0% found this document useful (0 votes)
158 views

VOIDFALL Compendium Web

This document provides an overview and introduction to the world and gameplay of Voidfall, including: 1) The once-great Domineum empire has fallen under the corrupting influence of the Voidborn, an ancient cosmic entity. The remaining Great Houses now battle to purge this influence and take control of the empire. 2) Key elements of gameplay include managing sectors, populations, resources, installations, guilds and fleets across the galaxy map to build your influence and battle other houses and the Voidborn over three cycles. 3) Infrastructures like installations and guilds impact your production of resources, while fleets represent your military power and ability to conquer sectors or defend your own.

Uploaded by

Mathias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
158 views

VOIDFALL Compendium Web

This document provides an overview and introduction to the world and gameplay of Voidfall, including: 1) The once-great Domineum empire has fallen under the corrupting influence of the Voidborn, an ancient cosmic entity. The remaining Great Houses now battle to purge this influence and take control of the empire. 2) Key elements of gameplay include managing sectors, populations, resources, installations, guilds and fleets across the galaxy map to build your influence and battle other houses and the Voidborn over three cycles. 3) Infrastructures like installations and guilds impact your production of resources, while fleets represent your military power and ability to conquer sectors or defend your own.

Uploaded by

Mathias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 86

USE TOGETHER

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.

Infrastructures and Production


Voidfall is a game of empire building and management, where the infrastructures and investments
of your House are represented by Installations and Guilds. Guilds represent planetary industries
producing the key supplies and research required for human expansion, and will impact your
production. Installations have military purposes and therefore represent defense systems, shipyards,
and weapon installations which will allow you to create and deploy fleets or defend your sectors.

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).

Politics and Commerce


In Voidfall, the political and commercial aspects of a human galactic civilization manifest in the
form of Agenda cards and Trade tokens. Agendas represent the political reality of the galactic theater,
allowing Houses to select their own ways and conditions of acquiring Influence. Trade tokens represent
trade routes and other economic connections that Houses form with civilians throughout the galaxy.
The more Agendas you’ve set, the more bureaucratic oversight you have, and the more Trade tokens
you can have in play simultaneously. Each Trade token can be used to offset the logistical burden of
enforcing (scoring) your Agendas, or expended to gain access to additional actions.

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.

All Houses are specialized in 2 of the 28 unique Technologies and


start with one at the beginning of the game (as shown on their
Origin card). You can have a total of 5 during the game, one for
each slot atop your House mat. Some technologies can also be
improved once your Civilization is advanced enough, provided the
spark for such a breakthrough is available…

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.

The Rifts Have


Opened…
In the cooperative game, the threat of the Voidborn’s takeover of
our galaxy is imminent.

At least one massive interdimensional Rift has opened to the


extradimensional space we now know as the Void. Through these
Rifts, the Voidborn reached out to those with infected minds,
turning them into corrupted soldiers to execute humanity’s
subjugation per the Voidborn’s commands. Are they still human,
or just empty puppets? We cannot tell. Either way, the threat of
inevitable skirmishes from the Novarchs’ fleets now corrupted to
serve the Voidborn looms from beyond our systems.

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.

• Solo: 1 token on each of the spaces, except the


bottommost (leave that space empty). Return the
remaining 7 tokens to the box.

• 2 players: 1 token on each of the spaces. Return the


remaining 6 tokens to the box.

• 3 players: 2 tokens on each of the spaces, except the


bottommost (leave that space empty). Return the
remaining 2 tokens to the box.

• 4 players: 2 tokens on each of the spaces.

22. Set up the four Agenda offers:


a. Place the Agenda board at the side of the play area.
2a
2b
b. Sort the Agenda cards by their backs into four decks and
shuffle them separately, then place them face down on the
left side of the Agenda board.

