Living Stories: The Void
Living Stories: The Void Rulebook
Table of Contents
Table of Contents
- Welcome to Living Stories
- Goal of the Game
- Not a Roleplaying Game (unless you want it to be!)
- Component Overview
- Ways to Play
- Components
- Card and Sheet Anatomy
- Setting Up the Game
- Game Concepts
- The Ship
- Control
- Crises
- Aftermaths
- Playing the Game
- Corporate Missions (Optional)
- Card Effects
- Common Card Effects
- Final Scoring
- Non-Player Characters (NPCs)
- NPCs and Control
Welcome to Living Stories
For thousands of years, people have gathered around fires to share stories.
Living Stories is such a fire. A game system built for the ancient purpose of enjoying tales together. It is designed for thrills, for laughs, for reflection, and — when the stars align — for catharsis.
In that sense, Living Stories is something very old. And yet it is entirely new.
Goal of the Game
The Void is a story-rich, competitive area control game.
It tells the story of four crew members aboard a beacon retrieval ship struggling to gain Resolve, maintain Control, and keep Panic at bay.
At the end, the player with the most Panic is eliminated. Among the remaining players, the one with the most Victory Points wins.
Not a Roleplaying Game (unless you want it to be!)
You can play The Void purely as a fast-paced strategy game. But many players enjoy leaning into the characters and the story as they play.
Both approaches are right. It's your table, your tale, your choice.
Component Overview
- 4 Player Aids
- 1 Status Track
- A bag of Authority Tokens
- 6 NPC Bid Tokens
- 10 Action Mode Crisis Cards
- 8 Action Mode Aftermath Cards
Ways to Play
Action Mode
This mode jumps straight into the action. You use randomized Crisis and Aftermath Cards to create a different story each time you play.
Playing time: 30+ minutes
Cinema Mode
Each Living Stories title includes a special experience: a curated storyline told through a deck of cinematic cards.
Think of this as the movie version of the game. An extra treat to enjoy with friends or on your own.
Playing time: 2+ hours
Tip! New to Living Stories? We recommend starting with Action Mode.
Components
- 5 Sector Cards
- 36 Action Cards (Blunt, Pascal, Demir, and EVE)
- 4 Status Markers
- 4 Targeting Tokens
- 4 Randomizer Tokens
- 4 Character Sheets
- 45 Cinema Mode Cards
- 12 Corporate Mission Cards
- 5 Sector Randomizer Tokens
- 48 Control Tokens
- 36 Resolve Tokens
- 36 Panic Tokens
- 1 Evaluation Marker
Card and Sheet Anatomy
Action Card Anatomy
- Printed Power: Your base Power in a Crisis.
- Quote: Something composed or authoritative for you to say when you play the card.
- White Rule Box: Resolve when you play the card.
- Black Rule Box: Resolve after claiming your Crisis Reward.
- NPC Ignore Icon: NPCs don't resolve these effects.
- Cinema Mode Icon: These cards are only used in Cinema Mode.
Character Sheet Anatomy
- Starting Resources: Your starting resources and position on the Status Track.
- Crew Step: Resolve this step at the end of Aftermaths.
- Character Ability: Use your special ability during the Crew Step.
- Backstory: Learn more about your character.
Setting Up the Game
- Build the Supply. Place all game tokens in separate piles. This is the Supply. The Supply is unlimited. If you run out of a resource, use suitable replacements.
- Set Up the Status Track. Place the Status Track in the center of the table.
- Set Up the Ship. Place the 5 Sector Cards in ascending VP order from left to right below the Status Track. Add 1 Resolve to each Sector Box.
- Choose Characters. Each player chooses a character. Place the Character Sheet in front of you.
- Build your Action Deck:
- Action Mode: Use your 7 unmarked Action Cards.
- Cinema Mode: Use all 9 of your Action Cards.
- Shuffle your Action Deck and place it next to your Character Sheet.
