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Flicky Spaceships box art

Flicky Spaceships

Players

2-4

Time

45-90

Age

13+

Weight

1

Rating

6.50

Fit

Teach 2.4

Teaching signal

Replay 3.8

High replayability

Interaction 3.7

Highly interactive

Scaling 3.5

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.

Replay value

Flicky Spaceships has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. The player interaction score is moderate. The game scales well with different numbers of players. It is relatively easy to learn, providing a good balance between depth and accessibility. Overall, Flicky Spaceships has a strong replayability score of 7.5 out of 10.

Luck profile

Flicky Spaceships has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating the other.

Overview

By flicking your ship you’ll smash into strange worlds (and other players) to collect useful resources. Each player will be trying to turn their resources into powerful spaceship upgrades for attack, defense, resource generation, or victory point production - all to give them the edge in conquering this new-found galaxy. On your turn you will collect the resource from the hex your spaceship is on (which might be where you left it last turn...), flick your spaceship into a new hex, then invest in upgrades for your spaceship. There are 12 available technologies in a game worth different amounts of victory points at the end of the game. In addition, victory point tokens can be taken from a central pool for the successful use of certain upgrades. The game ends when a fixed number of upgrades have been bought or the victory point pool is exhausted.

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Credits

Designers

2
Matt Green (I) Sam Mercer

Artists

1
Andres Martinez

Publishers

1
Room 17 Games

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