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

7 Place the Crisis board on one side of the play area.


1. 13b
b. On Medium and Hard 100 140
difficulty, randomly
select two starting Crisis cards and randomly place
8 Place the three Catastrophe tokens nearby.
2. one face-up on the leftmost position of the Economic
Crisis row and the other on the leftmost position of
9 Select a difficulty level: Easy
3. , Medium 60, or 100 the Military Crisis row.4Return
1 1 1the remaining
2 starting
Hard 140
. If this is your first time playing against the
Voidborn, we strongly recommend selecting Easy. Find
Crisis cards to the
2 box.1 32 3 3 2 2
the Difficulty Setup Aid card matching your chosen
1 6 3 1
difficulty, and place it near the Crisis board. 4 114 Find the Alert cards.3
8. 13 1 2 2
1 2 1 and
1 place
1 1them2 in three
1
10 Place a 2number
4.
2 2 24 1
of Harbinger tokens in the common
3 a.3 Take all Situation
14a cards
3 2 2 separate face-up stacks (don’t shuffle them) next to
supply, depending on the number3of players: 3 1 1 the Crisis card draw decks.
3 2 2
a. Solo: 7 Harbingers,
10a 1 1 1 1 b.1 Then, return the four War cards that do not show the
14b
1 2 1 icon of your chosen difficulty to the box.
b. 2 players: 8 Harbingers, or
10b
14c
c. Shuffle the remaining four War cards and place them
c. 3 and 4 players: 10 Harbingers.
10c
face down next to the stacks of Situation cards.
11 Return the remaining Harbinger tokens to the box; they
5.
15 Create the Alert deck using the Difficulty Setup Aid card
9.
will not be used.
you have selected earlier.
12 Separate the Crisis cards into four draw decks based on
6.
15a
a. Take the required amount of Level I Situation, Level
their backs (starting, Level I, Level II, Level III) and
II Situation, and Level III Situation cards from the
shuffle each separately. Place these draw decks near the
face-up stacks and flip them face down.
Crisis board. Leave space for a discard pile for each deck.
15b
b. Draw the required amount of War cards from their
13 Find the starting Crisis cards.
7.
face-down stack and shuffle them together with the
13a
a. On Easy 60
difficulty, do not draw starting Crisis
cards and return all of them to the box.
Situation cards. Place the Alert deck face down close
to the Crisis board.

*
*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

31. Lay out the map: 5d


d. Randomly selected face-down Bounty tokens on the middle
of the sector.
3a
a. Place all shown sector tiles in a hexagonal grid as indicated
by the setup diagram. On the diagram, you will find the e. Randomly selected face-down Reclaim tokens on the middle
5e
sector type in the middle of each hexagon. of the sector.

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.

42. For each sector with an indicated Population value, place a


standard Population die on it, showing the indicated number.

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:

Important note: Some special sectors have pre-printed


Sector Defenses on them. The setup diagrams are showing
additional Sector Defenses to be placed.

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.

• If no cards have cracked glass, then discard the


last drawn Fallen House card, and draw a new
one until you find one with cracked glass.

• If all four cards have cracked glass, then discard


the last drawn Fallen House card, and draw a new
one until you find one without cracked glass.

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.

10 Read the Technologies in the middle of the four chosen


10.
Fallen House cards. These will be the "Eight Technologies
for your scenario” in the next setup step.

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.

88. Cooperative and solo scenarios show multiple Safe


Haven tiles of a specific size. Safe Havens come in three
sizes: Size 2, 3, and 4. Place the indicated tiles next to the
map (and return the rest to the box).

99. Find all 14 Fallen House cards.


9a
a. All players decide which Houses they wish to play
with. Put the Fallen House cards corresponding to
these Houses back to the box.

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 .

c. Shuffle the four selected Fallen House cards together,


13c
and place one card face up on each of the Fallen House
sector tiles indicated by the scenario.
Tutorial: These will be: Autonomous Drones, Deep Space
Missiles, Dreadnoughts, Trade Nexus, Neural Matrix, 13d
d. Set the Population of these sectors as shown on the
Decontamination Chambers, Sentries, Terraforming. Fallen House card assigned to them and place a
Corruption token under the Population die.
11b

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,

• In a Solo game, return the bottom card of the 14b


b. All Safe Haven tiles,
other five Technologies so that only the copy 14c
c. All Crisis cards and Alert cards,
with the Influence remains.
14d
d. All Joint Focus cards and Heroic Focus cards,
11b
b. If Sentries , Destroyers , Dreadnoughts ,
e. All Difficulty Setup Aid cards, and
14e
Carriers , or Starbases are on the Technology
tableau, place their matching Combat tiles under the f. All Harbinger tokens that were not placed on the map.
14f
Main Combat tile.