- Draw 3 cards. This is your starting hand.
- Place your Status Marker on the Status Track as indicated by your Character Sheet.
- Take your Targeting Token, starting Resolve, Panic, and Authority, and place them in your Stash.
- Build your Action Deck:
- Initial Control. In Status order (from A to D), each player adds 1 Control to a Sector of their choice, placing it in one of their two available Control Spaces in the Sector.
Game Concepts
The following concepts are shared across all Living Stories titles. Each game also includes concepts unique to its world and story.
These appear in colored boxes.
Status
Status represents your social standing.
It determines play order during Crises and breaks all ties in the game.
When you gain Status, move your marker one step up the Status Track. The player whose space you take is bumped down one step.
When you lose Status, move your marker one step down the Status Track. The player whose space you take is bumped up one step.
Example: Status. Demir gains 1 Authority. She moves her Status Marker from C to B. Pascal is bumped from B to C.
Ties
All ties in the game are broken by higher Status.
The tied player highest on the Status Track breaks the tie in their favor, choosing whether to count as having the most or the least of the tied value.
If more than two players are tied, continue this process down the Status Track as needed.
Example 1: Ties. It's the beginning of the game. During the Initial Control step of setup, both Blunt and Pascal add 1 Control to the Bridge. They are now tied for the highest Control Value in the Sector. Because Blunt has higher Status, he breaks the tie in his favor and controls the Sector.
Example 2: Ties. At the end of the game, EVE (Status A), Blunt (Status B), and Pascal (Status D) are tied for the most Panic. EVE breaks the tie first. Since the player with the most Panic is eliminated, she chooses to count as having the least Panic. Blunt now becomes the highest-Status player among the remaining tied players. He also chooses to count as having the least Panic. Pascal is left as the player with the most Panic and is eliminated.
The Ship
You are the crew of a Vassal-class beacon retrieval ship. The ship is divided into five Sectors.
Sectors
The Sectors represent the key areas of the ship. As crises unfold, the crew competes for control of these critical parts of the vessel.
Sector Card Anatomy
- Sector Name: The name of the Sector.
- Sector Icon: The Sector's icon.
- Victory Point Value: Victory Points value during Final Scoring.
- Function: Available to the player who controls the Sector during the Crew Step.
- Control Spaces: Each Sector has 2 Control Spaces for each player. Card effects allow you to add, upgrade, or relocate Control Tokens here. Hardships may force you to downgrade them.
- Sector Box: All non-Control Tokens added to the Sector are placed here.
Control
Control Tokens represent actions taken in service of the mission: repairing systems, solving problems, following protocol, and taking responsibility. The ship records these actions automatically for later review by the corporation.
Control is gained by adding, upgrading, downgrading, or relocating Control Tokens.
Your Control Value in a Sector equals the sum of your Control Tokens there. You control a Sector if your Control Value there is greater than 0 and higher than every other player's.
Example 1: Control. Pascal (Status C), Demir (Status B), and Blunt (Status A) all have Control Tokens in the Lab Sector. Blunt has a Control Value of 0. Pascal and Demir both have a Control Value of 4, but since Demir has higher Status, she controls the Sector.
Example 2: Control. Blunt and EVE both have Control Tokens in the Bridge Sector. But since both players have a Control Value of 0, no one controls the Sector.
Crises
Crises are the heart of The Void. These are the strenuous moments where the crew struggles to maintain control of the ship while trying to avoid panic.
A Crisis is resolved in 7 steps:
1. Seed the Sectors
Follow the instructions on the Crisis Card and add any Resolve, Panic, and the Evaluation Marker as required.
2. Check the Crisis Rewards
Place the Crisis Card on the table and let all players check the Rewards for 4th place through 1st place.
3. Play Action Cards
In reverse Status order (from D to A), players take turns playing one Action Card face-up into their Play Area.
If the card has a White Rule Box, resolve it as you play the card.
