
2020 · Dice
Under Falling Skies
Players act as the sole commander defending a besieged city from an alien invasion. Play proceeds through single-player missions in a multi-mission campaign where each round advances the approaching mothership. Actions are resolved via a dice-placement mechanic: selecting a die both triggers an effect and causes enemy ships to descend, with higher-value dice granting stronger effects but accelerating enemy movement. Expand an underground base to unlock stronger actions, shoot down enemy ships, deploy robots to increase workforce, conduct research, and manage limited energy. The objective is to complete each mission’s goals before the base is destroyed by the advancing alien forces.
- Players
- 1
- Playing time
- 20–40 min
- Age
- 12+
- Complexity
- 2.4 / 5
About the game
- Design
- Publisher
Expansions
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 937
- Plays logged
- 184
- Players
- 38m 55s
- Average play
- 238
- In collections
- 27
- On wishlists
7.8/10
from 88 Ludoya reviews
Jan Solo7.5 Muy buen juego en solitario para jugar en media horita. Mecánica de gestión de dados muy interesante y bien compensada. Incluye modo campaña, pendiente de probar. Componentes muy buenos, la caja va a tope.
Mestremuten8.0 Rating: 4/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Do I have to place one die in each column? Can I place dice on unexcavated spaces and how does the excavator move?
You must place one die in each column; only one die may be placed on an unexcavated space ahead of the excavator and that die’s value must be at least the number of spaces ahead. In the Rooms Phase you may pay 1 energy to move the excavator to that die’s space, and the excavator may only move up to the die’s value (illegal placement otherwise). (pp. 4, 7)
When ships move, do they trigger effects as they pass spaces or only where they land, and what if multiple ships are in the column?
Ships ignore spaces they pass through; after you move all ships in the column simultaneously, resolve effects on their resulting (landing) spaces starting from the top. Also, placing a die in an AA gun column reduces ship descent by 1, and if the die itself is the AA icon the ships do not descend or trigger effects. (p. 5)
How do jet fighters and explosion spaces work — which ships are removed vs returned to the mothership?
A jet fighter destroys all ships on explosion spaces with a number ≤ the fighter’s value; purple ships destroyed this way return to the mothership to respawn, while white ships are removed from the board. (pp. 6–7)
Can I combine the values of two separate rooms to pay for research (e.g., use two research rooms to advance multiple spaces)?
You cannot add values of separate rooms — each room resolves separately (unless they are spaces of the same multi-space room, in which case you sum the dice). To advance several research spaces you need one room with sufficient value (or a multi-space research room). (pp. 6–7)
How do white ships spawn and are there limits if an effect tries to add more white ships?
White ships spawn after purple ships; they return to the mothership if they hit your city and are removed when shot down. If all white ships are already on the board, you ignore any effect that tries to add more. (p. 9)
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.




