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.

c. In a 3-4 player game, add the other matching Basic


6c
Technology card to the Technology tableau (so the
Technology tableau has a total of 11/12 Technology card
stacks available at the start of 3/4 player games).

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.

Note: Players may decide beforehand how they want to


distribute the Houses among themselves. It can be based on
mutual agreement, in player order, or by other means.

You can find a strategy guide for each House on the back of
the mat.

2 If your House comes with special House Focus cards (found on


2.
the back of the House mat), swap them in as necessary (find the 1
complete list of House Focus cards in on pages 5-8 of the Glossary).

3 Place the following on your House mat:


3.

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.

Note: Players may decide beforehand if they select their Origin


cards based on mutual agreement, in Turn Order, or secretly
and simultaneously.

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.

Note: If the indicated Installation is already printed on


the sector tile, do not place another token.

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.

Note: Sometimes a (+) sign is shown next to a number in the


left column; this indicates that your Production is higher than
what your Guilds would normally provide (see page 20 of the
Rulebook for details).

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.

10 Place the indicated number of Fleet Power cubes in the Active


10.
area on your House mat.

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.

12 There might be other, more special instructions on your Origin


12.
card. Find the explanations for them on the Special Origin steps
image, here on this page.

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.

14 Proceed with the first Cycle of the game.


14.
C
Tutorial: Read the Tutorial chapter on
the next page!

SPECIAL ORIGIN STEPS


A Advance on the indicated Civilization
15.
track(s).

B Take the top (face-down) Agenda


16. D
card from the indicated Agenda offer
into your hand.

C Move the indicated Corruption


17.
token to an eligible space (see page
30 of the Rulebook for details on
moving Corruption).

D Remove the indicated Corruption


18.
token from your House mat.
E
E Replace your Glory token showing
19.
"2" to with a Glory token showing "3".

F Take the indicated number of (face-


20.
down) Bounty tokens from common
supply. For each of the tokens, gain
the resources shown on them (unlike
the other steps), and place the tokens
next to your House mat. F

G Take the indicated Trade token(s)


21.
from bottommost spaces of the
Galactic board. You can place it on
your Agenda card in the next step.

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.

Keep the Compendium close by, with this page open! 3a


a. Cycle of Play, Preparation Phase

i. Step 1, 2, 3, and 5b (page 8)


We recommend that you learn the game in 5 stages:

11. Learn the rules for Cycle 1. 3b


b. Cycle of Play, Focus Phase

i. Selection step, Agenda selection (page 9)


22. Play Cycle 1.
ii. Action step, Agenda play (page 10)
33. Learn the rules for Cycles 2 and 3.
iii. Action step, Technology abilities (page 10)
44. Play Cycle 2.
iv. Clean-up step, 3b and 3c (page 12)
55. Play Cycle 3.
3c
c. Cycle of Play, Evaluation Phase

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
!
!

Only if Dunlork is in play

22. PLAY CYCLE 1


In this Cycle, you will build up your economy and bolster your 44. PLAY CYCLE 2
forces. You will not engage in combat or expand your empire. You
In this Cycle, you will expand into the world. You will gain
also don’t need to pay much attention to your Technologies and
Technologies, gain Agendas, and invade other sectors. We
Agendas just yet.
recommend you try and focus on two aspects out of the three:
invade sectors with combat-oriented Technologies, invade using
your Agenda actions, or gain peaceful Technologies combined with
peaceful Agendas.
22
55. PLAY CYCLE 3 VARIABLE SETUP VARIANT FOR
This Cycle, you will have a lot more freedom than before. Use COMPETITIVE AND TOURNAMENT
everything you have learned so far. Gain more Technologies and
Agendas; expand aggressively or improve your civilization peacefully. PLAY
If playing competitively, you might engage in Combat with other Once you have tried all of the scenarios we have presented for you
players. In that case you should also read the Combat - Details in this Compendium and you wish to experiment further beyond
chapter (page 35-37), so you understand how your Technologies the confinement of combinations we have playtested, we invite
and advanced Fleet types interact with each other. you to try the following variant. This variant is also suitable for
Tournament play for advanced players.