Example 1: White Rule Box. EVE plays Coporate Property. Its White Rule Box reads: "Lose 1 Panic OR Relocate 1 of your Control Token." As EVE plays the card, she resolves the effect, choosing one of the two options given.
- A Control Token of any value is shown as a Control Token icon.
Example 2: White Rule Box. Demir plays Endurance. Its White Rule Box reads: "Target a Sector with an Evaluation Marker. You have +1 Control Value in this Sector." As Demir plays the card, its effect becomes active. She places her Targeting Token in the Sector with the Evaluation Marker. This round, she has +1 Control Value in the Sector.
4. Secret Authority Bidding
After all players have played a card, each player announces the total amount of Authority in their Stash.
Then players secretly bid Authority to boost their Power:
- Gather all your Authority in one hand.
- Secretly move 0 or more Authority into your other hand — this is your bid.
- When everyone is ready, reveal at the same time and place the Authority you bid on your card.
5. Crisis Rewards
First, each player calculates their Total Power:
Total Power = Printed Power + Authority bid
The player with the lowest Total Power claims and resolves the reward marked 4th place on the Crisis Card.
Among the remaining players, the player with the lowest Total Power claims and resolves the reward marked 3rd place. Then do the same for 2nd place and 1st place until each player has claimed exactly one reward.
If your Action Card has a Black Rule Box, resolve it after claiming your reward and before the next player claims their reward.
Example: Claiming Crisis Rewards. After revealing their bids, the players have the following Total Power:
- Blunt (Status B): 6
- EVE (Status C): 6
- Demir (Status D): 6
- Pascal (Status A): 5
Pascal claims the 4th-place reward. Then he resolves any Black Rule Box on his card.
Of the three tied players, Demir is lowest on the Status Track, so she claims the 3rd-place reward and resolves any Black Rule Box on her card.
Then EVE claims the 2nd-place reward and resolves any Black Rule Box.
Finally, Blunt claims the 1st-place reward and resolves any Black Rule Box.
Important: Placement. Many cards and effects use the term placed (e.g. "If you placed higher than your target..."). This refers to your placement in the current Crisis (4th, 3rd, 2nd, or 1st) and not your position on the Status Track.
6. Sector Evaluation
Evaluate the Sector with the Evaluation Marker. This is done in the following way:
- The player who controls the Sector gains all Resolve there.
- The player with the lowest Control Value and at least one Control Token in the Sector gains all Panic there.
This can be the same player.
7. Clean Up
- Discard your Action Card. Its effects are no longer active.
- Return all Authority from it to the Supply.
- Return your Targeting Token to your Stash.
- Return the Evaluation Marker to the Supply.
- Draw back up to three cards, if possible.
Your Action Deck is not reshuffled when it runs out.
Aftermaths
Aftermaths represent the quiet moments that follow a Crisis.
No Action Cards are played. Instead, read the card aloud and follow its instructions, making any required choices.
The Crew Step. The Crew Step represents the routines that keep the ship functioning between crises. Crew members regain Authority, carry out their duties, and maintain the sectors under their control.
At the end of Aftermaths:
- Everyone gains 1 Authority.
- Then in Status Order (A to D), each player resolves their Character Ability and the Function of one Sector they control.
Playing the Game
Play through the Story Deck one card at a time. Resolve each Crisis and Aftermath as they appear.
In Action Mode, discard each Crisis and Aftermath Card after resolving it.
In Cinema Mode, after reading a card, place it face up on the table to create a shared tableau for the chapter. At the end of the chapter, discard the tableau and continue with the next chapter.
Cinema Mode Tip. We strongly recommend taking turns drawing and reading the Story Cards aloud. Sharing the reading adds atmosphere, tension, and a stronger sense of shared experience.
Corporate Missions (Optional)
Corporate Missions are an optional module for experienced players. During set up, each player draws one mission. Reveal it during Final Scoring and score the Reward for Objectives met.
Card Effects
Resolve effects one at a time, in the order they appear.
