VOID
Tutorial

Learn to Play Void

Watch the video and follow this guide to learn the core rules.

Mission #1 Tutorial

Escape the Darksiders

Getting started

Quick Start

To begin play you'll need a completed Hero Deck, Disc Deck, and the Mission you want to play.

This guide assumes you have a completed Hero and Disc Deck. To learn more about how to build a player deck see the full rules reference.

Preparing the Mission

Locate the Mission Cards for the Mission and its associated cards. Place those to the side, then add a difficulty set and a staging set.

Mission Building
🪩
Staging Set

Adds diversity and variety to your Mission. Each Mission has its recommended Staging Set listed on the side.

👹
Difficulty Set

Adds challenge to the Mission. Different Difficulty sets can be used to make the game harder.

Shuffle these cards together this becomes the Zone deck.

Player Setup

Put your Hero card into play then choose two different Discs from your Disc Deck and put those into play then Draw 6 cards. At this point you may mulligan any number of cards, place those cards at the bottom of the deck and draw back to 6.

Read the First Side of the Mission — if the Mission has a Setup effect, complete that effect now.

The first round can officially begin. In the first round you don't draw a card and you don't reveal a Disc Card.

Your character

Hero Card

Your Hero is your central character. They determine which cards you can include in your deck and define your playstyle from the ground up.

Hero Card
Your deck

Card Types

Your deck is built around your Hero. You'll play Allies, Abilities, and Discs — each type has a distinct role on the field.

Hero
Hero

Your deck's centerpiece. Defines your class, mastery values, and starting HP.

Ally
Ally

Characters that fight alongside you. Engage them to attack enemies or rally.

Ability
Ability

One-time actions and effects. Play from hand, spend RP, resolve immediately.

Disc
Disc

Resource cards. Stay in play generating RP — or discard for a burst effect.

Enemy Cards

Enemy cards come from the Zone deck each round. There are four types.

Enemy
Enemy

Enemies are the main opponents — they both deal damage and can reduce your Legacy.

Event
Event

Events are effects that occur and are resolved when they're revealed.

Location
Location

Locations can change the Mission, add effects or cause debilities. Apply influence to complete them.

Outpost
Outpost

Outposts can be attacked and damaged. They pose a variety of ongoing threats.

Goal

Mission Objective

Your objective varies based on the Mission you pick. Read through the Mission cards to understand the winning condition and any unique losing conditions.

Mission Setup Example
✓ Victory

Complete Mission Stages

Fulfill the Mission requirements to advance through stages and complete the final objective.

✗ Defeat

Avoid Failure States

Watch for special losing conditions and keep your Legacy above zero.

Economy

Resource Points

To play cards you'll use Resource Points. These are generated at the start of your turn — each Disc generates between 1 and 3 RP.

Disc Size Example

During your turn you may destroy any Disc to activate its effect. Resource points are not tied to the Disc being in play sing a Disc's effect doesn't reduce your RP for the current turn.

Your turn

Player Turn

During your turn you may play cards from your hand, engage your Heroes to Attack enemies, or Rally to increase your Legacy or apply Influence to locations.

Allies and Party

You can have five allies in play including your Hero. You can engage each ally once to Rally or Attack. Allies recover during your next Start Phase when they idle.

Max Party
⚔ Attack

Engage an Ally or Hero to deal its attack as damage to an enemy or outpost.

⚑ Rally

Engage an Ally or your Hero to increase your Legacy by their influence value, or add their influence to a location in play.

Abilities

Abilities represent the skills, spells, and other powers you can use each turn. To play an ability, pay its RP cost then resolve it.

⚡ Active Abilities

Play from hand by paying the RP cost. Resolve immediately.

Spectra Council
Bend to My Will
⏱ Specific Timing

Must be played at a specific timing — the card will specify when.

Debris Smash
Power Memoriam
↩ Reaction Abilities

Can be played at any time, including the enemy turn.

Psionic Shell
Arc Technique
Enemy turn

Enemy Phase

First all Enemy cards idle and resolve any start of turn effects on enemy cards.

Reveal Phase

Reveal the top card of the Zone deck it enters play. If it's an Event, its effect is resolved immediately.

Intent Phase

Flip the next card from the Zone Deck and look at the icons on the bottom distribute these symbols to enemy cards if able.

Enemy Modes

Enemies have an icon on the bottom right which determines how their turn resolves:

Sword

This enemy will attack.

Flag

This enemy will rally against your Legacy.

Standby

This enemy takes no basic action.

To Resolve an Attack: Choose one of your allies to defend that attack. Those characters enter combat and deal their attack damage to each other. Your allies can defend any number of attacks, dealing their attack value as damage each time.

Enemy Action

⚔ Enemy Action

In addition to Attacking and Rallying, some enemies and locations have an Enemy Action — this resolves once each turn during the Resolve Phase.

Bass Beat Pamela
Dark Castle

Resolve Phase

The player resolves the enemy cards. You have some agency in the order you may choose how Enemies attack you, or resolve a nasty effect last to mitigate it.

Resolve Phase A
Resolve Phase B

The Enemy Phase ends and the round concludes, starting again with the Player.

Progression

Advancing the Mission

In between the Player Turn and the Enemy Turn, check whether the Mission Requirements have been fulfilled. If so, advance the Mission to the next stage and resolve any Setup effects or complete the final objectives to win the game.

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