Under Falling Skies

Under Falling Skies

Under Falling Skies is a solo dice-management game. Deploy dice, defend a city, and advance research before the alien mothership destroys your base.

Under Falling Skies supports 1 players; community best: 1 players; playing time: 20–40 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Under Falling Skies is a solo dice-management game designed by Tomáš Uhlíř. An alien mothership is closing in on a besieged city, and enemy ships descend toward its surface while the player organizes a defense and advances underground research. One set of dice controls both the base and the sky: placing a die in a column determines how well a room works and how far enemy ships in that column descend.

Each round, the player assigns dice to dig new facilities, gather energy, activate anti-aircraft guns, launch fighters, or advance research. A higher die usually improves a room’s effect but can also make ships descend farther. White dice force the player to reroll all unplaced dice after placement. The mothership moves down and triggers actions each round; purple ships may return for another deployment, while white ships are handled differently.

The single-game objective is to reach the top of the Research track before the mothership reaches a skull row or city damage reaches its limit. The retail box also includes cities, base boards, robots, and a four-chapter campaign that can be opened after learning the standard game. The theme becomes a countdown: research progress, surface defense, excavated space, and limited energy all compete for the player’s attention.

Core rules & scoring

  1. Version and setup: This entry follows the complete 2020 retail box rules published by CGE, not the earlier nine-card Print & Play game. For a first game, choose the instructed city, two base boards, sky tiles, and mothership board; place the purple ships at their deployment points and keep white ships in reserve. A beginner game uses three gray and two white dice. Robot dice, other cities, and campaign content can be added later. CGE defines the standard game as solo; two people discussing decisions is not a separate official mode.

  2. Round sequence: Each round has three phases in order: Dice, Room, and Mothership. In the Dice phase, roll three gray and two white dice, then place them one by one in different columns of the base. After placing a white die, reroll every die that has not yet been placed. If the last white die is placed last, there is no unplaced die to reroll. A die stays in its column once placed.

  3. Dice placement and ships: Whenever a die is placed, enemy ships in that column descend by the die’s value. If the die is placed in an Anti-Aircraft Gun room, ships descend one fewer space. A die showing one means ships do not move and no spaces passed through trigger effects. If multiple ships are in a column, move them all first, then resolve only their final spaces from top to bottom. Slowing ships in the Dice phase is separate from firing the AA room in the later Room phase.

  4. Excavation and rooms: The Excavator moves along the base track. Spaces behind it are excavated; spaces ahead are not. At most one die per column may be placed in an unexcavated space, and its value must be at least the distance from the current Excavator position. During the Room phase, spend Energy to move the Excavator there and make the spaces behind it available. All other dice must be placed in excavated rooms. Resolve dice in any order. A multi-space room works only when all its spaces are occupied, and only dice in that same room can combine their values.

  5. Energy, firing, and research: An Energy room adds its effective value to the Energy track, up to its maximum. A Fighter room destroys every enemy ship resting on an Explosion space whose number is no greater than the room value. A destroyed purple ship returns to the mothership for redeployment; a destroyed white ship is removed from the game. A Research room advances the Research marker, but the total values of Research symbols crossed must not exceed that room’s value. Research values from separate rooms cannot be combined into one move. If a room requires Energy the player cannot or does not want to pay, that die has no effect.

  6. Enemy ships and mothership: A purple ship returns to the mothership reserve if it is shot down or hits the city; a white ship is removed when shot down, but returns to reserve after hitting the city. In the Mothership phase, move the mothership down one row, resolve the action shown there, then deploy waiting purple and white ships in the specified order. Ships in a row covered by the mothership return to reserve. Reaching a skull row causes an immediate loss, including when a ship icon advances the mothership early.

  7. Robots and difficulty: Blue Robot dice are not rolled in the Dice phase, do not occupy a column, and do not move enemy ships. During the Room phase, build a robot and place it in an empty excavated room; a newly built robot is exhausted for that round and cannot be used immediately. A player can have at most two robots. When used, a robot applies the room effect with its value reduced by one; a value-one robot is removed. Higher Threat levels flip more sky tiles to their threatening sides, while cities, bases, and characters offer different abilities.

  8. Victory, loss, and campaign: The player wins immediately when the Research marker reaches the top of its track. The player loses immediately if the mothership reaches a skull row or the city Damage marker reaches its final skull space. The standard single game can be played independently; the box’s four-chapter campaign is recommended after learning the base rules. Follow chapter instructions to reveal cities, characters, scenarios, and upgrades, record results, and continue the next attack. Keep sealed campaign material closed until directed so setup and story are not spoiled.

