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Voidfall

148 questions players ask about Voidfall. Pick one for the answer. See also the full rulebook.

Updated 2026-11-02.

  • Setup and Starting Values
  • Focus Cards and Turn Structure
  • Agendas
  • Technologies
  • Resources, Production and Upkeep
  • Sectors, Fleets and Deployment
  • Corruption
  • Combat and Glory
  • Voidborn, Skirmishes and Harbingers
  • Crises, Alerts and Catastrophes
  • Scenarios, Tutorial and Components
  • Scoring and End of Game

Setup and Starting Values

  • Do I get the bonuses printed on my origin card or starting technology again during setup?
  • Does the production bonus on a starting agenda apply again every cycle?
  • How many Bounty tokens do I take at setup when the origin card shows a bounty with no number?
  • When a starting agenda gives me a Trade token, do I take it from the board and get its bonus?
  • Why does everyone start with 10 Influence?
  • Is the second copy of each player technology placed in the technology tableau in a 2-player game?
  • Can the house card that replaces Innovation (Scheme, Raid) be played in Cycle 1?
  • Why is the Innovation focus card discarded at the start of Cycle 1?
  • What does House Marqualos do with its extra agenda card?

Focus Cards and Turn Structure

  • How many actions can I take from a Focus card?
  • Can I resolve a card's effects in any order, and can resources from one action pay for the next?
  • Can I skip part of an effect, and do I still pay its full cost?
  • Can I undo something I did during my turn?
  • Can I flip a Trade token I gained before my turn to take a third action?
  • What happens to a flipped Trade token, and can I gain a new one the same turn?
  • Who decides the order when two triggers happen at the same time?
  • Who pays for a Joint Focus card in co-op?
  • Do technologies that trigger on a focus also trigger when I play a Heroic or Joint version of it?
  • Can Temptation's Exploit copy an action from a Heroic or Joint Focus card?

Agendas

  • Do I have to slot an agenda after playing it?
  • Can I replace or remove an agenda in a slot?
  • Can I keep an agenda in hand without playing it?
  • Can an empty agenda slot hold Corruption?
  • Can I score an agenda I just gained from a Galactic Event?
  • What if a card and the Glossary disagree?
  • Do I pay upkeep on an agenda covered by a Trade token?
  • Do agendas score per Sector Defense or per sector that contains one?
  • Do Starbases count as Shipyards or Sector Defenses for agendas?
  • Can a sector hold more than three installations?
  • Does my home sector count for agenda scoring?

Technologies

  • Can the basic and improved version of a technology both trigger in the same turn?
  • Does an improved technology replace the basic one, and can I swap technologies?
  • Does a technology's ongoing ability apply to its own immediate bonus?
  • Can Improved Robotics apply to the Invent action that gave me the technology?
  • Can I deploy a Sentry instead of building an installation?
  • Do Farmer's Guilds and Carriers count as Shipyards?
  • Which technology do I gain when I invade a Fallen House?
  • Does conquering a Fallen House raise my improved-technology limit?
  • Does a technology's free deployment avoid the Material or Food cost of Carriers and Dreadnoughts?
  • Can Deep Space Missiles fire with Advanced Hyperdrive or through a Voidstorm?

Resources, Production and Upkeep

  • What happens when I overproduce a resource?
  • Does House Zenor overproducing Credits trigger a Safe Haven cube or other overproduction effects?
  • How is production worked out from guilds and population?
  • Where do my starting stockpiles and production come from?
  • Does paying 1 Food cover all my upkeep in the Evaluation Phase?
  • When do I pay upkeep on a guild or installation space?
  • How much upkeep does a Starbase cost?
  • How do Safe Havens count overproduction and qualifying sectors?
  • Do players need to pick different Safe Haven rewards, and where can the Fleet Power be deployed?
  • Do corrupted sectors still produce and still count for guilds?

Sectors, Fleets and Deployment

  • Do I need active Fleet Power to deploy a ship?
  • What if I must deactivate Fleet Power but have none active?
  • Where can I deploy Fleet Power?
  • How many deployments do I get when I muster with several shipyards?
  • Can I leave my home sector empty of Fleet Power?
  • Can Regroup move the last Fleet Power out of a non-home sector?
  • Do I lose a Glory token when I abandon a sector?
  • Can I split or merge fleet tokens?
  • Can fleets of different players share a sector?
  • How does adjacency work with wormholes and Voidstorms?
  • Can I consolidate Glory tokens, and what if a value runs out?

Corruption

  • Where can I gain Corruption?
  • Can I remove or move Corruption on things I do not control?
  • What happens with corruption on the agenda offer?
  • If a civilization track is corrupted, do I still get its unlocks?
  • Is moving corruption off a Genesis sector mandatory when I invade it?
  • Does corruption stored on Decontamination Chambers count for skirmishes?
  • Can my home sector be corrupted?

