FLICKFLEET
Complete Rules Reference  ·  All Expansions
Flick your ships to move. Flick dice to attack. Destroy everything.
Choose Your Fleet
⚡ Quick Start — How to Play in 5 Steps
1

Setup

Create a ~90cm square play area. Each player picks a faction, takes their ships & dashboards, loads them with shield cubes, hull cubes & coloured discs.

2

Deploy

Place ships with their rear edge 5cm from your side of the table. Largest fleet goes first; tie goes to Uprising/Storm.

3

Each Round

Place a purple activation cube on every ship. Players alternate activating one ship at a time — remove its cube and take 2 different actions.

4

Actions

Move (flick the ship), Fire (flick a die at a target), Recharge Shields, Launch Wings, or Repair. Wings can only Move + Fire.

5

Win

Destroy all enemy ships (or meet the scenario objective). A ship leaving the play area counts as destroyed.

START OF ROUNDPlace purple cube on every ship in play
YOUR TURNRemove cube from one of your ships → take 2 different actions
OPPONENT'S TURNThey activate one of their ships
ALTERNATEUntil all ships activated
NEW ROUNDRepeat — replace all activation cubes
🎯 The Core Dexterity Rule

Everything in FlickFleet is physical. To move a ship, literally flick it with your finger. To fire weapons, place a die on top of the firing ship and flick it toward the target. What it hits first — that's what gets damaged. Skill matters!

TIPHeavier dice roll straighter. Nukes (D6) are longer-range. Lasers (D10) are less predictable but more plentiful.
📋 The Dashboard

Each ship has a dashboard with coloured disc slots. White shield cubes absorb hits first. Coloured discs track which systems are working. Numbers on the dashboard (1–6) correspond to die results — that's the location damaged when a die hits your ship. When all discs on a location are removed, that action becomes unavailable until repaired.

🛡️ Damage in a Nutshell

When a capital ship is hit, work through this chain:

STEP 1Shields up? Remove 1 white cube (no matter the die result)
→
STEP 2 (shields down)Die result 7+? Armour absorbs. Nothing happens.
→
STEP 3 (result 1–6)Remove disc from matching location. If no disc: remove hull cube (Dreadnoughts/Hive only).
→
STEP 4No hull cubes either? Ship is DESTROYED. Flip dashboard face down.
WINGS ARE DIFFERENTFighter/Bomber/Drone wings always lose one piece when hit, regardless of die result. No shield check, no location check. 3 hits = destroyed (drones: 2 hits).
🎮 Free Game vs Scenarios

Free Game (Recommended First Game: 30–40 pts)

Players agree a points limit. Pick any ships adding up to that total. Place ships 5cm from your edge, alternate placing one at a time. First to destroy all enemy ships wins.

Scenarios

Pre-set fleets, special rules, and asymmetric objectives. Great for variety. Find official scenarios in each rulebook and at eurydicegames.co.uk.

⚙️ Core Rules
🔄 Turn Structure

Round Start

Place a purple activation cube on every ship (capital ships and wings) currently in play.

Activating a Ship

  • Choose one of your ships that still has an activation cube on it.
  • Remove the cube. The ship is now activated.
  • In Xeno Wars: resolve any boarding cubes on the ship first (see Expansions).
  • Take two different actions from those available on its dashboard.
  • Actions are only available if the corresponding location still has at least one disc.
  • Engineering/Heal never have a disc but are always available.

Turn Order Within a Round

Players alternate — you activate one ship, then your opponent activates one ship. If one player has activated all their ships first, the other player keeps going until all their ships are done too.

The player who most recently activated a ship goes second next round (i.e., the player who finished activating last this round goes first next round).

🚀 Movement

Flicking Ships

  • Fighter wings — flick anywhere around the outside edge (any direction).
  • Bomber wings — flick from the rear surfaces only (limited direction).
  • Capital ships — flick from the highlighted blue sides (usually rear edges).
  • Some ships have special movement rules (e.g., Corsair can split moves around another action).

Leaving the Play Area (Routed)

  • If a ship leaves the play area while moving, as a result of ramming, or is knocked out by a combat die — it is destroyed. It cannot return.
  • Exception: if an inactive ship is knocked out in an unintended collision, return it to the edge, 5cm inside, facing a direction chosen by its owner.
💨 Ramming & Collisions

Unintentional Collision

No damage. But the active player's turn ends immediately (evasive manoeuvres). Plan your flicks carefully!

Intentional Ramming

  • Only capital ships can ram other capital ships (not wings).
  • Ramming ship must have 0, 1, or 2 discs remaining total — it's a last-ditch move.
  • Before moving, declare a ramming attempt and name the target.
  • If it hits the declared target: the ramming ship is destroyed.
  • Damage to target (if they had shields): lose ALL shield cubes + Shield Generator disc.
  • Damage to target (no shields): roll D6(s) based on rammer's size, deal 2 damage per result.
RAM SIZE CHARTSmall (1–20 pts): 1×D6 → 2 damage to result location. Large (21–40 pts): 2×D6 → 2 damage each. Huge (41+ pts): 3×D6 → 2 damage each.
🔧 Ship Actions Reference

Wings (Fighters / Bombers / Drones)

  • Move — Flick the wing.
  • Fire — Flick 1 die per remaining piece.

Wings can do both actions in either order. They cannot repair, launch other wings, or recharge shields.

Capital Ship Actions

  • Engines — Move by flicking.
  • Defence Grid — Fire 1 D10 per remaining red disc.
  • Nukes — Fire 1 D6 per remaining black disc. Double damage!
  • Shield Generator — Refill 1–2 white shield cubes.
  • Fighter/Bomber Bay — Launch a wing (must have discs + available wing).
  • Engineering — Repair 1 disc or 1 hull cube back to dashboard.

Launching Wings

Requires Fighter/Bomber Bay disc AND at least one wing next to the dashboard. Place the launched wing touching the ship with an activation cube on it — it can act this same round.

Two-Action Rule

You must take two different actions — you cannot use the same action twice in one activation, even if the ship has multiple discs for it (e.g. Defence Grid with 3 discs fires all 3 dice as one action).

EXCEPTIONSome ships (like the Railgun Cruiser) have multiple separate locations for the same weapon — these count as different actions.

Ship Sizes (for Ramming)

  • Small: 1–20 points
  • Large: 21–40 points
  • Huge: 41+ points
📊 Points Values

IMPERIUM / UPRISING (Base Game)

Fighter Wing6 pts
Bomber Wing8 pts
Destroyer10 pts
Carrier (+ wings)25 pts
Dreadnought (+ wings)35 pts

XENO WARS

Drone Wing5 pts
Bomber Wing8 pts
Sirocco (Storm)10 pts
Soldier (Hive)15 pts
Queen/Whirlwind (+ wings)35 pts
💥 Combat Rules
🎯 Firing — The Physical Act
  1. Place the die anywhere on top of the firing ship.
  2. Flick the die toward the intended target.
  3. The first ship it hits takes damage (friend or foe!).
  4. If the die leaves the play area after hitting — nothing happens. Return all ships to pre-shot positions.
  5. If a ship is moved by the die, leave it in its new position (it took evasive action).
POINT BLANK RULEIf both players agree the ships are so close the attacker cannot miss, assume a hit and just roll the die outside the play area to determine the location/result.
⚡ Hitting Wings

Wings lose a piece regardless of die result. Die number doesn't matter — any hit removes one piece.

