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Hull Breach! box art
2011 Ranked #17,067

Hull Breach!

A tactical science-fiction card combat game where players develop stations and fleets to destroy or seize opposing bases. Resource-producing modules fuel expansion, while ship abilities, marines, and lasting damage shape attacks and defenses.

Customizable Games Card Game Collectible Components Open Drafting Push Your Luck

Players

2-8

Play time

Not listed

Age

13+

Complexity

2.67/5

Rating

7.72

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

From the game's Facebook page: CARDS, DICE, TACTICS, TALES, and HEROES. A Science Fiction Collectable Card Games without an equal.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

From the game's Facebook page: CARDS, DICE, TACTICS, TALES, and HEROES. A Science Fiction Collectable Card Games without an equal. Do you like Firefly, Battlestar Galactica, Babylon 5? Hull Breach! features a unique science fiction world with many of your favorite elements of each. From the rulebook: Hull Breach! is a tactical, operational, and strategic space-combat and logistics card game for two or more players. Each player has his or her own deck of cards consisting of a Station, ships, modules, Marines, technological breakthroughs, events, and tactics. Players compete head-to-head to destroy each other's fleets and space station; the last player or team standing is the victor. Gameplay: Players choose from a variety of pre-constructed decks or can assemble their own, then each player takes turns either building up their base or building ships to attack their opponents. First player to destroy (or take over from boarding action) is the winner. Each faction/deck has a unique power and varied amounts of resources generated each turn. With these resources you can add on modules to your base, or play ships/marines to the table. Your base functions as a mothership where your subsequent ships make up the fleet you will use for offense and defense. Each turn you will get more resources based on your base and the modules attached (which can add to your resource generation). The ships and marines have different special abilities such as stealth (to avoid enemy detection). Some ships can even retrieve more ships from your deck at no cost. Combat is resolved with d10s. You count up the total amount your roll for offense (based on the current stats of the cards involved) then roll. The target roll is determined by the defense of the ship. Most small ships can only take 1 or 2 hits, but larger ships will need multiple hits to take down. Wounds do carry over but there are mechanisms to remove some wound tokens over time.

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2–8
Best with
2–6
Play time
60 min
Age
13+
Complexity
2.7/5
Credits and catalog connections

Credits

Designers

1
Daniel Auxier

Publishers

1
NSB Games, Inc.