Rules & gameplay questions

Which dice are rerolled after placing a white die?

Reroll every die that has not yet been placed after each white die is placed. Dice already assigned to a base column are unaffected. If the white die is placed last, there are no unplaced dice remaining to reroll. This happens during the Dice phase; it is separate from the later room effect and from the enemy ships’ movement caused by placing that die.

Does a die in an AA Gun room slow ships or stop them completely?

During the Dice phase, ships in that column descend one fewer space than the die value. If the die shows one, the ships do not move and do not trigger spaces they would have passed through. The AA room’s firing effect is resolved later in the Room phase. Slowing ships and shooting down ships are distinct effects, so placing a die there does not automatically destroy an enemy ship.

Do enemy ships trigger every space they pass while descending?

No. After ships move, resolve the effect of the space where each ship ends; ignore spaces it passed through. If multiple ships are in a column, they move simultaneously before effects are resolved, then resolve final spaces from top to bottom. Mothership icons, Explosion spaces, and other triggers depend on the final position rather than every space crossed during descent.

Can dice in different Research rooms be added together?

No. Dice are resolved room by room; values combine only when placed in the same multi-space room as its rules allow. A Research room advances the marker only if the total values of the Research symbols crossed do not exceed that room’s effective value. Separately placed Research dice cannot be pooled into one move, and a room modifier does not change ship movement that already happened during the Dice phase.

Do purple and white ships return to the same place when destroyed?

No. A destroyed purple ship returns to the mothership reserve and may be deployed again. A destroyed white ship is removed from the game. If either color hits the city, it returns to the mothership reserve instead. White ships are therefore limited, while purple ships can create a recurring threat; check both the ship color and its final space before resolving an effect.

When does the player lose immediately?

There are two immediate loss conditions: the mothership reaches a row marked with a skull, or the city Damage marker reaches the final skull space on its track. The mothership may descend in its normal phase or be pushed down early by a sky effect; reaching the skull row is a loss either way. Reaching the top of the Research track is the immediate win condition, so research and survival must be managed together.

Do Robot dice move enemy ships like regular dice?

No. Blue Robot dice are not rolled during the Dice phase, do not occupy a column, and do not make ships descend. A new robot is placed in an empty excavated room and is exhausted for that round, so it cannot be used immediately. When used on a later turn its value is reduced by one; if that would reduce a value-one robot to zero, it is removed. This is a retail-box rule, not part of the old nine-card Print & Play game.

Can two players play as an official cooperative team?

CGE presents the retail rules as a solo game and does not provide a separate two-player cooperative mode. The designer has described two people discussing decisions together as an enjoyable experience, but that does not add a second player’s pieces, turn sequence, or competitive role. If two people discuss a game, they are jointly controlling the same solo player’s decisions rather than following a formal two-player ruleset.

Must the campaign be played before a standard game?

No. The retail box supports a standard single game that can be set up and played on its own. The four-chapter campaign is an optional progression recommended after learning the basic rules. It reveals specific cities, characters, scenarios, and upgrades, and asks the group to record results between attacks. Keep sealed campaign material closed until the chapter instructions tell you to open it; it may contain new rules and story information.

Rules & introduction sources
Edition
The complete retail board game released by Czech Games Edition in 2020, based on CGE’s currently linked 16-page English rulebook. Excludes the earlier 9-card Print & Play rules. The standard game is solo; two-player discussion is not a separate official mode.
Introduction source
BoardGameGeek

WANGO editorial

Under Falling Skies · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#266
Complexity Weight2.40 / 5
Best player count (community)1
Player range1
Playing time (minutes)20–40
Core mechanismsDice Rolling · Modular Board · Once-Per-Game Abilities · Re-rolling and Locking · Scenario / Mission / Campaign Game · Solo / Solitaire Game · Square Grid · Sudden Death Ending · Variable Set-up · Worker Placement · Worker Placement with Dice Workers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2020
Suggested age12+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Under Falling Skies, and can I play online?

Under Falling Skies supports 1 players; community best: 1 players; playing time: 20–40 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is Under Falling Skies, and which mechanisms does it use?

Weight: 2.40 / 5. Mechanisms: Dice Rolling · Modular Board · Once-Per-Game Abilities · Re-rolling and Locking · Scenario / Mission / Campaign Game · Solo / Solitaire Game · Square Grid · Sudden Death Ending · Variable Set-up · Worker Placement · Worker Placement with Dice Workers. Chinese publication: Unconfirmed.

Where can I learn Under Falling Skies?

No rule guide, strategy article or WANGO trial has been confirmed for this record.