledge and wealth was concentrated, is now a
devastated battleground between the last Houses and the rampaging forces of the Voidborn. Its center, the Megalopolis, still serves as a
nexus for the war effort, but most of the scientific records are stored in Research Complexes on the outer reaches of the domain; these
assets could decide the war for the Great Houses still fighting.
Fenrax Novaris
C F H
Shiveus Yarvek
3
64 C O M P E T I T I V E
3 Novarchon Legacy Aggression COMPLEXITY
X043
The ancient palace of House Novarchon used to be the center of the empire where all efforts to colonize the galaxy began. Now it serves
as the epicenter of the Voidborn’s influence within the ruins of Domineum. Although only a fraction of humanity survived the Voidfall
and its aftermath, victory is now shining on the horizon. And whichever House purges the Novarchon Palace and unveils its secrets can
secure the future as the new ruler of Domineum.
Fenrax Kradmor
A E G
Shiveus Zenor
TECHNOLOGIES:
3
C O M P E T I T I V E 65
3 Art of War Aggression COMPLEXITY
X053
The stage for the final act of the galactic war is at the Novarchs' last stand: the Novarchon Palace and its neighboring star systems. Once
the cradle of humanity, it is now a corrupted grave surrounded by the disruptions caused by the Voidfall; debris from destroyed planets,
cosmic Vortexes, and raging Voidstorms stand in the way of the surviving Great Houses. To even the odds, Comms Relays placed at
strategic points support their last effort to strike a final blow to the last source of evil.
Fenrax Marqualos
D H I
Nervo valnis
TECHNOLOGIES:
3
66 C O M P E T I T I V E
3 Whirling Destinies Aggression COMPLEXITY
X063
Over the decades, the intense presence of the Corruption has created raging Voidstorms and swirling wormholes between the war-torn star
systems of the galaxy. Although these cosmic disruptions diverted the remnants of humanity fleeing the crumbling Megalopolis and forced
them to settle on uninhabited worlds, they may provide a tactical advantage to the Houses still striving for dominance and a new future
for Domineum.
Astoran Dunlork
A F I
Yarvek Zenor
TECHNOLOGIES:
3
C O M P E T I T I V E 67
3 Through the Altered Space Aggression COMPLEXITY
X073
After years of desperate warfare, the allied forces of the surviving Houses finally closed the Rifts and severed the Voidborn’s corrupting
ties with the Domineum’s dimension. A cosmic anomaly appeared in their place, distorting space at the center of the galaxy to an
unprecedented degree. Now the Houses can take advantage of this vast and inexplicable phenomenon to reach the distant remnants of the
empire and finally cleanse it of the Corruption once and for all.
Astoran Marqualos
B F G
Shiveus Zenor
TECHNOLOGIES:
3
68 C O M P E T I T I V E
3 Echoes of the Past Aggression COMPLEXITY
X083
As the war between the last Great Houses and the forces of the Voidborn devastated the Domineum, the last frontline brought the
remnants of humanity to the edge of the known galaxy. As they sought to establish their last stand on the undiscovered planets, they soon
discovered ancient ruins and abandoned research complexes of unknown origins. The ancient knowledge found there could now be of
great advantage to the Houses, and even turn the tide of the war to their favor.
Belitan Nervo
B F G
Novaris Yarvek
TECHNOLOGIES:
Although the Rifts were closed at great cost, only a few of the Great Houses remained who could stand against the Corruption still
lingering in the ruins of Domineum. For decades, they have been trying to cleanse the galaxy with little success, but now millions of
survivors have been found in a distant corner of the galaxy, sheltering in the safety of a vast asteroid belt. With their help, the Corruption
could finally be purged and the building of a new empire can begin.