Combat and Glory

  • Is there any randomness in combat?
  • Does unused absorption carry over between salvos?
  • Who chooses which units are lost in combat?
  • Where does damaged Fleet Power go?
  • Is Approach damage applied simultaneously?
  • What happens when an invasion of a Voidborn sector ends in a tie?
  • How do I score Glory after an invasion?
  • How many Glory tokens do I lose when I lose a defense?
  • Can Deep Space Missiles help me when I defend?
  • Can the defender pay for combat boosts such as Carrier deployment?
  • Can Combat Replicators keep a Fallen House's defenses?

Voidborn, Skirmishes and Harbingers

  • How strong is a Voidborn skirmish?
  • Does the +1 Voidborn Fleet Power in Cycles 2 and 3 apply to War cards and crisis skirmishes?
  • Does the Crisis board's skirmish modifier apply to every skirmish?
  • Which of my sectors can a Voidborn skirmish target?
  • What if the Voidborn have no valid target for a skirmish?
  • Is there a Fleet Power limit on a Voidborn skirmish?
  • What do Harbingers do in competitive play?
  • Where can I remove a Harbinger from, and where does it go?
  • What happens if the last Voidborn Fleet Power is removed from a sector?
  • How do I close a Rift?

Crises, Alerts and Catastrophes

  • When do Alert cards and Crises come up in co-op and solo?
  • Can I pay a Crisis penalty to clear one already on the Crisis board?
  • When can I resolve a Crisis on the board?
  • Can I choose a Crisis penalty I cannot fully carry out?
  • Is the whole Crisis board resolved at the end of each player's turn?
  • How do Catastrophes work in co-op?
  • When is a War Alert card discarded?
  • Do unused Alert cards carry into the next cycle?
  • Can I see upcoming Crisis cards in co-op or solo?
  • What if a Galactic Event instruction cannot be completed on some sectors?

Scenarios, Tutorial and Components

  • Does the tutorial use competitive or solo/co-op rules?
  • Is there a skirmish in Cycle 1 of the tutorial?
  • Which scenario comes after the tutorial?
  • Are a scenario's recommended houses mandatory?
  • How many Safe Havens does the Darkest Hour solo scenario use?
  • Do research complexes start corrupted on the 2-3 player Echoes of the Past maps?
  • Which is right when an event card and the Glossary disagree?
  • When may House Yarvek discard a Bounty token for a Science or Credit?
  • Can scenario houses and Fallen Houses be randomised?
  • Do scenarios ever need more than the 30 sector tiles?

Scoring and End of Game

  • How do you win a co-op game?
  • How does the Voidborn score at the end of the game?
  • Can one sector score on more than one line of an agenda?
  • Does an Asteroid Belt count for an agenda requiring pure sectors with no empty guild slots?
  • Does an advanced technology score as both basic and advanced on agendas?
  • Does conquering an empty hex score Glory?
Do I place sector defence tokens on a Fallen House sector at setup?
  • Where does my starting Corruption go?
  • Do I add guilds or structures shown on the origin card to my home sector at setup?
  • Is any information hidden from other players?
  • How does Heroic Leadership work?
  • What happens to a Heroic or Joint Focus card after I use it?
  • Can I play an agenda with a house focus card that has a different icon from the card it replaces?
  • If I gain a technology that triggers on the focus I am playing, can I use it this turn?
  • Can I use a technology ability partway through a focus action?
  • Does the extra energy of Adapt and Overcome apply to all my focus cards?
  • What does a house's Preferred Focus do?
  • Can I invade twice in one turn by copying an invasion with Temptation?
  • Can Improved Purifier remove corruption in the sector I am invading with Carriers?
  • Can Purifier remove a corruption before I gain the one Temptation places?
  • Can Heroic Temptation's Commit remove the corruption I just placed so I still get the track bonus?
  • Does Neural Matrix's 2 Credits count as production for overproduction?
  • How does the Asteroid Belt's Development ability work?
  • Can population change in a sector with no population die, like the Asteroid Belt?
  • How do Carriers deploy Corvettes in an invasion?
  • How do Destroyers' extra damage work?
  • Do Sentries add initiative or damage?
  • How do Corvette Shields and the Improved Dreadnought absorb damage?
  • How does initiative work in the Salvo step?
  • If I abandon a sector to invade, is it resolved before the combat?
  • What happens if I lose all Fleet Power in the Approach step against a Fallen House?
  • Can I invade with zero Fleet Power to fire Deep Space Missiles?
  • Which Reclaim token do I place after invading a Voidborn sector?
  • Can Advanced Hyperdrive ignore a Voidstorm and invade at range 2 in the same move?
  • Does Fleet Power added during an invasion count toward "Invade with 5+ Fleet Power"?
  • Which technology does the Voidborn consume?
  • Does invading a Voidborn sector add Voidborn fleet power to it?
  • How do I choose Galactic Events at setup?
  • How do Alert and Crisis cards work in solo mode?