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1 20-30m

COMPONENTS:
• One Player Sheet (shown right)
• 4 standard six-sided dice
• One pen or pencil

STORY:
The last humans lie past the edge of the solar system, SIDEBARS
frozen in Cathedral, an interstellar spacecraft designed to Sidebars like these contain
travel to another star. Cathedral can not be completed in a information that you might
generation, so her architects founded The Pale Crescent, not need until later in the
an order tasked only with completing construction. Two game, gameplay tips and
hundred years later, the pilots who scour empty space for hints, or some context that
materials don’t remember Earth. They only know that if makes understanding the
they don’t meet their quota, they may lose their craft, and surrounding rules easier.
live out their days on construction duty. This rule book is meant be
played along to, meaning that
you can read every step as
GOAL: you get to it during your first
game.
Assume the role of a pilot scavenging deep space. Spend
your twelve-day shift exploring, gathering materials, and MULTIPLAYER SOLITAIRE
managing your craft, among other things, for the good of Dust and Void is easily
Cathedral. These actions will score you points, which playable in ‘multiplayer
represent how valuable your shift has been. At the end of solitaire’, where each player
the 12th turn, the game ends, at which point you will makes use of the same die
count your points and see how you fared. rolls each turn. If you wish to
play this game this way, give
each player a player sheet and
a pen. You may have the dice
SETUP: be rolled by a different player
Take a player sheet and a pen for each player. each turn if you want, as
Draw a dot in the middle hex, in the crescent shape. This people like rolling dice, but it
is your starting position. has no impact on gameplay.

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SHEET ANATOMY
This section shows you what
all of the different parts of the
Resolution Section Player Sheet (top) and Shared
Scan & Travel Sheet (bottom) are. Each
Section Scoring specific area is also
highlighted in the rules where
these parts come into play.

Assignment Section Discovery Section

OVERVIEW:
Each turn happens in three phases: Assignment, Resolution and Discovery:
• In the Assignment Phase, you roll the dice and assign numbers to each of four actions:
Scan, Travel, Upgrade, and Rest/Overwork.
• In the Resolution Phase, you will be resolving the actions with the numbers you picked
in the previous phase.
• In the Discovery Phase, you will roll to see what you have found by scanning or
traveling through space, with all the consequences that brings.

ASSIGNMENT PHASE:
In the Assignment phase, roll all four dice, and assign one to each of the four actions,
Scan, Travel, Upgrade and Rest/Overwork.
For each action, write the number you have assigned to it in the column for the current
turn in the Assignment section.

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For the Rest/Overwork action, you may ignore the number and assign an ‘R’ instead to
take the Rest action instead of the Overwork action. After you have assigned the
numbers, you may choose to spend 3 Center and circle *one* of the numbers to treat
it as a ‘wild’ number between 1 and
6.

In the example to the left, Amal rolls 6,


2, 3, 5. They assign the 6 to Scan, the 5
to Travel, the 3 to Upgrade, and decide
to Overwork by assigning a 2 to the
Rest/Overwork action, rather than an
‘R’ to rest.

RESOLUTION PHASE:
In the Resolution phase, you will resolve each action in this order: Scan, Travel, Upgrade,
Rest/Overwork. Unlocked upgrades can increase the effectiveness of these actions.

SCAN ACTION
For the Scan action, for each bit filled in Scan Range, draw three dots in the corners of
the nearest unseen hex in the direction in the compass that matches the number you
assigned. An unseen hex is a hex that
has not been scanned or travelled to.

In the example to the left, Amal had


assigned a 6 to the Scan action. They
consult the compass, and then draw
three dots in the nearest unseen hex in
the corresponding direction, which is
adjacent to their starting position. As
their Scan Range only has one bit filled, they do not repeat this process.
TRAVEL ACTION
For the Travel action, for each bit filled in Travel Speed, draw a line going through the
edge of your current hex in the direction in the compass that matches the number you
assigned. You may move through a
sector more than once, but not
through sides you have passed
through previously.
In the example to the right, Amal had
assigned a 5 to the Travel action. They
consult the compass, and then draw a
line from their current position to the
adjacent hex in the corresponding
direction. As their Travel Speed only has

3
one bit filled, they do not repeat this process.
UPGRADE ACTION
For the Upgrade action, write the number you assigned to the action in the left-most
empty square of any of the upgrade tracks. However, you may only write a number in a
track if doing so would not break the current requirements for that track. It is possible
to make it difficult or impossible to complete a track by assigning wrong numbers to
a track. For example, writing a 6 as the first number in a track that requires ascending
numbers means you will be unable to finish that track, as there are no numbers over 6 in
this game.