Marqualos Novaris
C G H
Thegwyn Yarvek
TECHNOLOGIES:
3
70 C O M P E T I T I V E
3 Kingdom Come Aggression COMPLEXITY
X103
At the very edge of the known galaxy, far from the power struggles of the late Domineum, the inhabitants of a few star systems lived a life
of peace and in harmony with nature. These planets, which had flourished for centuries as the result of a peaceful and content society, were
known to the rest of the empire as the Kingdom of Heaven. But the war eventually reached these domains, too, and if the remaining Great
Houses let these worlds fall, the rest of humanity will likely follow.
Cortozaar Dunlork
B E H
Kradmor Thegwyn
TECHNOLOGIES:
3
C O M P E T I T I V E 71
3 Fractures of Space Aggression COMPLEXITY
X113
If the Voidfall itself and the decades of war that followed were not enough, the closing of the Rifts resulted in a cosmic explosion of
such magnitude that the fabric of reality was torn apart, leaving empty holes in space the size of a star system. While these anomalies are
completely impenetrable, the wormholes created as a side effect of the Voidfall make it easier for the Great Houses to maneuver through
them and wipe out the remaining Corruption once and for all.
Belitan Kradmor
C E H
Nervo valnis
TECHNOLOGIES:
3
72 C O M P E T I T I V E
4 Second Genesis Aggression COMPLEXITY
X014
Although the Corruption breached the inner worlds’ defenses and reached the outer rim, the remaining Houses eventually managed to
bring the Voidborn forces under siege at the heart of the Domineum. In order to achieve lasting victory, humanity needs a new home to
rise from its ashes and start over. And so their primary goal is to take back the Genesis worlds, the only planets in the galaxy where the
people of Domineum can finally settle down and prosper once again.
Belitan Cortozaar
A D F
Dunlork valnis
TECHNOLOGIES:
4
C O M P E T I T I V E 73
4 For Peace and Prosperity Aggression COMPLEXITY
X024
Somewhere deep in the realms of the once glorious Domineum, a utopian star system flourished, with lush, untouched planets ruled by
the forces of nature. In the war against the Voidborn, most of these planets were destroyed and their debris scattered in space. In time, the
remains formed an asteroid belt around the last remaining Paradise world, providing tactical advantage for the Houses in their quest to
reclaim the planet that is still able to naturally resist the Corruption.
Astoran nervo
C D E
Thegwyn Zenor
TECHNOLOGIES:
4
74 C O M P E T I T I V E
4 Foundations of the Future Aggression COMPLEXITY
X034
The crown jewel of the Domineum, the star system where much of the empire's knowledge and wealth was concentrated, is now a
devastated battleground between the last Houses and the rampaging forces of the Voidborn. Its center, the Megalopolis, still serves as a
nexus for the war effort, but most of the scientific records are stored in Research Complexes on the outer reaches of the domain; these
assets could decide the war for the Great Houses still fighting.
Fenrax Novaris
C F H
Shiveus Yarvek
TECHNOLOGIES:
4
C O M P E T I T I V E 75
4 Novarchon Legacy Aggression COMPLEXITY
X044
The ancient palace of House Novarchon used to be the center of the empire where all efforts to colonize the galaxy began. Now it serves
as the epicenter of the Voidborn’s influence within the ruins of Domineum. Although only a fraction of humanity survived the Voidfall
and its aftermath, victory is now shining on the horizon. And whichever House purges the Novarchon Palace and unveils its secrets can
secure the future as the new ruler of Domineum.
Fenrax Kradmor
A E G
Shiveus Zenor
TECHNOLOGIES:
4
76 C O M P E T I T I V E
4 Art of War Aggression COMPLEXITY
X054
The stage for the final act of the galactic war is at the Novarchs' last stand: the Novarchon Palace and its neighboring star systems. Once
the cradle of humanity, it is now a corrupted grave surrounded by the disruptions caused by the Voidfall; debris from destroyed planets,
cosmic Vortexes, and raging Voidstorms stand in the way of the surviving Great Houses. To even the odds, Comms Relays placed at
strategic points support their last effort to strike a final blow to the last source of evil.
