FlickFleet

Designed by: Jackson Pope,Paul Willcox

FlickFleet is a two-player, dice-flicking game of galactic battle and conquest.

There are number of different scenarios to play, from the games’ introductory battle of last-one-standing to variants where planets get in your way, or a stars’ gravitational pull sucks you into celestial destruction. You can create your own scenarios too. But outside of these wrinkles, the mechanics of FlickFleet are always the same: the rebel Uprising face off against the dominant Imperium, and both are manifest in the form of acrylic spaceships, flying around an area 3ft square…

Rounds are simple – each player gets to activate each ship at their disposal once, taking turns to do so. Turns are simple too – you get two actions and can spend them in a variety of ways, depending on the ship in question.

Wings are basic interference-running ships who can only move or fire. They are made up of three interlocking sections, and for every still-intact section, they can shoot that many times at the enemy – but when hit, they lose a section and hence become less effective. There are two types of Wings – one is more mobile, but the other is more destructive.

Dreadnoughts, Destroyers and Carriers are a different proposition. Each come with a kind of dashboard of the ship that show its available actions – assuming that it hasn’t taken specific, debilitating damage. Ships begin with a disc (or discs) on each space of the dashboard and as long as there is at least one disc in a zone, you can take the action. Engines and weapons are akin to the Wing actions – movement and fire. Other actions are repairing shields, replacing lost discs, and – if there are ships available to launch – launching further ships into the battle from the bays.

All of this galactic jiggery-pokery swings around the central hub of combat, though, which is FlickFleet’s dark and hilarious heart. Ships do damage to each other by flicking dice, either of the ten-sided (d10) or six-sided (d6) variety. Both can damage ship’s shields, but the d6 is more effective for two reasons – first of all, any number on a flicked die that hits its target will not only damage shields on a large ship, but remove discs as well. And on top of that, a d6 is considered to hit twice, meaning double damage. If the last section of a Wing is hit, it is destroyed. If a zone on a larger ship is hit when it does not contain a disc, it’s destroyed.

Bear in mind too that flicking with overt enthusiasm can backfire, as any dice leaving the field of play is considered a miss, whether it made contact with the enemy or not. What it amounts to is a tactical, reactive battle that can see absurd comebacks when a ship on its last legs fires at a super-powerful dreadnought and hits the achilles heel… a fun, silly, but tense game of galactic combat.

Sam says

FlickFleet is perfectly pitched, I believe, threading a thin vein of strategy and a wide seam of tactical play through the slightly-managed chaos of dice-flicking: some battles can go with a player gaining early dominance and finishing things off quickly, whereas others can be swingy, with dramatic comebacks and feisty finales. Although I've enjoyed the likes of Flick 'Em Up and Catacombs and Castles, they can err towards the fiddly and just... long, for games built around the idea of flicking small objects at other small objects. Flickfleet recognises where the fun is, and conjures a fast-paced and slightly bonkers experience, paring back rules and exceptions in favour of play. But that said, it also allows players who want more of an epic to do so; making their own scenarios, using as many ships (and house-rules) as you like. I like it a lot, and my only complaint, using the word guardedly, is that it only plays two - a multi-player FlickFleet would be something to behold...

Joe says

I wasn't sure about this, though I only played it once. I like the overall idea of flicking with theme, but the reality here somehow feels like a heap of perspex offcuts trying quite hard to be a game. That's probably inconsistent of me, since I'm a big fan of Ascending Empires (despite my crapness at flicking being the stuff of legend in that game), but for whatever reason, this didn't totally convince me.

The guru's verdict

GNG Favourite
  • Take That!

    Take That!

    It is a battle, not a tea party.

  • Fidget Factor!

    Fidget Factor!

    Minimal.

  • Brain Burn!

    Brain Burn!

    Low, but not entirely absent. The rules aren't something to preoccupy you; what will is the urge to search-and-destroy fighting the urge to stay distant and safe.

  • Again Again!

    Again Again!

    Although FlickFleet will always have the same combative flavour in the experience, there's a variety of scenarios (five in the rulebook, but many more to be found online) and the game always has a tale to tell. Usually a short and brutal tale, but a tale nonetheless.