Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Empires of the Void II
90m - 180m
2 - 5 Players
Ages 13+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
76.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
Bleh000
For context I have played Twilight Imperium 3rd and 4th editions. I have also played Eclipse, but this was many years ago and I remember thinking at the time it was OK, but I wont be referring to it as I cant really remember how it plays. This game is so very different from Twilight Imperium. The best difference that comes to my mind is diplomacy is actually a thing in this game. It is very beneficial to try and get the most influence with the alien races on inhabited planets, as they not only give you a special empire wide power their units are always better than your standard Spacefarers (your ground troops). You also gain quite a bit of victory points just by playing the diplomat, I'm not sure a pure pacifist could win the game as I haven't played the game enough yet, but I could see it as a possibility. The 2nd difference which has been mentioned above is you are encouraged to engage in combat because you never suffer unit loses from combat you essentially just waste your turn if you lose. I've found other games especially Twilight Imperium you can get into a situation where you have made a sound tactical decision to engage with a good chance of winning, but the dice gods screw you and now you have to spend quite a considerable amount of time rebuilding your defences before one of your neighbours takes advantage. This to me discourages players from taking sound gambles and leads to the early game being quite boring in Twilight Imperium. The 3rd difference is the action selection bar and the fact that even out of your turn you are constantly engaged with the game. I know Twilight Imperium sort of has this as well, but the main difference is the other players in Empires of the Void are taking the exact same action as the active player if they want to, not a lesser worse version of the action selected by the active player like in Twilight Imperium. The way it works in Empires of the Void is that the active player chooses an action and the rest of the players after him decide whether they are going to do the same action, or a refresh action (which just means collect money, power cards and gain your command points back (points you use to move around the galaxy)) or spend 2 command points to select a different action. This system keeps you constantly engaged with very little player downtime and can speed up play, for example if a player before you decides to "refresh" you can just go ahead and have your turn at the same time. These 3 differences to me is what makes the game so compelling to play and unlike Twilight Imperium I find Empires of the void 2 keeps me engaged all the way through its play time.
abernath
Beautiful game. Great game play. I usually steer clear of area control games but this game provides enough variety and other ways to score points that I can deal with that. Took awhile to get up the learning curve but after one game I think we have a pretty good grasp.
bneffer
The best "4x" style game I have played. it was played in under 2 hours by 5 players who had not played before. More than one of those players wanted to play again soon. I wish the board was double layers so planets wouldn't 'spin' in place. Otherwise I like the modular space board.