  • Fighters: Remove the outermost piece.
  • Bombers: Defender's choice — front or back piece.
  • Drones (Hive): Remove the outermost piece. Pieces return to the Queen's supply and can be regrown!

When the last piece is removed, the wing is destroyed. Fighter/Bomber pieces cannot be reused once destroyed.

🛡️ Hitting Capital Ships

Work through this priority list for each point of damage:

  1. Shields up? → Remove 1 white cube (die result irrelevant).
  2. Shields down + die result 7–10? → Armour absorbs. Nothing happens.
  3. Shields down + die result 1–6 → Remove 1 disc from the matching location.
  4. No disc there? → Remove 1 grey hull cube (Dreadnoughts, Hive ships only).
  5. No hull cubes? → Ship DESTROYED.
☢️ Special Weapons

Nukes D6 BASE

  • Roll straighter → better long range.
  • Always damage capital ships (ignore armour — 7+ result does NOT block).
  • Double damage: deal damage once, then deal another point to the same location.
  • Wings hit by nukes lose 2 pieces.

Positron Torpedoes D6 XENO

  • Storm faction's equivalent of Nukes.
  • Roll straighter → better long range.
  • Always damage capital ships.
  • Double damage BUT: after first hit, roll the D6 again and deal second damage to the new result's location (different from Nukes which hit the same location twice).
  • Wings lose 2 pieces.

Ion Cannon D12 BOF2

  • Hits capital ships only. No damage to wings, obstacles, etc.
  • Remove up to 2 shield cubes from the hit ship.
  • If die result matches a location with a disc, remove that disc too (regardless of shields).
  • If Shield Generator disc is removed this way, remove all remaining shield cubes too.
  • Cannot destroy ships or remove hull cubes.

Railgun D6 BOF2

  • Choose which face you want showing on top before placing the die in the Railgun aperture.
  • Flick normally. First item hit takes 2 damage to the result location shown.
  • Ship has 3 Railgun locations — can fire 2 Railguns in one turn (as separate actions).
  • Die must stay in play to deal damage.

Parasitic Boarders (Hive Infect) D10 XENO

  • D10 fired from Infect locations.
  • Deals normal damage to wings.
  • Against capital ships with shields: remove a shield cube as normal.
  • Against capital ships with shields down, result 7+: boarders fail to board. Nothing.
  • Against capital ships with shields down, result 1–6: remove 1 disc from that location, then place a boarding cube on the location (on top of any remaining discs) AND place one on the ship model.
  • Boarding cubes attack at the start of each of that ship's activations. Limited to supply — if supply empty, cannot board.

Smart Missiles BOF2

  • Launched from Missile Corvette's Smart Missile location.
  • Place missile token touching the ship and flick it.
  • If it hits a capital ship, deal 2 damage to the result location (like Nukes). The missile is removed.
  • If it stops without hitting anything, it remains in play as an obstacle. Ships that later collide with it take 2 damage.

ECM Field BOF2

  • Flick the ECM token from the ship. If it touches anything during its move, it's destroyed with no effect.
  • If it stops freely: place the large ECM template centred on the token.
  • Any attack die that passes through the ECM Field template is deflected — deals no damage.
💣 Mines EXP1

To launch a mine: place it touching the launching ship, then flick it away. Mines are launched un-primed — if they collide with anything during the initial flick, they're destroyed with no damage.

Once placed (stopped moving), mines are primed. Any game piece that touches a primed mine detonates it. Place the mine blast template on top — anything overlapping takes a Nuke hit. Asteroids/Objectives touching the template are destroyed.

🦠 Boarding Cubes — Xeno Wars XENO

When a ship has boarding cubes on it, at the start of each activation (before the ship takes its two actions), resolve the cubes:

  • For each boarding cube: check the location it sits on. If there is still a disc there, attack that location again (remove another disc if present).
  • If there's no disc on that location, the boarding cube moves to the weak spot — resolving there instead.
  • A player may sacrifice an action (or two) to remove 2 boarding cubes (4 if both actions are sacrificed). This is done before taking regular actions.
IMPORTANTBoarding cubes are shared from a communal Hive supply. If the supply is empty, no more boarding can occur.
🛸 Ship Compendium
Fighter Wing 6 pts
Pieces: 3  |  Hits: 1/piece  |  Weapon: D10 ×pieces
  • Move: Flick in any direction
  • Fire: 1 D10 per remaining piece
Can be carried by Carrier/Dreadnought. Launched during play.
Bomber Wing 8 pts
Pieces: 3  |  Hits: 1/piece  |  Weapon: D6 ×pieces
  • Move: Flick from rear surfaces only
  • Fire: 1 D6 (Nuke) per remaining piece
Destroyer 10 pts
Shields: 2  |  Hull: 0  |  Size: Small
  • — Engineering: Repair disc
  • 1–3 Defence Grid: 1 D10 per disc
  • 4 Weak spot: Instant destroy
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Carrier 25 pts
Shields: 2  |  Hull: 0  |  Size: Large  |  Wings: 2F+1B
  • — Engineering: Repair disc
  • 1 Defence Grid: 1 D10
  • 2–3 Fighter Bay: Launch fighter wing
  • 4 Bomber Bay: Launch bomber wing
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Dreadnought 35 pts
Shields: 4  |  Hull: 3  |  Size: Large  |  Wings: 2F
  • — Engineering: Repair disc or hull cube
  • 1 Nukes: 1 D6
  • 2–3 Defence Grid: 1 D10 per disc
  • 4 Fighter Bay: Launch fighter wing
  • 5 Shield Generator: +2 shield cubes
  • 6 Engines: Move
Gunboat 3 pts BOF1
Shields: 1  |  Hull: 0  |  No Engineering
  • 1 Nukes: 1 D6
  • 2–4 Weak spot: Instant destroy
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Two Gunboats can replace 2 fighter wings or a bomber wing on a Carrier/Dreadnought (cost 6 pts together).
Repair Skiff 6 pts BOF1
Shields: 1  |  Hull: 0
  • — Engineering: Repair disc
  • 1 Defence Grid: 1 D10
  • 2–3 Drone Bays: Repair a friendly ship's disc (touch required)
  • 4 Weak spot: Instant destroy
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Cruiser 20 pts BOF1
Shields: 3  |  Hull: 0  |  Size: Large
  • — Engineering: Repair disc
  • 1 Nukes: 1 D6
  • 2–4 Defence Grid: 1 D10 per disc
  • 5 Shield Generator: +2 shield cubes
  • 6 Engines: Move
Ram 10 pts BOF1
Shields: 0  |  Hull: 3  |  Size: Small
  • — Engineering: Repair disc or hull cube
  • 1–2 Defence Grid: 1 D10 per disc
  • 3–5 No discs (no action)
  • 6 Engines: Move
If Ram successfully rams its target, it loses 1 hull cube instead of being destroyed. (Destroyed only if 0 hull cubes remain.)
Mine Layer 10 pts EXP1
Shields: 2  |  Hull: 0
  • — Engineering: Repair disc
  • 1–2 Defence Grid: 1 D10 per disc
  • 3–4 Mine Bay: Launch a mine (4 mines total)
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Stealth Ship 12 pts EXP1
Shields: 1  |  Hull: 0
  • — Engineering: Repair disc
  • 1–2 Defence Grid: 1 D10 per disc
  • 3–4 Stealth Drive: Cloak or Decloak
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Cloaked: Cannot fire. Only damaged if attack die ends up touching the transparent model. Cannot be rammed while cloaked.
Salvage Vessel 12 pts BOF2
Shields: 1  |  Hull: 0
  • — Engineering: Repair disc
  • 1 Defence Grid: 1 D10
  • 2–3 Salvage Drones: Salvage asteroid/wreckage, or repair friendly
  • 4 Storage Bay: Holds 4 hull cubes or discs
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Missile Corvette 13 pts BOF2
Shields: 1  |  Hull: 0
  • — Engineering: Repair disc
  • 1 Defence Grid: 1 D10
  • 2–3 Smart Missiles: Launch smart missile (2 total)
  • 4 Weak spot
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Phase Frigate 15 pts BOF2
Shields: 1  |  Hull: 0
  • — Engineering: Repair disc
  • 1 Defence Grid: 1 D10
  • 2–3 Phase Generator: Phase out (see special rules)
  • 4 Weak spot
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Ion Cannon Frigate 15 pts BOF2
Shields: 2  |  Hull: 0
  • — Engineering: Repair disc
  • 1 Defence Grid: 1 D10
  • 2–3 Ion Cannon: 1 D12 — strips shields + disc
  • 4 Weak spot: Instant destroy
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
ECM Platform 15 pts BOF2
Shields: 2  |  Hull: 0
  • — Engineering: Repair disc
  • 1–2 Defence Grid: 1 D10 per disc
  • 3–4 ECM Field: Flick launch ECM token
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Railgun Cruiser 29 pts BOF2
Shields: 1  |  Hull: 0  |  Size: Large
  • — Engineering: Repair disc
  • 1 Defence Grid: 1 D10
  • 2–4 Railgun: 2 damage to chosen location (3 apertures!)
  • 5 Shield Generator: +1 shield cube
  • 6 Engines: Move
Can fire 2 Railguns per turn (using 2 different apertures = 2 different actions). Choose the die face before placing.
Weapons Platform 18 pts BOF1
Shields: 2  |  Hull: 0  |  Static — Cannot Move
  • — Engineering: Repair disc
  • 1 Nukes: 2 D6
  • 2–4 Defence Grid: 1 D10 per disc
  • 5 Shield Generator: +2 shield cubes
Can be used by any faction but cannot change sides mid-game. Place ownership disc to indicate current controller.
Shipyard 18 pts BOF1
Shields: 3  |  Hull: 2  |  Static — Cannot Move
  • — Engineering: Repair disc or hull cube
  • 1, 6 Construction Dock: Build ship or repair friendly
  • 2–4 Defence Grid: 1 D10 per disc
  • 5 Shield Generator: +2 shield cubes
Can build 2 ships simultaneously. Ships start with no discs or shields, add 1 disc per Construction Dock action. Launch anytime with an activation cube.
Sirocco (Storm) 10 pts XENO
Shields: 1  |  Hull: 0  |  Size: Small
  • — Engineering: Repair disc
  • 1–2 Positron Torpedoes: 1 D6 per disc
  • 3–4 (part of engine disc)
  • 5 Shield Generator: +1 shield cube
  • — Engines: Move (blue discs)
Whirlwind (Storm) 35 pts XENO
Shields: 1  |  Hull: 0  |  Size: Large  |  Wings: 1 Bomber
  • — Engineering: Repair disc
  • 1–4 Positron Torpedoes: 1 D6 per disc
  • 5 Bomber Bay: Launch bomber wing
  • — Shield Generator: +1 shield cube (always available)
  • — Engines: Move
Soldier (Hive) 15 pts XENO
Shields: 0  |  Hull: 2  |  Boarding cubes: 4  |  Size: Small
  • — Heal: Repair disc AND/OR return hull cube
  • 1–3 Infect: 1 D10 per disc (boards enemies)
  • 4–5 Weak spot: No disc
  • 6 Move: Flick a rear tentacle
Queen (Hive) 35 pts XENO
Shields: 0  |  Hull: 4  |  Boarding cubes: 10  |  Size: Large  |  Wings: 4 Drones
  • — Heal: Repair disc AND/OR return hull cube
  • 1–2 Infect: 1 D10 per disc
  • 3–4 Grow: Add 1 drone wing per disc to drone space
  • 5 Birth: Launch 1 drone wing per disc
  • 6 Move: Flick a rear tentacle
Drone pieces that are destroyed return to the Queen's supply — they can be Grown and Birthed again! Unlimited drones (limited by supply).
Drone Wing (Hive) 5 pts XENO
Pieces: 2  |  Hits: 1/piece  |  Weapon: D10 ×pieces
  • Move: Flick in any direction
  • Infect: 1 D10 per remaining piece (boards enemies)
Destroyed drone pieces return to Queen's supply to be reborn.
Reaver 8 pts PIRATE
Shields: 0  |  Hull: 2
  • — Salvage Drones: Salvage wreckage or repair friendly
  • 1–3 Defence Grid: 1 D10 per disc
  • 4 Weak spot: Lose hull cube (or destroyed)
  • 5 Storage Bay: Holds 2 hull cubes/discs
  • 6 Engines: Move
Salvage Drones location is indestructible — cannot be damaged without destroying the ship.
Dancer 8 pts PIRATE
Shields: 0  |  Hull: 0
  • 1–2 Defence Grid: 1 D10 per disc
  • 3–4 Evade: No damage dealt
  • 5–6 Engines: Move
Immune to damage on die results 3, 4, 7, 8, 9, 10. Only results 1, 2, 5, 6 cause damage.
Corsair 10 pts PIRATE
Shields: 0  |  Hull: 0
  • — Salvage Drones: Salvage or repair
  • 1–3 Defence Grid: 1 D10 per disc
  • 4 Evade: No damage dealt
  • 5 Storage Bay: Holds 2 hull cubes/discs
  • 6 Engines: Move per remaining disc
Lightning Strike: Can split 2 moves around another action (move → action → move). Engines location cannot be repaired by any means.
Assault Barge 20 pts PIRATE
Shields: 0  |  Hull: 0  |  Size: Large  |  Wings: Interceptors
  • 1–2 Defence Grid: 1 D10 per disc
  • 3–4 Interceptor Bays: Launch interceptor wing
  • 6 Engines: Move
Rapier 12 pts PIRATE
Shields: 0  |  Hull: 0
  • — Motivate: Give another friendly ship 1 action
  • 1–2 Defence Grid: 1 D10 per disc
  • 3–4 Evade: No damage dealt
  • 5–6 Engines: Move
Evades on 3 or 4 (in addition to 7–10). Motivate lets another friendly ship take 1 of its available actions.
📦 Expansions & Special Rules
🌌 Expansion 1 — Scenario Pack EXP1

Adds Mine-layers, Stealth ships, Rams, Mines, Asteroids, Objectives, and Civilian Ships.

