Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Lead elite Blood Angel Terminators through a derelict starship—or command the Genestealer swarm closing through its corridors—in tense, scenario-driven tactical battles.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Scenario Campaign
Play linked or standalone scenarios with their own setup, objectives, and consequences.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Modular Board
Build the play area from interchangeable sections that vary between games.
Read the full game description
Space Hulk (Fourth Edition) is a two-player tactical miniatures game of claustrophobic combat aboard a vast, abandoned spacecraft. One player commands a small squad of heavily armoured Blood Angel Space Marine Terminators; the other controls a fast, relentless Genestealer swarm. Each mission assembles a different maze of modular corridors, rooms, doors, entry zones, and objectives. The Marine player spends a limited pool of command and action points to move, turn, open doors, fire storm bolters, enter overwatch, clear jams, and complete the scenario under severe time pressure. The Genestealer player advances hidden blips before revealing groups of creatures, exploiting blind corners and the Marines’ limited firing arcs. Dice make every shot and melee clash uncertain, but positioning and action economy decide whether those risks are manageable. Overwatch can lock down a passage until a weapon jams; a single Genestealer reaching close combat may be catastrophic. The fourth edition restores the lavish components and campaign structure of the acclaimed third edition while adding four extra missions and refreshed artwork. Missions create asymmetric objectives rather than simple elimination, making every doorway a tactical decision and every survivor precious.