Fenrax Marqualos
D H I
Nervo valnis
TECHNOLOGIES:
4
C O M P E T I T I V E 77
4 Whirling Destinies Aggression COMPLEXITY
X064
Over the decades, the intense presence of the Corruption has created raging Voidstorms and swirling wormholes between the war-torn star
systems of the galaxy. Although these cosmic disruptions diverted the remnants of humanity fleeing the crumbling Megalopolis and forced
them to settle on uninhabited worlds, they may provide a tactical advantage to the Houses still striving for dominance and a new future
for Domineum.
Astoran Dunlork
A F I
Yarvek Zenor
TECHNOLOGIES:
4
78 C O M P E T I T I V E
4 Through the Altered Space Aggression COMPLEXITY
X 0 74
After years of desperate warfare, the allied forces of the surviving Houses finally closed the Rifts and severed the Voidborn’s corrupting
ties with the Domineum’s dimension. A cosmic anomaly appeared in their place, distorting space at the center of the galaxy to an
unprecedented degree. Now the Houses can take advantage of this vast and inexplicable phenomenon to reach the distant remnants of the
empire and finally cleanse it of the Corruption once and for all.
Astoran Marqualos
B F G
Shiveus Zenor
TECHNOLOGIES:
4
C O M P E T I T I V E 79
4 Echoes of the Past Aggression COMPLEXITY
X084
As the war between the last Great Houses and the forces of the Voidborn devastated the Domineum, the last frontline brought the
remnants of humanity to the edge of the known galaxy. As they sought to establish their last stand on the undiscovered planets, they soon
discovered ancient ruins and abandoned research complexes of unknown origins. The ancient knowledge found there could now be of
great advantage to the Houses, and even turn the tide of the war to their favor.
Belitan Nervo
B F G
Novaris Yarvek
TECHNOLOGIES:
80 C O M P E T I T I V E
4 Bastion of Resistance Aggression COMPLEXITY
X094
Although the Rifts were closed at great cost, only a few of the Great Houses remained who could stand against the Corruption still
lingering in the ruins of Domineum. For decades, they have been trying to cleanse the galaxy with little success, but now millions of
survivors have been found in a distant corner of the galaxy, sheltering in the safety of a vast asteroid belt. With their help, the Corruption
could finally be purged and the building of a new empire can begin.
Marqualos Novaris
C G H
Thegwyn Yarvek
TECHNOLOGIES:
4
C O M P E T I T I V E 81
4 Kingdom Come Aggression COMPLEXITY
X104
At the very edge of the known galaxy, far from the power struggles of the late Domineum, the inhabitants of a few star systems lived a life
of peace and in harmony with nature. These planets, which had flourished for centuries as the result of a peaceful and content society, were
known to the rest of the empire as the Kingdom of Heaven. But the war eventually reached these domains, too, and if the remaining Great
Houses let these worlds fall, the rest of humanity will likely follow.
Cortozaar Dunlork
B E H
Kradmor Thegwyn
TECHNOLOGIES:
4
82 C O M P E T I T I V E
4 Fractures of Space Aggression COMPLEXITY
X114
If the Voidfall itself and the decades of war that followed were not enough, the closing of the Rifts resulted in a cosmic explosion of
such magnitude that the fabric of reality was torn apart, leaving empty holes in space the size of a star system. While these anomalies are
completely impenetrable, the wormholes created as a side effect of the Voidfall make it easier for the Great Houses to maneuver through
them and wipe out the remaining Corruption once and for all.
Belitan Kradmor
C E H
Nervo valnis
TECHNOLOGIES:
GAME DESIGN
Nigel Buckle
Dávid Turczi
COMPENDIUM PROOFREADING
Emanuela Pratt, Emily Blain
MAP DESIGN
Nigel Buckle
Dávid Turczi
• Darkest Hour 4p
• Whirling Destinies 2p
• Kingdom Come 2p