Asteroids

  • If a die hits an asteroid first: remove the outermost ring or wedge hit. Nothing else hit by the die is damaged.
  • If a ship collides with an asteroid: remove the two outermost rings or the wedge hit. If shields up: lose all shield cubes + Shield Generator disc. If shields down: roll D6, take 2 damage to that location (Nuke-style).

Civilian Ships

  • Each has 2 hits (represented by 1 hull cube).
  • First hit removes the hull cube. Second hit destroys them.
  • If they collide with any model, they're destroyed.
  • Under player control, they can only Move.

Stealth Drive

  • While cloaked: cannot fire any weapons.
  • Attack dice only damage the cloaked ship if they end up touching the transparent acrylic model.
  • Cloaked ship cannot be rammed.
  • If Stealth Drive location is damaged while cloaked: decloak (replace transparent model with grey).

Objective Tokens

  • First capital ship to collide with the Objective picks it up and gains its benefit.
  • If hit by anything else (die, mine, etc.) — remove from play; benefit is lost.
🚀 Box of Flicks 1 BOF1

Adds Gunboats, Repair Skiffs, Cruisers, additional Destroyers/Carriers/Dreadnoughts, plus the neutral Weapons Platform and Shipyard space stations. Also adds Legendary Pilots.

Drone Bays (Repair Skiff ability)

When activated, the Repair Skiff moves a drone to a friendly capital ship it is touching. That ship immediately returns one disc to its dashboard from the removed pile. The Skiff must physically touch the target ship to use this ability.

Legendary Pilots

Special pilot tokens placed on specific wings. Each gives a unique ability to that wing (e.g. reroll, bonus movement, etc.). One per wing, chosen during setup.

🛸 Box of Flicks 2 BOF2

Adds Uprising Railgun Cruiser, ECM Platform, Salvage Vessel; Imperium Missile Corvette, Ion Cannon Frigate, Phase Frigate, Railgun Cruiser; and the Space Pirate faction (Assault Barge, Weapons Barge, Reaver, Dancer, Gunboats, Interceptors). Also introduces Technicians, Aged Ships, Nebulae, Rifts, and Comets.

Salvage Rules

  • When a capital ship is destroyed inside the play area, place wreckage markers touching the model (1 for small, 2 for large, 3 for huge), then remove the ship model.
  • Distribute any remaining discs from the destroyed ship's dashboard across the wreckage markers as evenly as possible.
  • Salvage Drones (Repair Skiff/Reaver/Corsair/Salvage Vessel): Touch a wreckage marker and activate Salvage Drones. Take one disc from the marker and add it to your Storage Bay (or use immediately).
  • Wreckage hit by a die or area effect is destroyed along with any discs on it.

Technicians (Optional Rule)

Add 1 technician per ship with Engineering (+2 pts). Each technician is a coloured wooden person token matching a ship system. When that ship takes an Engineering action, it may replace a disc matching the technician's colour for free, in addition to the normal repair.

Aged Ships (Optional Rule)

Designate ships as Aged (place orange spanner). Cost reduced by 2/4/6 pts (small/large/huge). At the start of each round, roll D10 for each aged ship — if the result matches a location with a disc, remove one of those discs. Can be repaired normally.

Nebulae

Nebulae are cloud-like obstacles. Any die that passes through a Nebula piece is deflected — if the die ends up inside or beyond the Nebula, it deals no damage. Ships can move through Nebulae freely but cannot fire through them.

Rifts

Rift tokens are spatial anomalies. Any ship that moves through or stops on a Rift token is teleported — picked up and placed at another Rift token (chosen randomly or as specified in scenario). Dies that hit Rifts are removed from play.

👾 FlickFleet: Xeno Wars XENO

Standalone game introducing two alien factions — The Hive (green, parasitic boarders) and The Storm (purple, positron torpedoes). Can be combined with base FlickFleet for cross-faction play.

Hive: Infect & Boarding

  • Hive D10 dice are called "Infect" — they deal boarding damage to capital ships.
  • When an Infect die hits an unshielded capital ship on result 1–6: remove a disc AND place a boarding cube on that location + on the ship model.
  • Boarding cubes attack the ship at the start of each of that ship's activations.
  • Infect does NOT board other Hive capital ships (but damages their wings normally).

Hive: Grow & Birth

  • Queen can use Grow action to add drone wings to its drone space on the dashboard.
  • Queen uses Birth action to launch drones from drone space into play.
  • Destroyed drone pieces return to Queen's communal supply and can be regrown.
  • Queens can have a maximum number of drones in their supply (10 cubes for Empress, etc.).

Heal vs Engineering

Hive ships use "Heal" instead of "Engineering." Heal lets you return one disc AND one hull cube in the same action (Engineering lets you do one OR the other). Storm ships use standard Engineering (one disc OR one hull cube per action). Storm's Shield Generator has no disc — it's always available as an action.

Multiplayer (3–4 Players)

Use the Turn Order Track. Each round, players bid for position using their cubes and cylinders — the Fire Ladder determines who goes first. Higher bids go earlier in the round. Combine with FlickFleet base game for up to 4 factions simultaneously. Team games: share fleet or split fleet points between team players.

🏴‍☠️ Box of Pirate Flicks PIRATE

Extends the Space Pirate faction with new ships and more wreckage. Pirates can be a standalone fleet or mercenaries alongside Uprising/Imperium.

Pirate Philosophy

  • Most pirate ships have no Engineering — they cannot repair normally.
  • Instead, they use Salvage Drones to scavenge wreckage for replacement parts.
  • Storage Bay holds salvaged discs/hull cubes until needed.
  • Salvage Drone locations are armoured — cannot be hit without destroying the whole ship.

Boarding Pods (Pirates)

The Pillager class ship has Boarding Pods — a D8 weapon. Like Hive boarding, it can place boarding cubes on enemy ships. Rules function similarly but use the D8 result to determine location.

Chop Shop

The Chop Shop is a salvage station — it can recycle wreckage markers more efficiently than normal Salvage Drones, gaining more parts per activation.

👽 Box of Xeno Flicks 1 XENO

Extends both Xeno Wars alien factions with new ships. Includes the Storm Dock (space station with Construction Dock), Turret (self-destructs!), and new Hive variants.

Storm Dock (33 pts)

  • Large, static space station — cannot move.
  • Has Construction Docks (locations 5–6): add a disc to a ship under construction, or start constructing a new ship.
  • Can have ships under construction — launched anytime with an activation cube.
  • Fires Positron Torpedoes (locations 1–4).

Turret (5 pts)

  • Tiny Storm ship with a devastating Self-Destruct ability.
  • Self-Destruct: destroy the Turret, damaging all nearby ships.
  • Also fires Positron Torpedoes (locations 1–2).
  • Only 1 shield cube. A kamikaze weapon!
🗺️ Scenarios
📋 How to Use This Section

Click any scenario card to expand the full setup guide, special rules, and win conditions. Each card shows the source rulebook and page so you can always refer back to the original. More scenarios at eurydicegames.co.uk/games/flickfleet/scenarios/

BASE GAME
Introductory Scenario
BASE GAME 👥 2 Players ⏱ 15–20 min
"First contact. Learn the core mechanics. Uprising vs. the might of the Imperium."
📖 FlickFleet 2nd Ed. Rulebook · p.3
A straightforward destroy-all-ships battle. Perfect first game — no special rules, just pure flicking.
▼
⚓ FLEETS
🔴 UPRISING
  • 2× Destroyer
  • 1× Fighter Wing
⚡ IMPERIUM
  • 1× Carrier
  • 2× Fighter Wings (to launch)
  • 1× Bomber Wing (to launch)
📐 SETUP

~90cm square play area. Place ships rear edges 5cm from your table edge. Uprising sets up first. Load dashboards with shield cubes and discs. Place wings beside carrier dashboard — launched via Fighter/Bomber Bay actions.

