

Revenant
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Among the stars, as the empire crumbles, you protect your houses' ships. Others do the same. At the end of the escape, someone will have saved humanity. And someone will have saved themselves.
WHAT IT'S ABOUT
The empire's last fleet, fleeing into the unknown
Revenant is a competitive worker placement game by Allan Kirkeby, set in the Voidfall universe. After the cataclysm caused by the Voidborn, the galactic empire has fallen. The Revenant, formerly the imperial flagship, now carries humanity's databanks: the last hope for survival. You are one of the admirals of the surviving Great Houses, tasked with escorting the fleet beyond the borders of known galaxy. Graphics and materials bear the unmistakable signature of Ian O'Toole.
At the table, you assign crews to the fleet's ships, fight corrupted vessels, explore planets, upgrade technologies, deploy new vessels. Each ship belongs to a House. Every time you assign crew to it, you gain influence with that House. The problem? Ships constantly take damage from Voidborn attacks. You must choose which ones to save. Because at the end of the journey, whoever has influence in the surviving Houses wins.
What they say abroad
Revenant is the game that emerges when you take the clean mechanics of a Eurogame and throw them into the anxiety of a fleeing fleet. Every choice is a silent negotiation between collective survival and personal ambition.
— FroGames
The tension doesn't come from the dice. It comes from the fact that you know which ships you'll save, and the others don't. Until it's too late.
— FroGames
Revenant
The game includes an official solo mode with dedicated objectives and automated Voidborn attack management. The experience is complete and challenging, but it loses the political dimension of shifting alliances which is the core of multiplayer.
The fleet pieces
What you face during the escape
The Ships of the Houses
Each ship is affiliated with a Great House. You assign crews to them to activate actions and gain influence. When a ship is destroyed, the influence you invested there can vanish.
Crews and Upgrades
Your workers. You place them on ships to fight, explore, repair, deploy new vessels. You can upgrade them during the game to unlock stronger actions.
Planets to explore
Each planet offers resources, technologies, tactical advantages. Exploring them costs actions but gives you tools to survive. And to outmaneuver your opponents.
Corrupted Voidborn Vessels
Each round they attack the fleet. You can defend the ships, repair them, or simply let them die. It depends on which Houses you need alive at the end.
Recommended Sleeves 324 cards in 3 sizes ▼
If you play often, we recommend protecting the cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 190 |
| 44 × 67 mm | 80 |
| 70 × 110 mm | 54 |
| Total cards | 324 |
When the Revenant makes the final jump, someone will have written the history of humanity saved. And someone will have written their own name upon that history.
A game in five moments
What happens at the table
Not the rules. The experience.
The fleet departs
Fleet setup, choice of asymmetric powers, initial crew assignments. No one knows yet which Houses will survive. You start to mark those you want to save, but without saying it too loudly.
First Voidborn attacks
Ships begin to take damage. Some repair, some fight, some explore planets for defensive technologies. Each player's priorities begin to emerge. Who you protect says who you are.
Alliances crystallize
Mid-game. You look at the fleet and understand: some ships are doomed, others have too many protectors. You have influence spread across three Houses, but you'll only save two. You have to choose which one to betray.
The first ship explodes
A ship is destroyed. Players who had invested there lose influence. Those who let it die smile. Those who defended it to the last curse. The tension at the table is physical.
The Revenant jumps
End of the fourth round. You count influence only on the surviving Houses. Someone saved the right ships. Someone else built the perfect engine, but on the wrong House. The one who read the table wins.
How to play
The flow of each round
Revenant is played over four rounds. Each round is a race against time: you assign crews, resolve actions, endure attacks, repair damage.
In turn, each player places a crew on a ship in the fleet. The action activates immediately: you fight corrupted vessels, explore planets, repair damage, deploy new vessels, upgrade technologies. You gain influence in that ship's House.
Each ship offers different actions. Some give you resources, others military power, others allow you to upgrade crews or activate the Revenant's hyperdrive to change sectors (and escape attacks).