When a track is completely filled, that upgrade unlocks and


applies to your actions for the rest of the game. Most upgrades
fill in the next section of the corresponding track, which can be
Scan Range, Travel Speed, Collecting Efficiency, or Rest Actions.
Some upgrades, though, are not tracked through trackers,
and require you to remember them.

In the example to the right, Amal had assigned a 3 to the Upgrade


action. They enter the number in a track; this number now sets the
requirements for the track, as all numbers need to be the same in
this particular track.

REST/OVERWORK ACTION
The Rest/Overwork action is actually two actions in one, of which you will only resolve
one in a turn. If you had assigned a number to the Rest/Overwork action, you will
perform the Overwork action described in the next paragraph with that number. If you
had assigned an ‘R’ instead of a number, you gain 1 Center and, for each Rest action you
have (indicated by the number of filled sections in the Rest section), choose and resolve
one of the following:
• Repair: Gain 1 Hull.
• Relax: Gain 1 Center.
• Worship: Perform a Worship action (see Worship Action below).
You may take the same action multiple times.
SPENDING CENTER
To Overwork, spend 3 Center to take another Scan,
When you spend Center, you
Travel, or Upgrade action with the number assigned to
can move into the negatives.
this action. Note the letter of the action you chose next to
By increasing Faith in the
the number. If you are unable to take an action, ignore it.
Worship grid, you can
For example, Amal assigned a 2 to the Overwork action. decrease the amount of
They use it for a Scan action and resolve it as usual. They Center you spend whenever
deduct 3 Center and write an ‘S’ next to the number. you spend Center for any
reason.

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WORSHIP ACTION
When you take the Worship action as part
of the Rest action or as a collection bonus,
fill in an icon on the Worship grid (shown
on the right). The first time you take this
action, you may only fill in an icon
adjacent to the triangle at the bottom of
the grid. Any other time, you may fill in
any icon adjacent to any filled icon (the
starting triangle counts as a filled icon).
Then, mark the matching section to the
left of the grid.

Some sections feature an effect that happens immediately once you fill the associated
icon (such as Vision). Other sections provide a passive effect for the rest of the game
(such as Peace); multiple filled icons stack with each other.

DISCOVERY PHASE:
In the Discovery phase, roll 1 die on the Feature Table for each hex you scanned and
draw the corresponding icon in that hex. Then do the same for each hex you traveled
into.

In the example below, Amal rolls a 6 for


the scanned hex, and a 3 for the one
they are traveling into this turn. They
draw all of the icons in the hexes.

Then resolve all hexes that you have travelled through as follows:
• You may choose 1 hex with Metal, Relic, or Exotic material that you entered this turn
to gather materials. Fill the icon, and fill a number of boxes in the track for the
corresponding material in the Cargo Section equal to your Collecting Efficiency. If the
hex was Scanned, fill one additional box in the Cargo Section. Then, depending on the
material, resolve the bonus:
• Metal: Gain 1 Hull.
• Relic: Take a Worship action (see Worship Action above).
• Exotic: Take an Upgrade action using the number you assigned to the Travel
action this turn. If you used a wild die, use any number between 1 and 6.

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• Gain 3 Center for every hex you entered that contained a Ship. If this hex was scanned,
you trade maps: immediately take another Scan action in an adjacent hex in addition to
gaining Center.
• Lose 3 Hull for every hex you entered that contained a Hazard. If this hex was
Scanned, only lose 1 Hull instead.
In the example to the right, Amal had
travelled into a hex that contained
Exotic material. They fill in the icon in
the hex, and fill one box in the Exotic
cargo track as they have a Collecting
Efficiency of 1. Exotic materials provide
an upgrade bonus, so Amal takes an
Upgrade action with a 5 and resolves it
as usual (not pictured).

END OF GAME:
After your 12th turn, the game ends. Fill out the scoring table as follows:
• Score points equal to the number underneath the left-most filled star.
• Score three points for each completed Upgrade.
• Score one point for each filled icon under Piety.
• Score one point for each Map sector (hex) that you have Scanned or Travelled through.
• Score one point for each filled box in your Cargo Tracks.
• If your Hull is lower than 0, subtract 10 points. If your Center is lower than 0, subtract
10 points.
Add up all of the above categories and fill in the result as your total. Now check your
score against the table below:

0-14

15-24

25-34

35-39

40+

Game Design: Robin Gibson


Project Management: Odin Phong
Development, Graphic Design,
& Layout: Joey Schouten
Rules Editing: Calvin Wong Tze Loon
© Inkwell Games, 2020
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