🔴 UPRISING — 2 Destroyers + 1 Fighter Wing
↕ ~90cm play area ↕
⚡ IMPERIUM — Carrier (wings ready to launch)
⚙️ SPECIAL RULES

No special rules. The Carrier player wants to launch wings early — Fighter Bay and Bomber Bay can only be used while their location discs are intact.

🏆 WIN CONDITION
First player to destroy all of their opponent's ships wins.
📖 Original rules: FlickFleet 2nd Ed. Rulebook, p.3
Target Practice
BASE GAME 👥 2 Players ⏱ 10–15 min
"Whoever bags the most kills will be Top Gun for the week. Fewest is on latrine duty."
📖 FlickFleet 2nd Ed. Rulebook · p.11
Training exercise — one fighter disc each, shoot 5 moving drones. Great for learning flicking accuracy.
▼
⚓ FLEETS
⚡ BOTH PLAYERS
  • 1× single fighter disc each (centre disc of an Imperium wing — 1 hit, fires 1 D10)
Obstacles: 4 Uprising fighter pieces scattered diagonally
Targets: 5 Uprising bomber pieces as drones
📐 SETUP

Players set up their single fighter disc in opposite corners, ~5cm from both edges. Scatter 4 Uprising fighter pieces diagonally as obstacles. Place 5 Uprising bomber pieces around the board as drone targets.

⚙️ SPECIAL RULES
  • Roll a die — start player's first turn is to flick a drone (not fire).
  • Each turn: fire and/or move your fighter, then move one drone by flicking it.
  • If a drone crashes into an obstacle: both undamaged.
  • If your die hits an obstacle first: nothing happens.
  • Destroyed drones go to your score pile.
  • Instant loss if: your fighter leaves table · your fighter collides with anything · you move a drone off the table · you shoot your opponent.
🏆 WIN CONDITION
First to shoot 3 drones wins. Any instant-loss condition means you lose immediately.
📖 Original rules: FlickFleet 2nd Ed. Rulebook, p.11
In Gravity's Shadow
BASE GAME 👥 2 Players ⏱ 20–30 min
"A small Uprising fleet spotted cowering in the Gravit-E neutron star system. Dispatch the ISS Annihilator to cleanse them from the sector."
📖 FlickFleet 2nd Ed. Rulebook · p.12
Every ship drifts 5cm toward a deadly neutron star after every activation. Timing and positioning are critical.
▼
⚓ FLEETS
⚡ IMPERIUM
  • 1× Dreadnought (ISS Annihilator)
  • 2× Fighter Wings (ready to launch)
🔴 UPRISING
  • 1× Carrier (2F + 1B wings to launch)
  • 1× Destroyer
Scenery: 1 large coin (~2.5cm) = neutron star, placed centre
📐 SETUP

Uprising sets up first (rear edges 5cm from their edge). Imperium sets up opposite. Place a large coin in the exact centre — the neutron star.

🔴 UPRISING — Carrier + Destroyer
★ Neutron Star (large coin, exact centre)
⚡ IMPERIUM — Dreadnought
⚙️ SPECIAL RULES
  • After each ship finishes its activation, move it 5cm in a straight line toward the neutron star. (Mandatory — no choice.)
  • Ruler tip: the width of a fighter wing disc = 5cm.
  • If two ships collide during drift: resolve as a ramming attempt.
  • Any ship touching the neutron star: instantly destroyed — no shields, no saves.
  • A die hitting the neutron star first: nothing happens — return moved ships to pre-shot positions.
🏆 WIN CONDITION
First player to destroy all of their opponent's ships wins. (The neutron star is an equal threat to both sides.)
📖 Original rules: FlickFleet 2nd Ed. Rulebook, p.12
Flight Before the Firestorm
BASE GAME 👥 2 Players ⏱ 25–35 min
"Our supply base on Fray-T has been betrayed! We need to evacuate before the Sector fleet arrives."
📖 FlickFleet 2nd Ed. Rulebook · p.13–15
Asymmetric race — Uprising evacuates freighters to hyperspace while Imperium destroyers arrive in waves.
▼
⚓ FLEETS
🔴 UPRISING (starts on board)
  • 1× Destroyer + 2× Fighter Wings
  • Up to 2× Carrier models as Freighters (added during play — stripped dashboards, 1 shield cube max)
⚡ IMPERIUM (wave arrivals)
  • Round 1: 1× Destroyer · Round 3: 1× Destroyer · Round 4: 1× Destroyer · Round 5: 1× Destroyer
Scenery: Moon Fray-T — small plate (~15cm) rim-down in the centre
📐 SETUP

Place the moon (bowl/plate) in the centre. Uprising places destroyer and 2 fighter wings ~2.5cm from the moon. Imperium has no ships at start — they arrive each round.

Imperium destroyers arrive from any edge each round
🌑 Moon Fray-T (centre)
🔴 UPRISING — Destroyer + Wings (~2.5cm from moon)
⚙️ SPECIAL RULES
  • Start of any round: Uprising may add 1 freighter (Carrier model, activation cube, no weapon discs, 1 shield max) — rear edge 2.5cm from moon. Max 2 freighters in play at once.
  • Freighter must move once away from the moon first before it can exit the table.
  • Freighters exiting the table = hyperspace escape (count toward Uprising win).
  • Imperium destroyers enter rounds 1/3/4/5 — rear edge 5cm from any edge, with activation cubes.
  • Any ship touching the moon: instantly destroyed. Die hitting moon first: nothing happens.
🏆 WIN CONDITION
Uprising wins by getting 3 of 4 freighters off the table (hyperspace). Imperium wins if 2 freighters are destroyed.
📖 Original rules: FlickFleet 2nd Ed. Rulebook, p.13–15
EXPANSION 1 — SCENARIO PACK
The Killing Fields
EXP1 👥 2 Players ⏱ 25–35 min
"The Guerrilla is being stalked through a minefield by an invisible foe. Reinforcements are coming — for both sides."
📖 Expansion 1: Scenario Pack · p.7
Escalating battle across a live minefield. Both sides receive reinforcements in rounds 3 and 4. The ISS Bastion recycles destroyed mines.
▼
⚓ FLEETS
🔴 UPRISING
  • Start: 1× Destroyer (Guerrilla)
  • Round 3: +1× Carrier
  • Round 4: +1× Ram (Piledriver)
⚡ IMPERIUM
  • Start: 1× Stealth Ship (ISS Phantom)
  • Round 3: +1× Mine Layer (ISS Bastion)
  • Round 4: +1× Destroyer
Scenery: 4 mines in a diagonal line, ~25cm apart
📐 SETUP

Place 4 mines in a diagonal line across the centre, ~25cm apart. Uprising Destroyer aligns with one end mine (5cm from edge). ISS Phantom aligns with the other end mine (5cm from opposite edge).

