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Space Weirdos: A Skirmish Heartbreaker box art

Space Weirdos: A Skirmish Heartbreaker

Players

2-8

Time

20-90

Age

8+

Weight

2

Rating

8.46

Fit

Teach ?

Not enough signal

Replay ?

Not enough signal

Interaction 3.7

Highly interactive

Scaling ?

Not enough signal

Strategy ?

Not enough signal

Control 3.2

Luck-sensitive

Table feel

Space Weirdos: A Skirmish Heartbreaker has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is a lower emphasis on cooperation in the game.

Luck profile

Space Weirdos: A Skirmish Heartbreaker has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While there is some room for players to influence or mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, with the outcome being determined by a combination of player decisions and luck.

Overview

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.

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Credits

Designers

1
Casey Garske

Artists

1
?ukasz Kowalczuk

Publishers

1
Garske Games