Effects that use the word "may" are optional. All other effects are mandatory.
If you can't resolve everything an effect tells you to do, resolve as much as you can.
Example 1: Card Effects. Demir plays Quick Repairs. Its Black Rule Box reads: "Lose 2 Panic OR Gain 1 Authority / Resolve." The effect resolves after Demir has claimed her Crisis Reward. She chooses to lose 2 Panic. She has only 1 Panic in her Stash, so she loses that.
Effects that use the wording "Lose X to do Y" describe a cost. If you cannot lose the full amount (i.e. pay the cost), the effect does not happen.
When an effect requires you to choose between two or more options, you must choose one that changes the game state.
Example 2: Card Effects. Blunt is at Status D and must resolve the following effect: "Lose 1 Authority OR Gain 1 Panic." He cannot lose Status because he is already at Status D. He must choose the other option and gain 1 Panic.
Common Card Effects
The following effects are used across all Living Stories titles.
- Gain X — Take X from the Supply and put it into your Stash. Resources gained during Sector Evaluation are taken directly from the Evaluation Sector.
- Lose X — Return X from your Stash to the Supply.
- Give X — Take X from your Stash and put it into another player's Stash. For triggering other effects, giving counts as losing.
- Steal X — Take X from another player's Stash and put it into your Stash. For triggering other effects, stealing counts as gaining.
- Target — Place your Targeting Token in another player's Play Area. They are now the Target of your effect. You cannot target yourself.
- Add X — Place X token(s) in a Sector. Control Tokens must be placed in one of your available Control Spaces. If both spaces are occupied, you cannot add Control there. Resolve, Panic, and the Evaluation Marker are placed in the Sector Box.
- Return X — Take X token(s) from the Sector and return it to the Supply.
- Relocate — Move a Control Token from one Sector to another Sector.
- Upgrade — Replace a Control Token with a token with a value one higher. You cannot upgrade a 3.
- Downgrade — Replace a Control Token with a token with a value one lower. You cannot downgrade a 0.
A Control Token icon with a question mark means: choose a Control Token of any value.
Final Scoring
After resolving the last card of the Story Deck, evaluate each Sector as if they contained an Evaluation Marker.
Then the player with the most Panic is eliminated and returns all their Control Tokens from all Sectors.
The remaining players tally Victory Points (VP) to determine the winner:
- Each Resolve in your Stash = 2 VP
- Each Panic in your Stash = -1 VP
- Each Authority in your Stash = 1 VP
- Each Sector you control = VP Value of Sector
The player with the most VP wins.
Non-Player Characters (NPCs)
When playing with fewer than four players, the remaining characters become NPCs.
NPC Setup
Set up each NPC as you would a regular player, with these exceptions:
- NPCs have an Action Deck but do not draw a starting hand.
- NPCs gain their starting resources except for Authority.
NPC Authority
NPCs can never hold Authority in their Stash. Return any Authority an NPC would gain to the Supply.
NPCs are considered to have unlimited Authority when resolving effects and bidding.
When bidding, each NPC uses an NPC Bid Token. After all human players have revealed their bids, each NPC flips one NPC Bid Token onto the Action Card they played. This is their bid.
NPC Ties
When an NPC resolves a tie, they choose to count as having the most of the compared resource.
Exception: When resolving a tie in Panic to determine who is eliminated from the game, NPCs choose to count as having the least Panic.
NPC Crises
When it is an NPC's turn to play, reveal the top card of their Action Deck and place it face up in their Play Area.
NPC Card Effects
NPCs resolve card effects in isolation. This means they never consider later effects, no matter how obvious they may be to a human player.
When an effect gives two or more options, NPCs choose the first option in reading order.
If an effect requires an NPC to choose or target a player or Sector, use the Randomizer Tokens. Shuffle them and draw one. If the token shows the NPC itself, redraw.