⚡ ISS Phantom (5cm from edge, aligned with far mine)
💣 ——— 💣 ——— 💣 ——— 💣 (diagonal mine line)
🔴 Uprising Destroyer (5cm from edge, aligned with near mine)
⚙️ SPECIAL RULES
  • When any of the 4 initial mines is destroyed: place it on the ISS Bastion's dashboard — she can re-launch it once she arrives (Round 3).
  • ISS Bastion may launch max 4 mines total during the game.
  • After Bastion launches a mine, it cannot be reused.
  • Round 3 start: place Uprising Carrier + ISS Bastion in set-up areas (with activation cubes).
  • Round 4 start: place Uprising Ram + Imperium Destroyer in set-up areas (with activation cubes).
🏆 WIN CONDITION
First player to destroy all opponent's ships (including all reinforcements that have arrived) wins.
📖 Original rules: Expansion 1: Scenario Pack, p.7
Tech Transfer
EXP1 👥 2 Players ⏱ 20–30 min
"The research station at Psyen-S is under threat. The Imperium evacuates their tech. The Uprising intercepts."
📖 Expansion 1: Scenario Pack · p.8
Civilians carry random Objective tokens along a convoy. Collect 3 for Uprising to win. Destroy one and Imperium loses instantly.
▼
⚓ FLEETS
⚡ IMPERIUM
  • 3× Fighter Wings
  • 4× Civilian Ships (2 hits each)
🔴 UPRISING
  • 1× Carrier (2F + 1B wings to launch)
OBJECTIVE TOKENS: 🎯 Target · 🛡️ Extra Shield (+1 max shield) · 🤖 Nanobots (2 Engineering actions) · ⚡ Power Core (3 actions/turn)
📐 SETUP

Uprising Carrier sets up 5cm from one corner. Imperium places the 1st civilian at the opposite edge (~10cm from side) with 3 fighter wings around it. Mark a convoy track ~30cm across the table.

🔴 UPRISING — Carrier (corner, 5cm from edge)
←——— Convoy track (~30cm) ———→
⚡ IMPERIUM — 1st Civilian + 3 Wings (opposite edge)
⚙️ SPECIAL RULES
  • Each round: all civilians move ~30cm along the convoy track. A new civilian enters from the start.
  • Civilian destroyed: replace with a random face-down Objective token on the table.
  • Uprising Carrier collides with an Objective: collect it and gain its benefit.
  • Civilian survives the full track (3 turns): Imperium draws a random Objective — safely delivered (benefit not gained).
  • Imperium destroys an Objective token: Imperium loses immediately.
🏆 WIN CONDITION
Uprising wins by collecting 3 Objectives. Imperium wins if Uprising doesn't reach 3. Imperium loses instantly if they destroy any Objective token.
📖 Original rules: Expansion 1: Scenario Pack, p.8
Escort Duty
EXP1 👥 2 Players ⏱ 15–25 min
"Uprising Two is hidden in a civilian flotilla. Get her past the Imperial blockade. Which ship is she on?"
📖 Expansion 1: Scenario Pack · p.10
Hidden information! Uprising secretly marks their VIP civilian. Imperium must guess which ship to destroy before it escapes.
▼
⚓ FLEETS
⚡ IMPERIUM
  • 2× Destroyers
🔴 UPRISING
  • 4× Civilian Ships
  • 3× Fighter Wings
Scenery: Asteroids in a narrow band across the centre
📐 SETUP

Asteroids across the centre. Imperium: 2 Destroyers rear edges 5cm from one edge. Uprising: 4 Civilians tightly grouped + 3 Fighter Wings (5cm from opposite edge). Before play: Uprising secretly writes which civilian (numbered 1–4 by back triangles) carries Uprising Two.

⚡ IMPERIUM — 2 Destroyers
🪨 asteroid belt across centre 🪨
🔴 UPRISING — 4 Civilians (secret VIP inside) + Wings
⚙️ SPECIAL RULES
  • Uprising secretly notes which civilian is the VIP (numbered 1–4 by triangles on back). Kept hidden from Imperium.
  • Uprising controls all civilian ships and can move them during their turn.
  • Civilians: 2 hits each (1 hull cube). Collide with any model = instantly destroyed.
  • Uprising must get the secret civilian off the opposite table edge.
🏆 WIN CONDITION
Uprising wins if the secret civilian escapes off the Imperium's starting edge. Imperium wins if that specific civilian is destroyed. (Imperium must guess or destroy them all!)
📖 Original rules: Expansion 1: Scenario Pack, p.10
Bombers vs. Mines
EXP1 👥 2 Players ⏱ 15–25 min
"The ISS Bastion is laying mines ahead of an assault. A small Uprising fleet must clear a path."
📖 Expansion 1: Scenario Pack · p.9
The ISS Bastion can recover and re-launch destroyed mines (up to 4 total). Uprising bombers must blast through.
▼
⚓ FLEETS
🔴 UPRISING
  • 2× Destroyers
  • 1× Bomber Wing
⚡ IMPERIUM
  • 1× Mine Layer (ISS Bastion)
  • 1× Destroyer
  • 2× Fighter Wings
Scenery: 2 mines per rulebook diagram (p.9)
📐 SETUP

Set up 2 mines and both fleets per the rulebook diagram (p.9). Both sides deploy rear edges 5cm from their respective table edges.

⚙️ SPECIAL RULES
  • When one of the 2 initial mines is destroyed: place it on ISS Bastion's dashboard — she can re-launch it via Mine Bay.
  • Bastion may launch max 4 mines total during the whole game (the 2 starting + 2 from play if destroyed).
  • After Bastion re-launches a mine, it cannot be recovered again.
  • Mine reminder: un-primed on launch (no damage if they hit something during the initial flick). Once stopped = primed — any piece touching them detonates them (blast template, Nuke damage to everything within).
🏆 WIN CONDITION
First player to destroy all of their opponent's ships wins.
📖 Original rules: Expansion 1: Scenario Pack, p.9
The Sky is Full of Rocks!
EXP1 👥 2 Players ⏱ 15–20 min
"A small Uprising force shelters in an asteroid belt. A cloaked hunter approaches."
📖 Expansion 1: Scenario Pack · p.9
Introduces asteroid collision rules with the ISS Phantom's cloaking ability as the key tactical element.
▼
⚓ FLEETS
🔴 UPRISING
  • 2× Destroyers
  • 1× Fighter Wing
⚡ IMPERIUM
  • 1× Stealth Ship (ISS Phantom)
  • 1× Destroyer
  • 1× Fighter Wing
Scenery: Asteroids scattered per rulebook diagram (p.9)
📐 SETUP

Place asteroids per the rulebook diagram (p.9). Both fleets deploy rear edges 5cm from respective edges.

ASTEROID RULE: Die hits asteroid first → remove outermost piece, nothing else damaged. Ship collides with asteroid → remove 2 pieces, ship loses all shields + Shield Gen disc (shields up) or rolls D6 × 2 damage (shields down).
⚙️ SPECIAL RULES

No extra rules beyond standard asteroid collisions. Key mechanic: ISS Phantom's Stealth Drive — while cloaked, attack dice only damage it if they physically end up touching the transparent model. A die bouncing past = miss. Cloaked ships cannot fire or be rammed.