End of the round: corrupted vessels attack the fleet. Each ship takes damage based on its position in the sector and the threats present. If a ship reaches zero hit points, it is destroyed. Forever.
You recover crews, new Voidborn threats appear, the fleet moves. You look at the damaged ships and decide: which ones will I save in the next round? And which ones will I let die?
Why it's different from others
Six mechanics that make a difference
Influence on surviving Houses
It's not about who has the most total influence. It's about who has influence on the Houses that survive to the end. You can dominate a House for three rounds, but if you let it die in the fourth, you've lost everything. Victory is political.
Shared fleet, opposing goals
Everyone works on the same fleet. But everyone has their own priorities. You want to save the Red House ships, I want the Blue ones. The tension arises from the fact that there aren't enough resources to save everyone.
Cumulative damage and permanent destruction
Ships lose hit points every round. There's no reset. If a ship reaches zero, it's out of the game. Forever. And with it, the influence you had invested. Every unrepaired damage is a choice.
Worker placement with immediate gain
You don't accumulate actions to resolve later. You place a crew, the action activates immediately, you gain influence immediately. The table reacts in real time. No downtime, no waiting.
Asymmetric engine and crew upgrades
Each player has unique powers. During the game you can upgrade your crews to unlock stronger actions. The engine grows, but you have to choose whether to invest in power or influence.
Revenant's Hyperdrive
If the fleet is too damaged, you can activate the hyperdrive to jump to a safer sector. It costs resources, but nullifies some Voidborn threats. It's a partial reset. But someone might not want it.
How it ends
How to win and how to lose
After four rounds, influence points are counted only on the Houses still in play. The one with the most wins.
Victory
- You have greater influence on the Houses that survived at the end of the fourth round
- You balanced investments across multiple Houses, protecting the right ones at the right time
- You read your opponents' priorities and saved the ships they left to die
Defeat (or almost)
- You invested everything in one House, but it was destroyed in the final round
- You built a perfect engine, but gained influence on the wrong Houses
- You didn't defend enough: too many ships exploded, total influence in play plummeted, you lost ground
Revenant is the game where the one who protects the right people wins. Not the strongest. The most useful. Welcome to the politics of the last human fleet.
Frequently asked questions
Revenant FAQ
Do I need to know Voidfall to play Revenant?
No. Revenant is standalone, set in the same universe but with completely different mechanics. Voidfall is a space 4X, Revenant is a competitive worker placement. You can play one without the other. If you love both, the worldbuilding is enriched.
How mean is it? Can I actively sabotage others?
It's not a direct attack game, but interaction is constant and ruthless. You decide which ships to save (and which not). You block action spaces. You compete for influence. The meanness is indirect but effective: you let other people's ships die without touching them.
Is it suitable for those who don't like heavy games?
No. Revenant has a weight of 3.8, structured setup, dense rules, chain interactions. It's for experienced players who want a thematic and competitive eurogame. If you're looking for a gateway, this isn't it.
Is the solo game competitive or a puzzle?
It's a tactical puzzle with variable objectives. You manage the fleet against an automated system of Voidborn attacks. The challenge is high, replayability is good, but it lacks the political dimension of multiplayer. If you like structured solo games, it works.
Is the edition for sale in Italian?
No, this edition is in English. The game contains text on cards and components: a good understanding of the language is necessary to play. Mindclash has not yet announced official localizations.
Revenant is a competitive worker placement game for 1-4 players, lasting 90-120 minutes, recommended age 14+. Designed by Allan Kirkeby and illustrated by Ian O'Toole, it is set in the Voidfall universe and published by Mindclash Games. Main mechanics: worker placement, area majority, asymmetric powers, hidden victory points. At the table you manage crews on a shared fleet fleeing the Voidborn, gain influence in the Great Houses, and decide which ships to save while others are destroyed. The one with influence on the surviving Houses wins. Available on FroGames.it.

Revenant
Frequently Asked Questions
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