Example: NPCs and Choices. Pascal plays Data Flow. Its White Rule Box reads: "Return 1 Panic / Resolve from a Sector. Then add 1 Resolve / Panic to the same Sector." The White Rule Box resolves as the card is played.
Pascal resolves the first effect. "Return 1 Panic from a Sector" is the first option in reading order, so he chooses that. He randomizes between eligible Sectors and selects the Bridge, returning 1 Panic from there.
Now he resolves the second effect. "Add 1 Resolve to the same Sector" is the first option in reading order, so Pascal chooses that.
NPCs always say yes to "may" effects.
Example: NPCs and "may" effects. Demir plays Power Through. Its White Rule Box reads: "You may add your Targeting Token to this card. It then has +2 Printed Power. If you do, gain 1 Panic." NPCs always say yes to "may" effects, so Demir adds her Targeting Token to the card and gains 1 Panic.
Rule Boxes marked with the NPC Ignore Icon are never resolved when played by NPCs. Simply ignore them.
NPCs and Control
When NPCs resolve an effect that adds, upgrades, downgrades, or relocates Control Tokens, they follow a set of three corporate priorities. This is known as Optimizing.
Optimizing
NPCs follow the three priorities in order. When a priority is satisfied, they seek to satisfy the next one. They never sacrifice a higher priority to satisfy a lower one.
First, the NPC seeks to maintain or gain control of the Evaluation Sector.
Next, the NPC seeks to maintain or gain control of Sectors with the highest total VP value possible.
Finally, the NPC seeks the highest possible Control Value in the most valuable Sector possible.
Example 1.1: Optimizing. It's the Initial Control step of the Setup in a game with four NPCs. In Status Order (from A to D) each player adds 1 Control. Blunt (Status A) resolves first. There is no Evaluation Sector, so he adds his 1 Control to the Bridge, the most valuable Sector he can control.
Next, Pascal (Status B) adds 1 Control. He cannot gain control of the Bridge, so he adds his 1 Control to the Reactor, the most valuable Sector he can control.
Then Demir (Status C) adds 1 Control to the Maintenance Bay, gaining control there.
Finally, EVE adds 1 Control to the Lab, gaining control there.
Special Cases
When adding or relocating a 0 Control Token, NPCs choose the Sector with the lowest VP value without an Evaluation Marker.
When multiple upgrades are possible in the same Sector, NPCs choose the upgrade that results in the highest-value Control Token.
When returning a Control Token, NPCs return their lowest-value token. If they have more than one such token, they return the one from the Sector with the highest VP value.
NPC Clean Up
In the Clean Up step, discard the NPC's Action Card. Return any Targeting Tokens and NPC Bid Tokens used by the NPCs this round to the Supply.
NPC Crew Step
NPCs ignore the Crew Step.
NPC Corporate Missions
NPCs never use Corporate Mission Cards.
NPC Edge Cases
These rules are designed to keep the game moving and the pressure on.
If an NPC encounters a situation not covered here, quickly agree on a ruling — or choose randomly among the available options and keep the action rolling.
Example 1.2: Optimizing. Continuing the example above. It's the first Crisis of the game. The Evaluation Marker is in the Bridge Sector. EVE has placed 1st and is about to claim her Crisis Reward.
EVE claims the following Crisis Reward: "Add 1 Control Token of value 3. Then you may relocate 1 of your Control Tokens." Following the Optimizing rules, she resolves the first effect of the Reward. She adds the 3 Control Token to the Evaluation Sector, the Bridge, gaining control there.
Then she resolves the second effect. NPCs always say yes to "may" effects. She relocates her 1 Control Token from the Lab to the Crew Quarters, gaining control there.
EVE then resolves the Black Rule Box on her Action Card. She has played Into the Breach. Its Black Rule Box reads: "Upgrade 1 of your Control Token. Then relocate it." She optimizes and upgrades her 1 in the Crew Quarters to a 2. Then she relocates the 2 to the Reactor, gaining control there.