🏆 WIN CONDITION
First player to destroy all of their opponent's ships wins.
📖 Original rules: Expansion 1: Scenario Pack, p.9
XENO WARS SCENARIOS
Introductory Xeno Wars
XENO WARS 👥 2 Players ⏱ 15–20 min
"Two species that cannot communicate. Two radically different ways to fight. No special rules — just learn the factions."
📖 FlickFleet: Xeno Wars Rulebook · p.3
Clean intro fight between Hive and Storm. Learn how boarding (Hive Infect D10) and positron torpedoes (Storm D6) work.
▼
⚓ FLEETS
💜 STORM
  • 3× Siroccos
🟢 HIVE
  • 2× Soldiers
📐 SETUP

Standard setup. Ships rear edges 5cm from each player's table edge. Storm sets up first. Create a shared boarding cube supply for the Hive.

💜 STORM — 3 Siroccos
↕ ~90cm play area ↕
🟢 HIVE — 2 Soldiers
⚙️ SPECIAL RULES

No extra rules. Key faction differences:

  • Hive: No shields. Hull cubes. Infect D10 boards enemies on unshielded hits (result 1–6) — green boarding cubes attack every activation. Heal action repairs both a disc AND a hull cube.
  • Storm: Has shields. Positron Torpedo D6 — like nukes but second damage hits a different random location. Standard Engineering (one disc OR one hull cube).
🏆 WIN CONDITION
First player to destroy all of their opponent's ships wins.
📖 Original rules: FlickFleet: Xeno Wars Rulebook, p.3
Nuke It From Orbit
XENO WARS 👥 2 Players ⏱ 20–30 min
"A Hive Queen orbits the gas giant Nostr-0. Dispatch the Whirlwind before she colonises the sector."
📖 FlickFleet: Xeno Wars Rulebook · p.15
Queen defends near the lethal gas giant; Whirlwind attacks from range. The gas giant kills anything that touches it.
▼
⚓ FLEETS
🟢 HIVE
  • 1× Queen (4 drone wings ready to launch)
💜 STORM
  • 1× Whirlwind (bomber wing ready to launch)
Scenery: Gas giant Nostr-0 — small plate/bowl rim-down in exact centre
📐 SETUP

Gas giant in exact centre. Hive places Queen with rear edge 5cm from the gas giant (close!). Storm places Whirlwind rear edge 5cm from any table edge of their choice.

💜 STORM — Whirlwind (5cm from chosen edge)
🪐 Gas Giant Nostr-0 (exact centre)
🟢 HIVE — Queen (5cm from gas giant)
⚙️ SPECIAL RULES
  • Hive goes first in Round 1.
  • Gas giant = static permanent obstacle. Cannot be moved or damaged.
  • Die hitting gas giant first: no damage to anything.
  • Any ship touching the gas giant: instantly destroyed.
  • If gas giant is moved: return to original position.
🏆 WIN CONDITION
First player to destroy their opponent's ships wins.
📖 Original rules: FlickFleet: Xeno Wars Rulebook, p.15
Caught in the Act
XENO WARS 👥 2 Players ⏱ 25–35 min
"Storm strikes deep into Hive territory to disrupt the breeding of a new swarm. The Queens are in brood — but not helpless."
📖 FlickFleet: Xeno Wars Rulebook · p.16
Two stationary Queens in the centre (Engines removed). Queens can Heal their engines back and regain mobility mid-game.
▼
⚓ FLEETS
🟢 HIVE
  • 2× Queens (full drone complements)
  • Each queen: 1 drone wing on dashboard (grown, ready to Birth)
  • ⚠️ Remove Engine disc from both queens at setup
💜 STORM
  • 1× Sirocco
  • 1× Whirlwind (bomber wing already launched in play)
📐 SETUP

Hive places both Queens in the centre, rear edges facing each other. Remove Engine discs from both. Place 1 drone wing on each queen's drone space. Storm places all 3 ships rear edges 5cm from any table edge.

💜 STORM — Sirocco + Whirlwind + Bomber Wing
🟢 Queen ↔ Queen (centre, rear-to-rear, no engines)
⚙️ SPECIAL RULES
  • Both Queens cannot move at game start — Engine discs removed.
  • Queens can Heal their Engine disc back any time — once healed, can move normally.
  • Queens can still Infect, Grow, and Birth from stationary positions.
  • Whirlwind's bomber wing starts already launched in play (with activation cube).
🏆 WIN CONDITION
Storm wins by destroying both Queens. Hive wins if all Storm ships are destroyed and at least one Queen survives.
📖 Original rules: FlickFleet: Xeno Wars Rulebook, p.16
The Seed
XENO WARS 👥 2 Players ⏱ 20–30 min
"A blend of organic and inorganic technology — immune to positron torpedoes. We have no idea what it is."
📖 FlickFleet: Xeno Wars Rulebook · p.17
The Seed fires Infect attacks automatically each round. Missed shots leave boarding cube hazards on the table.
▼
⚓ FLEETS
🟢 HIVE
  • 2× Soldiers (placed anywhere in play area)
💜 STORM
  • 1× Sirocco
  • 1× Whirlwind (bomber wing to launch)
Scenery: Large coin in centre = The Seed (indestructible)
📐 SETUP

Place large coin in centre (The Seed). Hive sets up first — places both Soldiers anywhere within the play area. Storm chooses any table edge and sets up rear edges 5cm from it.

💜 STORM — chooses edge, sets up 5cm from it
🟢 Hive Soldiers (anywhere — their choice)  ·  ⚪ The Seed (centre)
⚙️ SPECIAL RULES
  • The Seed cannot be damaged, destroyed, or moved.
  • At the start of each round (before any activations): Hive fires twice from the Seed — as if it has an Infect location with 2 discs. Targets Storm ships only.
  • Die hits Storm ship: deal damage/boarding as normal.
  • Die misses and stays in play: replace it with a boarding cube hazard — it stays on the table.
  • Storm ship touches a boarding cube hazard: roll D10 as if hit by Infect, then remove the cube.
  • Boarding cubes are unlimited here — use queen supply if needed.
🏆 WIN CONDITION
Storm wins by destroying both Soldiers (path cleared for science mission). Hive wins by destroying all Storm ships while at least 1 Soldier remains alive.
📖 Original rules: FlickFleet: Xeno Wars Rulebook, p.17
Battle Royale
XENO WARS + BASE GAME 👥 4 Players ⏱ 30–45 min
"All four factions. One table. One survivor. The galaxy belongs to the last fleet standing."
📖 FlickFleet: Xeno Wars Rulebook · p.18
Epic 4-player free-for-all. Mobile asteroids create chaos. Requires both FlickFleet and Xeno Wars.
▼
⚓ FLEETS
⚡ IMPERIUM
  • 1× Dreadnought + 1× Destroyer
🔴 UPRISING
  • 1× Carrier + 2× Destroyers
💜 STORM
  • 1× Whirlwind + 1× Sirocco
🟢 HIVE
  • 1× Queen + 2× Drone Wings (already in play)
Scenery: 8 asteroids (each player places 2 in centre after all deployment)
📐 SETUP

Each player picks one table edge. Deploy one ship at a time in order: Storm → Uprising → Imperium → Hive (alternating until all placed). Then each player places 2 asteroids in the centre.