1 Select any of the competitive maps appropriate for your player


1.
count.

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.

77. Proceed to House setup as normal.

YOUR NEXT COOPERATIVE OR


SOLO GAME
If you intend to play more solo or cooperative games in the future,
you should learn the additional rules–always in blue highlight–
before your second game. You are encouraged to start with the "First
Stand" that you find in the Scenarios chapter, as the cooperative/
solo scenarios are progressively getting harder and more complex.

We recommend you only try a cooperative game with 4 players once


most of you are comfortable with the game.

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).

SOLO SCEN A RIOS Complexity Reference NO. Page No.


FIRST STAND C011 26
AND ONE FOR ALL C021 27
DARKEST HOUR C031 28
ANCIENT SECRETS C041 29
DEVIL’S TRIANGLE C051 30
WHEN DARKNESS FADES C061 31
TODAY IS NOT THE DAY C071 32
FALL OF CIVILIZATION C081 33

COOPER ATIV E SCEN A RIOS Complexity Reference NO. Page No.


2 P L AY E R S
FIRST STAND C012 34
AND ONE FOR ALL C022 35
DARKEST HOUR C032 36
ANCIENT SECRETS C042 37
DEVIL’S TRIANGLE C052 38
WHEN DARKNESS FADES C062 39
TODAY IS NOT THE DAY C072 40
3 P L AY E R S
FIRST STAND C013 41
AND ONE FOR ALL C023 42
DARKEST HOUR C033 43
ANCIENT SECRETS C043 44
DEVIL’S TRIANGLE C053 45
WHEN DARKNESS FADES C063 46
4 P L AY E R S
DARKEST HOUR C034 47
ANCIENT SECRETS C044 48
DEVIL’S TRIANGLE C054 49
WHEN DARKNESS FADES C064 50

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:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
Combat tile. 1
S O L O 29
1 Devil’s Triangle COMPLEXITY
C051

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:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
1 Combat tile.

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:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
Combat tile. 2
C O O P E R A T I V E 37
2 Devil’s Triangle COMPLEXITY
C052

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:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
2 Combat tile.

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:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
3 Combat tile.

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:

! Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
Combat tile. 4
C O O P E R A T I V E 47
4 Ancient Secrets COMPLEXITY
C044

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:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
4 Combat tile.

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:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
4 Combat tile.

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

Belitan Nervo

Novaris Yarvek

TECHNOLOGIES:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
2 Combat tile.

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

Belitan Nervo

B F G
Novaris Yarvek

TECHNOLOGIES:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
Combat tile. 3
C O M P E T I T I V E 69
3 Bastion of Resistance Aggression COMPLEXITY
X093

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

Belitan Nervo

B F G
Novaris Yarvek

TECHNOLOGIES:

Note: Since the Research Complex sector has a pre-printed


Starbase, place the Starbases Combat tile under the Main
4 Combat tile.

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

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.

RECOMMENDED GALACTIC EVENTS FALLEN HOUSES:


HOUSES: FOR EACH CYCLE:

Belitan Kradmor

C E H
Nervo valnis

TECHNOLOGIES:

Note: Because Wormhole B is adjacent to a Wormhole A, all sectors adjacent to


a Wormhole are adjacent to each other (you can treat A and B Wormholes as
identical here).
Note: You may swap the Ancient Ruins or Paradise World sectors with a 4
Megalopolis, setting it up the same way as seen on page 72.
C O M P E T I T I V E 83
Credits

GAME DESIGN
Nigel Buckle

Dávid Turczi

ART & GRAPHIC DESIGN


Ian O'Toole

PROJECT MANAGEMENT & WORLD BUILDING


Frigyes Schőberl

COMPENDIUM LAYOUTING & EDITING


Attila Kerek, Ágnes Kismárton

COMPENDIUM PROOFREADING
Emanuela Pratt, Emily Blain

MAP DESIGN
Nigel Buckle

Dávid Turczi

ADDITIONAL MAP DESIGN


Marcel Cwertetschka-Mattasits

• Darkest Hour 4p

• When Darkness Fades 4p

• Whirling Destinies 2p

• Kingdom Come 2p

• Fractures of Space 2/3/4p

Voidfall version 3.00.0


84

You might also like