Create a ~90cm square play area. Each player picks a faction, takes their ships & dashboards, loads them with shield cubes, hull cubes & coloured discs.
Place ships with their rear edge 5cm from your side of the table. Largest fleet goes first; tie goes to Uprising/Storm.
Place a purple activation cube on every ship. Players alternate activating one ship at a time — remove its cube and take 2 different actions.
Move (flick the ship), Fire (flick a die at a target), Recharge Shields, Launch Wings, or Repair. Wings can only Move + Fire.
Destroy all enemy ships (or meet the scenario objective). A ship leaving the play area counts as destroyed.
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!
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.
When a capital ship is hit, work through this chain:
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.
Pre-set fleets, special rules, and asymmetric objectives. Great for variety. Find official scenarios in each rulebook and at eurydicegames.co.uk.
Place a purple activation cube on every ship (capital ships and wings) currently in play.
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).
No damage. But the active player's turn ends immediately (evasive manoeuvres). Plan your flicks carefully!
Wings can do both actions in either order. They cannot repair, launch other wings, or recharge shields.
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.
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).
IMPERIUM / UPRISING (Base Game)
| Fighter Wing | 6 pts |
| Bomber Wing | 8 pts |
| Destroyer | 10 pts |
| Carrier (+ wings) | 25 pts |
| Dreadnought (+ wings) | 35 pts |
XENO WARS
| Drone Wing | 5 pts |
| Bomber Wing | 8 pts |
| Sirocco (Storm) | 10 pts |
| Soldier (Hive) | 15 pts |
| Queen/Whirlwind (+ wings) | 35 pts |
Wings lose a piece regardless of die result. Die number doesn't matter — any hit removes one piece.
When the last piece is removed, the wing is destroyed. Fighter/Bomber pieces cannot be reused once destroyed.
Work through this priority list for each point of damage:
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.
When a ship has boarding cubes on it, at the start of each activation (before the ship takes its two actions), resolve the cubes:
Adds Mine-layers, Stealth ships, Rams, Mines, Asteroids, Objectives, and Civilian Ships.
Adds Gunboats, Repair Skiffs, Cruisers, additional Destroyers/Carriers/Dreadnoughts, plus the neutral Weapons Platform and Shipyard space stations. Also adds Legendary Pilots.
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.
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.
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.
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.
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 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.
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.
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 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.
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.
Extends the Space Pirate faction with new ships and more wreckage. Pirates can be a standalone fleet or mercenaries alongside Uprising/Imperium.
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.
The Chop Shop is a salvage station — it can recycle wreckage markers more efficiently than normal Salvage Drones, gaining more parts per activation.
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.
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/