This project will only be funded if it reaches its goal by .
This project will only be funded if it reaches its goal by .
About this project
- Conquer the fringe of the galaxy using might or diplomacy!
- Manage a hand of event cards, each of which adds to an immersive, unfolding narrative.
- Befriend alien factions and gain access to their unique powers!
- 2-5 players
- 120 minutes
Empires of the Void II tells a story about eight fringe planets and the species that live on them through unique event and action cards. You'll find ancient ruins, stop planetary wars, transport desperate leaders to distant locales, and rescue worlds from imminent invasion. You also must choose whether to conquer or befriend the aliens you encounter. Conquering gives areas on which to build, but using diplomacy gives you a special ability and allows you to recruit the alien units to strengthen your forces.
What are people saying about the game?
Praise from playtesters:
Played another great game! The event cards with great flavor text continue to be my favorite part of the game.
(We) really like the combat system: It moves quickly, its not a lot of rolling, there's just enough luck to never be completely counted out.
The theme is rich and actually makes the rules make sense which in return makes them easier to remember as you play.
Cardplay for missions/actions was neat. I felt like the game was a sandbox for points but I had some really interesting directions I could go.
Combat system felt solid and exciting enough to create elements of the unknown while not being bloated or time intensive.
Interaction/timing/playerboard all blended together great. Love the follow mechanic and having to decide between money vs. command points. Stayed interested and engaged all game.
Overall experience was extremely streamlined. Much more competitive for limited resources, which all agreed made for an interesting experience.
We liked it a lot. I plan on playing through several more times.
In this campaign we are offering a Deluxe Edition of Empires of the Void II! The Deluxe Edition will include:
- Triangular Metal Coins (40 coins: 30 one-value, 10 five-value)
- The Making of Empires of the Void II Book (a 32-page booklet filled with art and sketches, describing the design process of Empires of the Void II)
- Fusian Beast Miniature
The deluxe edition of this game will be available through this campaign and at conventions where we have a booth. Outside of this campaign, it will be sold at $89.99. Upgrade packs with Deluxe Edition components may be available from our website at a future date.
In Empires of the Void II, each player has been given command of a mission by an alien empire to establish a foothold at the fringe of the galaxy. The game begins when their massive Worldships reach the fringe, where they must explore, wage war, use diplomacy, and construct buildings to gain victory. The fringe is sparsely populated with many sentient species struggling to survive, leaving huge regions of planets open for exploration and colonization. Many species are eager to ally themselves with a powerful empire to gain security and stability in a chaotic and difficult time.
A few insights by the game designer:
Why only eight main planets instead of twenty or more?
One thing that I feel like I miss in most space empire-building games is unique planets with character. In the 4x genre, it's not uncommon for planets to be little more than rocky globes with few features other than a resource or two. In many of my Empires of the Void prototypes in past years the planets lacked enough personality, history, or inhabitants to help me remember them clearly while I was playing. I settled on a smaller number of planets because it means that we can tell more stories about those places. We can spend some time on them, learning about the people who live there and experiencing the memorable events that take place. Does this mean that there are fewer spaces compared to other games in the genre? Not really. Each tile has 6 spaces, which in another design might have been split into 6 different square or hexagonal tiles. Putting those tiles together means that players can spend more time making interesting choices rather than slowly uncovering the map one tile at a time.
My favorite thing about Empires of the Void II are the action and event cards. The action cards were inspired by games like Twilight Struggle and other modern war games, which I admire for their ability to tell a compelling story in an area control game. I love the multiple uses they have, and the challenge of playing them in the most efficient way possible. And you can't just get rid of them. You've got to use each one, and when you find that perfect combo of actions it can be extremely rewarding. Will you use the high power number for battle? Or will you wait and bide your time and use the card for an action at the perfect moment?
Many of the design choices were based around player interaction. It's common in a 4X game to not have anything to do with your opponent until over half-way through the game, when you finally have that giant battle, which is something I wanted to avoid. That can be fun, but I wanted to explore a new angle in the genre and give players something different. Right out of the gate, you'll be competing against your opponents and working on a strategy to get ahead of them. You'll be battling each other before even half of the board is revealed. The tension is fun and immediate, and that's the way we wanted it.
Alien Units Instead of Ships
There aren't many different types of starships in the game. We don't have buckets of generic plastic fighters or carriers or dreadnoughts, or battles that include throwing rounds of dice to see how they fare against one another in a battle of attrition. Instead, I wanted to give the alien inhabitants the spotlight. Each alien that you encounter in the fringe has their own power and special abilities. Some of these let you disable other types of units. Some allow you to move farther. They break the rules in interesting ways, and encourage you to make a unique squad of memorable characters.
Leaf through the work in progress and definitely not final RULEBOOK.
Hi, I'm Ryan Laukat. I designed and illustrated Empires of the Void II. I've been working on a sequel to my first published game, Empires of the Void, for 5 years. Of the many iterations I've tried through the years, this is my favorite.
I love designing games and creating new worlds. I started Red Raven Games so I could share my creations with others. Because of all the amazing support of backers on Kickstarter, I was able to print and produce my other game designs, including:
- Empires of the Void
- City of Iron
- Eight-Minute Empire
- Eight-Minute Empire: Legends
- The Ancient World
- Artifacts, Inc.
- Above and Below
- Near and Far
International Shipping: As per Customs law, we cannot label the game as a gift for shipping.
This will be shipped to EU addresses from within the EU.
Shipping is a separate amount depending on the country in which you reside. For shipping prices, please click on the pledge button.
The suggested MSRP for the standard, retail version of the game will be $69.99. The standard, retail version will include stretch goals (except where noted).
Changing Backer Rewards
For this project we are unable to change or accept alterations to the backer level rewards (backers may, however, add one extra copy of the game for $60). There is no additional shipping cost for this extra copy.
The limit for adding copies to your reward level is 1 copy. So in total, the maximum amount of copies per backer would be 2 copies. There is no additional shipping cost for the extra copy. The two games must go to the same address. You must add $60 to your pledge for this additional copy. We are unable to ship more than two copies per backer.
Risks and challenges
This is my thirteenth Kickstarter project, and with each project, I could not have printed and produced them without the support of Kickstarter backers. We've worked for months testing and polishing the game. Much of the art is finished and the game is ready, but it won't see the light of day without the funds needed to see that the game is printed.
There are many other challenges to making sure this project is successful. Because of occasional unforeseen events, it is common for board game production to be delayed. I've done all I can to ensure that this game will be delivered on time if funded. Of course, delays can happen, but most of my projects have been delivered early.
Another challenge is making sure that all the files and rules are correct when sent to the printer. I've done the graphic design and artwork for many games. My experience helps me ensure a smooth preproduction process.
With your help, we can have the funds to print the game, overcome the various obstacles that are in the way, and make sure you are delivered a quality product.Learn about accountability on Kickstarter