💜 STORM top
⚡ IMP right
🔴 UPR left
🟢 HIVE bottom
8 asteroids placed in centre after deployment
⚙️ SPECIAL RULES

Asteroids are mobile obstacles:

  • Moved by ship/die: leave in new position.
  • Die hits asteroid first: only damages asteroid (remove one piece).
  • Ship collides with asteroid: asteroid takes 2 damage; ship loses all shields + Shield Gen disc (shields up) OR rolls D6 × 2 damage (shields down).

Use the Xeno Wars Turn Order Track and Fire Ladder bidding for 4-player turn order (see Xeno Wars Rulebook p.11).

🏆 WIN CONDITION
Last player with any ships remaining on the table wins the galaxy. All other factions must be completely eliminated.
📖 Original rules: FlickFleet: Xeno Wars Rulebook, p.18
MORE SCENARIOS ONLINE Community and official scenarios at: www.eurydicegames.co.uk/games/flickfleet/scenarios/ — share yours at jack@eurydicegames.co.uk
📖 Rules Glossary
A–Z Key Terms
ACTIVATION
Removing a purple cube from a ship and taking 2 different actions with it. One ship is activated per turn per player.
ACTIVATION CUBE (Purple)
Placed on every ship at the start of each round. Removed when a ship is activated. Once removed, the ship cannot act again until the next round.
ARMOUR
When a capital ship's shields are down, a die result of 7–10 is absorbed by the ship's armour — no damage. Nukes and Positron Torpedoes bypass armour entirely.
BIRTH
Hive Queen action. Launches drone wings from the Queen's drone space dashboard into play (one per remaining orange disc).
BOARDING CUBE (Green)
Placed on a ship location when hit by Hive Infect dice (unshielded). Attacks at the start of that ship's next activation. Removed by sacrificing actions (2 per action sacrificed).
COLLISION
When two ships touch during movement without a declared ram. No damage is dealt but the active player's turn ends immediately.
DEFENCE GRID
Capital ship weapon location. Fire 1 D10 (laser) attack die per remaining red disc on the location.
DISC
Coloured wooden disc representing a ship's system being operational. When all discs on a location are removed, that action is unavailable. Discs can be repaired via Engineering.
DRONE BAY / DRONE BAYS
Repair Skiff action — touch a friendly capital ship and transfer a disc to it, restoring one of its damaged locations for free.
ECM FIELD
Area-denial weapon (Box of Flicks 2). Blocks attack dice that pass through the field template. Token must be flicked and stop without touching anything.
ENGINEERING
Action available to most capital ships. Returns one removed disc or one grey hull cube to the ship's dashboard. Always available (no disc required on this location).
EVADE
Special location on some ships (Dancer, Corsair, Rapier). When the die result matches an Evade location number, no damage is dealt.
FREE GAME
Non-scenario game where players agree a points total and build their own fleet. 30–40 points recommended for beginners. First to destroy all enemy ships wins.
GROW
Hive Queen action. Adds drone wings to the drone space on the dashboard (one per remaining yellow disc). Drones must be Grown before they can be Birthed.
HEAL
Hive faction version of Engineering. Can return one disc AND one hull cube in the same action (more powerful than Engineering, which does one OR the other).
HULL CUBE (Grey)
Buffer on Dreadnoughts and Hive ships. When all discs at a hit location are gone, hull cubes take the next hits. When hull cubes are gone, the next hit destroys the ship.
INFECT
Hive attack action. Fire D10 dice that deal boarding damage to enemy capital ships (placing green boarding cubes on their locations).
ION CANNON
Box of Flicks 2 weapon. D12 die that strips shield cubes and removes discs but cannot kill ships or damage hull cubes. Bypasses shield priority to also remove discs.
LAUNCH (Wings)
Capital ships with Fighter/Bomber Bay can launch wings mid-game. Launched wing receives an activation cube and can act in the same round it's launched.
MINE
Flicked from Mine-layer ships. Un-primed during initial flick (no damage if it collides). Once stopped = primed. Any piece touching it detonates it (area blast template, Nuke damage to everything within).
NUKES
D6 weapon. Rolls straighter than D10, bypasses armour (7+ doesn't block), deals double damage (same location hit twice). Wings lose 2 pieces to nukes.
PLAY AREA
Approximately 90cm × 90cm (3 feet square). Ships that leave the play area are destroyed. Standard dining table works perfectly.
POINTS
Each ship has a points value shown on its dashboard. In free games, players build fleets up to an agreed total. Wings attached to Carriers/Dreadnoughts are included in those ships' point costs.
POSITRON TORPEDOES
Storm faction D6 weapon. Like Nukes but double damage hits a DIFFERENT location (re-roll the D6). Bypasses armour. Wings lose 2 pieces.
RAILGUN
Box of Flicks 2 precision weapon. Choose which face shows on top before firing. First item hit takes 2 damage to the chosen location (if die stays in play).
RAMMING
Intentional collision. Declared before moving. Ramming ship must have 0–2 discs remaining. If it hits its declared target, it is destroyed and deals heavy damage to the target based on its size.
ROUTED
When a ship leaves the play area for any reason (movement, ramming, hit by a die). It counts as destroyed and cannot return.
SALVAGE
Pirate/Salvage Vessel mechanic. Destroyed ships leave wreckage markers with remaining discs. Salvage Drones can harvest these discs to repair ships or store in Storage Bay.
SHIELD CUBE (White)
Absorbs hits before any location damage. Removed instead of rolling the die result whenever shields are present. Recharged via Shield Generator action.
SMART MISSILE
Box of Flicks 2. Flick from ship — if it hits a capital ship, deals 2 damage. If it stops freely, becomes a persistent obstacle that deals 2 damage when struck by a ship later.
STEALTH DRIVE
Expansion 1. Cloak action: replace grey model with transparent. While cloaked: can't fire, only damaged if die touches the transparent model, cannot be rammed.
STORAGE BAY
Pirate ship feature. Holds salvaged discs or hull cubes. Used to store parts for future repairs. Capacity depends on ship type (2–4 items typically).
WEAK SPOT
A special location (no disc) on some ships. A die result matching the Weak Spot number either instantly destroys the ship or causes special effects (hull cube loss on Reavers, etc.).
WING
Collective term for Fighter wings, Bomber wings, and Drone wings. Three (or two for drones) pieces representing individual craft. Can only Move and Fire. Each piece = 1 hit point.
WRECKAGE MARKER
Placed when a capital ship is destroyed (1/2/3 for small/large/huge ships). Holds remaining discs from the destroyed ship's dashboard. Pirates can salvage these for parts.
FlickFleet © Eurydice Games Ltd.  ·  Rules Reference compiled from all official rulebooks.
Base Game  ·  Expansion 1 (Scenario Pack)  ·  Box of Flicks 1 & 2  ·  Xeno Wars  ·  Box of Pirate Flicks  ·  Box of Xeno Flicks 1
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