Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Highly interactive
How it plays
How does it play?
Space Weirdos is a small scale miniatures skirmish rules set balancing simulationist and minimalist game design philosophies to get warbands onto the tabletop and duking it out.
Core mechanisms
Key systems that shape the decisions players make.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Interrupts
React during another action to alter, prevent, or respond to its resolution.
Measurement Movement
Measure physical distance to determine how far pieces may move.
Physical Removal
Permanently remove components from the current game or campaign.
Read the full game description
Space Weirdos is a small scale miniatures skirmish rules set balancing simulationist and minimalist game design philosophies to get warbands onto the tabletop and duking it out. Game design is driven by the following considerations: Low model count: 5-10 models or so for each side. Use any minis you have. Short but comprehensive. Everything in one 16 page zine. Minimal tokens, but still a few because I like them. No tape measures or rulers, all movement and ranges are measured with 5” sticks. Uses all your RPG dice (except the d20, d20's get enough love) because dice are fun. A points system, but you shouldn’t worry about it too much. Alternating activations, opposed rolls, Command Points, and random tables mean everyone is involved and rolling dice all the time. The 16 page rulebook includes a FAQ section and a player reference sheet.